#avatar-help
1 messages Β· Page 52 of 1
because all the shaders that allow for transparency (even the ones listed within VRChat/Mobile) seem to be disalowed by the avatar builder
Hes completely fine if i bend hin backwards, but the clothing clips when i bend hin forwards. How do I fix it? Ive already tried weight transfer and data transfer
those are for particles
You could get away with particle additive/multiply shader, to only some extent.
without knowing what the texture looks like, it's difficult to say, but the UV maps should match up with the textures
Weight painting, for sure
but neither of those allow for color
As I said "to some extent".
Im not sure what needs to be weight painted though, and i dont really know how it works. Ive watched tutorials before but im still confused
Update: I tried reanimating with renamed when locked on and now she looks down when no receiver is on and when the sender touches one of them it goes from the bottom left corner
so im guessing that for future refrance i should not try and make quest avatars have transparent bits
that's great advice, yep
so that no one needs to download
but i see other queast avatrs doing it
Your goal is to make the clothing move with each bone similar to how the body does, so it moves with the body. It's hard to offer specific advice on this though
weight and data transfer really only works if the topology is similar
as a potental quick and dirty solution you could just add a blendshape that crushes the body under the cloths to reduce clipping
yeah - that can get you close, often you still have to weight paint manually afterwards
but other than that you'll have to paint manually
I am so lost and don't know what to do, so here's a link to an archive of the project if anyone has time to take a look: https://drive.google.com/file/d/1EC3Ai-HtLx9jWh7xIgFuW83sGdle99sx/view?usp=sharing
any advice on making this look more like a silver metal? im using a poiyomi matcap but i havent done anything else to it.
what do i do if an fbx has the blendshapes on one of it's meshes show up in unity but not the other mesh
are you exporting from Blender right now?
yep
make sure you don't have an un-applied modifier on that mesh object
yep, gets me sometimes too
yah, I took a long break from vrchat and i've forgotten half the things i need to watch out for
Quick question;
Is there an "always" good way to make a blendshape that shrinks a mesh into another mesh? Like a rule..?
I've been trying to shrink some gloves into my hands but no matter what position I put them (once shrinked to a single mass of vertices) it blows out of the hands when I close my fist.
Is hands just very difficult/impossible or I'm doing it wrong?
you have to make sure the mesh stays aligned with the bone it's weight painted to, because it'll still move along with the bone even if shrunk
it's one reason I dislike this method
Okay so maybe not shrinked to maximum but just slightly under the skin might give better result..
I also hate to do this but I'm optimizing for
and my 2nd mesh is already a jacket so I'm looking for another way if I feel like removing the gloves π
I'd try to just shrink it along the bone it's assigned to, in a line, rather than a point
Yay they stay completely hidden with this method thanks a lot π©·
if you are in blender you can try alt+s
it scales in a way that compresses the mesh without shrinking the whole thing and will get you close to the bone structure
Yeah - that plus being picky about what you select can do a pretty good job of it
Glad that worked
I'm so sorry for this I'm new at this π
I Made a model from VRoid Studio and I have no idea how to make it into a avatar for VRChat, I've read the instructions for it but i don't know what i use to put it into VRChat.
(Sorry if this doesn't make sense)
vroid -> blender -> unity. There are lots of tutorials on this
thank you ~w~
alright ill try asking here, every time this has been asked its been completely ignored tho from what i can see in the discord search:
I am having an issue with unity where when i go to import ANY package it gives the error failed to import: couldnt decompress package
I have completely RESET my pc in attempts to fix this with no success. i have nothing else to try, windows install is new, VCC and unity freshly installed, files all on C drive. i have no clue how to proceed
any package, as in a .unitypackage ?
yep, poiyomi, avatar packages, etc.
and what exactly are you doing to import?
this error only recently started happening, and i can confirm it happens for packages i succeeded uploading in the past
huh interesting
i have tried dragging the file in, i have also tried importing manually through the drop downs to get to custom package in unity
same results either way
i have enough disk space on all drives, (over 500 gigs)
You answered my question before I even asked
yep, mine too
yeah figured that would be the first ask lol, its what i keep seeing people post online
in my current state im in what can be considered for all intensive purposes a brand new PC. i have WIPED my C drive and started fresh on win11
issues persist
"intents and purposes"
Typically either your project is fucked
Your unity version is corrupted
Or no storage space
yeah ive tried other unity versions, ive tried multiple projects, and confirmed enough space
happens on a brand new project too
Or for whatever reason could be unity cant read&write the folder unity uses
see thats what i thought, i figured my permissions could be fucked. but surely that shouldnt be an issue after a full pc wipe?
I wonder if it decompresses into a temporary space first, and that's not accessible
I don't really know Windows though, so that's a guess
fails to import when run as an administrator as well (i know unity doenst like to be admin but still for testing purposes)
Its effectively the same as unzipping a zipped folder into a folder
yeah - I know they're either zips or tar.gz files, just wasn't sure where that'd go in windows
The project folder based on what the package states
directly? Okay
ive tried changing project folder locations as well, default location, desktop, root of C, etc. all have same results
my poiyomis are all from the patreon, the avatar sources are from different places, jinxxy, gumroad, etc. i have quite a few collected over the years.
i have tested with a freshly downloaded poiyomi
ran the Reset PC part of win11, chose to start fresh and wipe the drive. running on a brand new local account. extra drives on the machine have not been formatted as of yet. i have no unity paths pointed to them though. for testing purposes i have all locations on the new C drive
I got no clue
help π how can i fix this?
explain "this"
that was fast,
the screenshot shows the bolded eyebrows and the bolded black around the eyes, is there a way to fix it or amek it look more nromal for quest?
are those not supposed to be there?
the pc versions face looks like this
(assume that we have no idea what it should look like)
got it. So I'm guessing there's some alpha transparency here. You'd have to remove any of the mesh you don't want in Blender, since you don't get proper transparency on quest
and also I don't make assumptions as to what you want your avatar to look like.
damn i have no knowledge of blender i'll try to see,
i understand that but i dont think people would belive that is supposed to be normal for quest avatars.
I don't know what you think is normal, so I don't assume
alright?
I've changed the mesh for a FBX and I want to re-import it into unity. I only want to change a single mesh. When I add the fbx into the scene, I can delete everything except for the skirt (which I updated) and the Armature (which the skirt is linked to for the skinned mesh renderer).
How do I tell the new skirt (ClothSkirt) to use the original upper armature and not the armaqture from it's own fbx? All the names in the armature hierarchy are the same as I didn't change them.
Blender
Currently, it's linked to the lower armature Hips. Simply drag & drop isn't enough for this.
You need to do it in blender
But then I have the same problem of unity creating a NEW armature whenever I re-import a new FBX.
And no, replacing the FBX in-place doesn't fix this armature issue.
I need a unity solution.
I've found this but I'm currently trying it out: https://discussions.unity.com/t/how-to-re-apply-a-mesh-to-an-armature/200209/3
Doesn't this look like it could work? Or is it missing something essential?
well...... you can but you need to do it in code and it's probably not what you want anyway.
I am willing to code a bit or work on top of the above snippet.
I'd do this in Blender, as Diven said
But do you know how to make the current existing armature in the unity scene linked to the new mesh?
I don't know how to make that link - even if I import the original FBX into blender - which I can do easily.
Why are you creating a new fbx instead of just overwriting
I'm not sure I understand why you're trying to link mesh to armature in Unity
well, the prefab is unpacked, so that'll be a small issue
Next question then
As I mentioned, overwriting does NOT solve this issue. This is because the re-imported FBX doesn't seem to sync with the existing armature in the unity scene. I would have to create a new avatar game object - and I want to avoid that for reasons long to explain.
why is it unpacked
yeah you're doing this very much the hard way
Do you mean the original avatar or the "nested" prefab objects?
bring it into blender, merge armatures, export, drag new model into scene, pumkin's tools to transfer stuff over, don't unpack the prefab in the future.
then further updates are trivial
That can well be my noob skills as I'm new and I eventually unpacked the avatar.... π
Unpacking prefab is the entire reason why it isnt synced
yep, it happens
You literally unsynced it
So I should have never unpacked the sapphy avatar?
correct
Welp.... So I can re-do all of my avatar changes from the last weeks on top of a fresh prefab model?
yep - again, Pumkin's tools can help with that
Shall I also unpack my custom changes like new hair etc. as well or not?
I'd attach new hair in Blender too, but that's up to you
Just put it together in blender then do the unity specific work of setting up the avatar and physbones
Does it also copy things like blendshape settings?
yes
Hm... Before I do this. I'll test this. I need to make sure, that this will work, before I redo the work.
I'm already on a experimental folder. yes.
What about the prefabs of things I buy from booth?
Can I unpack them or not? Or should I ever unpack anything? And what can't I do, if I don't unpack something?
what about them
If they tell you to unpack then go ahead
Some prefabs are made of prefabs that were built in scene to begin with
yeah - if they contain rigged meshes then the same rules apply about unpacking
i.e. try really hard to not π
Hm... I wish I had known that I shouldn't unpack my avatar prefab ... π
Well it's probably only going to be a thing of a few hours to go through all changes I think I've ever done and move them to the new packed prefab.
Thanks for the info. The code approach would still be funny though... But if that's not what the community uses then it's technical debt / risk.
ah - I don't think it'd work after unpacking though
This is from the instructions for the hair I got from booth. I gues this means, that I should unpack the prefab, as otherwise I cannot move the armature parts? Should I unpack selectively or simply everything?
maybe. not really worth looking into it though
Instead put it on in blender
so if you insist on doing this in unity instead of Blender, I'd either use AvatarDresser to install this, or do an Armature Link with VRCFury.
but yeah, I'd do it in Blender.
Well how is everybody else importing the FBX after blender changes then?
Don't tell me they're re-doing ALL of the previous changes the did to the original avatar on the new avatar.
Unity doesn't have anything like git-cherry-pick.
what?
ArmatureLink in VRCFury sounds interesting.
If you dont unpack then it doesnt break
no, if you have a packed prefab you simply overwrite the fbx, everything stays on there unless you do something very drastic
Otherwise if unpacked then you require an IDENTICAL armature and export settings to not break
export settings on the FBX side or what do you mean?
*blender I mean
When exporting from blender
If the armature isnt identical it breaks no matter what
is there any program to read fbx files and do diffs of the metadata or so?
armature is already identical
No
If it was then it wouldnt break
Endbones are what cimmonly break it
π©΅ π π©΅ π
π€·ββοΈ I don't know what I was expecting.
Oh wait. I did remove armature bones as part of the optimisation. But I didn't delete any other bones or so. Is that already an issue?
._____________________.
Unpacking is the equivalent to just detaching it from the fbx entirely
All unity sees now is a hierarchy with an independant mesh attached with armature data
So I created a new test avatar and imported the hair into it. I only unpacked the hair stuff and moved exactly two elements into the avi armature.
Now this is my approach:
- import original fbx into blender
- make a minor change, e.g. decimating the skirt a bit to reduce triangles
- export to new FBX with my established settings
Now I have two options.
-
replace fbx in unity in-place and check if that works. If not, then try 2.
-
import fbx into unity and then into the scene (check that import settings are good before). use pumpkin copy tools to copy old avi stuff into the new one. make manual changes since hair was unpacked. and HOPE that this works.
Does this make sense?
Lol, I didn't notice. Sorry. π
no, I just want to make sure you can find it, that's all
I have it installed already. And back then it was from a link I clicked.
OOO π€―
It works!
Approach 1. with replacing the FBX worked.
I can see the reduced polygon count in the VRC SDK!!!
thanks for the hints!!! @somber sequoia @night ember
Ok. I'll test this with changes to the hair fbx now then.
nice
Ok. The polygons also went down the hair. Now I need to just open in VRChat and check, that the hair and skirt is moving according to the skinned mesh renderer and not detached or so.
Ok, It works!! I have a bit of clipping, but that's because I didn't look in detail how to well decimate, so the polygons are clipping into the lower clothes for the skirt. Whatver.
Welp. Now I know.... Don't unpack your prefabs xD
That's what I am going to do next then. Recreate my avatar without removing the prefab.
yep!
How would I remove armature to optimise it in unity? Not change the blender armature and only remove the bones in the unity packed prefab?
You cant
Thats something strictly done in blender as doing it in unity breaks the parts that are weightpainted permanently
Ah, ok. That's okay for now. I'll think about that later.
also don't waste your time with that when you have as many mesh renderers as you do - focus there
Until now, all of this is optional, as my core experience is on PC(VR). And my avi is already VR-standalone compatible. But I want to be able for the avatar to be seen on mobile - for which I need to get below 20k polys among others π π€ π©΅
It's not my highest priority thing, but a fun thing to optimise sometimes. Just to see how far I can get.
And I do indeed have friends wanting to use mobile and already being on VR-standalone.
wont let me make a name or anything
Try logging out and logging in on the Authentication page of the SDK
The console says so
That might fix your issue
Hiya!! So i have an issue with my avi when i upload it to android my pc account cant use it does anyone know why??
because those are different platforms, you can't run one on the other
you'd want to upload that avatar for both platforms.
but how?
upload the first, copy the blueprint ID and paste it into the Pipeline Manager on the second, upload that
there are lots of tutorials for this
ooooh ok ok thank you i fr haven seen a video go over that XD but i got it to work thx!!
Whats the best way to parent or make a coat that has bones not clip i was going to use it as a coat toggle
That is the best way to toggle
For coat physics
Have a phybone with an angle limit
Play with the limit degree and yaw etc so it's unable to move backwards
would someone be able to help me isolate this issue? Broken PPtr in file(blahblah)
Make a backup of the controller first
After that, you can try using Controller Cleaner from here: https://vpm.dreadscripts.com/
No harm in that being there tho
its just a reference to an animation layer that has been removed, telling you theres a floating reference
ahhhh! well the cleaner got rid of it so it seems good! thank you both. now what about this error?
Np.
Try to restart Unity
But if the error goes away when you hit Clear, then it is not harmful
perf! thank you!!
Can someone tell me if they had an issue with an aviator's parameters being messed up before being able to upload it?
how do i add a texture to a material
drag it into the materials albedo slot
Import texture.
And import into the material.
By dragging and dropping
but its giving me a π«
over it
??
i made the new material
I have the texture
it just wont go onto the material
Legendary material setting in FBX
qwq
well
i got it on
but
its blue?
it has a blue hue
fixed
nvm
alr its good
Soo before you touch the complicated stuff watch a tutorial and learn the basics
so, now that i did that, what is the EASIEST way to compress
Texture compression.
i see
Before that you should learn basic avatar rigging and setting up avatar in unity
i kinda need to compress rn :/
Yeah cya
im followin a tutorial
Those tutorials suck
Nope
i wanna get this done bc ive been puttin it off for days
I told you already start with the basics.
Learn to configure and set your FBX correctly.
And also avatar descriptor
Then you get to the shader.
The shader is where your texture will be in and also where you'll do your compression
Once you learn all that
Use BC7
As compression.
And that's in your texture settings
im not sure if this is the right channel to put this, but i came across this afterimages thing that got sent to me, i was just wondering if anyone knew how to fix this, it only stretches on the chest area and locks to the point where the avatar first loaded
i am still pretty new to avatar making so im just stuck on what i could do to fix this
weightpainting in blender, these verticies are not weighted to any bone
how do i weight them π
My model in unity look like this everytime I try to edit with blendshape. Is this normal or is there any problem with my model?
figure out wich vertex group missing some - paint so they follow the same group
some other ways of finding missing weighted vertices exsist
(pose mode is another way to see wich vertices not following)

or
my guess would be the shaders yours using doesn't have transparency
but that toggle uses transparent materials
Let me try
whats the difference between an animation and a blendshape exactly? π
an animation may animate a blendshape to increase or decrease, or it may animate bone transforms or whether an object is visible
blendshapes are shapes on meshes, items. they dont do anything by themselves unless you turn them up/down or animate them to do so
ok. so I need a blendshape to animate something?
depends what exactly youre wanting to do
(Im trying to move my avatar's hands and im a little confused how the default VRCEmote's do it)
generally, you dont want to use blendshapes to deform mesh to be outside or offcentered from a bone
if you want to move limbs, animate them limbs via their bones
βοΈ goootcha
so why do you want to move the hands? to do what? play a dance or something?
so im trying to use the in built OSC to synchronize my handtracking on desktop to the game. Ive already managed to do this with facial expressions so its not so much a problem of OSC as how do I set this up. anything that I can put in the radial menu's works
what I gather I need 2 seperate puppet controls. and to make those I need to give it animations what I gather?
the big difference is that facial expressions are blendshapes, thos are really easy to animate and vrc does not hog their values
as for hands, those are tracked and they use bones. iirc you cannot easily animate humanoid bones. you may need to set them to "animated" state first, then use your animations to do xyz and finally, set them back to tracked so the player regains control. this is only from faint memory though, i may not be all correct on the hands thing
can i send someone the blend file so they can help me with this issue..
https://creators.vrchat.com/avatars/state-behaviors/#animator-tracking-control this is what i was thinking of
why do I need player control at all? not like I can use my hands on desktop
file sharing of any kind isnt permitted here
thats still file sharing??
πΎ < dont copy
you could make a post in #1139216499123437668 to prevent your question getting drowned out + it looks like it may be a weightpaint issue
oh i forgot
sry im not entirely following or seeing the issue π cuz I can still move and look around during for example the default die animation
again, faint memory and i may be wrong this time in fat^^
alrighty no worries
the hands are animated by vrchat either way. proof of that is the fact that even if you dont have a gesture layer, your arms hang down and you will see gestures
this is the default vrchat stuff, so things are happening under the hood implicitly
ahhh like that. okay. no I was planning to overwrite that anyways if at all possible
but thats fair
you can for sure but the warning on this page https://creators.vrchat.com/avatars/playable-layers/ that it gets really complex always scared me away xD
idk if im saying this right im like 1 hour new to unity but im trying to search it up and does anyone know like how to restart a like file if that makes sense
If you meant the head bone then no.
Also missing chest bone.
Assign head bone to the head slot.
in blender or
In unity, in that screen you took your screenshot.
how do you do that mind if i ask
In the Inspector panel is rig mapping. In the Hierarchy panel is bone list. Drag a bone from Hierachy into Inspector to the correct slot.
yesterday I was told that I have to create a fake head bone so that the legs stand correctly
I did it, everything works correctly with the legs
but now the origin of the gaze and head rotation is a fake head
can I somehow fix or bypass this?
I tried to put the view position between the real and fake head bone, but as expected it doesn't work well
sorry for asking but can u vc
cuz it stress me tbh
No. Can't do.
I'm not willing to vc with anyone in general.
ok
theres likely quite a few how-to videos out there on how to properly setup a humanoid rig in unity in-case you still havent figured out how to do it
Just a heads up I'm going to be working on FNAF animatronics and making them into avatars. I want to learn how to do different toggles for the microphone and other things as well as switching between materials
Can anyone help me figure out why my avatar's eyes do this in Unity when I try to set up eye look? If it helps, ill mention the fact that this is a vroid avi converted to fbx by CATS in Blender.
straighten eyebones in blender , should be up - looking straight should need no value
cats rotate thing
I'm also going to be using an older blender for porting the models too
anybody ever seen this issue? whenever my avatar is in game/play mode in unity the head is pointing really far down and idk why its doin that or how to fix it
is your head bone pointing forward?
yea
that's definitely not ideal
well its somthing i did in unity cause i just did a dry upload with the base fbx nothing assed and it didnt have that issue so idk what i did
oh so the eye bones should always be facing up like the pic?
your head bone needs to point straight up
wait, what option is this?
cats 4.2.2.4 ect
as in, Blender 4.0?
why use an older version?
I'm currently on Blender 3.6 bc that's the last one official CATS supported π
anyone know where to get SPS for an avi i bought π
I'd either have to redownload blender completely or just get the most recent support of unofficial cats
imo get the latest blender and cats, if you actually need cats.
but just so I'm not making mountains out of molehills, do I HAVE to get this to make eye tracking work or can I just rotate the eye bones to face up?
I don't use cats at all, I'd just rotate the eye bones, and make sure the bone's head is at the center of rotation
ok, I'll see what happens then!
you really dont need cats for just that
Hi guys how do I upload these one by one? Because it keeps uploading the cute version and I dont know how to switch it to the other ones
At the top of the SDK control panel in the Builder tab, there's a dropdown where you can select the avatar you want to upload
usually simply clicking the avatar root in the hierarchy will select that one too
You don't need cats, but it is a plugin that is nice to have in general, especially for some of the qol shortcuts it adds like apply pose as rest pose, you need to do a pretty annoying dance to do that in base blender.
eh? Apply armature modifier, create new armature modifier.
Ah, I see now thank you!
though I guess you'd have to do that for each part, so that cats function is convenient
the number of times I've actually done this though is probably under 5, do others do it often?
... really
Idk, at least I do it often enough that I find it's worth having cats for just that feature
Pretty neat for changing proportions once you have a armature weighted
why does it say this?? it was working fine earlier. it just randomly decided to spit this out
In liltoon, can i make the main color 3rd have hue ??
would anyone be able to help me with the front ends of this hair floating ingame/gesture manager but appearing normal in editor?
Do you have body colliders for hair physbones
They might be too big or the size of the hair physbone collider could also be too big
Ok I'm back, I got the eyes to work, but how do I move them independently of each other in Unity when setting my eye positions for looking straight, right, etc, cuz they both move at the same time when I rotate them.
My character's "looking straight" rotation looks cross-eyed lol
that's odd. Make sure the bone roll of those bones in blender is 0, and that the correct eye is weight painted to the correct bone
hmhmhm okok thanks ill check
hello any idea why when i add some physbones on a cloth it doesn't move?
show the physbone component
ooh shhhhesh I didn't do that πHopefully this build and test looks normal πππ
I assume this component is on the bone which that cloth is weight-painted to?
it looks reasonable.
yes it has 5 bones attached
but it doesn't move at all
dunno why
would love the help
rotating one of the bones in Unity does move the cloth, right?
how can i rotate?
when i move my body it doesnt move the bones
select the bone and use the rotate tool, or change one of the transform's numbers. Ctrl+z to revert though, you just want to see if it does something
like select the white line of thebones?
like select one of the bones in the chain in the hierarchy window
yes, make sure moving that bone moves the cloth mesh. Revert your change though, you don't want it rotated by default, this is just a test
nothing moves
are you sure the mesh is weight-painted to the bone?
'cause it ought to be moving if so
Hey I have a problem, this has been my 1st time making a model and I got to get to build it now finally but it for some reason is being stretched like hell in the actual game when testing the build.
Would anyone know what could be usual causes of this?
so its weight painted on the chest
do u want me to select thebones?
ah, you'd want to weight paint that mesh onto the bone you want it to move with
weight paint issue
ah yeah I just thought of that being the problem and about to fix it
if you want mesh to move with a bone, yes, you need to weight paint it.
ahh thanks man
still :/
not moving
nah it worked thanks man
oh good
Hello, I've been trying to learn about uploading avatars and with help from others I'm surprised at how much I've learned and how far I've gotten so far. However, I'm stuck on one issue I am having with an accessory. It's a prefab, and I changed the colors just fine, but when I adjust the scale so that it fits my av, it shows perfect in unity but never changes in game. Would someone be able to help me with this? I can't even keep track of all the things I've tried and nothing seems to be working?
so yesterday i was trying to figure out why the eye texture won't move properly. Today i tried to add a "look straight" animation key to the base layer and apparently it works if I specifically edit the key parameters while play is on? I don't how or why but maybe it's a step in the right direction?
anyone know how i could fix this issue with the fingers going in a totally different direction in unity vs blender?
clearing the roll isn't an option because the deformation i get in blender is the correct way they're supposed to bend
it looks like unity automatically selected that one finger as the thumb. if you select your fbx and go to rig -> configure and see what bones are assigned to what fingers.
that IS the thumb
i still want to use thumbs up emote so i set that one as the thumb and i dont have a ring finger
it's not just the thomb i'm having issues with too, the pointer finger and pinky finger are pointing outwards
better pic, it's more separated. it's the thumb
maybe try editing the bones so they match the unity picture. As far as I know the humanoid type in unity always defaults to this hand position
i'm just not sure how to position the bones which is why i came to ask
^ ive seen other chunky paw models that dont do this as well, but i cant find any information on how it's done
apparently any adit to the base layer fixes it, but only during play
How do i even add toggles? i have my assets imported to vcc (with vrcfury)
and I do mean any. just moving the nodes also makes it fine, but if I press stop and play again it's back to this
this isnt quite avatar help more of a creative process help but in trying to decide in which direction to take a top that im making i could make it into a body suit or just wrap it around like some ribbons any ideas
any idea why my slippers look normal in unity but are displaced in vrchat?
I have a rotation animation that works perfectly in Unity previews but flat ignores my controlls in VR. Is there a common blunder here?
I also tried loading it in gesture manager and same idea, but this time if I drag something in the base layer the eyes just don't respond
what are you rotating?
A tail, Turns out I needede 'is animated' I didn't think of that since I didn't need it for resizing
ahh, yeah if it's got a physbone component on it, you'll need that
Got a basic question, my avatar that I just uploaded floats off the ground a little when I look down, is there a fix in unity for this?
It's like, some weird height shenanigans going on
Possibly move the viewpoint back between the eyes - sometimes if you have an avatar with a muzzle, you might have moved the viewpoint too far forward
I'm in VR btw if that helps
that's odd, bc the view point seems to already be there--let me get a picture
I'm not saying you did, just that it's a common mistake which can cause lifting a bit
I can't tell from that angle, but I trust you'll get it right
this is how it looks in vrchat. I have ran out of ideas on what to tweak in unity
Hello!! I'm attempting to import a model I created into VRC, but am struggling to get a handle on applying it's texture in Unity
In Blender (Left) I've applied a simple emission shader in order to get it's flat-color look, but am struggling to replicate this effect in Unity (Right). I've attempted to look up countless forum posts and videos, and attempted to use Poiyomi's Toon Shader, but I really can't get my head around this application. Would anyone know of a way I could get this similar effect in Unity?
I've been able to figure out every other part of the process well enough, but this is killing me. Any assistance would be hella appreciated! π
In poiyomi, probably Shading -> Shading -> Lighting Type = flat
That's actually what you're looking at now, sadly..!
Unless this isn't the menu you're talking about?
yes
Um, thank you for responding anyways!
yeah otherwise, the squares there look like normals issues or maybe something with UV mapping, not sure from here.
aha
The texture is super small, I'm coloring by faces
So the texture is not using nearest neighbor interpolation, causing it to get crusty and create these white artifacts
ahhhh
They look like shading errors, but I'm betting it's that!
Now to find that setting,
why do some of my avatars have their knees bend when i bend down, but some other don't? is it a tracking issue with different body styles or heights? is it the way it's rigged? is there a way i can fix it?
I can see the texture getting torn asunder down there, but changing it to filter mode (point) doesn't seem to help at all..
Eh I just exported the textures 1000x bigger, he looks great thank you Kazin!!!
birb
i got a question how do i retexture a already made texture
they're just image files, you can edit with any image editing software
thats the problem idk how to edit them properly because im trying find a video to teach me
it really depends a lot on what you have for source files.
there images i converted to png
can you be more specific about what you're trying to do?
trying to take a texture of a g3 combat shirt in tiger stripe and try to give it a new camo
ok so I guess the answer is "paint cammo over where the stripes are"
if your avatar came with source files for something like substance painter, that might be easier. Or you can paint in Blender and mask based on UV islands.
heres what tiger stripe looks like if u dont know
Can someone help me upload an avatar to vrchat I am having problems with one I just bought uploading it
anyone know how to fix this?
There is alot of them and I have no clue how
asset/avatarname/packages/com. whoever packaged this did it very wrong 
haha ik so what do i do?
wheres this av from
talk to creator then cause the package shouldnt have all the crap it has in assets
I tried to dm them but they have to accept my friend request
can someone help me understand why resizing an asset is working in unity but not in the game?
Hi, I wanted to upload my first avatar but the SDK builder isn't showing me avatar options. How do I upload avatars in the modern code?
you are using wrong sdk. you are using worlds sdk and you must use avatars sdk.
that means, you need to recreate the project as the avatar project.
Where may I find the avatars sdk? I looked all over the websites but haven't accessed any links to it.
do you have VCC(VRChat Creator Companion) or something like that? if you have, you can create the project from template.
It doesn't show the avatar sdk for mine:
click project (left panel), and create "Avatars" project
ohh, i found it, π it doesn't add the packages unless I used that one button, my faults'
If your experienced with VRM how do you add the vroid expressions so they work in vrchat
??
unless this is the only error in your console, it's a side-effect. Always paste the first 2-3 errors in the console, not the last.
"humanoid" unless you want to do a lot of animation work yourself.
I dont think the other 2-3 rlly matters but mb this is the others
lemme send this
yeah the last one is still just a side-effect message
wat script would it be
Immma try that rq.
check skinned meshes
well here comes the problem
GoGoLoco wonβt work?
Iβve done this a million times, it has been a while but I watched some videos and Iβm doing this the way the videos say but itβs no longer working. Whatβs up with that
And yes I have vrcfury installed
Itβs also set up the same as my other avatars with goloco and they work
ported my new avi i made into vrc for testing but my camera has gone to space, any fixes?
view point, you can find it in your descriptor
already changed it bunches of times, no updates, its smack where its supposed to be but every time i reupload im back in space, any clue what to do abt that? and yes i deleted and reuploaded.
hmm are you sure the view point ball is where your eyes should be ?
also is your avi on the map, like walking around normally and what not?
yes the avi is on the map and heres the viewpoint ball
did i uh do something wrong? this is my first avi
im not sure about this one tbh, mabey scaling is off. try to export with FBX all in blender and no leaf bones
what if i already exported as an fbx to start with, does that remove the leaf bones?
could you show me where? i can't find it from my searches.
thank you!
unfortunately the issue is persisting
is there anything else i can do to fix it?
I haven't read the history here, was just answering the one question
welp im off to reddit
Nothing with expressions is working now. I added an object toggle and it didnβt show up. Itβs doing this on other models too, someone help pls
y'all ever just suffer
usually I'm over 70k polys by like 100
why must i be so insistent on using animator controllers as diet code
because you can't do code on avatars?
you misunderstand
i'm using animator controllers as diet code with the complexity of actual code
and all the bajillion variables that come with that
hence the shitload of parameters
oh I definitely understood π
hence the "GOD DAMMIT"
need help with this :p
is that the only two errors? If not, post the first 2-3.
(and don't clip - I can't see the full text there)
Trying to add toggleable audio to my avatar but the Bool won't show up
you have to add it to your avatar parameters list
(it's separate from the animator's parameter list)
How do you do that?
anyone know how to add shoes in blender? im doing ctrlp + data transfer but they arent moving in pose mode
Ensure that the Bool parameter ("Posidome Tra") is added to both the Animator Parameters and the VRC Expression Parameters. Without matching names in both places, it won't show up.
Increase the Audio Source volume in Unity or amplify the sound file in an audio editor like Audacity. You can also tweak the Spatial Blend and Max Distance settings on the Audio Source to ensure it's louder and more present.
In the Inspector, check if thereβs a Load In Background setting or 3D Sound Settings that could be affecting the playback volume You can also adjust the Compression settings if necessary If the audio is 3D (e.g., youβre using the audio to simulate a spatial sound effect), it might be quieter depending on the distance from the listener.
Or you could Increase the Max Distance to make it audible from farther away.
When I was exporting it it said something about Load in Background
I just don't know where to find it
But yeah these are all of the settings for the track in the Inspector
idk i've had an issue like this too
@karmic junco try in unity, see how loud it is
You can find the Load in Background option in the Inspector when you select the Audio Clip in Unity. Here's how to locate it:
if it's WAY louder in unity editor it may bee too loud
Where do I do that
vrchat does limit avatar audio volume if it's too loud
use Gesture Manager ro AV3 Emulator to emulate your avatar in-editor
I don't hear anything
-
Select the Audio Clip in the Assets folder.
-
In the Inspector, scroll down to the Audio Clip settings.
-
You'll see an option called Load In Backgroundβuncheck it if it's enabled
just curious, is there a reason that "load in background" shouldn't be checked? how does that impact the volume
Found it, it's unchecked
I've had issues with avatar audio volume before and was wanting to understand the potential issues and how to fix them
It was unchecked before that is
hi guys so for some reason when my friend took a picture of me i wasnt smiling? like they couldnt see my expression? it works fine in unity and other people can see it, it seems to be working fine i just dont know why in the photo i wasnt smiling, everythings synced and stuff and linked to the victory gesture
first picture is the photo my friend took (im holding the right hand victory gesture)
it doesn't directly affect the volume itself. If it's enabled, the audio might not be fully ready to play immediately when needed, potentially leading to issues like delays or inconsistencies in playback. Disabling it ensures the clip is fully loaded and ready to play, which can help avoid any unexpected audio behavior.
Does location on the body matter?
oh hmm, i'd think the opposite would be true based on the name
For reference the avatar is around 55 Meters~ but I wanna scale it down
if you have spatial audio on then absolutely
and 55 meters is huge
Does it scale with the model if I put it on a bone
i believe so but i'm not sure, gizmos can help you visualize that
btw your avatar is literally like 10 stories tall
that's 1/3 of a skyscraper
pretty tall
π
Distance to audio listener.
What's it mean, is that importaint
It indicate the distance to evaluate the current parameters showing on the graph.
Okay, I think I fixed it
I just jacked the Shit out of the distance lol
And I was able to hear it in the Gesture Manager
How good is that
yo guy is this impossible i saw one roblox avatar is r6 his no bone but 1 animator and it the body is move like a r6
You should increase Near parameter in spatial audio source instead. Far range is going to bother other people outside of intended range.
What would you reccomend
Totally depends on your intended interaction distance.
?
wat am I missing now π
In other words, how far you want other people to stand and listen to your audio?
wait actually think Im slow
I'm not sure
think so Ima try unity 2019 π
Again the avatar is huge and I don't think the audio scales with the avatar
need some help with this π
How huge is it?
The avatar is 55 Meters
Why does it need to be that huge?
it's distance from the camera there
It sounds like your VRChat avatar's expression might not have synced correctly in the photo, even though it works in Unity and for others. This could be due to the camera angle, photo capture method, or a delay in the gesture triggering when the picture was taken. You might want to test different capture methods or check if there are any issues with the expression syncing at the time of the photo.
Idk it's just what the person who fixed it for me made it as, it wasn't that large at first
Is it supposed to be that size in game?
ohhh alr thankyou :) so its not a unity problem ?
In vrchat.
Then you need to scale down to appropriate size before you start working on numbers involving size.
No, it doesn't seem to be a Unity problem. The issue is likely related to how the gesture and expression are being captured in the photo or how the VRChat camera interacts with your avatar. Unity works fine since it simulates the avatar's behavior, but the photo capture might have some timing or syncing quirks.
We added some kind of bullet thing to it, idk how well that will scale
ah alright:) thankyou for the help!
This is the size of the OG (left) model compared to what they made it (right)
Again idk why they did that
Ofcc anytime :3
Is there an easy way to scale everything down?
Just scale the avatar root object down.
Think I'm getting it
If anyone knows a thing about Poiyomi Shaders, how I scale these orbs down
well noped I guess 2019 dont support vrchat
How does that involve poiyomi shader?
Because that's how we made it
Would you rather mean changing size of particle in particle system?
Idk probably
Can someone help me ?
I am trying to make an avatar, and im on the part where i created a hand layer to hold the facial expressions.
I made the expressions, and the layers. but when I test it in unity via Gesture Manager, it doesnt work. I would cycle through the different gestures but it doesnt work. It only apepars for a SPLIT second when i disable the gesture or immediately just enter and exit the animation. https://gyazo.com/896eb73106d3228fa49109e61c949854
Here are the settings of my expressions and animations.
You should screenshot transition settings too.
Are you sure the second keyframe on each animation isn't just idle?
trying to add physbones to the braids, but for some reason it's not working. Would anyone know why?
Does the physbone component has chained more than one bone?
Nope, don't think so
thats not even a bone
Look for actual bones in Armature.
not idle
Just to be sure, can you screenshot the second keyframe values as well?
why is the empty node not in the proper location in blender vs unity?
actually- i just deleted the second keyframe and it fixed it. I guess its cuz the keyframe EXISTED in the first place. but now it works.
Still ned help scaling this down
Change particle start size.
What is that under
Did you made it with particle system?
Now you're making it so you'd have to start getting to know how it was made.
figured out the gizmo problem.
how do I make it smoothly transition when switching between animations via the radial menu?
Search for a topic "animated animator parameter".
here?
If you couldn't find here then google next.
guy how can this avatar move perfectly with no bone HOW?? i want this to my avatar
Bruh I am finna cry... Spent so much money on assets and a base cause I suck at making shit
just for this shit to pop up at the finish line
Do you see material slot count and mesh count?
I dont know how to optimize I barely even figured out how to get these assets strapped together
is a lots and it red
That's how it move. It has custom R6 animation moving each body part as individual objects.
imma crash out booth doesnt do refunds and this shit is not working
i mean tbh it's either a lot of money or a lot of time. you pay someone to do it for you or you learn how to do it yourself
how can i do it tho? make a animation of my r6 character?
( user error but still )
best thing you can do is sink some time into it
if you're fine with it being unoptimized it looks like it works (on pc, not quest), but if you want to optimize you just have to learn how to
there are some tools to help as well
I own a quest and prefer to not play tethered or linked
Look for tutorial on how to record animation in unity in general.
first step then is looking at the quest requirements to upload
that list has 20 things on it
all of which confuse and scare me
take it one step at a time then
Although R6 animation might already be available somewhere but I don't have an answer to that.
I see unsuported shader after unsuported shader
also there's some things that have HARD limits on quest, target those first
Could someone help? My uploaded avatar wont let me look left or right and I cant move. This is my first time working with avatars and I dont really know what Im doing.... Any help is appreciated!
okay that's a good place to start, probably the easiest thing to fix
like bruh if I spent $100 on something this shit should just work
ok i well find it ty for your help renfrew I appreciate itπ
if you didn't either commission someone or buy a pre-made avatar it won't work
it works perfect on pc but I feel like complaining rn
if i go to home depot and i want a shed so i purchase some lumber, i'm not going to have a shed, i still have to build it. I could hire someone else to or buy a premade one (and those would cost more money) or i could make it myself
Can't expect to pay premium on sport car just to tow a boat rig.
it looks like the problem is liltoon which this entire avatar is based around
you need to use quest compatible shaders
it's pretty easy to do though
hmmm
this is all on pc btw, I haven't tried on vr yet
first step is navigate to your materials folder and select all your materials, then change the shader to something in the "VRChat>Mobile" folder
there are some exceptions, you can't use skybox, lightmapped, or alpha blended
wait hold on well .rbxm work when i put it on my character?
those are world quest shaders, not avatar ones, so they are blocked as well
Not in unity obviously.
how would I know if that shader would screw everything up and should I use one shader for both pc and quest or keep them seperate?
oh ok
up to you, easy quest switch can help with keeping your materials separated without having to redo animations for material swaps
can i change it to unity animation? or no
I don't have an answer to that.
k
Hellooo, the avatar I downloaded the other day is having this issue where, it looks completely normal for me, but then for others im half way in the ground. Ive been trying to figure this out for days, and i cant seem to do it. Ill do anythinggggg for help. just DM me
@abstract crag
outside of the shaders, these are the things you HAVE to fix to upload to quest
the other ones you should, but i understand if you just want to have it working, you can always optimize the rest later
I just wanted to do Komano with a bunch of shirt toggles and a sword added... why is it taking so much space xD
With that amount of assets, this wouldn't be able to uploaded to quest due to excessive size.
wish I had known that before I spent 85 fucking dollars
your total file size (both compressed and uncompressed) might also have to be cut down, I don't know what those are but judging by texture memory they are probably pretty high
I wish I could show you my unity tab so I can understand if what I am trying to accomplish is even probable
i mean again, this is like going to home depot and buying lumber and expecting the shed to build itself. I am sorry you spent so much money, but you should do some research first before investing that much. At this point the best thing to do is push forward and learn how to build it yourself
one more thing what bone should i set should I set as humanoid or something else?
you can get it uplaoded to Quest, you may have to remove some things but it's possible
R6 isn't humanoid so keep it generic.
do unused assets in my project folder get added to the file size?
nope, the file size is the total size of the avatar file that is sent to the servers
Alright how do i fix this?
bros asking a similar quest to me
when you upload the avatar gets everything it needs and strips uneccesary data before packaging everything up into one file and sending it to VRChat's servers. This is what is used in calculating the uncompressed and compressed size
only the diffrence is 100mb
Quest limits are 40mb for uncompressed and 10mb for compressed
okay so what would be the smartest way to test what assets are taking the most space?
this is the quest side of an already PC uploaded Avatar how do i reduce the size
a useful tool for finding what contributes most to file size @abstract crag @jolly wraith
here's a whole bunch of helpful tools
issue is these assets are all in japanese so I am understanding nothing of what I am reading
- visualizes size contribution by each aspect of your avatar (helps break down and find problem areas for optimization)
- helps quickly switch between assets on avatars when uploading between Quest and PC
- can make some optimizations on your avatar that are otherwise impossible within Unity alone
- has many helpful tools for avatar creation, most notably Reset Pose and Copy Components
you probably don't need to know too much of what the assets themselves say
it's mostly the unity stuff you need to read, which should be in english
or have unique icons
it looks like its just two assets (ofc its the most expensive ones smh) that are causing it to go way over between bones and storage
so I could always duplicate my unity project three times,
do one version with everything for pc only
do one for quest/pc only with neither of those two
do one for quest with just the one outfit thats taking too much space
@arctic ginkgo while I have you here, whats the diffrence between private and public upload
Private can be used only by you and is unclonable by any mean.
ah perfect, so thats the one to press considering A. Terms of use in the avatar I bought B. I aint letting nobody clone this xD
You're trying to upload an avatar that you don't own, which is causing the upload to fail. Ensure you have the rights to the avatar and check for network issues or file size limits.
clearing blueprint ID is something it does sometimes
holy crap
like other things that cause it to fail will also clear the blueprint ID and give the same message
the amount of errors plumited
= very poor performance rank
π = error
β οΈ = warning
people get these confused all the time and they mean different things
- poor optimization but can be uploaded
- important issue blocking you from uploading
- issue that may cause disfunction OR letting you know that certain components on your avatar may be limited β still lets you upload
I had a bunch of assets that had a heavy amount of textures and triangles that were designed really for pc only and removed them from the quest exclusive version of this avatar in a diffrent unity project of it
well that makes sense
textures are usually the biggest culprit for memory size and file size (both compressed and uncompressed)
funny enough both those assets can be used for quest avatars but only if they are like the only thing there
blendshapes on high poly models can also take up lots of memory, while animations can take up lots of your file size if you have lots of them and complex ones
yeah people don't optimize their shit
imo you shouldn't be selling assets if you can't optimize
this
learn that skill first before you start selling
other people shouldn't have to do it for you
shoulda known it would be an issue when each one was 300mb from the download page
although i also will say if your avatar is unoptimized because you bought a bajillion assets and slapped them all together in unity that is a little on you, but it seems that in your case it was mostly a handful of individual assets that were really poorly optimized
some people just throw the sun at their avatar and expect it to work without any frame drops and still be quest compatible
okay so we are down to 6 things stopping me...
5 unsupported shaders...
and download size π
unsupported shaders are ez like i said
just find your materials and swap the shader
its the download size tho
its still 44.99mb
and I have zero clue how to optimize it
Start removing things that's pretty much it.
if I remove anything else imma have like two shirts like nah fuck that
depending on what type of shading it does there are different ones you can use, but the main ones are: standard lite (good for more "realistic" type lighting, toon lit (totally flat) and matcap lit (good for cel shading and metallic things)
build size viewer should help with finding the largest areas to tackle
noted
@abstract crag let's focus on the materials first, have you located them in your assets?
the mobile ones i need to replace or the ones unsuported?
https://docs.vrcft.io/ and look up ft tutorials on youtube
the unsupported materials should be the ones you need to replace
oh wait I get it now
website has instructions for setting up ft for your headset and also for setting up ft on an avatar
just asking you to find a facetracking avatar and set up your facetracking so you know it works
should be simple enough just need to use a little brain power
there are public ones made for testing
So can anyone help me with my avatar sinking into the ground for others?
alright, typically you'll find your materials in a folder called "materials", but there probably will be one for each asset
do they have your avatar fully shown? fallbacks can sometimes appear at the wrong height
actually i think you can search by materials
half of my body is in the ground for everyone except me. The half that is visible to them looks normal
@abstract crag type t:material into your asset search bar
alright, then go to the avatar setup page of the website
i know they exist, this is more references for the shapes and parameters
there are so many in here I don't even use xD
yes it is
you have to make the shapes yourself
the parameters will be added for you if you use a ft package for unity
but you have to make the actual shapes yourself, the tools aren't automatic modelers
in blender you need to create the appropriate shapekeys
look up youtube tutorials on adding basic facetracking, they'll show you how to do it
either learn, hire someone to, or don't do it
okay then hire someone
and if you don't want to do that then just don't have face tracking on your avatar
it's a fairly complex thing to setup, so you can either throw money at it, use avatars with facetracking already on them, do it yourself, or just not use your facetracking
go through them and for each one that you do use, change the shader to either Standard Lite, Toon Lit, or Matcap lit
matcap lit needs a matcap texture though or it will just look like toon lit
standard lite is basic "realistic" shading, toon lit is flat lighting
you can select and edit multiple at once
shift to highlight everything between two materials and ctrl to select multiple non-consecutive ones
then edit the shader once and it'll change them for all of them
what would be a good shader in your opinion
(ignore the plain t-shirt I have a variety of tshirts for this avi)
you asked how to do something complex and 3D then got mad when the answer required you to learn the basics of a 3D program and Unity.. because you don't want to watch furries π
if you don't want to do the work again you can throw money at it or give up
bro's expecting handouts lmao
i would say toon lit or matcap lit
matcap lit can give you fake cel shading if you'd like
woahh
calm down pls
if you dont like interacting with furries dont play vrchat lmaoo
no need to insult others
okay then don't do it
you asked us to help you so idk what else you want
π
uhm so can u help with my stupid sinking avatar? aha
also dude switchedpc is a beginner too, sunk money into this shit and instead of crying about how hard it is he's actually learning how to do it
you could learn a thing or two lisa
HA thanks sunshine
you asked for use to help you learn how to do it
if you didn't want that you shouldn't have asked
i didn't jump to any conclusions, i did not mean you were literally crying
"I work"
bruh I work 50 hours a week, and have a very active social life too
i just meant you're complaining
if you don't have the time to learn how to do it, i just don't get why you'd ask for help
fucking ironic lol
bros saying stay blocked as if we care
so quick to start a fight over a game lmfao
real
they left the server too π
anyways back to our civilized discussion
alright, if you want cel shading then I would use matcap lit, you just need to find a cel shading matcap texture, otherwise you can stick with the flat lighting and use toon lit
what exactly is cel shading and how useful can it be
cel shading is like cartoon/anime shading, usually it has hard lines between shadows and highlights
like this
so that could be quite useful for the avatar I am making
given its definetly in the anime style
that looks pretty good
a matcap texture basically shows what it would look like if you put it on a white sphere
@arctic ginkgo sorry to bother u butttt uhh i really cant figure this out
the texture is multiplied on top of the original texture, and it uses the angle from the camera to determine which part of the texture should be used
so given what you have seen about this avatar in your personal opinion what is better matcap or toon lit
good to know
if you want it to look the same as it does on PC then probably toon lit, but matcaps can look good on anime avatars
it's really a personal preference
damn thats tough
i like to pair it with outlines if i do use matcaps
I have never really seen the diffrence so its tough
although you probably have too many polys for that
outlines double the poly count on quest
I dont run outlines so probably best if I use toon lit
did you say there was a way to quickly change all shaders that use Lil toon to a diffrent shader?
yeah, the screenshot you showed me looks like it's flat lighting, all the shadows are textured on there
yep, just select the first material, then scroll to the last one and shift+click it, then change the shader and it will change it for all of them
what do I do if my shader option is black out π
send a screenshot?
it might be some of your fbx weren't imported with external materials
true transparency isn't aloud on quest. A hacky sort of solution is to add an extra material slot and use both multiply and additive, with multiply being first, but this only works if the transparent material is the last on the material slots list (or the only one)
the other solution is to manually cut it out in blender
okay, those look they are mostly used for face stuff that could work with the additive + multiply thing, again as long as they are the last in the material slot order
so whatever model is using that material, it might have multiple other materials as well. There will be a list of what materials it uses. If this one is at the bottom, then adding to that list will just put both of them in the same spot, which lets you overlap transparent materials
funny enough I dont even think that ones in use
alright, then you shouldn't need to worry about it
I have reached an annoying issue
should I be worried about how bright everything got when I changed to a diff texture
I changed the shader from liltoon to toon lit
can you send a screenshot of how it looks now?
it doesn't look too bright to me, it looks like it's affected by the light a little more
because it's a little more yellow
yeah
but if you are worried you can always use matcap lit and use a flat color texture to dim it a little bit
which isnt innately bad considering how many darker worlds I hang out in
imo toon lit looks fine
since you play on quest you've probably seen it a million times, any avatar that doesn't have dynamic shading on it is using toon lit
oh crap what should I do for the hair
is the hair transparent?
huh... yeah I can name a few
a fate worse than death, Transparent Outline
oof okay, what does it look like if you switch to toon lit?
it doesn't have any black areas though?
it may just be using inverted hull outlines
none
which are quest compatible
alright, if it is too bright you can always use matcap lit, just use a texture on top of it to make it dimmer. a light gray will make it a little darker
it could literally just be 1 pixel
how does one such as I do that
i usually use an image editing/drawing software
like photoshop, krita, etc
i have FireAlpaca, which is free
I meant placing a texure on top
ohh you would change the shader to matcap lit and then put the gray texture in the matcap texture slot
just import the image and then drag it in or select the box and search for the image
thank you, also it turns the ear fluff to yellow... how do I avoid that
the yellow color is from the light source in your scene
the light is yellow, so the model turns yellow
if you want to see what it looks like under just white you can select your light and change the color to white
something i do recommend doing, at least for all your body parts and clothes (but not necessarily for any items, up to you) is selecting all of the mesh renderers and skinned mesh renderers and setting an anchor override for all of them
just setting it to the same thing, usually the hips
it just helps the lighting to be more consistent, especially with toon lit
okay under diffrent light the hair looks fine
noted
most worlds have "light probes" which are invisible boxes that tell you what the light color and brightness are inside of them so it's easier to light dynamic things like pickups and avatars, but to know if an item is inside of that box it uses it's anchor. By default it's the center of the bounding box for each mesh (basically just the center of the item), but if for example your head and body are different, this means they could be in two different boxes and light differently. The anchor override will just set a manual point for what determines which box it's in, so if you set it to the hips for everything, your whole model will light the same and it will base it on where your hips are in the world
especially in really dark worlds this can be an issue, it'll sometimes cause your body to be really dark while your head is really light or vice versa, this can happen with any seperate object on your avatar
again this probably isn't an issue for items/props, but you will want your head, body, and clothes to all light the same way
what is the fastesy way to change that I have a lot of clothing toggles
just select all your clothes and each part of your body (if it is separated), then drag the hip bone into the anchor override slot
it will change it for all of them at once
i do think thry's avatar tools will do this for you though
when you go to upload your avatar, this tool gives you a pop up saying that your avatar doesn't have anchor overrides set, and if you click "yes" to set them it'll do it automatically
this this or?
no it's not a VRCFury thing, just on the skinned mesh renderers in the inspector
So I'm starting an avatar project, but I need help with knowing what blender thing to pick when making the new file for my avatar. If context is needed, I have a model that I downloaded, but I also only have a little bit of experience in doing basic world modeling in blender as I started a vrchat world project by building its parts in blender.
general file works fine
Thanks.
so all the clothes need to anchor to the same points they would like when I link them in vrcfury or?
