#avatar-help
1 messages Β· Page 53 of 1
just select them in the hierarchy area and it should show up with the slot, if not, you can always use thry's avatar tools to do it automatically
vrcfury may have a way to do this but i'm not sure since i don't use vrcfury
just gonna do that
cause I did notice lighting desync
when pc testing
i looked it up and apparently there's a component called "anchor override fix" from vrcfury that does do this, but idk how it works
you don't need a new animator for AAPs, what are you trying to achieve?
I have a prop that will have different animated states, and I am trying to make it smoothly animate between animations
oh dear
how do I do it with thry
thry just gives you a popup when you go to upload and you just click the "yes" button and it does it automatically
that's just basic animation controller logic, why do you need AAPs for that?
I dont see it
oh weird, it's always done it for me
I have another question, so since I already have a base downloaded, do I get rid of the block that a general project starts off with?
i was confused by a previous person who answered...
Like.. I can do the basic logic, smoothly changing animations with a radial menu?
yeah, just press A, then X, then Enter. That will delete everything in there by default
(cube, camera, light)
you don't need any of it
Ok, thanks.
you just want different animations to be blended between based on a float?
you can do that with a blendtree
no need for AAPs
AAPs are used for math, float smoothing, frame detection, and timers
you can always find other used for them but those are the main ones
blendtree?
yes that's precisely what they exist for
blendtrees are an arrangement of multiple animations assigned to different "threshold" values for given parameters. Based on the values of the parameter(s) it will blend smoothly between the animations
the most common use for this is locomotion animations (walking, running, etc)
like this? (an example from a world I am making)
no
ah... I was not sure..
right click and add blendtree
@arctic ginkgo It says its using an unsupported shader standard somewhere
issue is
I checked everything
ah that makes more sense
do you have particles or trails?
it may be from one of those
no
i swore i saw some in your validations
give me a sec to check
okay it says you have 19 particle systems and trails enabled on them, but idk if you removed them since then
okay so no particle system
try typing t:meshrenderer into your search bar in the hierarchy and see if any of those are using standard
also try t:skinnedmeshrenderer
no results
it should show results for your meshes..
are you searching here?
and make sure you typed it exactly, you can copy and paste
those are meshes, idk what they are on your model but what's important is that they have materials
looks like Phys Bone scripts
click on them and scroll to the bottom of the inspector and see if any of them are using the "standard" shader
issue is their materials option is blacked out I cant change the shader
are they using standard shader?
yes
and I cant change it
sorry I had to afk for 15
they all four are blend probes for a mask clothing toggle I have
trying to figure out what on earth is wrong with my models legs that keep causing them to warp like this in unity
ive messed with the weight painting for the past hour or so now with 0 changes, the armature itself is perfectly fine (afaia considering unity has 0 issues with it/greenlit everything) its def something ive messed up between blender and importing to unity but i cant figure it out for the life of me
its very low poly too so im not sure if thatd contribute to the issue at all
Are your bone names right? Aka left leg is named right leg perhaps?
had a mini heartattack but they're named correctly (thank god) π
Hello Im having an issue where my avatar appears halk way in the ground for everyone but me
half way *
Check the unity rig slots, maybe the legs were mapped wrong
everythings in the right place (if this is what you meant by rig slots?)
What about blender, do you have any unapplied modifiers on when exporting other than armature?
nope, just the armature..
Have you mirrored weights and possibly the weight groups ended up on both sides, ie you mirrored left leg to right leg and it so happened that the vertex group is now on both legs rather than just mirrored
you can also just type renderer
the t: is not needed
if you find nothing when searching for renderers, try particlesystem
the weights are mirrored but still in their respective vertex groups if that makes any sense, left to left and right to right
i am so sorry for being a pain about this and trying to describe things π
All my fellas. So I just finished up a re-texture in Substance for my Chibigen avatar and I applied the Emission for the tips of the hair, but for some reason it doesn't look at all how it looks in comparison to Substance. I used the smudge tool in Substance to make the tips a little messy and it came out like that in unity and I have no clue why.
yo guy how do i animate my roblox character his no bone and upload to vrchat avatar?
i have this lil flame animation on a sphere here using poiyomi but it left this white outline thing. Is there a way to make the white part transparent?
in first section try to play around with cutout threshold
it makes other frames of the animation pixelated and cut off weirdly
Is it possible to make the black toggle automatically turn off when i change the clothes or turning off the City Noir which is the clothes
parameter driver , tell it to turn off when other is active (guessing this is a bool)
How do i connect the bones to the tail so the tail moves with the bones?
It needs to be weight painted
weight painting doesnt change anything
show some of it? is the tail is also part of main mesh ie has armature modifier with proper armature selected?
do u guy have r6 animation? it for my roblox avatar his no bone to play the animation?
Is it possible to have multiple toggles active on one layer in unity and still work? If so, how do you do this?
@alpine peak overall it should be separate layer. one layer in term of optimisation can be done via DBT (vrcf does it automatically for its toggles), also ofc if number of toggles is not high, like for 3 of them you can create 9 animations for every possible state so if one is true and two and three are false, go to such animation etc, but sounds like pain
Thank you
uh hello there guys im looking for someone who knows how to upload vrm (vroid avatars )? I was wondering if someone can help me up load it since its my first made one dm me if your interested to help
Is there a way to make physbones exclude certain childbones?
there's an Ignore Transforms list in the component
oh thank you!
i don't use the search feature a lot tbh so i'm still learning
alright, sorry i ended up falling asleep, what you can do is find the FBX file they are from and make sure they use external materials
clicking on the mesh in the inspector should bring you to the file in your assets area
then select the FBX that it's a part of, go to the materials tab, and set location to external materials
@arctic ginkgo I deleted all four of them and everything works like normal still.
How can i reduce face mesh memory ??
fewer vertices, fewer shape keys
How to make an object not to move with my character?
World constraint
That's the same model in the scene, right?
I dont have one
vrc constraint - freeze to world position
ok
parent or position?
parent then animate freeze to world in the constraint
use a source (none work just grabs whatever its on) or it wont reset to your av
yo im making an avatar and when i import it to thisis what it looks liek does anyone know how to fix this
What's wrong with it? looks good to me
Hi, I'm back
Does anyone know why the textures look patchy and if so is there a way to fix it? Avatar is for PC btw
@inland seal parent=position+rotation
Does anyone by chance have a good source on how to make arms recoil and react, or 2 hand properly when I'm holding a pistol, I saw something about final ik and I saw what gewere41s avatars can do but I I wanted to learn how to do this for my own avatars since I enjoy the milsim/survival rp stuffs and like to actually 2 hand my pistols and recoil when fired
I know aim constraints are a thing I use those all the time for rifles but I want a more visceral reactive feeling than a laser pointer
you can also do this with vrcfury if that's your preferred way of making toggles
there's a world drop action you can add to toggles, gestures etc. which sets up a constraint and stuff for you
hello guys, how do i fix my camera?
move it to the desired location in Unity?
ah, it wasn't at all clear that's what you were showing.
You don't have another camera on the avatar, do you?
How do I make my own Mamehinata avatar? I have tried finding guides and help online but I am so lost. I really donβt mind buying the base model, I just want to know what Iβm getting into before I start
beyond that, try to ask specific questions, describe what you've done and where you're stuck
Is there a way to troubleshoot why an avatar "failed security checks" and was immediately deleted from vrchat? I'm confused because theres no particles, no addons, nothing it just uploaded and immediately deleted itself. its a green avatar, wasnt sure if anyone had any suggestions because I've never had this happehn
like its got 2 textures and 4 visemes its simple as it can get lol, uses android shaders even, or standard shaders on pc, doesnt have gestures or paramaters or a menu, no emotes or anything, just the default menu/param
compressed/uncompressed size if you using a older sdk it wont tell you its above limits and get nuked in security checks
yet to experience any of my av get hit by it ( i optimize alot though )
oh! okay ill check that. thank you by the way π
https://youtu.be/UU9NFJz2qls?si=z7v-gnkQYVG_PxOi i used this tutorial to make one simple facial expression for my avatar and it worked on pc but isnt working on quest
i have everything set up exactly the same except i needed to record the animation slightly differently than he showed in the video
did you do what it tells you to do?
i THINK i know what the issue is but don't have a clue how to fix it, when i want to record the animation it doesn't let me record it under the main avatar in the hierarchy, when i go to click on the body mesh after making a new animation under the main avatar it prompts me to make an entirely new animation which is specifically tied to the body mesh, and it didn't do that on the PC side for some reason but i have no idea how to google this or fix it
Hey guys, I'm trying to add a tail wagging animation to a gesture. I've tested the animation out using the animation player in Gesture Manager and the animation works perfectly there, but the moment the animation is activated via gesture, it just freezes at the first point of the tail wag.
how to i make my camera go up and down? it only goes right and left.
dont have a camera on the avatar
why is my avatar standing like that when i use av3 emulator? it doesn't do that in the T-pose (second picture)
vrchat locomotion+addition layer shuffles your feet, disable 3/6 tracking or leave base empty it wont shuffle
? what
so i just remove it?
main camera and vrc avatar "view" too?
cuz i didnt set anything so im confused
default = the controllers exsamples here
they have locomotion animation, sitting, standing, ectectect
the one on the avatar
so by remove you mean this?
dont reccomend that you will behave very wierd in vrchat
so i dont know what you mean
there is this but its also just a toggle for vr
never seen a desktopper without a locomotion , they would slide wierdly around
im not on desktop either, i just dont have full body tracking
ive just got a headset and controllers nothing else
'vr' isnt just fbt , you can toggle this off already ingame
slide around without feet moving
so like what does the tracking mean here
3 / 4 point tracking = vr , 6p = fbt , disable it you slide around not doing any locomotion animations
disable which one tho?
im just confused how to make it not stand like that because it wasnt doing that earlier when i tested in vrchat
ah shit my wifi went out
nvm it back on
how do i fix avatar validation failed?
why when i make a toggle only this shows up?
Unless that's the only error, paste the first 2-3 at the top, this message by itself isn't helpful unfortunately
it's more just that I have never done any modeling before π everything is new to me so it is confusing when I see ppl talking about "building their own Mamehinata" when I have no idea how to do that haha
it's a very broad and vague statement, so I'm not sure what to suggest
hmmmm yeah I wish I knew what to ask but everything is just very new to me in this kind of a sense
like I am assuming I need to know lots of 3D modeling stuff before I can make my own model
if you want to make a model from scratch, sure, start by learning blender
oof yeah this is def gonna be harder than I thought
I have also seen ppl talking about paying other ppl to make them a custom Mamehinata, does anyone know where I should go to figure that out?
you can commission people at the VRC Traders discord, link is in #1204490664637890580
ok give ma sec
How do I add toggleable animations to an avatar without audio
there are no more errors above this?
there are 76...
ok then do what I said, paste the first 2-3 (at the top)
I have a particle that stands still when spawned (using velocity over lifetime with the speed modifier set to 0.)
When I make a gesture it sets it to 1 and fires, this part works fine. The problem I'm having is that it has a sub-emitter that makes fire trail behind it and around it when it's stationary. In unity it works fine (Image provided,) But in VRChat itself the fire is completely offset and behind the main particle to a point where its not even connected, yet when the particle fires it does follow it, just not at the right position. Anyone know why this is happening?
you want what is inside or will this pic do enough?
wow that's not a useful message at all π¦
I'd probably try clearing the console (button at top left) and then redoing the build, to see what shows up
i have reimported all packages and restarted unity ill try to clear and do it another time ilyk
ok how do fix this
cause i have multiple of this type of parameter error
Add that parameter to the Avatar Parameters List
ok
This is what I mean by it being offset.
I meant toggleable emotes lol, not animations
emotes are animations
Ah
Does anyone have any suggestions on how to add like a radial option on a model to change the colors of a model?
Right now these are different textures and materials but they use material visemes to change facial expressions and blink! so is there a way to add a radial so someone can swap colors if they prefer?
all visemes and blinking are animation material swaps with vrc fury
1: use a shader that has a hue shift and then drive that with a float variable.
2: same float variable, but setup animations that change the material's base colors at various points along an animation, use the float variable as the animation position
3: if you have a small set of colors, do material swaps with different base color textures
Hello, I have an avatar with wings, and I want to add a toggle where the wings change speed when using the radial wheel. If anyone would like to teach and show me how, please DM me. Thank you.
best shader for hair on quest side
vrchat's standard or toon lit
This is what pops up whenever I try to upload the avatar, is there any fix to it?
Optimization time, see the discussion history in#avatar-optimization for info
Thank you!!
I keep trying to make a necklace that has a drill on it and when someone grabs the drill it can move it around cause it to pull on the cord of the necklace, and while I got the necklace to interact perfectly fine the drill just never budges.
ok im going use toon lit but how do i make the hair transparent
Quest doesn't have transparency
particles shaders
Can you dm me? I have a question-
Okay so I was going to buy a booth avatar but before I do that, how exactly do I upload it like put it in vrchat? Iβm new to this and also yes I do have a pc.
Can someone help me please? I'm using Poyomi shaders, i have it set to cut out but the ripped edges on the shorts won't go transparent. The shorts doesn't have an alpha map either.
where is your transparency then, the base color texture?
it is a base color texture yes
make sure you check "alpha is transparency" in the inspector for that texture
Okay I checked that but id didn't seem to change it
make sure your shader is using an appropriate transparency setting, at the top
texture looks like this
by default it's set to "opaque
literally nothing we can tell about alpha from that image
oh you said you have it set to to cutout, good
I'm not sure what it's supposed to look like, but the settings all seem reasonable
thats from the gumroad image I got the shorts from
did they not come with a material to do this?
I said "material" not texture
but yes, opacity is probably what you want for an alpha map
No it didn't come with a material. Only the fbx and textures
TY for being so patient. I put the opacity in the alpha map spot and its working now.
oh good!
yall have any clue to why a radial slider would not work for a hue shift?
all the parameters are the same (i double and tripple chekced), motion time is set, the animator controller is applied, and the animation works in the animation tab
ive been scratching my head at this for the past few days and figured id ask yall π
not really without seeing how you've set it up
ah fair enough, what would you need?
describe entirely how you have things setup
alrighty then
so i have things set up with poiyomi shaders - i have some material swaps with a blend tree and those work perfectly fine but im having an issue with 2 hue shifts not working. The way i have the animation for the hue set up is to record one keyframe at 0 in the hue slider and then another at 1 in the hue slider. I then use the motion time aspect of animations to animate it as the radial works
U gotta split up the animations, so make an animation with the hue slider at 0, and another animation with the hue slider at 1 ^^
Not sure i understand what a speed shift is, this is how ive set up mine for reference
ah, im using poiyomi so its a bit easier to set up
this is how i have my hue shifts set up animation wise
as it scrolles across in the animation it shifts the hue at a corresponding value
Can i see how youve set up ur blendtree?
Ah, so how is ur hue shifts set up?
Did u set the weight to 1?
yes
its just two animations that seem to not be working - which is odd because i have everything else set up the same way
ive even gone so far as to create a whole new unity project π
going to bump this issue, im still having the same error, its persisting even after a full windows reinstall. i dont know what else to do. im completely blocked from using unity for anything because it wont decompress any package. even ones that i create and export myself fail upon re-import
You don't if you're using your variable as the position in a single animation. If you're doing a blend between two, sure, you're right
(I tend to do blendtrees for this, and thus two animations, but both are valid methods)
both have good use cases tbh, its a matter of preference thats all
ah this is the radial shift for refrence
it just doesnt seem to wanna work
Wait how does this work in a blendtree? Im having trouble switching between 4 different pieces of clothing and cant seem to make this work
not sure why that blendtree is blending between two of the same animation
Its doing that because i dont know how to set it up with one animation like u mentioned i could
if you're trying to do fancy stuff with direct blend trees, this is a good primer: https://vrc.school/docs/Other/DBT-Combining/
with one animation you use your float parameter as the motion time parameter
with two, you use it to blend between an "off" and an "on" animation.
Ive tried setting it up like this but this doesnt seem to be working either, i hope u see where i wanna go with this, is this even possible to do in a blendtree?
I'm really not following what you're trying to do here
i can do this to make it work, but could i set this up in a blendtree instead?
that image literally tells us nothing about what this does
I use this animation to toggle between clothes, and then i use the variable to store to motion time of the animation
This allows me to use a radial puppet to toggle between clothes. Im sorry if im not explaining well this is new to me..
I really just want this set up in a blendtree cause i have a few of these outfit toggles
I definitely don't use a radial for clothing toggles, but the actual menu stuff is not that relevant, do whatever you want there
I do what's in that link I just shared about Direct Blendtrees for basically everything that's a toggle, including sometimes making complex logic.
(mostly I use bools in the menu, which turn into floats in the animator)
Alright, this just takes up alot of memory as i need alot of float variables and im not sure what to do when its all used up
any of those which are just on/off turn into bools
also FX weight you don't need to be synced, take it out of the avatar parameters entirely
lot of those are definitely floats though
If i set them as bools they wont work in the blendtree right?
again, you should read that site I linked, it explains how this works here: https://vrc.school/docs/Other/Parameter-Mismatching
Alright. Ty for helping :)
not sure if this helps any, genuinely cant find any issues
im running with poi v 7.3 for reference
If anyone has any tips to help, please ping me because im clueless atp
Hi i was wondering if there is any vrchat server where i can go in voice chat and show how i struggle and mayyyybe get some help about it
It's such a mess that i don't know how to just explain it by writting so bruh π
im having a problem in normal scene view the face is normal but in play mode using the gesture manager the mouth is stuck open and ive tryed changing the visemes in the animator but all are at 0 and i cant shut his mouth how do i do that? i just want his face to be default https://gyazo.com/8be53fd07e8e2c85d3c1d9edd8d3aa52 https://gyazo.com/5dd0b9ebc625634cae0b6b405ebf1bd7
Remove jaw bone from rig configuration.
ok ill try thanks
thank you legend
so yesterday i uploaded an avatar with good textures. it was completely fine the entire time. I then get on vrc today and notice that the avatars textures are crunched. I didn't even open the unity project today
i am also on pc
i was wondering the same thing
Does anyone know how to fix this issue?
for example, rename bones in blender so actual humanoid bone is always the first child.
but overall i dont think it does anything bad nowadays
(Im very new so keep in mind u might see mistakes) so image 1 is to point things out but anyways so i have outfits made for me i want to put into the kitty as u see so if u look in image 3 do i drag the whole file in the bottom area or find a way to drag it into the kitty itself as ive pointed out
My characters legs were messed up at the shin which is the issue
everything else was fine
trying to add a figure 8 animation, but the rotation is not correct? Like.. when i try to make it roll, it pitches wildly..
And two rotation axies are aligned?
I need the help custom fit clothing in blender
apparently its... gimbal lock?
confused as to how to prevent gimbal lock when exporting
wait found a video
So, I'm trying to make an animation that shoves the legs inside of the body, overriding base leg movement (that part works), but I don't want it to override arm/hand movement. I have the animation in the Action layer, and I have a mask with only the legs green, but it's still overriding the arms as well as the legs
This didn't work either. The hands are still overridden
Do Animator Tracking Control and masking even work in the Action layer?
So I was using the creator companion to work on an avatar, and I was adding some things I thought I'd need from the creator companion, and when I returned to unity to work on my avatar, unity said that the things I added were outdated, but the creator companion wasn't showing any updated versions.
These are the things from the creator companion I thought would be needed.
i'm facing an issue with my buffer particle where it doesn't move with the object itself
can someone help me figure out why others cant see my avatar? I know its low performing but PC and Quest dont see it, they see the last avi i put on.
@mystic schooner tracking control primarily used on it, default animations switch everything to tracking
idk bout masks, may not
Okay, I was just told that the arms do move when the animation is toggled, just the fingers don't, and I can see it in the Gesture Manager when I have fist active, then toggle on and off the animation
I have both the ATC and mask on and it's still not letting the fingers move
Added the mask and ATC to the FX layer that's toggling on the smears and that didn't do anything either
try removing masks overall if animation doesnt have hand properties to begin with
fx doesnt care for masks, whole thing gets masked every humanoid bone out on upload
cause fx not for bones
I'm just trying everything I can to get the fingers moving again
My model turns around when enforcing T pose, any way to fix this? it fucks with some of the weight painting!
I made this audio system for a Link the other day and when I tested it out in gesture manager it worked flawlessly but then I uploaded it and the sound effects played twice for some reason...
The idea is that it plays one sound when I take an item out and play the other when I put it away.
you can also slap on a vrcfury parameter compressor
if you need floats for blend trees, but the parameters are only ever 0/1 or false/true, you can simply define them as bools in the vrc expression parameters and floats in your animator, vrchat automatically converts between mismatched types
i wanna make my own avatar and someone was kind to make it alr FBX but when i tried to make a project and open unity this happend:
what do i do?
nvm someone else is alr helping me
why do i keep getting this message it sis set to humanoid and the head bone is there so i am super confused i dragged it into blender to add a blend shape it was fine when i did that the other day but tonight when i went to add another it just does this when i try to put it into play mode through gesture manager
check your fbx import settings tab, maybe it undid itself because you have a mesh thats called head and a bone thats called head, which would be not allowed and thus, throws a tantrum ;)
Hiya! Was wondering if anyone had any experience with using the PCSS liltoon shader. Been having issues with it.
I got it to show the shadows in unity (first image), but when I check it in game, the shadows are gone (second image).
Does anyone know what's causing it?
disable realtime light in unity, see how it looks
if its enabled
most properly optimised worlds only use lightprobes to lit avatars
how should the lighting be done?
LightProbes and Reflection Probs (aka Baked Lighing) are usually the way to go.
Far as my Tests go, I get a result very close to blenders EEVEE engine.
It looks like, the Hair casts shadow in unity, but not in the world.
This might caused by a realtime World Light, which have not shadows enabled.
Last i heard, the shader relies on the avatar having a light on it, because world light being unreliable
this would defently tank the performance (and reduce the rating because of the light) if to many avatars in the world have a setup like this.
best would be to test the avatar in a world with corret lighting (can't remember the name of the avatar test world)
Not sure what the ping was for. Im literally just stating from memory, not arguing for or against its practice
ping? I usually use the answer function to keep posts in thier context
Replies ping people by default unless turned off specifically
Like this
I know, as much like to discuss this, this is not the place XD
no
they dont do it unless they require it for depth map for some shaders, so its a toggle, or well literal flashlight etc. any avi that relies on light 24/7 cant be called anything to look up to and shouldnt be used out of private instances.
i looked more closely and ye, thats self-shadow so it does require realtime shadow casting light, which you wont ever see in any optimised world. technically you can slap one on your avi, personally id block it on sight (if shield level even would show it to me in the first place) for being garbage perfromance. π€·ββοΈ
so maybe have it as a toggle or local only light for photos use. idk how public your gameplay is.
@sharp lynx lost ping
I considered using it once, asked someone who uses it about it and they told me its dogshit performance wise, so i never got it
Hence my statement above.
Yeah, unfortunately PCSS is a very performance heavy shader - so I try not to use them in publics where there will be a lot of people.
In response to your first reply as well, I'll have to try world hopping a bit and see if maybe it was just the world I was in at the time that messed with it. :">
PCSS does have a toggle in the radial menu! I try to keep PCSS shaded avatars out of large public lobbies or even just keeping them purely for solo play when I'm doing photography.
when i join prismics avatar search it says downloading database but it never downloads it and doesnt let me search anything does anyone know a fix?
when was the last time you cleared your content cache? :")
3 minutes ago
oki. Have you tried lowering the result limit?
just did
If that doesn't work either, it could just be a connection issue
should i try on a different device?
what are you playing on rn?
im on pc non vr rn i usually connect my quest to the pc
mm.. only thing i can think of is it's a connection issue since there shouldnt be anything else affecting it. ;; maybe someone else will be a better help than me
okay thanks
so i tried to open a vpn while in the world and it said download failed please try again. clicked try again and then it worked but it kicked me due because i change my network connection then i tried logging in while the vpn was open the whole time and it didnt work again its stuck on downloading
π₯Ή π
Hello! Would anyone have any idea why I cant show any of my clothes or hairs on my avatar for my toggles to work? She works fine in game, but I have to upload without clothes and im assuming i need to fix my animations but tinkering about with them didnt seem to fix this issue, any ideas???
This is how I have to upload her, in playmode shes fine only if the clothes are not shown like in the picture
any idea why when i import a prefab avi on unity and then edit it on blender then importing it again on unity, the new changes didn't appear and its still the old version?
If you unpacked model prefab in the scene, that's the reason.
so i need to unpack it completely?
what should i do
why.. 
That's what cause your model in the scene not updating with new FBX data that's why.
Do NOT unpack at all.
haha i know
i meant if i made few changes on blender and i want it on unity again
sometimes it doesn't change when i export it again
Because it's unpacked, the link to fbx file data is broken, so it doesn't update.
so its gg for me
You might be able to drop in your new changed fbx and use pumpkin's avatar tools to copy some of the Unity work from the broken one. But yea, dont unpack a prefab unless you know how to fix the references and such
thats what i did, i just wana know is it always gona be broken if i re export it again on unity or is there a way to apply the new changes with the existing prefab
Unpacked prefab is only fine when updating some mesh data. Apart from that one case, it's going to break multiple things.
i see thank u
hello i have a question, how can i make follower when he's walking he will have walking animation and when he's standing he will be have standing animation
if its following is based on physbone, check stretch and disable animator when stretch is 1 ie no stretch
but overall just modify glorious https://github.com/hfcRed/Among-Us-Follower
but even the amongus is not animated :(
huh? but it is
when i add him to scene he's following but not walking, you know what i mean
like not animated walk
π€·ββοΈ
Mine still does when Iβm unpacked if I do tweaks like more sculpting, etc
Or weight painting
That's mesh data as I mentioned in previous message.
Ahh I see
try adding a bone, and you get modern art
hi- does anyone know how to fix this issue-? i installed the evilFox outfit for my avi and noticed this issue wher the mask part disappears on top of the face, even though in the unity editor it displays it just fine.
For some reason, my test avatar has all of the updates I made to it work fine, but when I publish it and try to use the published version, none of the changes show up. O_o
How do you add textures onto bases on blender?
I figured it out, I needed to switch to another published avatar first, not a different sdk avatar
you put textures into materials and put materials onto faces
Alright ! Ty!!
Did you test it with GestureManager? The unity window is not accurate even in playmode unless you have some kind of emulator like GestureManager
My first thought is that the animation may not be set up properly
rendering queue on mask material same or lower then face = face get rendered first
I had a feeling it could be something with shaders but I've never encountered that myself so I wasn't sure how to fix it
might be a render queue issue--Ah Thulen beat me to it
so i think i heard somewhere that two eyes bones werent required anymore (as in, lefteye and eye_L, etc) but eye look is acting a bit strange for me. is it still ideal to have two eye bones? i can't really find any recent information on it
in most cases you do want two, so their rotation centers are different
the most recent version of (unofficial) CATS blender plugin no longer duplicates the eye bones, so i'm not sure how exactly to go about it
but what do you have right now?
should i just duplicate and rename them? and which ones should i put in the unity rig vs in the avatar descriptor
jhust righteye and lefteye
is this a mmd or vroid avatar or something?
i mdae it myself
then you don't need cats
just make the eye bones pointing straight up, with the head at the center point of rotation, zero roll, and you're fine.
weird then, cause that's how i have it set up right now and the eyes aren't moving in-game
are the meshes weight painted to those bones?
yes
i am able to rotate them fine in blender and unity they just, don't actually rotate in-game for some reason
if you rotate the bones in blender in pose mode, do the eyes move properly?
are they mapped in the rig config
that ^ seems reasonable then
i'm just lost on what to do π is it a bug or something
they move if you rotate them in Unity too, right?
yes i said that
just checking
Hey, is it possible to change a texture for AFK Mode?
Detect afk - change material or activate decal/whatever object ect
AFK Is player unavailable (HMD proximity sensor / End key) Bool IK
?
Can you give me an example of how its done?
[ do nothing ] < false | parameter = AFK | true > [ do stuff ] , fx controller
its like any other easy toggle except you use the AFK bool to trigger stuff
Ideas for tail and fin texturing? Not a fan of the tail texture tbh and Iβld love input
tested again after tinkering with stuff, realized the blinking isn't working in-game either. both the blinking and eye movement work with the av3emulator in unity, what's the deal? gestures work fine
i have an issue with the outline for some reason it disapears on game mode..
It needs some variation, it's too simplistic. Add colour and roughness variations using textures--grunge maps or noise maps for instance.
You could also add some subtle details. Sometimes shark skin has cuts or notches in it. Use something like this for reference:
https://www.artstation.com/artwork/w6GLD9
yeye I haven't added anything yet
basically just dragged the texture into unity and it slapped it on and I dislike it fr
I do like those :o
okay, after tinkering around for a bit i realized if i remove vrcfury from the avatar's hierarchy, the blinking and eye movement works again? anyone know why this is?
at a guess, fury's adding some animation layer which is taking over those
i changed the background to solid colour and it worked
weird though since i only added toggles, and even when i disable/enable them in-game the issue still persists
Hello! Just replying to my message to see if anyone knows! Still unable to find a fix, I have a feeling its how I recorded my animations but im not 100% sure, but I would really like to fix her baldness π --
I'd assume the animations were recorded with the clothing off, so they'll work if you upload her with the clothing off
to fix it, I'd show all of the stuff I want shown during upload and rerecord animations of those clothes
and it should be fine
yes this is what ive been doing, uploading her with no clothes, because her default has clothes on, she isnt naked at all other than in the unity scene itself, but the problem is shes gonna be put on my shop so i dont wanna sell her and she be nakey in the unity package π and the toggles were recorded as ints, and and so the clothes and everything else just need the one 'ON' animation to have their toggle.
Is there a way to do parameter change tracking inside an animator controller?
I have a state machine that I would like to run only when a float controlled by a radial puppet changes from whatever previous value it was set to. As far as I know, I can't do equality operators within a transition condition, so how else would I go about this, if at all?
I've done int toggles before and you can put clothes on her and rerecord some animations as OFF then ON. It will still work and she won't be naked on upload.
i downloaded the hand heart package but how do i add it onto my avi and make it a gesture
Like this :00000 ?
Thank you for the help btw!
I would suggest joining the creator's server for help
what happens when say all bones dont attach? can i still move it to unity?
to the skin i mean..
im having difficulty will really low poly.
is it this thing here under rendering? i tried fiddling with the values by setting the mask mat to over 2000 (my avis face is set to 2000) but nothing really changed
My SDK wont load
For some reason my viewpoint in unity and in vrc don't match up and I can't figure out why. I removed all leaf bones and yet that didn't solve the problem, any ideas to fix it?
export it and then you'll be able to edit it, when you need to place it back onto the avatar after exporting you just gotta drag it to the part of the mesh that needs coloring
I recommend making a materials folder to export them into
if you need to change it to image textures you need to specifically edit the albedo in order to select the image, to do so you need a texture folder.
any tips for getting her into unity?
that's a bit broad, wym tips?
mostly for the textures and how i can transfer material node setups into unity. i did a strange setup so i could freely change the color values without alterting texture data
make sure to remove all cameras in your scene, set your avatars position to 0,0,0? idk what else, I've had issues with viewpoint recently too, maybe it's just a current bug?
i dont think you can automatically transfer node setups but you can sort of copy them depending on the shader you use in unity
also make sure you only have one avatar descriptor!
i have displacement maps emission maps and a few maps using alpha values as a means to designate primary and secondary color on my mesh. should i try and bake some of it down into one image?
yeah you can, is your avatar rigged tho? I just can't see any bones
yes just have them hidden so you can see my model better
oh okay
the focus isnt on the rigging the focus for me is materials and how to get a simular set up to what i have in blender
but yeah if you care about optimising it then try to use the least amount of textures possible
ye I just wanted to make sure bc I couldn't see bones, didn't want you getting to unity and realising 
honestly as my first test i dont care too much about optimization. i have node setups like this for every body part so i can have seperate colors for arms legs chest head etc
its a mess and a headache using 2 to 3 textures per material for the limbs. but the upside is the high level of customization that comes with it.
this is shaders, unity materials used textures.
you at most need 3/4 image texutes (for albedo, normal, metallic and uhh.. mask or something) cause shader data aint transferring over to unity
unless of course, i talk complete shit and there is a way, unbeknownst to me
jamming you probably know more then me for unity stuff. maybe there is a specific unity package on github or somerwhere else like it that could do what i am talking about...but thats a big IF
IF there was a program that made doing what i want to do that simple.
using gesture manager, it seems like my right hand controls the gestures of both hands, and my left doesn't seem responsive at all to any gestures. it's something to do with the masks in my FX layer but im not sure how to fix it.
I would like a little help. The avatar view position does NOT change with the avatar for some random ass reason. Does anyone know how to fix this?
Whenever you are in an open unity project, right click on the βAssetsβ file on the bottom left corner of your screen. A large menu will pop up. Go down the menu until you find βImport New Assets,β then it will open up your files. You will have to scroll through your files and find whatever models you want to import, and then once youβve selected them, you would then click βImport.β
Thanks
so I created a low poly model of my character since I'm very new to 3d modeling, it has 1,900 triangles
but since I want it to be in vrchat, what are the required bones it must have to work? since I have a limited number of tris to assign to a bone
Hip spine chest neck head (eyes optional for eye looking). Upper legs, lower legs, foot (toe optional). Upper arm, lower arm, hand (fingers optional)
Need jaw bone if you want jaw flap talking, otherwise blendshapes
Alright then thanks everything on him is textures so we won't look or move his mouth but plan to add that later on
can someone help teach me how to use unity editor because i have to idea
i want to start making avis
I'm kind of having trouble with this base it said i needed to transfer my rig to human and not generic and i did it, but not without consequences the rig wont work because something's wrong with the hand i tried to fix it with other methods but it wouldn't work, also i thought you can also use generic rigs on vrc but im not sure
Use humanoid then click "enfore T-pose" in the rig menu
enforce*
hm I enforced it and it still dint work
am i suppose to press apply after or somhing else
I bought some tentacles for my monster av and when I move around they stretch all the way into the sky or across the map. Any ideas why and how to fix?
yoo is there a way to stop the Avatar from rendering for local user?
as in whenever you use the avatar yourself
Im guessing it has to do with the Layers but im unsure, maybe something else?
Phaha nevermind ended up using VRC Headchop on Armature and it works perfectly :kek:
Hey, so I had a question
I was creating a quest version of a new avatar, and it let me upload using unity's standard shaders instead of requesting me to add materials with unity's mobile shaders
is this a new update that doesn't make you do that manually or a bug?
any idea on how to make particles double sided
How do I use blender?
I sadly donβt have a PC, but I have a chromebook and Iβd like to upload some avatars I bought would there be a way I could do this on my chromebook? Or could I ask somebody to upload them for me?
that's way too broad of a question
you need to be more specific
Chat how do I go about commissioning an avatar-?
Blender donut on YouTube is a pretty good start
VRC Traders server, link in #1204490664637890580
Oh thanks!
I may need help: This one avatar Im doing has the Base Layer being overridden by the Action Layer
(Other words: The Action Layer is being played first until I turned on and off the AFK, which makes the Base Layer turn on)
How do I fix that issue?
(Also the avatar im working on is a generic avi)
why does unity cap animation key frames at 1023?
does freeze to world sync across late joiners?
tryna add a gold tooth to an avi, how would i go about making just the 1 tooth gold/reflective, and not the rest of them, its on a misc layer
bumping this bc i still cant find the issue
I'm reworking my avatar animations. I've made new ones. Does anyone know how to remove clips/animations from here in the animation tab
when I put part of an armature from a clothing base into the model, for some reason, it'll take a physbones from the chest of the model
How do I fix these errors I literally just imported my model
I know for a fact my model does t have that many tris it's literally only 1,900 and I know there's usually auto fix options but they're not there this time. Also confused about the bounding box
there's a pin in #avatar-rigging that's very useful here
expand that window or scroll right - there's an autofix for the polygon count one.
If not, enable read/write in the first tab of the inspector for the model (.fbx) file
Any idea what could cause contacts to be deactivated on playmode?
From what I tested in VRC, they are also disabled there too.
an animation?
on ur fx layer
probs on your base layer or just set up to be disabled on entry
No animation was setup for the contact as it is one I added not too long ago.
remove from the animation layer
I usually set up hue shift animations w one animation at 0 and one animation at 1 then use a blend tree to shift them
I think using a blend tree with just one animation should work though
just make sure your blend tree and parameters are set up correctly
I made the new blendtree animation and deleted the old blendshape and its not going away for some reason
somewhere in your animation layer you still have the animations you wanna get rid of
they might be in the base layer
they're usually hiding in the base layer
the base layer is whatever the first layer in ur fx is
that's where animations go when you make them
if you want them gone from the animator screen then you gotta find them in ur animator and get rid of them, idk what else to tell you 
doesnt really make a difference if they're in there or not tho if they're not doing anything
I'm editing an avatar I bought. I'm not too familiar with the base layer.
I know how to create and edit animations
but I usually just drop bt Fx layer in
and create animation
this is your animation controller, the first layer is your base layer
idk if someone can tell me what's up with this... Never had this issue with past spartan models I'd had, this one is causing major issues. Something wrong with the rig where it's not wanting to do basic animations like walk and stuff. I'm not sure if it's the name of the bones that are causing an issue or not, but I've tried to force t-post and messed around in blender. Idk what the issue is and was wondering if anyone had any recommendatiosn
is there any way you could send an image where the text is readable? (not tryna sound rude </3)
mainly of the error logs
the name of your bones shouldn't make a difference as long as its assigned correctly in the rig settings
Idk. I might have to make an entirely new Fx layer but IDK how to set up all the gestures or anything
Ty for your help tho
I can't really read that still ;(
you don't really
it doesn't matter that you can see them in the animator screen as long as they're not actually doing anything
so I'd test the avatar first, make sure your new animations work
if they do then you don't have to waste time w a new fx layer and gestures
lol its a me problem i know. My OCD brain wants it cleaned up
They do work. I tested the animations before I deleated the other one
What did it do after you enforced tpose?
I get that but maybe just leave it till you're at a more confident point with avatars? or you can take the opportunity to learn how to do gestures!
It did a t-pose like it was working and then when I went to test it in vrchat it wasn't working
can you send a pic of your import settings?
Errors that show in Unity for me.
That's probably a different issue. Do you see your model do tpose the same way as the bone?
did you try remaking the contact and this came up?
It does this when I force it
I want to learn how to do them so bad! but what I don't know how to do is assign them to a specific hand movement, like flip off. Theres ones auto made like "fist, open, gun, thumbs up...etc"
XD
For blender or in unity?
Then rigging should be good. Do you see sdk panel warn anything?
Showed up before and after I remade the contact. And only appears the first time entering play mode after reopening the project.
if you go into the vrchat sdk folder there is an animation controller that has gesture layers set up!
just that the humanoid rig one
Also don't forget to Apply after enforce tpose
OMG TYSM! i'm gunna play with that!
unity
guys
Did you apply after enforcing tpose though?
2019.4.31f1 ..do i need this or can I use the 2022 one
yeah
you need the one for the sdk you wanna use, just download the version vrc cc tells you to download
Does the rigging tab where you chose rig type report any error?
I just noticed this
Check the import message.
so does your contact still automatically disable?
or is that fixed?
Still disabling
where is the import message located?? Under the console correct?
in that image you pasted, near the bottom
Right there in your screenshot.
don't have a mesh named Head if you have a bone named Head.
That's the issue.
So, ig there's another bone acting as a another head?
I genuinely don't think it could disable without an animation telling it to
lmao yes
No. Bone is for rigging mesh. Mesh is for making your model visible.
Both are 2 different objects. And unity doesn't like object sharing same name.
Ok so I just made a copy of my avatar to use for a quest version. And now Iβm getting an error in Unity
Also post your error.
I forgot to let it rebuild the cache first. Let me see if that fixed it
Does anyone have godfall god runner
Ask in #1138520828556890214
I'm not looking for it i have a question
Better ask the actual question. It might not have anything do with your initial question.
if I have this avi godfall runner and I buy some clothing how hard will it be to remove clothing and add the clothing i bought. And is this even allowed?
if the clothing is made specifically for that avatar, reasonably easy. If not, possibly very hard.
which one, I can't just know which one to go to.
before I read the reply though, I can say I rigged it with adobe mixamo, there's so many things that are always gurenteed to go wrong here, I spent time applying the location scale and rotations to the armature and base model mesh and it ends up just appearing in atom size in unity for whatever reason
diagram of an ideal rig
there's no link
you're looking at the image there, that's what I meant
oh
well that's what it roughly looks like here anyways, I did name all the required ones for unity to automatically detect
looks like your arms and legs have an extra joint?
this is all it shows for them in the list which I assume is right, only thing I can say is the mixamo website added 2 extra spine bones which I named one to the chest and an extra bone for the head
do I need to delete those perhaps
even then the other thing I have a problem with is unity doesn't even do the scale right
mixamorig:Spine2 is "upper chest"
export from Blender with Apply scalings set to FBX All, then it should be reasonable.
probably uncheck the option about leaf bones under Armature too. These are in the FBX export dialog.
I did know about the lead bones option needing to be unchecked but I'll do the apply scalings too assuming it's when I export the fbx
yup
another thing I may have found a problem on is for whatever reason when I went to edit mode to delete the "head top" bone just to be on the safe side it puts the model down there
is that something to worry about
make sure you apply all transforms on your objects before exporting to Unity
Ok well I did that and things look good so far except it still gives the bounding box issue how do I fix that cause it's making the rating very poor
Find skinned mesh renderer component on your avatar and adjust bounds size.
And if it starts with that size then your avatar might be too big to begin with.
Hey, Im working on a Generic Avatar: why does the Action Layer turn on first before the Base/Loco Layer? I can only switch to the Base Layer by going AFK
Ok well I did find it it gives me x y and z coordinates, so how would I need to change those? Or can I simply scale down my model in blender
Try reset playable layer list back to default first, then custom again.
Just scale your avatar root object.
All the playable layers?
There is one button at top of the list to reset default.
Like on unity or scale the mesh in blender cause if I do that it doesn't scale the skeleton
In unity.
I tried reset to default and then put back the layers again: it didnt work
Alright I made it 0.7 which puts it at a good rating I assume there's no benefit for having an excellent rating. I'll go test it and report back if there's problems in game. Thanks for the help
Can you screenshot the list how it actually look like?
That looks fine though?
I reread your question, what did you meant by "turn on first"?
The model would not make any of the locomotion animations, it's just doing the idle standing animation, which is in the Action Layer
Check in in-game avatar debug menu and see the weight of action layer.
How do I check that?
FYI that's not humanoid, not sure if that matters fo ryou
R menu -> Options -> Avatar -> Debug
a
Action layer weight should be default to 0 by itself. Not sure if this is an bug effect of generic rig, but that could explain so many cases of generic rig locomotion isn't working.
Solution, try adding PlayableLayerControl behavior to the default state of action layer to set action layer weight to 0.
Which default state? the WaitForAction?
The orange one is default state.
Does the menu work also? I saw cases where avatar menu doesn't get load with generic rig.
Menu works even before this issue
It was just me not moving out of the idle animation
if thats what youre referring to
I see. They might have fixed the menu issue.
Now heres a minor thing I need help with: how do I add GoLoco's Flight (or Flight in general) for PC and Quest?
whats an animator?
A component to compose various animation clip, combine with various state machine to put animations onto your character and object.
i mean my avi is a cube
What does the sdk say?
Do you need animation?
no but theres an error that popped up
It isn't an error. Rememer: Yellow sign is a warning.
well how i test to see if my avi is working
Go in game?
smart
I didn't realize that was a question.
Scale it down in unity
its currently 0.5m x 0.5m x 0.5m
The preview just zoomed in then.
oh how do i zoom it out?
It's just a preview that shouldn't matter.
is there a way to fix this my body keeps falling through the floor and i get stuck with half of it
You have to put a cube as a child object of avatar root instead of being an actual avatar.
it could do something with the collider
This is false.
how do i do this then
Create a new Cube and put it as avatar child object.
is there a good way to dynamically switch between a chibi and a full sized avi without actually switching avis just as like a toggle?
so Cube is Avatar and Cube 1 is child?
or do i set Cube as the parent
Yes. Except the avatar root is no longer a cube.
the select children option is greyed out for me
You drag object in hierarcy to rearrange object relation.
You have to adjust position of the cube1 after that.
See a white line when selecting the avatar root, that's indicating the ground.
If you want your cube above the ground then move your cube above the white line.
sorry if this is frustating
now Cube 1 is shown which is good but cube is also shown XD
time to shrink Cube
Just delete 2 mesh components of the cube.
mesh Renderer?
Yes. And another component.
okay thank you for helping me so much
is there a way to fix it so my camera and that isnt above the cube?
Adjust view position in avatar descriptor.
Way I canβt wait till I become a cuboid
ill change the view to be 0.6m so im not looking at white when i look up
Even if i were to recalculate t-pose... it says its not a humanoid rig and will not play vrchats provided animation set... but the issue im having here is both relative attatchment of bones to the skin... and lining up everything perfectly and sequencing the bones ... anybody out there ever?
it just returns to this everytime...
It seems you had wrong finger bone assigned.
yeah.. i've fixed it in the past... had everything green and it was like.. nope its not a humanoid rig
Can you screenshot the rig menu again?
rig menu?
The same menu as your previous screenshot.
even fixing this.. was like .. it shat me back out to it as the same...
You will have to double check your finger bone assignment.
yeah.. this will be the 6th double check.........
Bones just named bone is... eh
Did it still show red after you "fixed"?
Its harder to deal with because you get confused
but as soon as i hit done.. it just returns me to here.. no matter which combo i do
Did you hit apply first though?
yes
Can you show the rig after you fixed?
Before you press Done that is.
That's too bad then.
and the bones don;t look normal
im more concerned about now, how the hell am i suppose to attatch the bones to the skin
because even if i move the bone... the skin stays in place in some places
attach?
It's rigging and weight painting, that should be done before importing into unity.
whats the best way to 1 take my entire project and questify it and 2
If you see the console, there is a message that some vertives dont have weights
yeah.. how do u edit that?
in blender, weight paint it
i get that.. but ... they
're litterally not assigned to the bone LMAO
I think youre misunderstanding something here
That's what weight painting does.
guys watch nothing change when i paint...
also know that unity will strip weights down to 4 bone weights
meaning no more than 4 bones can move one vertex
in blender, you can go to weight paint -> weights and limit total to 4, same thing
could also be a case of modifiers not being set before exporting 
good point
all modifiers except armature should be taken care of before moving to unity
There is a lot of things to do to properly rig a model so better watch tutorial and follow strictly.
show me the tutorial.. because youtube is littered with absolute junk... please.????
crasy right?>?>
Using automatic weights doesnt work in 95% of cases, specifically when mesh overlaps each other, aka in between fingers, toes, bum crack and so forth. Your mesh looks extremely messy so im not surprised it doesnt cover everything
Did you even select a correct bone to paint to? What even is bone.056?
thats not the point.. i need either a video or you to tell me how~ to do it manually...
lets note mirror might not work with bone names like that
i URGE you to name your bones right, with a trailing L/R such as "Upper Arm L" and "Wrist R" because blender uses that L/R naming for mirrors
isn't that video still automatic working magically fine?
clean as surveillance state or clean as something else?
clean as in his edge flow is very nice, his mesh is quads only and avoids ngons and stars, it is very organized and flows with the shape of the body
you know what else flows is your mom...
the better shape flow you have, the better your mesh will move. imagine you have a triangle in the crotch area,. even with stellar weights there, it will move edgy
i need to know how to attach the skin to the bones manually .. not "automatic wieght paint"
im trying to explain things here. either take it or get out of here
if you're telling me i need to remodel something.. then that's not modeling.. that's just base canvasing ...
i am merely telling you what you can expect with messy topology. what you do with that info is not my business now is it
either way, the video explains to you how you need to click on bones and then paint when the bone is selected, that is how you "attach mesh to a bone"
the only thing that differs for you is that you can skip the automatic weights section since it wont work with your current mesh
Trying to make Poiyomi change color of a material with audio link, but it doesn't seem there is an audio link option in the shader for affect just the color. Am I missing something? Or is it just missing that specific functionality
yeah... how
literally everything the dude does after the automatic weight thing starting at 0:43
i mean i can look at the "automatic" video a thousand times... but if its alll for you to avoid saying to remodel your character.. to be a human.. that's fair i guess...
select bones and mesh>change to weightpaint mode>select the bone you want to weightpaint>select the pen icon on the left>mess with your strength and radius settings to your liking> paint away until the mesh moves in the way you want (additonally where it says "draw" you can look through the other pen options like "subtract" , "mix" etc)
Topology doesn't mean what model is. Topology is how vertices connect to each other to form faces.
ill copy this.. but man.. ... maybe for another day... just sounds like more weight painting
weightpainting is deff time consuming when you first learn to do it manually but after awhile you'll get the hang of it and it'll be super quick and ezpz
its the parenting that needs a manual input right? and i shouldnt have to now that
know*
nobody has to know that...
its just one of those things
well knowing how to properly parent your stuff is important but you dont need to know how to do it for automatic weights, your mesh is likely the issue as to why it wont work since it seems like you used the deform/decimate modifier on it or something 
well thanks for your help...
youre welcome
hey guys anyone know how to fix this
error tells you how to fix it
remove, upgrade or reinstall that mentioned VRC_Questifyer plugin
Im kind of new to uploading avatars and my friends arenβt necessarily available, but im trying to upload it onto quest and its giving me a message saying this
what exactly do i do ?
Assign menu file in avatar descriptor. Or reset menu assignment slot to default.
My friend has problem w her upload speed, is there any way to fix this ?? Usually, it took her around 1 hour to upload her avatar
I'm having this weird issue where a new window of the animator opens every time I enter play mode
Try resetting your layout
I closed the project and it fixed it, also I'm trying to set up a "Physbone_IsGrabbed" parameter but in gesture manager it won't activate it
Welp I figured it out, its because it was attached to physbone that was limited so it was overlapping it
My Anakin avatar won't upload at all. I think it was due to a storage error that I got last night
do you have a screenshot of the error?
For the Avatar no
we can't really help if we have no way of knowing what could be wrong
It was a storage error actually
I sent the thread through dms
https://discord.com/channels/189511567539306508/1332151550302355509 but here's the actual thread
How is your vrchat not starting related to your avatar not uploading
Because I was working on Anakin while also playing VRChat which caused the error in the first place. It was a storage error as I said before and it was likely caused by me playing too much VRChat but it was then good for playing after I was done updating my computer and listening to instructions by a person who helped me restart my PC
I have a theory that might have stacked into the Avatar not being uploaded at all
I...
Don't.
Okay
I sent it here too, sorry Eliot
You? You don't know what to say? What were you going to tell me?
I doubt that's what happened
I have reason to suspect that's what happened
But I want to hear you out
What do you think happened?
I don't know, but I've never SDK crash because of playing VRChat
I'm guessing it crashed because of too many textures
Either way what causes the SDK to crash?
can you be more vague and just show the error , for all i know you could be running out of space or isp flaky
I would if I could but unfortunately I'm not at my apartment. It works fine for other avatars but it didn't work well for Anakin because there's too many textures in the folder and a lot of them are 8k, not all of them but the majority of them are HD
It was running out of space because of too many projects/textures
I could be wrong about that too
What do you think caused it to crash?
I don't have as much evidence of it as I'm not at my apartment but I feel like my theory could be close
Is there any way to implement curly hair in VRchat?
A friend asked me for help, and I was able to do this with blender, but when it comes to putting it in unity the model will be very heavy
so is there a guide to where exactly i'm supposed to place the avatar viewport if i'm having the issue of the character floating when looking down? i keep seeing people say "move the viewport" but theres no guide to where exactly it should be placed. i have a character with a rather large head as well
right between the eyes, a little in front of center
floating can also be because your model's feet arent flat/directly touching the floor iirc 
it only happens in vr, not desktop
doesn't answer my question. the character has a large head so between the eyes would be wayyy forward. which is what i see people sayiung the cause is. like how far forward from the head bone should it be? also, does the head bone size matter?
The viewport becomes the point of rotation. So if its forward from the spine, then a player looks down, it will pull up on the spine. This can be helped by moving it back further to get closer to the spine.
ok then center of the head bone, but slightly forward
alright this is helpful, thanks
beyond that, it really depends on your model, you'll have to experiment a bit
^
Donβt care if itβs a link or the files but if thereβs gogoloco 2019 may I have it?
file sharing isnt permitted here so it'd need to be a link :P
Alright ty for letting me know!
for some reason my avitar doesnt have the ears
Hey, is there a way for a Generic Avatar to fly for both PC and Quest?
If you mean like other avatars out there that fly, Gogoloco will get you this
I think I might be missing something about the way animations work.
WD Off for both underlined anims at the moment
The anims underlined each are responsible for one of those rows in the second screenshot.
- DissolveInPants animates the second bar from 1 - 0
- DissolveInShirt animates the first bar from 1 - 0.
The first anim works correctly, but I want the end of the animation to keep the value as it was when it is finished.
For some reason the second animation, while not touching/animating the previous row at all, resets both values back to 1.
Hopefully that makes sense. One animation is resetting the progress/values of another for some reason
Am I missing something?
Generic avis work for GoLoco Flight?
Oh I wasn't catching on what you ment by generic. However now that I think of that, I don't see why they wouldn't. The way the flight systems work is by simply adding a collider under the avatar. That way the avatar "stands" on itself, thus making it float. I'd imagine this should still work with a generic avatar as they don't change the collisions. I'd say just give it a try and see
I am helping a friend with an avatar. Uploading for pc was no problem but when I upload to android it does upload but when my friend check the website it says it's pc only.
has anyone had this issue when trying to upload and avi? Unity is totally fine and says upload successful si I'm just confused
did you use the same blueprint id?
here the icon is for the Aviators how can I actually make it for the first menu "Glasses"?
hello, to fit in the 10mb limit for quest i used mesh compression low, but it broke my thumbs, any idea why and how to fix it please?
Blender
can you be more precise please, because in blender it looks fine, in unity too, as long as i dont click the mesh compression in unity
edge loops/retopology , remove vertices you never need , remove blendshapes not needed ectect , hours of work
π some random pc avatar sloppilly made in unity with added meshes going to have a fun time fitting 10mb , never touched mesh compression on a fbx before
I didn't even know that was a thing, always blender
i discovered not long time ago and it used to work pretty well, as long as u stick to low compression
my fbx's rarely ever go above 10mb
(thats a pc 47k one , would be waaay lower)
My avatars are half inside the floor how do I fix that? I have 2d avatars btw
I use unity btw
check origin, if line near feet its okey, middle = sink
I'd assume you need to change the origin to the bottom of the png
Oh thanks
laziest way to move it, use a gameobject as root then put things in it
Uhh my image is connected to origin how do I unconnect it
I'll just remove planes from origin
Sorry to bother here but Iβm trying to upload my quest avi that I got from booth and itβs giving me this π
here the icon is for the Aviators how can I actually make it for the first menu "Glasses"?
you need to set the rig as humanoid (assuming that your Avi is humanoid) and it will automatically add an animator
if you go it from booth there should be a scene to open also 0 triangles is fail π
Now itβs telling me this
did you open the scene? the 0 tris do seem suspicious
Wait where is that?
in your assets
Is it possible to use vrchat sdk on a mac in order to upload and modify avatars?
Is 0 tris a problem or sum?
the least tris I've seen is 4 so 0 is definitely an achievement
Haha nevermind I fixed it lol
I had the preview for the avatar open not the avatar itself
Thatβs why it wasnβt showing
There goes my 3 hours of confusion
Yeah mb first time using unity
if you still have the issues with the bone mapping you need to go to the configure section in the rig menu and put the correct bones in the correct places
really need assistance. ive done everything to make this avatar work within mmd worlds. it has all the correct visemes, write defaults are all set to on, but the mouth just wont move in game
are the visemes in Japanese?
mmd worlds are mostly Japanese so they use Japanese visemes
unless you see the animation blendshapes you dont know if its translated / orginal blends or both
(not hard to do just add another layer with the translated one it wont really do much unless your av have it, motion is the largest size vs blends )
exsample of a translated blend layer
i do have them in japanese, i even used the mmd import blender tool to make sure i had the spelling correct
2nd one do you have tracking control set , Seated = animation
stations cannot set this to my knowledge (wish they could) this setting will animate everything
empty station vs one that use a controller, breaks shit
I actually have seen it before where a model in its entirety was generated by a shader so the SDK did say it had 0 tris. Still had to be one edge though because a single vertex has no inherent size
im sorry im fairly new to unity, where would i check for that?
Anyone know how I can fix this
Special / Sitting controller usually sets that (can be anywhere really , made a toggle for mine so i can ..somewhat use a seat without a controller ) , if you are using gogo loco im not using it so no idea
ah, i am using gogo, but ive used plenty of avis that has gogo and can work with mmd?
you can check ingame if its animated in debug
if it looks like this it failed (default vrchat sitting controller)
Making 2D avatars is easy, you just get a plane, rotate it 90 degrees on X, then you add a toon shader then image then copy, then add origin and then camera
this is what it says
sit on a station it changes
if you use vrcfury blendshape optimizer expect to loose all of the shapekeys it need for a station/mmd seat using a controller 
nope i made sure i wasnt using the optimizer
but why would gogo be making the visemes not work?
Have you tried VRCFury's MMD Compatibility component? It has a bunch of fixes to make things compatible as MMD worlds can do weird things with animator layers
It also allows you to use Blendshape Optimiser without losing the MMD blendshapes
i havent! i'll try that real quick
definitely did not work
Then I'd start with removing Gogoloco and seeing if that fixes it. If it doesn't then go to VRCFury's server and say that the MMD Compatibility component didn't work and they'll help debug and potentially add more fixes to it
Otherwise it's probably something on that specific avatar
you on open beta ?, one of my older test world its mmd/dance thing doesnt move mouth anymore for me, testing if it need a update (extremely slow) fixed
its kinda old world, cause i know the controller does affect av in unity
not on the open beta, and getting rid of gogo did not work π¦ not sure what the problem can be, it has a normal fx set up, with nothing that would interact with the face
disable (by weight) each FX layer one at a time until you find the culprit?