#avatar-help
1 messages Β· Page 54 of 1
hey guys i cant figure out how to fix this i googled the error and got nothing helpful
legit nothing seems to work, i even re added the gesture layers in the fx just to see if it was something i was missing
unity be like ...hold on im doing stuff
doing something i know takes it forever
fixed my mmd stuff , open beta quirks maybe π€·ββοΈ i just reset avatar
and mouth started doing stuff
Hi everyone, I as wondering if i could get some help with an avi I have been working on. I was told by some people that they could see the body mesh outside of my model when looking in a mirror. I have some pictures they sent me. The avi base is Velle by Mister Pink using lilToon 1.8.5. I've used both d4rks optimizer and Polytool on it. Sorry for the troubles.
im trying to questify my avatar and the pc version uses pioymi shaders to get this effect how do i replicate that with mobile shaders
doing standered lit looks trash
i have an animation on my avatar that is constantly playing, but it is kind of long. Is there a way i can ensure it remains synced in the local mirror?
go to blender, make a plane and angle it so it's facing the same way as your object. Go into edit mode, select your plane, and press alt+N and select "copy". In object mode, delete the plane then select the model with the galaxy texture. In edit mode select the area with the galaxy material (you can use the materials tab to select if that's easier). Press alt+N and select "Paste". Export your .FBX with the correct settings. Use matcap lit and use your galaxy texture as the matcap texture and leave the albedo texture blank
uhh
i have compressed all of my textures and cannot for the life of me get my avi small enough to put on quest
can try the vrcfury blendshape optimizer
is that a componenet?\
AHHH
so fucking close
10.2
yep it is a component
it got me from 10.5 to 10.2
great now i have an unconpr4essed size issue
need to drop a whole 16 .12 mb
if you have any matcaps or cube maps on the materials your using you can also compress those
you can also go into blender and delete any materials your not using. delete any meshes you dont need to be seen
After uploading avi i only have the white color scheme and not the blue one. How do I fix it?
Hiya, does anybody know how to hide the "FHair" thing on toggle? It is connected to the avatar, and it doesn't do anything, when i have it like this.. Can anyone please help? :3c
i need help
when i try to merge 2nd armature to the base, it removes all the bones and turns it into the skirt's armature, ive made sure ive merged the proper ones and i did vise versa but it still makes it the skirt armature
how can I delete those bones without changing the avatar? When I delete those bones the avatar look weird...
how do i fix my avatars arm bending like this in unity? the first is unity, the second is blender
these are the errors
import settings
wdym by "look weird" and "without changing the avatar" 
the only thing that comes to my mind is merging weights to parents in blender
will try that
it becomes sloppy
heyo, i got a question (i cannot for the life of me get help from the creator)
in unity, the avatars eyebrows are black like it should be, but in game they turn white (and even testing it it turns white) ive gone through every toggle to see if it was there, but nothing
is there any way for me to fix it?
I have a friend who's getting into avatar making and I'm wondering if theres any good sites they can get models from
gumroad, jinxxy, booth...
anyone know how to fix this?
explain "this"?
anyone know how to fix this
im having the exact same problem
Is there any way to hide this particle effect ??
Just disable it?
Yah, im sorry thats a dumb question
I have been trying to upload this avi for a week I'm so frustrated
What sdk version you're using?
The newest one
Just what loads in with vcc
Can you take the version number instead?
What?
See the actual version number. Don't just say newest or latest.
Okay I can check when I get back to my pc
3.5.2
That wasn't the newest.
See what I meant? Saying just newest doesn't have actual meaning because you could potentially misunderstand whether it's the latest version or not.
Older sdk doesn't have a metric for uncompressed size which allowed oversized avatar to be uploaded but failed to process in the server.
I'm confused
Older sdk allowed you to upload invalid avatar.
In which security check hate it.
Because older sdk doesn't check for invalid things like in the newer sdk.
The new metric it's checking is uncompressed size as I said before.
oh okay so how do i fix that
Obviously update your sdk.
okay
fingers going through fist when closed
Hey I am trying to add tattoo's to my avi but when I add them everything seems blurry and I don't know how to fix them, like I have tried multiple different overlays and none work, even drawing on the skin texture directly was blurry
working on an avi with expressions as toggles but for some reason with the av3 in play mode this is the default and i cant figure out why. all my animations are right and none of them even have the "sil" vis on
being forced against my will to use toon lit...
I have encountered an issue with the culling...
When I try fixing the issue the typical way of filling the inside via copying and inverting in blender the textures just don't work nothing shows up... when I try dragging in prefabs to see if the new mesh works it does but the textures no longer go on it and the original assets still refuse to exist... also this weird box shows up... WHAT am I doing wrong
You just have to assign materials to the model.
Can you add a custom named physbone to an avatar?
first time making a model, dumb this down for me
Inspect the model and find skinned mesh renderer component, and assign material in the skinned mesh renderer component.
is that why the clothes ive already put on it have turned invisible after editing their origin fbx?
π π
Why does it only let me grab the bone and not the mesh in blender π
That would be because you unpacked prefab in the scene.
Because you were in armature edit mode.
Why is every single blendshape deforming my legs in Unity but dont do that in Blender?
how does one leave that
quickest way to undo that error would be what you posted before right?
Does anyone know how to fix my fingers from going through my hand everytime I make a fist?
anyone know why my models are doing this? The normals are fine and flipped the right way in blender
That's a different issue. Unpacking cause the existing model in the scene to not update correctly with fbx file.
Make sure that those objects don't have negative scale.
Where is the gesture layer in 2022 vrccomanion
If you meant sample files, it's in the sdk folder inside of Packages folder.
when i set them to positive they break
placement wise
what is the sdk folder called?
VRCSDK Avatars
You could look for name in the bar below.
it doesnt come up, ive tried restarting the project aswell
Then fix the placements. Just don't use negative scale.
Did you actually look into the folder content?
It's VRChat SDK folder.
i found it thankyou, it was confusing havnt opened unity in a while
That wouldnβt work. Its a mirrored duplicate of the fine versions
So it would reverse the mirror
Use Flip X command instead.
Then flip normals afterward.
Or try Apply Scale and fix what came up next.
ohhh
got it
thanks
that worked
jesus christ thank u so much
lol
What is this supposed to be set to in Blender, to export avatars correctly? Could this be why my bones are showing as pointing backwards in Unity?
I've been investigating this on and off but only now thought to check Unity and actually confirmed the Z direction is backwards. I must be doing something wrong on the export but I'm just not sure
Do you have the model facing toward -Y direction in blender?
I double-checked that earlier and it's facing positive Y in blender
It must be facing negative Y. And apply rotation.
:O you might be a life saver
I coincidentally just solved it on my test dummy by exporting with -X in the armature settings instead of positive X xD
But I will try it facing -Y first because that sounds like a better solution
Better leave armature export settings as default.
Didn't help :/
Bone still shows backwards in-editor on a fresh model export
Did you actually rotate the model to the correct direction?
However if I apply those export overrides I mentioned, it shows correctly then
I rotated the armature and applied, then applied on the body too since it showed -180 after
No . Do not change armature settings.
I am definitely going to test to see if anything visibly breaks on an upload of that tomorrow xD
But it's 2am so I think I'm just gonna take a break and go to sleep for now
I really have no clue what is supposed to solve this backwards bone issue but any world that attaches something to my body or head rotates wrong because the bones are backwards
And they were like that when I bought em so I have no idea what the problem actually is lol
how do i make a particle local
make toggle for it, so its hidden initially, use bool IsLocal=true to toggle on.
hmmm.....
broken
i have 2 version of this avi pc and quest how can i make my quest look like the pc on the fluff
pc
quest
also whats with this error
hi, it happened again, my physbones works on unity on play mode, but not in vrc, any ideas?
i already got this issue in the past but i cant remember how i fixed it π¦
(i used pumpkin tool to copy physbones from pc to quest version)
I dont usually help peopel, cuz i dont rlly know everything about this, but i know about this, so i could help ya in DMs if you want to :3
I don't really understand how this is done
I see only one armature here - human (1 picture)
but when I try to make my raptor and make a copy constraint from feral rig to humanoid - the avi shakes
you would have use something like a quest matcap shader and remove the normals from that mesh, or use a normal edit modifer to make it appear flat
without the normals, it would then look like the pc. theres also a quest skybox shader but i genuinely never bothered trying to see if it was able to be used for quest avis. thats worth a shot too
does your physbones component count or transforms exceed the quest hardlimit?
if it does, itll make ur bones stiff regardless
Does anyone have the answer to this?
quickest fix would be to use a different animation
or if you're deadset on using that animation either edit the fingers bone length/size or the animation itself slightly 
which controller?
Can I do that in unity or do I gotta do it in blender
if its not an index, just edit the animation itself
Index
ah dang
edit the bones in blender or the animation in unity
Hi i have an avatar that I put a hat on but every time I load in game I can see the hat in my view point. I've been trying to use the VRC Headchop component to get rid of it but it seems to not be working. could I get some help in how id get the hat to be visible to others but not to myself unless I look in a mirror.
Did you put the hat on avatar head bone? As in parenting hat into the head bone.
yeah
Can you screenshot hierarchy?
That doesn't seem to be a valid humanoid rig.
it does actually, weird that sdk let me upload anyway
how would i make it a valid one?
You're missing a lot of bones. So if you're asking that question, you can't make it humanoid rig.
is there any way i can make the hat work like it should?
With head chop component. How did you configure it?
Never actually done that before is it hard to do?
i put it under the avatar descriptor
It should work that way. Unless I'm not sure it also works with generic rig or not.
yeah that would be the issue, the hardlimit for components is 8 on quest
For anime avatars, do you need to draw in shadows, or do people typically use cell shading for it?
editing bones themselves isnt that hard imo editing an animation in unity can be a bit more of a pain though ( id suggest watching a few how-to videos and editing these on duplicate versions just in-case you mess something up)
u can do several things, matcaps, mulitlayer math shading type, rim lighting
just depends on personal preference and what youre aiming for
ok ty.
Hiya, does anybody know how to detach the hair from the avatar? Not just in the hierarchy, but in the scene aswell, so i could remove it, or something
So I can't upload avatars yet, but how cooked am I?
Heya, I've run into an issue since a couple weeks that I can't explain - gesture manager just outright stopped working in projects existing and new. I can get through all the menus just fine, but it keeps acting like there is no animator controller present. It just.. kinda started one day without any reason I can identify. I can still use avatar emulator, but I kind of like gesture manager more
I verified the things I'm testing have an avatar descriptor with the FX and menus set up, as well as an "animator" component, but it just.. acts like there are no animator parameters or anything now
it's not that bad, and you need to tick the box to upload the avatar
So I tried to add the prefab to the generic avatar, it doesnt seem to work, and the avatar is stuck in a tpose as well (I mightve done something wrong but i saw a lot of people saying GoLoco's flying is broken so Idk)
Hey, so I know contacts set on "on-enter" have a min velocity you can set, but is there a way to read the actual velocity value so I can animate with it?
How do I make so when I rotate a bone in my Blender model, it will rotate other clothes bones too?
iβm playing on quest 2 and every avatar i see is very blocky and looks like im playing on a ps2. does anyone know what to do so the avatars are better quality, or is that just because im on quest 2
It's because you're on a Quest 2. Most avatars are made for PC, so they end up too heavy for the Quest 2 (or just doesn't follow arbitrary requirements), thus you end up seeing an auto-generated "imposter" of them which are forced to comply with Quest 2 requirements.
ohh okay thank you
Help pls
Yeah I know but
AHH, I didn't know that xd
I thought you were saying that the button is greyed out and didn't know why
Was trying to draw attention to the warnings for quality/level of detail X3
if for some reason you have multiple armatures (but why???) you can setup a rotation constraint on the target bone, so it copies the rotation from a different bone
unless you're going to export the clothing item as a rigged model for sale or something, I'd instead just use a single armature
When I use Ctrl+J it does this to my clothes
I'm not sure what you're referring to here, but simply ctrl+j merging the two armatures isn't the answer
doing that means you'll have one armature with both sets of bones, this is not what you want
no
Unless the clothing has extra bones, then simply set the clothing's armature modifier to point at the avatar's armature, and make sure all the weight painting vertex groups are named to match the avatar's bones. That's it.
wha
I didnt understood nothing ;D
(if it does have extra bones, I usually strip the armature down to only those bones, then ctrl+j to join, and re-parent them properly)
What do you need me to clarify, other than "everything"?
cats plugin can help you take a shortcut here where you dont need to understand all of it
i suggest you try the manual way though
I dont know how to merge them together, Idk where its located
just to know what those plugins do/whats needed etc
I didn't say to merge them, please read what I said
But Idk how to set it to smth
... unless you can be specific I can't help
Where do I set the bones to my armature π
i feel like the base understanding is missing here
Again, read what I told you, nothing I said was "setting" bones to an armature
Find your clothing mesh, find the modifiers (wrench in the properties box), there's an armature modifier there.
alr
and what now?
then simply set the clothing's armature modifier to point at the avatar's armature
So I put my Body Armature in Object?
Yes, though I'd call it the "avatar's armature" as it should be the one for all parts, not just the body.
Still the same thing
You'll also want to re-parent that jacket to be a child of the armature - you can simply drag and drop it, with shift iirc.
I'm really not sure what this image is telling us
When I set the Jackets armature be Body armature, it does this
"this"
we don't know what it looked like before, so you really need to explain in detail
It makes my Jacket T-Pose
rest pose aint the same
yeah go into pose mode and reset all transforms on both armatures first, see what that looks like
(make backups, etc, etc)
how do I reset transforms?
I'm really not going to explain every little bit of blender basics. select all bones, and it's in one of the menus in pose mode, I forget which
ok
K done, That did nothing
Still same as it was
what, this looks pretty good
huh
unless there's something else you aren't saying and isn't obvious from the picture?
kaz
hi π
what you said made him think the whole thing will move into tpose from the reset
he expected movement but theres none
id like to suggest applying the amrature modifier on the clothes before adding a new one and pointing to the base armature
But if the base model is in A pose, this seems to have done the job?
might be shorter to apply and do parenting with armature mod
it's not clear what state it's in so I wouldn't suggest applying a pose
I understood that my Jacket has the Rest pose wich makes it do T-Pose, While my base doesnt have a Rest pose so it will stay the A pose no matter what
Right - so the base model is in A pose and so your jacket ought to be as well. Then yes, apply the A-pose jacket armature first as Zero is saying
From what i understand, he joined armatures before, which made the clothing move into tpose. applying the armature now in a pose will prevent this
Got it. yeah there's so little info to go on here, I missed that.
So if I apply jacket armature on my base model it wont happen?
you keep asking questions that we can only know for sure if we're working with this model ourselves.
So generally: if you have posed an armature, you can then apply that armature modifier and then that mesh is now going to be in that position. So yes, here you can use that to switch the clothing from one pose to another.
at this point just try it after making a backup. apply the amrature mod on the clothes. then add a new one and make it use the base armature
Didnt work
"didnt work" is like going to the doctor saying "it hurts". dont be surprised if they take your leg since you never stated where it hurts
yeah
I did what he said, but it still makes my Jacket T-Pose
if you can't provide actual details, then I really can't help
What details do you need
Are you sure you know what we mean when we say "apply the armature modifier"
it's hard to know the state of things without having the file. Also what exactly did you do?
Selected my Base model and set its Armature to be Jackets armature
Yea not surprised
... why would you do that?
Lets do this again step by step
a) it should be the other way around
b) first deal with the mis-posed jacket armature
Please π
Fist, close blender, make a backup/copy somewhere
in case of disaster, im telling you
Like save my old file with a done model that wasnt touched?
Done
If thats what you meant
Its new and clear
Basic question before we go ahead
If you will ask do I know blender - No
Its my 3rd time using it
Are the bones names (expand the hierarchy on the right) on the clothes the same as on the base? (capitalization counts!)
Ik like 0.0001%
I didnt really understood what Hierarchy is
Check below hips
Expand hips, expand the legs, see if the name and overall structure is identical
They are identical, so that is good. This will save us from doing extra steps
yey
oh that makes this so much easier
So now, when you go to the clothes mesh and find the armature modifier in the modifiers tab, it has a little dropdown next to it where you can apply the modifier
If you hit "Apply" on that modifier, does the pose change
Im in Jacket rn
See the dropdown arrow next to the camera icon?
mhm
Click that, then click apply there
Let me know if the pose stays A or changes to T
Actually, lets parent it properly instead
a
yeah
I forgot the key combo
Ctlr + J?
alr
ah
(I don't do it this way)
parent, depending on the mode you're in
right, mesh first, shift select armature, then ctrl + p
in your case mesh of clothes, then armature of body
object
Are you sure you selected the mesh first
you need to select the yellow dude symbol
a
jacket mesh is right
yes
the jacket should now be next to the body in the hierarchy if you clicked "armature deform"
i cant spell
more of an SPS issue I believe
What is it called?
dm me
sent
I just tested this myself to make sure. the object Jacket should have moved below Body.
I tried one of the previous solutions to the rope between two points problem, the one with the rotation constraints, but that didn't work. Has anyone figured anything out for that?
Uh
So did I do correct?
No
It appears you selected the wrong things
huh
You must select the mesh of the jacket, then the armature wher body is, not the armature of the jacket
then ctrl + p -> armature deform
orange triangle = mesh object (think: "polygons" which are triangles)
orange man = armature object
Ah
you probably selected the armature of the clothes before. no biggie
I see
this is why we have backups, and also undo
I selected only the Clothes ;D
we will check armature modifiers in the mod tab after you did that
Uhhh
okay, hit ctrl+z
done
okay. now click the mesh of the jacket
I'm sorry, I'm confused. I was assuming you meant generic as in non-humanoid. But then you mention tpose, something that is related to humanoid avatars. If you are using generic, then you'll likely need to setup a lot of animations yourself and possibly including a custom solution the FX controller from gogoloco. If your making a humanoid avatar, then you'd just do the normal setup of gogoloco and you shouldn't be tposing.
In the end, gogoloco flight works fine, you just need to have a mirror or camera on and pointing at your avatar for the flight to activate. This is because the way VRChat does some of it's optimizations. The collider will not be on the version of the avatar you see yourself in, it will be on your mirror version. So when a mirror or camera shows your avatar, it will activate the mirror version which will activate/update the flight animations.
The yellow guy?
then, while your mouse is in the scene, hit N
Or Trangle
the dude
ok
you can just click things in your scene as well
okay. see the scale not being 1 is an issue
Ik, Im just confused whats a mesh, Ik like its the model
no, you make it default to this
A to select everything in the scene
Ctrl A to apply transforms
to what?
right?
while the jacket is selected, ctrl+a -> select all transforms
this will "zero out the values as they are rn"
making it 1 effectively
Check that the armature of your body has clean scales and transforms like this too
eh
Do I do same process?
yep, apply all transforms
good, yea try it
okay, so we go back again
XD
i assume that before you reparent it, there is an armature modifier on the jacket
the one you accidentally added back
check that
Interesting. what if you clear the parent of the jacket first? the key for that is alt +p
So I click the Trianlge and the alt + p?
Just click the jacket in your 3d view, same thing ;)
maybe you can remeber that better in the 3d view
;D
Kaz, help me out here, am i not thinking of something?
Maybe a dumb idea but what if we call and you just tell me what to do?
So you dont have to text
I would really like to mess with this myself ngl xD
ye, sec
sorry, was cooking - not sure what else there is
I haven't been reading exactly what's happening here, but I saw one image showing a jacket mesh not meeting up with a base mesh with armature. This would mean that jacket wasn't rigged with that armature in mind (as far as my knowledge has led me), so the results of merging them together might not work well. Might have to re rig the jacket to the base armature?
The jacket has its own armature, they look pretty much the same or close enough, but yes, possibly they aren't
AFAIK, Close doesn't mean much when it comes to things like rigging. If it's even slightly off, it can still be completely incompatible and would require setting up whole new weights for the new rig.
we figured it out, my presence made it work xD
weight transfer is fun
something like a jacket i tend to align to avatar ( T is handy to avoid mesh getting to close to legs ) , remove vertex groups, transfer from body its a few clicks , mostly i use it on skirts so they can be 2 bones and flop around with angle limits
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
hooray!
Does anyone know what to do about this? I want a wire going from my avatar's head to a hand-held object, but to be able to bend naturally rather than being a stiff line
that's a hard problem to solve
The tongue physbone right before the split doesnt flex. Must be due the the parenting, but I dont know enough to fix it. Maybe a new 'fake'/'leaf' bone? Using three physbone components for the whole tongue? I grabbed the tip to demo, my approx cursor point is indicated.
is my problem hard too?
I'd think one physbone component would work for that
One component seems to generate the correct physbones looking at the gizmos, but that one segment doesnt flex like the rest of the chain
something about "Multi Child Type"?
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
welp i made my own vrchat account
man three hours is too hard i couldn't like 3 hours
ok here we go
How do people make the eyes closed animation where youβd do the fist gesture in game and your eyes would close slowly or faster depending on how you press the trigger? Iβve always loved that about avatars but my main avatar doesnβt have it and Iβm not sure how youβd do that in unity
Youll need an "eye close" blendshape that is not already in use by the avatar descriptor's blink section. Do you have that?
itβs quite beginner question but how do i snap the neck to torso? same goes for legs to torso,
i tried joining them or merging but nothing works
thank you! lemme see if it works
it didnβt really work but i found another way, strongly hoping it wouldnβt drag the poly count too high up!
β¦.is 344 triangles good?
Anyone mind helping me fill in this chart?
Top has expressions and left side has modifiers for the expression grey slot left side is honna have neutral
there are quite few like these sheets! i suggest checking them out on pinterest, hope this helps
nothing works for the leg and torso, gosh
Question for those here who know about unity.
Is there a reason why the seams are being shown at a distance? I have no idea what might be causing this.
I'm using poiyomi pro right now.
did you make the texture?
someone at the VRC Traders discord - link is in #1204490664637890580 .
You'll get scammers around here, probably DMing you already. Be careful.
hwo do i get an avatar unstuck from the animation preview pose
pumkin's tools have a reset, or there's a button at the bottom of the rig setup, but if you unpacked your model prefab I think neither will work properly
If the textures don't have dialation (the colors bleed into empty spaces on the texture that don't color anything) then mipmapping will cause this to appear.
-# you can disable mipmaps, but it is really not recommended, makes the textures look bad (shimmering) at a distance.
If exported from substance then it is really easy to add dialation, it is in the export page. I also know a way to do it with Krita, just way longer to explain.
You could also try to just match the background color to your main color
its weird because it'll just disappear whenever close, though i guess it might actually be the dilation
gotta probably set it higher then
Because mipmaps
hmm, alright
Mipmaps sample many pixels at a distance to make textures look good at a distance, so if you lack dialation then it will sample pixels outside of the "textures", making it include these dark lines from the background.
gootcha' thanks for the info
I'm not sure anyone was able to get to your question, but VRChat needs you to be at New User trust level in order for you to upload avatars. Everyone starts out at Guest/Visitor. It basically takes at least a day of interacting with people in VRChat and going around public worlds.
Everytime I update my fbx for my avatar the physbones and colliders freak out, like become SUPER massive and misplaced. Like the bones are fine, but its just the physbones. I can never input stuff as .1 or .2 on the phys bones either its always .0004 on all my avis I make, is that normal????
you should export with "Apply scalings" set to "FBX All" in the blender FBX export dialog
How does one upload an avatar?
Thank you kindly, but Iβm too new to get it to work.. I purchased one only to find out canβt upload yet
Does anyone knows, why this happens?
"this"?
Isn't it obvious?π
All of my parts are bright besides my Body
I'd say there's a problem with the material shaders
lightning setting or something
what shader are you using?
is there a way for everyoneβs avatar to be visible or do i always have to manually click on their profile and click the eye ball
you could change your minimum performance settings but depending on the platform you might be SOL since alot of model's arent optimized
Poyiomi
if you're on quest yes. If you're on pc I think you can show everyone with the sheil settings, but I wouldn't recommend it for performance reasons
ah I can't help then, I've never used it
Aw
wait so since iβm on quest i have to manually do it everytime
Still need help
oh ok thank you
i did though, thats whats confusing me
I APPARENTLY DIDNT
OH MY GOD TY
This is my first time trying to upload an avatar, so excuse my inexperience..
So I downloaded an avatar off of Booth, but it had way too many polygons and bones and others.. So I followed a tutorial for how to optimize it a little better, installed the cats add-on for blender. I imported the FBX file, hit fix, then exported it as an FBX file, with all the right settings. But it was untextured, and with no experience in any of this, I'm a little confused on how FBX files actually link to the main avatar. As when trying to delete the old FBX file on unity and uploading the new optimized FBX file, the avatar wouldn't work, all of the "pieces" turning red on the left side, where it shows the "pieces". This probably isn't enough information, nor the right stuff, but any help would be much appreciated.
that last bit im a bit confused on, could you provide a screenshot/screerecording? for the first half though you should 1: never use the fix button in CATS as that plugin isnt meant for vrchat or more specifically booth content and tends to break stuff and 2: sometimes a model wont import with the textures connected properly on the .FBX this is fine though as you can just drag the material into the correct spot when re-setting up your model
you also may need to re-import your unitypackage since you deleted the OG .FBX
the fix model button is not made for VRChat ready models, it may break them. Fix model button is meant mostly for mmd and vrm models
if you bought your avatar from booth there's a high chance that it's VRChat ready and pressing fix actually broke it
oh I didn't see you already wrote that oops
haha its all good, just confirms to the person that this is a actual thing (lots come in here and say stuff that isnt true/slighty wrong) :P
Is there a way to modify toggles that already exist? I know the answer is yes but I dont know how to modify those
what are you specifically trying to modify?
modify how?
clothing, because I deleted some to make it quest friendly
so you mean delete a toggle from the wheel?
yes yes
or what?
okay, yeah, so navigate to your menu
and from there find the toggles you want to delete
what do you mean by navigate to the menu
click on your avatar and in the inspector at the bottom you will have your menu
okay thanks
click on it and then click as many submenus as needed to navigate to the toggles you want to remove
click on the toggle and press the - icon
I deleted the project.. Whoops.. But I've started a new one now. I'll show you how much of a problem the size is. If CATS can't be used, how would you suggest trying to optimize the avatar when it's this astronomically large..
Or is this a lost cause
you can use cats, just not the fix model button
you can merge meshes that aren't needed for toggles to reduce the amount of meshes
you can atlas the textures to get less materials
you can delete/merge weights of unneeded bones
you can bake your avatar or decimate some parts of it to have less tris
that's about all I can recommend
should i just go ahead and watch a youtube tutorial on how to do each of these then?
probably,
meshes you can merge by a key shortcut but I don't remember which one
textures you can use an add on for or do it manually
bones you can merge weights using cats
baking also has an add on (it's called Tuxedo), decimating you can do in plain blender
you could look online for tutorials on how to do those things
okay, thanks i'll check that out. one last thing. with the FBX file, what does changing it in blender actually do, when the rest of the avatar stays the same. i'm not really sure how to explain. but the FBX is only a small part, when it has all these different working pieces. what do I need to delete?
not sure if this helps explain at all.. like i said, first time
dude I'm having this issue rn i'm going insane how tf did you solve this
@swift elbow go look up #avatar-quest I had the same problem today and they helped me (I had a 500mb avatar and changed it into a 9mb)
i'll have a look, thanks
To someone who has never seen your project before, nope, nothing about that is obviously wrong in any way. You always need to explain what you expect and what is not working. Doing this will greatly help people trying to help you. Not doing this will tend to make your question simply ignored.
Glad I could help π
Alr, will remember π
I got help from my friend and he told me to use Anchor overide on VRCfury
Idk what's that but I'll try
I do that manually - I drag the Chest bone into the anchor override slot in each mesh renderer. But yes, do that. The idea is that it uses the same point to calculate lighting, so every part looks consistently lit.
Understood
Does that mean I'll have to place it in every, single, model?
Or just my main Model
Like Body
If you want consistent lighting, you need to do it to every mesh renderer
;3
Sake with quest
Same*
Well, that will be pain.
that's what the VRC Fury component does for you, makes this easy.
how do i create an gesture animation
Im at my wits end ngl I cant figure out why my avatars are moving backwards when the layers load evne on No layers added it still does it no animations nothing, it messes the viewpoint up so bad I've tried everything from Brand new fx from vrchat example fx, setting all playable layers to no runtime, making sure all bones are fine nothing works even a brand new fresh unity project does it with no additional packages
Same as any other animation? Can you be more specific?
what do you mean by "moving backward"?
heres 2 pictures
I did not move my camera
just enabled Gesture manager
im a pretty advacned user but even I cant figure this out and the vrc devs dont respond as I'm assuming its something to do with the vrc part of unity
like replacing rock and roll to the middle finger
im about to pull my hair out
viewport only takes height actually. trying to move it sideways or outside would be ignored, cause itd mess up vr feel amd make people sick
most of this comes from a wrong avatar orientation
its all 0 0 0
0 0 0 is eyes on the floor, what
Brother in christ read
nah
its not the viewpoint im having the problem with it's the avatar
then make it more readeable next time k
Idk why my face shading doesn't match everything else, like I have tried the anchor thing but that hasn't changed anything ;-;
how do i make a floor collider for my tail?
Why does the avatar imposter component break generating imposters and not work?
plain collider on avis root
add it to colliders list in tail physbone
Any tutorials on how to fix this? I have no clue what it is talking about
checked the animator and all have write defaults on
Oh wow, literally more than a year since then
been a while but I thinkkkkkk it was because one of the props that was there had a udonscript for World constraints? Or a udonscript for something
Either that or one of the props had those "X missing" thing that you can remove
I fixed it, it was because of gesture manager
Best to check if all of the animation clips are right, I think
That + check if any props/stuff also have issue ig
Oh nice lmaoo
Funny that I retired from VRC at this point
what ears are these on this avi
I have a Bool toggle for a bikini top. I set up the paramater, "Bikini Top" they are matching everywhere. When I preview the toggle in the animator, the top looks fine. When I toggle it with gesture manager in play mode, it breaks and it won't allow me totoggle it back off. Can someone help???
trying to make my own avatar for the first time and im trying to add clothes, i made my model on vroid studio and exported the clothes seperetly as a .xwear file (trying to add multiple types of clothing and switching between em.) but for some reason when i use vroid xwear packager to import it, it says import failed and i get this error
if anyone got any clue that would be great
why is it when I default a toggle to off it doesnt work?
if I have a bool setup like this, copy this making sure its also false in the animation layer and then use the paramater in a toggle in a VRC menu it doesnt work in game
if I make the toggle default to on however it does
why is that and how do I fix it?
current fix is having the bool default to true then having the "entry" state for the toggle be a parameter driver that sets it to false
any can help me with a clothes issue ?
Hey there using unity to make my PNG Avatar using a plane to show the png image, it got published but I've had users state I appear invisible to them is there a way to fix this, could this be poiyomi messing with my avi at all?
Current asset lot so nothing massive going on that should be resulting in this
when I export fbx from blender to unity the clothes I have sculpt don't fit my base like in blender why? how can I solve this thanks!
Can you screenshot to compare?
i made a ring for my avatar and i want to attach it to my avatars head like a halo but i want it to be springy so its not just stiffly floating above my avatar
so like there is a slight delay in the posistion when moving or maybe even a spring like effect
Have it inside of physbone chain.
okay ty
What is the best package for avatar making?
Hello every avatar artist here
Pls I need 5 professional avatar artist that use blender and unity that can help me with my project
getting this set of errors trying to build an avi with a specific asset, i know which one it is, ive tried restarting my pc and started a new project
is it jus the asset thats broken (please ignore that i senmt this in the wrong channel)
https://media.discordapp.net/attachments/730948141196509297/1332980506639335485/image.png?ex=67973a56&is=6795e8d6&hm=744965c6f959646f87c4201fdd04d1f63a0663452f59e3b0179dc4b92bc2eacd&=
i just fixed it (?) with MA bone proxy
Where the best place to get free clothes for my model?
What even is your model?
My yt avi Iβm trying to make
Do you create it from some body base?
how to change animation so that avatar doesn't crawl on the ground when walking in crouch animation? i tried to edit animation in the last screenshot, but nothing changed in vrchat
is this even possible?
I used a base model set
What model you create from?
@plain mural animations that use default names like proxy_* dont get uploaded and replaced in client
when i try to make a audio toggle and choose the avatar everything disappears, how do i fix it?
then how i can change walk/prone/crouch animation? not their idle
uh, rename file
That mean something broke. Get more info in console.
Can't say much on that. It's likely the avatar broke your plugin. I don't use Toggle Creator and I can't help to diagnose.
okk thanks
I would like to use the long hair of a Rusk but I can't find the long hair asset, Dose anyone know where I can find it?
Did you look in booth.pm?
yes I did but it's not the right one
Rusk is being sold in booth.pm so it's quiet obvious that assets compatible with her also selling on the same site. How did you search?
I typed rusk long hair
Searching tips: when you can't find thing you need, try search with broader keyword.
Just try "rusk hair" and browse through.
ok thanks
Or you rather mean you're looking for a specific hair model, rather than any Rusk compatible hair?
no it's for a rusk
Any Rusk compatible long hair?
yes
Ok just browse through search results.
ye
it also may be a case of it not being meant for rusk but someone making it compatible themselves, if you still cant find it after searching then make a post in #1138520828556890214 with a picture of the hair
huh
just dose not fit the base after export clothing dose not look like the way that i sculptet to
Are you sure that you didn't set any shapekey while sculpting?
yeah im sure but gona try one more time to export
hey umm my head is weight paint and when i import it to unity this happend
This has nothing to do with weight painting
Your faces are inverted, so you see through them
how do i fix it
in edit mode select the hat mesh and do Shift+N
thank you
you can also turn on face orientation in blender to check for other meshes that might be inverted
yeah there it is
can someone help me import an avatar there are a bunch of errors and idk what to do
Is there a way to test avatars and expressions in Unity, or are we required to export to VRChat first?
With Gesture Manager.
You need to provide error information too.
I tried launching it but it just runs the editor nothing happens, can you show me a screen shot of what that looks like?
Did you activate gesture manager in the scene?
looks like this
You have to enter play mode.
i pressed the button, it only launches the scene, not sure how to get it to do an
You change back to Scene panel and control the menu from GestureManager object.
what dose that mean ?
Blendshape can have value between 0 to 100.
ill try that that, i had it full screened, nice call
kk thanks
woo! found it. Thank you. Now I just gotta figure out how to get the anim I want to play xD
Hello I have a question for those that make models and all. So when I'm on desktop mode the shoulders are ok (Photo 1) but when I'm on VR/FBT the shoulders would go really low (Photo 2). How do I fix the shoulders to be photo 1 when on VR/FBT?
are the shoulder physbones, it almost looks like gravity is dragging them down
Show your rigs rest pose with bones visible
You're missing of dependency packages.
i bought the avatar so idk what to do
Likely it mentions on the page where you buy it "install xyz before adding avatar package"
See instructions?
You have to read instructions in the page where you got the avatar from.
okay thank you
i tried to add avatar sdk and this popped up
Avatar sdk should already included in the project if you created with vcc and you don't have to add it.
This is what the avatar says
When you create an avatar project, the sdk come included in the project already.
Im having some trouble adding a humanoid rig to an avatar im creating
does anyone one had a solution?
without seeing the actual problem, no
One can't simply give solution without knowing detail of the problem.
Just screenshot where you got stuck at.
it says the rig type in not humanoid
and ive been trying to find the "rig tab"
but i cant find it
Do you actually have the model file though?
yeah its a fbx file
i think thats what youre asking?
im still really new so im sorry
Hey there, new to the scene in avatar creation and I could really use some help. I have a set of custom clothing I want to create from scratch for an avatar of mine, and I could really appreciate a general direction so I can at least get started
Direction in what?
I'm not sure if you're asking general modeling tips, what software to use or what you're referring to
Do you happen to have or know any guides or instructions? I have blender with some fundamental understanding of how to use it and the base I want to use it for
The way i go about making assets really depends on the asset. Example: I want to make a simple tshirt, so what I'll start with is by taking the base mesh, selecting where the shirt would be, duplicate that mesh and boom, you have a perfectly weight painted shirt base that only needs uv and texture adjustments. If, however, I want to create something more detailed, say a jacket that is asymmetrical, i may be better off modeling from scratch and retopologizing afterwards. See how different that is in complexity
There is no one way fits all, some ways are shorter/faster/cut corners but wont be super high res by nature. So maybe start by watching different tutorials about asset making where different approaches are used?
That might be the best option, thanks!
???
NaN?
ok that fixed it
ok figured it out... kinda... how do I change the animation paremeter with a radial slider?
π i edited the avi a little bit, didnt touch the armature at all and got this
oh wait
i just remembered i removed something from the avatar in unity but its still there in blender and its named chest
and check the rig set up
that's normal?
could someone help me, i cant figure out blender so i cant get this avatar ready for vrchat, if anyone can upload it to their account and let me copy it off them that would be greatly appreciated, DM me if you are able to, i have the files for it
Don't have a mesh named the same as a humanoid bone
i know π i only just remembered as i sent that
You will get scam dms from here asking for that kind of stuff
Maybe state your issue and we can help you get there
yeah
Its not that its that blender lags everytime i open it plus its way too complex for me
why do you need blender? what blender version are you using?
you cant just say "i need blender to rig something" but not know what to rig...
Like, what do you have rn
nvm ill just figure it out
where did you get the model from?
jinnxy
if you bought it it may already have a rig
oh
and then all you need to upload is unity
thats why i asked for the status
if the model you bought is spcified to be a VRChat model it already has a rig
check out this video: #avatar-general message
ok
Does anyone know how one can make a toggle that'll detach your arm's mesh from the controllers and pose them in a different way via an anim. file? Like, I'm on Quest, so if I'm watching movies and want my arms behind my head, it can be a bit difficult. Or if I'm answering DMs on a floating window, I don't want people to see me clicking around on things for a long time. I'd like a toggle that poses them behind my head instead. I've made .anim files that poses the arms in different ways, but the controllers will always override where the animation poses them.
Sure - do this in the Gesture animator, and use VRC Animator Tracking Control to take over animation of the arms. Use it again to restore tracking when done.
yep
And in the animation toggle, for the Motion that has the arm pose, turn Left Hand/Right Hand from Tracking to Animation?
yup
That's easier than I expected, myaha. I was trying to do that, but I was doing it in the FX layer and it wasn't working there. I guess Gesture works differently.
very much so! The explanation is here: https://creators.vrchat.com/avatars/playable-layers/
I wonder if that's where I can fix my eye problem, too. Some of my expressions have my eyes closed, but my eyes still blink and 200% the blendshape on me occasionally while the eys are closed.
Yep, you can use this to fix that too
That's good stuff; thanks!
Unity
That's the app you used for creation. But I asked for the base modek.
Idk it was a free model base someone gave me to used
I donβt see why my based matters when I ask where to get free clothes for it
cause 'friends' who give friends stuff often end up ripped or stolen assets , you might want to check where its from
Because clothing would require compatible base model, otherwise you will have to rerig the cloth in blender to make it compatible with your model.
The common places are gumroad.com and booth.pm. Without knowing your base is, there won't be recommendation.
Hello! Im trying to make a face tracking avatar for my friend. I were able to make it work just fine but since she has a disability in her right eye i want to make the avatar only track her left eye and make the right eye move the same way. Whats a good way of doing that?
Hmm. Weight paint the right eye to a new bone, leaving the old one in place, have VRChat run the old one normally and use a rotation constraint on the new one with the source as the left eye bone.
empty gameobject in eye tracking so you can edit value, rotation constraint other it will follow
to avoid ik going nuh you cant move that 
oh - you could just do that instead of the extra bone, good call
oughhh... can anyone help me out, why dress in unity bad but in blender good :C also in unity how the asset shows up vs the mesh. It has to be smt w the bones but the bones go down straight like they should so i have no clue whats going on :C
why does my avatar turn blue when there is no light?
happends on both quest and pc side
something with your material, emission maybe?
ill check
the materials seem fine
i use nothing but main color
im using PCSS with lil toon for shaders doubt that will help since it also happends on the quest side
and that's not the main color, I take it?
nope
possibly vertex colors? I don't know if liltoon uses those
nope not the problem either
I'm out of ideas then probably
the same problem is on the quest side so its probably not lil toon
then it's got to be the textures or a main color applied to them
the textures are fine and so is the main color
the problem solves itself when there is a light
Is there a way to make a radial menu toggle with visemes, without the said toggle growing and shrinking while spinning the radial menu?
and ingame only the shirt turns blue
spawning in a normal cube also makes it blue
i think if i just put the avi in a new unity project it might fix itself?
yeah it seems to have fixed it
I keep getting this error even though the blueprint ID is empty
that's a side-effect error then. Post the first 2-3, at the top
2-3 what?
the rest of the errors you're getting
errors
just to preface this I removed the script it was talking about eariler
then clear the console and try whatever action you were taking again
ok nm I was very dumb sorry for wasting time
how the fuck do i get a .xwear file into unity
no worries! It's not obvious the first time π
first hit on google led me here: https://vroid.pixiv.help/hc/en-us/articles/39513229598233-What-is-XWear
(I had no idea what it was)
oh nice
would someone be able to collab and help me with an avatar i want my irl hair & hair colors i have and help me fix & upload
collab? that's the wrong server for commissions. Try VRC Traders, link in #1204490664637890580
okkk thank youu
yeah i tried it was too confusing for me i might try and find another way
you need to export it first
i exported it as a .xwear file
Wtf is xwear
it's a new addition to VRoid Studio
an app where you can make your own 3D models
I use it to make my avatars, but I haven't tried xwear yet
exactly what I said, and why I looked it up!
but the vroid website has everything well described so you should just follow the steps there
read through this, it seems to only be for one outfit tho?
No?
it's for full avatars
if you scroll down you can even see that in the guide a full avatar is shown in unity
here is what i got so far, with the 4 seperate outfits on the side, should i just export these as a .xavatar file?
???
you can try, as I said, I didn't use xwear yet, but you should just follow the steps on the website
and it should be fine
@mortal halo random message sdk sends whenever smth else went wrong, post all of the errors top to down
thats the only error
lemme try uploading again
how long does it usually take for build to succeed when pressing build and test?
Perhaps youre in prefab edit
@mortal halo uh depends on pc and shaders. but like under 1 minute unless it shows compiling shaders
When importing from Blender to Unity, I can't make it a humanoid rig. This bone is somehow forming and being named as the whole armature. It won't let me set the hip bone to the correct one either. All bones in the spinal/chest region are also becoming deformed when imported. As you can see, it's perfectly fine in Blender.
why can't you drag the Hips bone into the first slot?
this ^
I did but it's still messed up
explain what "messed up" means after you do that
how is it messed up?
Once I try to make it humanoid it changes back
explain "make it humanoid"?
you set the rig to humanoid first, apply, then change the bones to fit, and press apply
set the rig to humanoid, then apply
then you can configure
you can't configure until after you apply the humanoid rig type
I did all that it won't stay
well when i try to move it with the transform tool it wont move, plus i try to not make it a child and it gives me an error
should i ask where you got this av from
i feel so fuckin stupid with this lol, never touched unity before
when you select the FBX and look in the rig tab of the inspector, it doesn't say humanoid?
why do you want to move them?
is the bone's pose the same in blender as it is in unity? (a-pose/t-pose) it looks like it might be a weightpainting issue 
yeah, aren't they in correct spots already?
It looks like all of that is a single prefab, so you'd have to break it up if you want to move/delete parts separately. If you have this in Blender it'd be best to do it there
moving the object with the skinned mesh renderer doesn't do anything because it's following the movement of the bones. that's why moving it does nothing
see their image
cough dead giveaway what they done (folders)
well i wanna be able to make multiple outfits with the radial wheel, but they are all one outfit rn it seems
really sorry for not getting this
they are not one though? look in the hierarchy...
no they aren't - you can just toggle on or off any of those game objects
you using a ripped model right
you just want to disable them though?
right ok then
i thought they are using vroid?
who? Farley? nope, they're using a VRoid, nor ripped
yeah im using vroid
see hiarchy thats ripped nope me dumb π
the other person idk
its my own vroid avatar
I'm so dumb brooo, it was confused cuz the head mesh was the same as the bone, no more stop sign errors yay
well maybe not anyway vroids fun with xwear
done the opposite using xwear got vrchat av in vroid (fun outlines) , but faster for me do add in blender
you wanted me to send the .xavatar or smth?
ah ok
you can run the vrm/fbx through blender and remove the meshes you dont want ,also merge it so you dont end up with so many meshes , unless its for quest/toggles
vroid can also delete, but i barely use the thing since it ends up with so many.. wierd bone names
yeah, I would also take it to blender first
they're not that weird
or I'm just used to them
Is anyone open rn? I need a bit of help :)
with what?
My avatarβs head and camera are separated, even though the sphere is in between the eyes
Lemme pull up the video
not ripped, mine's the same
The blue circle is where my irl head is
Hereβs the colliders and camera thingy in unity
Could it be how the bones are arranged or the avatarβs position in unity?
and @onyx falcon i checked and tried moving the meshes. It appears as though they're not separate... kinda. It's hard to explain. If you want to move them you're best bet would be to just take the avatar into Blender and do whatever you need there
check rig configure
could it be because you're avatar is half undergroud?
yeah ive got the avatar in blender but blender is wayyyy too complicated so imma just take a break for now this is pissing me off tbh
thanks for all your help tho!
Maybe, should I move it up or down?
yeah, it's a bt hard to figure out at first
up
In unity or blender?
I'd move it in Blender and set the origin at world centre
Alr
i'm making guesses but to me it looks like you're avatar is moving above groud but your view point is staying in one spot
math? π
So I can move the blender model down to match the camera position
Or maybe I could only move the unity model
i don't know what you mean by that, but okay.
Move it above ground in blender and set to origin to world centre
maybe, i'm not sure
you could try
thats the origin
Oh ok
that's why i said move the avatar higher and change the origin to be world centre in blender
Oh-
it's halfway through
Wait Iβm confused
OH WAIT
Ok
So
Origin sits at the head
And we lift them so their feet are above
Right?
the origin should be the floor.
yes
K