#avatar-help
1 messages · Page 55 of 1
The feet are hovering a very small amount above the ground but I think it should still work
yeah
K
shift + s > cursor to world origin > select your object (or all of them with A) > right click > set origin > origin to 3d cursor
It should look like this?
looks good
yeah
K
upload it again and check if the viewpoint is fixed now
can't tell much from this
So now the sphere is disconnected from the cone thingy… is this normal?
i can't see anything on this image. Can you send a proper screenshot? and what "Cone thingy"?
hey, anyone that knows how the pointless destiny ghost works can you help me figure out how to get the gradient textures on it
how to fix?
[Always] Attempted to load the data for an avatar we do not own, clearing blueprint ID
UnityEngine.Debug:LogError (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,VRC.Core.DebugLevel,UnityEngine.Object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleAvatarSwitch>d86:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1506)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<GetAvatar>d31:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:575) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<Get>d__171<VRC.SDKBase.Editor.Api.VRCAvatar>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:378) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<MakeRequest>d__162<object, VRC.SDKBase.Editor.Api.VRCAvatar>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:341) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<System.ValueTuple2<VRC.SDKBase.Editor.Api.VRCAvatar, System.Net.Http.HttpResponseMessage>>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<MakeRequestWithResponse>d__152<object, VRC.SDKBase.Editor.Api.VRCAvatar>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:332)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
is that the only error?
Unlikely
@desert elk I got the avatar to work! Tysm :3
Let me know if I can do anything for you :3
Ok so with a fresh new setup in unity I'm still getting the same error its telling me that im attempting to upload a avatar that i do not own even tho my blueprint id is empty on the avatar
The blueprint id thing is most often a symptom of something else
ighty im still troubleshooting on my end but i figured if someone would know id still just ask here
Id say try restarting/relogging
always start by showing the first 2-3. But yeah, try to restart Unity first.
Hello people! For some reason, when i made an int weapon toggle thingy for multiple weapons. it appears by default and cant be turned off. idk what i did for this to happen but it works fine on my other avatars. any help would be greatly appriciated. thanks!
check your parameters, maybe it's on by default there
its been loading for like 10mins now with no errors or console messages
odd
nada, default says 0, saved is off, and synced is on
is that normal?
what, Unity? dunno, that seems weird
@desert elk not sure if you saw this but ye
yeah I did. Is the animation correct? does it have on and off animations set up correctly?
other than that I can't think of anything else
Hi! I hope someone can help me with this one.
Why does the blush look like this when on the maintex it is blurry and contains transparency? (Already tried with the alpha mask but didn't work either)
looks like you have transparency in the base color texture - look at that file in Unity in the inspector, and enable "alpha is transparency"
Alpha is transparency is on
make sure your material is using a transparent rendering method then
what shader are you using?
Poiyomi Toon Shader
It makes the whole head transparent because it is composed of a single material.
Hmm...
I should slip them into two different materials so the expressions one is transparent and the face material isn't.
Omg-
optimizing my avatar by deleting some un-used bones and merged the assets you see now, the difference between blender and unity is- terrifying. what is happening...
Looks like it may have been unpacked and overwritten
Would re-exporting from blender fix this or?
I JUST imported it from blender.
Are you saying you never replaced an fbx in this case
If so, look through your blendshapes. You may have made edits on a blendshape which blender doesn't like
Sometimes, basis explodes
that's weird, it shouldn't, since the alpha should come from the base texture if you have no alpha map
I never replace FBX's no- it's definitely the blendshape, I found it. . . how do I go about fixing the blendshape in this case???
I would use the blend from shape option and select a shape to propagate from where the mesh is not deformed like that
I cant english lol
If you need detailed instructions, consider abusing chatgpt
idk what any of that is lmao- but I will look into it. thank you
Hello guys, so i was going to upload an Avatar, but for some reason, i keep getting errors, it doesn't want to work, for all my other friends it works, but not for me, even if i create a new Project, idk why it's doing it, i check the FX, but everything is right just like my friends (the third picture is the inside of the States)
Yes but the alpha mask didn't help either.
I did a quick edit in Blender. I added a second material, assign the proper material and export.
Now it is alright.
is it possible to have a particle system have particles that have a defined start AND end point, while having some sort of randomness when travelling between them?
i know there's the noise functionality, but i cannot get it to converge particles
hey does anyone what settings to use when baking normals in blender?
No - you can't make particles follow paths or have an endpoint like that. You could try to use two systems, one that emits outward to a middle area, then another that is in reverse where they converge on a point... but I'm just speculating here
Specifically I want to converge this to a point
that looks really good 🙂
Nvm, i got it to work (even if i still don't know what the issue was)
anyone help me make an avatar its the rex model i tried for several days but i always have an issue with the avatar im still very new to vrchat and unity
it's best to ask specific questions if you can
like i always got problems even when i try to optimize it getting a bunch of errors sometimes i get missing scripts so i just sorta gave up without any help
if you send a screenshot of the errors/issues you're running into someone here can help
also you'd have to explain what you're attempting to optimize and how you're optimizing it
i mean i try to remove some of the bone get the it below 70k removes contacts that sorta stuff also lowering the resolution on the textures using vrcfury and a polytool
not sure why you'd remove bones to deal with poly count?
hold on im try to make it all over again so i take some screenshots
I have this clothing that was made to have a normal map, but it doesn't look right without it because the other clothing has its normal mapping on its texture to give it depth, how would I combine the normal map and the texture of the sweater so I can make it look more like the robe?
unless the sweater and robe share the same UV layout you likely cant use the robe's map with the sweater material/texture and will need to create your own
i'm thinking it's possible somhow with curves, maybe velocity over lifetime... i'm not 100% sure but astral bounds has some particle shows that kinda do that.. they get closer and farther away
I tried looking all over for a solution to my current issue with a custom avatar I am making. For some reason, the hand animations when doing gestures only work on certain gestures. What I mean is, the hands are not doing like peace or point or rock n roll, but the face animatiosn associated with them work as usual. Furthermore, it seems like the hands not moving only happens for my client (who is on a quest 2 with pcvr). On my end (index controllers), I can do all the hand gestures fine. My client also doesn't seem to have that issue with other avatars. I'm kind of at a loss for a solution here. I'm using the write defaults OFF setup with a "All blendshapes off" animation and "empty" clips.
Hopefully this is just a dumb easy fix. When testing in Unity play mode, I can also confirm that the hands don't move on certain gestures. I have no idea how to fix this issue.
How do I return the unity avatar back to a T-Pose?
A while ago I think I accidentally pressed some hotkey combination or so...
Now my avatar is in a hands-down pose (left image). But when I use the prefab, I have the normal T-Pose (right image). I need the pose back to T-pose for the left avatar, as otherwise I cannot transfer the manual changes to the parameters/transforms etc.
Pumkin's tools includes a thing for this, or if you've not unpacked your avatar prefab, this will work:
https://github.com/SophieBlueVR/ArmatureReset
Oh, I read your message wrongly. I tried sophieblue, but i have my prefab unpacked. I'll try pumkin's tools. thanks. 🩵
No I mean the Sweater has a normal map and the robe doesn't, but the robe has it's details actually painted on, while the sweater is just a solid color and needs the normal map to look good
I got the pose editor, but I can't find any default T pose animation in the Sapphy base avatar files. I don't know where to get that.
Ok, I think I fixed it. I used the prefab to create a new preset - then reset the unpacked avi to the preset and it worked!
I always leave my avatar prefab packed, so I'm not sure this works otherwise, but I thought there was a tool there.
oh nice
I just leared that a few days ago as a newcomer to unity vrchat avi creator 😅
I am in fact i the process of migrating my avi to the packed prefab now. But for that, I needed to fix this.
Thanks!! 🩵
I'm trying to use gesture manager to test this model, but for some reason it doesn't want to work and the console comes up with the same continuous error.
Velocity over lifetime could do that if I wanted them to follow a particular "arc" but I also want randomization and simple velocity over time wouldn't do much to fix that
My avi has one shirt with only one pattern on it i have a few more patterns id like to add to it to so can change it in game is there a way to add more patterns to a shirt?
More material with different textures.
you can add more materials and make toggles for them
I have more materials its the the adding toggles for them part that im trying to figure out
you need to record animations for each material
and add them as toggles
there's a bunch of tutorials for that on youtube
what you probably want for your situation is "int toggles"
you want to watch the section with the hats
but instead of toggling an object on and off you'll toggle the material
time stamp?
check the video description. it has chapters time stamped.
velocity over time does allow randomization
yeah, but not in the kind of way i'd want it to have
also does anyone know how to make a vertical or horizontal billboard where vertical/horizontal is dependent on the orientation of the parent?
i'm trying to make a lighter flame
but i don't want the vertical to be based on the world
so it basically spins on one local axis to face the camera
no like on one axis
i want it to only pivot on one axis to face the viewer (which can be done with vertical and horizontal billboard) but i want the axis used to be local, not world
i want this flame to face towards the viewer at all angles
but i want it to stay upright
so it'll only move on the vertical axis
again vertical billboard does this, but that's based on the world axis
i wanted to know if you could have it move with the hierarchy
if i use vertical billboard this happens
same with view
but view also does this
this is less of a help question and more of a confusion: why does bounding box affect your performance rank?
Unity is giving me an error upon upload stating that assetbundle was not built. How do I fix this.
You have to look for error that came before assetbundle not buld.
Hello! I need help
Someone can help me to add textures ? and shaders
Do you mean you can't change texture in a material?
na i'm trying to add a texture but idk how
is from liltoon
Just same process with different location of property to find.
ok so
my gun wont show but the gun shooting animation plays when i do the gesture its set to
everything is the set parameters
hey i recently did some avi work on my model but now the chatbox is a meter above my head in game. what do i do in unity to fix this?
It's meant to be like this
the chatbox in the roof? i dont think so. cause it was fine before editing my avatar
what did you changed on your avatar ?
just added a asset or two
No, it is not meant to be like that at all
Something that you added, pushes it up
If you added something tall that goes above the head of the avatar for ex., then that can cause it
There are several things that can cause it, and I'm not aware of an exact list existing for this
damn well what are some probabilities i can test?
You could see if physbones above the avatar are causing this, if there are any
Or if there are any bones high up in general
I don't think contacts have such an effect
Just look at things that are above the avatar's head basically
thanks
I have an interesting question, a person's character I would like to make a custom avatar for has some colors in her hair strands, her hair color is brown but then two parts are colored differently and highlighted, how would one create something like that? I'll upload a reference to show what I'm talking about
It's using color texture. The topic is about texturing.
no luck on looking at physbones or contacts none are that high up
Maybe it's just a normal bone?
or the bounding box is too large
neither of those
if you have the hair model in blender, you'd edit the hair model (TAB Key), and press L on the strands of hair you want edited, then P > By Material I think
That would require the part to have multiple materials so that is a no.
ah
I have a premade asset and when I draw on one strand it seems to draw over all of them, I am new to using blender so I don't know a whole lot about this yet
Did you copy each strand?
Ahhhh thank you! i dont have face tracking myself so i have to wait till my friend gets on. this is what my current setup looks like. the left eye is the healthy eye i want to use for tracking. right eye has the rotation contraint where the source is the left eye. and the eye transforms are set to left eye and a empty game object. and i edited the avatar to set its eyes to left and none. i think i did it correctly? excited to test it out later. thank you so much for the help
Unity is giving me this error, preventing me from compiling to enter play mode. How am I suppopsed to fix this
Assets\KARMA\Misc\VRLabs\Marker\Editor\MarkerEditor.cs(3,7): error CS0246: The type or namespace name 'Boo' could not be found (are you missing a using directive or an assembly reference?)
Hey, so--The avatar I'm using has two different outfits, but when I upload the avatar into VRC only one of them can be toggled. Is there something I have to change in Unity so that both outfits can be switched between?
How are toggles set up? Manually, vrcfury...?
import gogo loco
u fix it by removing all the assets and readding them cause unity is dumb
Oh lol
Glad it got fixed then
I'm not sure how to answer this but I think I know what to look for, now
Is there any way to restore a project after it was somehow reset?
I just fixed a compiler issue now everything's gone.
you probly just need to open correct scene file
hello I have a problem with the avatar he puts himself in a bizarre position, if I can help me
is the head attached correctly? 🤔
Is the head mesh's origin in the world center?
That ?
There are no values 0 how I can put them without moving the mesh
ctrl+a -> apply transforms
thank you but on unity I always have the same problem
Check the fbx import settings' rig page and the console for errors or warnings
Oh
This is just a warning, and it doesn't matter
not related
drag a new fbx in scene see if that one behaves then add controllers after to see if some of those doing wierd things , yours is unpacked overwrite it funny things happen
sometime i forget to change rotation on bones and have to set fbx generic and back to humanoid to get new values
I did that and it works! Thank you for your help
Apparently a good tip.. I see hah
I'll keep this in mind
I need help, I just bought an avatar recently and I wanna upload it. How do I do it?
Did you read instruction in the page where you got the avatar?
Ive seen something let me check again
So i was fixing up a model for a friend on quest, was switchin over some shaders over to mobile and i see some black/streched white spots attached to the textures, anyway to fix this for quest?
Your texture relies on being Cutout rendering which isn't supported by mobile shader.
Ah. Is there a way to edit the textures not to rely on that?
unfortunate, thanks though!
Rather you have to cut the mesh itself to remove the transparent part.
ah gotcha, would that require blender work?
Yes.
Okay, luckily i've been messing around and learning blender.
Thanks again!
Heya, just checking here
is there such a file type as ".fullunitypackage" ?
Had never seen it.
alright ^^ Just checking ty
could anyone help? 
I have an issue in unity where I want to replace an FBX with a modified one from Blender. I'Ve checked that the FBX scaling parameters are correct and animations are also included.
Left: current avatar using the original prefab
Mid: FBX imported from Blender. I've checked, that the import settings are equal to the original FBX. The hair being gray is expected, since I deleted the original hair material.
Right: the current avatar after I use Prefab > Replace and keep Overrides... on it and select the new FBX.
Right:
As you can see, certain armature seems to be unmatched. But I don't know what the issue could be. I actually didn't change anything in blender and just re-exported it from there to test the workflow.
Does anybody have any ideas on this?
Ok. I found a minor workaround. Import new FBX into the scene. Use pumkin copy tools to copy values. Manually copy added clothing, since their parameters (like VRCFury components) are not automatically copied over. Then it works.
just a quick unity question, how do people seperate body parts like this? I wanna apply psychbones to my char's abs, however the abs look absolutely horrendous when seperated and using boolean on the abs just don't make it look any better, so I wanna sculpt the abs within the torso as they looked better before. Do they seperate them like this using bones or is it someting else?
You'd need to make new bones and weight paint the mesh to move with it in Blender, then put physbones on them in Unity.
no need to separate anything
so its basicaly named bones in the unity ss?
not sure I know what you're asking?
the name of the body parts in unity, if its just the bones but named. Like for example if the "shoulder" part on that char in the unity is really just a bone that's in the shoulder named shoulder
anything under Armature is a bone (generally - you can place whatever you want here)
ah i see, thanks
Any object that has a (Skinned) Mesh Renderer component is a mesh object, i.e. the part you see
if you click on Body there you should see that in the inspector
How can I use Pumkin Copy Tools to also copy VR Fury components which I added to my avatar? I have all prefabs still packed.
But it's difficult to see, that the VRC Fury components get lost and I didn't notice that.
Or is there any other way to automatically copy ALL components of ALL objects in the hierarchy?
you could just drag a new prefab onto the avatar
I did think "all" included prefabs though
weird!
But it seems, that replacing a Prefab which was imported into a scene with a FBX doesn't work. But after copying the components via pumkin tools and VRC Fury manually once, I can use the Prefab > Replace and keep OVerrides. Then it works
Since the latter replaces a FBX with another FBX. I could even remove uneeded clothes and I have no issues in Geesture Manager testing!
Will write that down. Thanks!
I haven't had any issues with doing this, and haven't needed to specifically use the "replace" thing - was the FBX file named differently or something?
the tail is not moving in the game tab after entering play mode
btw im very new
i just need to know what to change so the tail would move
is the tail also animated
wdym?
for example, is it wagging or does a gesture trigger an animation where the tail moves
ah sorry i didnt specify. i just want it to move when the player moves around the world. no special triggers or anything, i just dont want it to be a stick on the pelvis
thats not what i asked
you did not tick "is animated" - but you have to IF the tail is animated
is the tail rigged?
does the tail move when you move the bones
when i shift them using the green red and blue circles? (rotate tool)
yeah they move
are you perhaps using android as build target and went over the max physbone limit?
youd see a warning that all physbones will be removed in your validations before uploading
nope, its on windows
ignore first 2 validations
wait shit i accidentally closed it
eh forget it ill try again another day
I bought new eye texture for my avi how to put it on?
do you mean physbones or rigid body physics?
rigid body i think
I want to thorw my avatar shoe
damn, beat me to it
that's a ball though
okay so make it your shoe
just replace the model
so? use whatever mesh you want
Imma try
I bought new eye texture for my avi how to put it on?
switch the texture in unity
Anyone care to offer a video that’s actually helpful on how to add clothes and or hair to an avatar and upload it through unity?
there's a bunch on youtube
didn't work
It's pretty simple
If the clothes you bought is made for your avi
I wanna fit them in blender
Then idk
Pure rage
perhaps state what the problem is currently
sculpt tool in blender
I just make sure the asset i buy is made for my avi
not necessarily
try dragging it to the hierarchy instead
I just wanna have a in depth understanding of how to fit clothes to my desired avatar in blender
you'll need to set the avi up yourself
😔 💔
Patience
anddd idk how to do that
You will figure it out in due time
that depends on many things such as whether the clothes are made for the avi and if they have their own armature or not
It’s not made for the avatar, that’s why I wanted to fit it
that can end up being quite the job
I’m willing to put up with it
All I know currently is I need to import the fbx into unity, sculpt it to the models bodily structure and that’s it
But I also want to attach it to the avatar, which is what I don’t know how to do
drag the fbx to the hierarchy first
and report the mistake to the author
maybe they'll fix it
how i would tackle it would be in this order:
- size the clothes to fit the largest part of the avi (so you dont have to sculpt stretch later)
- line up the pose of the clothes using their own armature (cats blender plugin can help easily applying rest pose) + Rename clothes bones to match your base armature so that vertex groups will automatically be renamed too, fitting your base armatures name convention
- purge all shape keys on clothes
- sculpt the base shape to fit the avi and use mesh data transfer plugin to transfer shape keys (if you want them, such as for breathing animations etc)
- now id unparent the clothes from its own armature and parent it to the base armature
- test posing - lets remember the weight painting is not for this avi, so chances are, its off
- based on the above point, either fix weights or if its just plain horrible and too different, use robust weight transfer plugin to copy weights from the base instead or a mixture of both, depending on if the clothes are complex (aka have many straps or other loose parts)
granted, the clothes have their own armature and are rigged
I have a question, since I can only use vrchat in desktop mode right now, I wanted to test the sensors of interactions with my avatar like patting it, but asking people to do it for me is a pain. I have self interaction on so is it possible to like move your hand to your head to pat yourself and see if it reacts
animate a gameobject using a contact sender that bounces on your head
you can test in unity editor, use AV3 Emulator or Gesture Manager
Oh ok then thanks
i'm having a strange issue, my physbones don't seem to be syncing between PC and Quest, but there is 0 difference between them, i literally just uploaded the same avatar..
This is what I mean, and I want to only color a specific strand and have it not color all of them basically
The uv islands of the strands are overlapping
to paint individual strands, you will have to edit the uv layout
Got any good links or tutorials I can use for that?
not on hand but now that you knpw what to look up, im sure you will find something useful
hi not sure where to ask this, so i see people do body mods on avatars all the time. seamlessly merging the verticies between added body parts. like replacing the feet entirely on a model with no seam. how would i go about that? ive tried before and i cant figure out how to remove any seam between the two objects i meshed together, heres and example where i replaced paw feet with hooves:
Try reapplying your shading (shade smooth or auto smooth) or select the area (not just the seam, select a little move to both sides) and then alt+n -> smooth vectors
I can't figure out how to put new eye texture on avi
find your eye material in unity and switch out the texture
but how
i realize now the images i sent doesnt show what i need very well, heres better images. i dont want that weird stiched line to be there ive smoothed the verticies and applied my shading before
none of the materials says eye or face or head or anything
- Find your material
- Import your texture to unity
- Switch out the texture in your material for the new one
is the texture you got made for your avatar?
yes
if u cant find the eye material in your assets folders click on the head in your scene and you'll see the eye material
i tried that to
maybe some materials are merged? idk it's hard to tell without knowing exactly what we're working with. If they're merged, you need to find the correct material and manually copy the texture while switching the eye texture in an outside program like paint or krita
it just says this
godrunner so its a mess , body mesh probably have the head/eye texture
yeah, so you'll probably need to open the texture in an outside program and delete the pervious eye texture and put the new one in
i have krita
i made a new layer and covered the old eyes with the new texture but nothing happened in unity
i just made a new layer and put the new on on top of the old one
i meant texture in unity
when i saved it in krita it changed in unity in the folder but the eye color didnt change
then idk
something must've gone wrong but it's hard to say what
eye mask copy?
this is the only thing labeled eyes and its showing my new gold eye but not in the model
mask they are used for emissions , see if theres more - emission have the setting to use color from main texture instead , id try face in this
this ^^
face psd?
psd can be used on unity materials (doesnt like gimp ones) 
check your material in unity and see what texture it uses
i need instruction idk how to do that
or just try this one idk
- find your face material in assets
- click on it
- in the inspector check what texture it uses
sorry, but you kinda need to have a material for the face if it has colour
try a different folder
oof
or search "face" in the search bar
besides it's right here
so what do you mean you don't have a face material?
idk, i've never used poiyomi, maybe under "color & normals"?
first texture you see there
o i was right
yup, that's the one then
what do i do from here
change the eye texture? that's what you're trying to do, i think
if i knew how to just do that i would have lol
dont know the uv so its guessing its covering eye
(duplicate - change color or paste / stretch in new ones)
its a whole different eye not just changing color
for some reason its undedr the old eye instead of on top
hopefully you made a back up
I am getting off my pc for now I'm frustrated
You need to stitch the mesh together, not just overlap them, then you wont get this
yeah im unsure how to stitch them together thats my issue
merge by distance or manually select two verts and m -> at center/first/second
you couldve easily googled that
Hello hello I wanted to know how and with what I can do this kind of transparency for an avatar I have the skeleton corp
rendering queue & transparency (2 materials - body and inner)
merge by distance to avoid wierd shadows after (only the vertices thats affected by merge)
or you can have these things
Tyty!!
Can we make cull with a mask?
What is rendering queue?
i need some help with making and uploading an avatar if anyone can teach me how to do it that would be great, thank you
hi, how do i change the default clothes of an avatar because in-game and in playmode my shoes are missing
im trying to upload an avatar for pc and quest, and when i change it to the quest build, the shaders turn into white stripes, is that an issue i need to fix or is that specificially a unity uploading issue (as in it'll look fine to pc users)?
someone should help me get my model working for vrc never done somthing with a stand alone model usually they are the model bases
Watch tutorials
I put a new sweater on my avi and it's not textured it's just blue and goopy. Idk how to fix
How it should look
Well, look at the material?
My mom stole the pc room
blender (cats plugin) wont let me change what the base and to merge armature, its currently trying to merge the entire body to the hair and wont swap 😭
what are you trying to merge?
this hair asset to the base i have so far
dawg you have got to be joking 😭
it hasnt worked for the past 15 mins and as soon as i turn to the help chat it works
i love blender 🥰 🔫
Why are the materials smooth like my brain
Default color of the pants is blue(left) is there a easy way to make a toggle to turn them the other two colors?
Hey, is there a way one can create a connection between two avatars? Like a rope, leash, cable, whatever. I know there were some shader based solutions for this many years ago but I guess they didnt really catch on and now I cant really find anything about it online. I was wondering if theres some clever solutions for doing this today or if the old solutions still work at least.
my brain does not understand
Wow, really cool work with the avatar gesture live editing, so many features, idk where to start first!📓
👩🔧
Seems that whenever I bake my textures some just turn full black. Unsure why this is.
what are the furnace settings?
I don't think that's enough info to help you. What kind of material/shader routine are you using?
Does it bake a bunch of layers and cook override your pre-set work?
I'm using Cycles, under those settings. I'm not using CATS this is imported from FBX directly. I'm trying to make a texture atlas as per this tutorial. https://www.youtube.com/watch?v=73REcZVWMhA ||(you can search 73REcZVWMhA on YouTube and it should be the first result if you don't trust links)|| [Point of interest at 16:15].
I just finished copy and pasting the node into each material hoping that it would render onto a new material without changing my existing materials.
I recommend doing a test in isolation and try baking just the one material to find whats causing the error
this is due to having so many other variables if youre exporting an entire model material libraries worth
hi guys im trying to animate this fire, i want it to be always facing upward but the problem is it doesnt animate the angle of the physbone? only the length. is there a way i can make it animate properly while also keeping it facing upward?
first part of the video is the animation in play mode, 2nd part is just the animation of the fire (not in play mode)
sorry if this doesnt make much sense i dont know how to explain this😭
I think the issue was due to the material settings. I was attempting to do it with multiple materials over to one material when I've always used Material Combiner before the fact. Ended up just folding and using material combiner, found that it changed the material settings which was probably the issue. Ideal settings should be...
@oblique dawn Thanks for the help.
This is to hard...
just use physbone settings, if you set gravity to -1 it always points up
i did try that but i still cant animate the rotation/angle
Hello does anyone know how to use Leviant ubershader really well and can replicate this?
its meant to mimic the background of this
can the toggle creator let me change the mat of a shirt?
@fervent spear use aimconstraint or lookatconstraint https://creators.vrchat.com/avatars/avatar-dynamics/constraints/vrc-aim-constraint
pick the right gimbal combination for the behavior rotation
oh thankyou :) will have a look
Simple question probably but how do you change an avatar's height in unity
hey does anyone know how to make it so when i use a specific toggle, it turns only my screen to black so it doesnt affect anyone else? think about it as a toggle to isolate yourself for a second
Use IsLocal parameter which will be true only on your side.
hi sorry for the ping but i cant find it😭 these r the only ones i can see
If you don't have vrc constraint then your sdk is outdated.
oohhh
Would you be fine with guiding me through? like what i need to do in steps?
No can't do.
no worries, thanks for the help
You just need to add the IsLocal as a second condition for transition.
that would be the issue, i dont know what i should add to where
How did you create your toggle?
so i first wanted to add a song with it, so i put the song in the hierarchy, then with vrcfury i added the toggle option
I don't use vrcfury to create toggle so I can't help on that.
oh, alright
Does anyone know how to make a hologram effect using Poiyomi? Preferably a maskable one.
how do you make a seat that works for pc and quests on an avatar? I added a station onto a chair on my avatar but it's not working
oh hey @ornate stump FYI I did a test upload with the export settings changed for the bones as I mentioned and at least on desktop didn't see any immediate issues. Everything animated perfectly fine and performed as expected at a glance 👀
So I'm not sure where you've heard that those can break things but they may be necessary to fix some problems too, like I had
Rather leaving it as default shouldn't break anything. If those option actually changed anything then we have to get to know what it actually changed.
as far as I'm seeing all it does is affect which direction each individual bone thinks its default rotation is
So when exported with the default settings, my bones defaulted to thinking their forward was backward
Each different combo of axes I visibly watched the bones rotate their default orientation, so I just found the combo I needed to make everything point the expected ways
z forward, y up, x right
It might actually be bone roll in editing scene.
I checked and zeroed the roll for each bone that had any
It didn't affect anything sadly
This is the only thing I've seen that had any change on the bones' default orientations when I put it in unity
i tried using the aimconstraint and lookatconstraint but i still couldnt animate the angle ;/ anyone have another solution i can try
it just seems like it will only animate the length
Does anyone know if theres a way to add like a video to poi shaders? im trying to make something like this but without 60000 materials.
Use the flipbook option under "Special FX"
Im having trouble uploading an avatar ive been working on for a good 10 hours now, any help?
it says that i dont have my arms and feet defined when i obviously do
Can you try dropping the newly set up FBX into the scene and adding an avatar descriptor to that?
To me, this feels like you dropped the avatar into the scene as generic, and then you switched it over to Humanoid, which doesn't go over well, as it doesn't change the rig for the character that is already in the scene as far as I know
ill try that
i will say that my rig looks like this when i first import it but i can fix it by reasigning certain bones and forcing t-pose
This is fine
You can just do Enforce T Pose
yeah, thats what ive done
That's okay to do
now it says that my Spine heirarchy is incorrect
The layout should be like this:
Hips - Spine - Chest - Upper Chest - Neck - Head
Though Upper Chest is optional
And also, the shoulders should be connected to the Chest, or to the Upper Chest if you have that
how can i change the heirarchy because i am using a model ripped directly from a game
You'd have to edit the bone layout in Blender
ok
How does it look like right now, compared to what's required?
it looks fine to me, the bones, from what i can tell are named the right things and are in the order you said
its kinda hard though, all of the bones are labeled in chinese
Yeah... that's a bit painful
If you wanted, you could rename the bones in Blender, based on where they are positioned
So.. you'd start off with naming Hips, and moving on from that
Maybe you have too many bones...?
Maybe too few?
No problemo.
Looking forward to it
idk why it keeps do this with yhe boots
You probably positioned the boots in Pose mode
What you should do is go to pose mode with that armature, and hit Apply Rest Pose in CATS
After that, deleting the armature like you did in the video should work fine
okay ty ty
HAHAHAHAAAAAA i fixed it!!!
And what was the issue?
nvm, the spine is broken again
What's broken about it?
should
tysm
Glad I could help
dk if i can post this here but im having this weird shading issue with my model on it's teeth and im not sure how to fix it. it usually does this when i mirror a model in blender or rig it im not sure which is causing the issue though
I can't see what weird about it.
gimme a second
normal too side by side with the weirdly shadowed teeth
You mentioned mirroring, that likely because of face direction got flipped after mirroring.
i have flipped the normals but it still looks to same even when facing the outside im not sure why, i tried recalculating normals but that didin't work either
it's like the mesh is in a constant shadow even when exposed to sun light
You could try resetting vectors
You'd do that in edit mode
Select all the teeth that are wrong or.. just all of them
F3 > Reset Vectors
didin't work sadly TT
What if you recalculate outside?
If it is not that, then maybe it is a UV issue?
nope just made them inside out again
maybe, got any ideas of solutions?
i usually redo the teeth again when something like this happens but this avi has way too many teeth i don't really feel like doing that TOT
Look at the UV to see where on the UV the teeth are, that have problems
Maybe they are in an odd position or.. oddly deformed
Oh god...
What about the teeth that are shaded correctly?
definitly some type of difference 😅
Maybe try to UV unwrap the bad ones again?
which one do i choose again smart uv project?
Yeah, smart UV project should be okay
nope TT ima just stick with it fuck it, doesn't look too bad anyways
Not sure what else the issue could be :\
me either maybe i'll figure it out but rn ima just stick with it
hey, are you trying to make anthro or feral avi?
non of that it's just a creature lol
i mean i'm making a feral raptor right now and i'm having problems with animations and i thought if you're doing something like that (raptor/dinosaur as an animal) then maybe you know better how to work with it
ooh i do make dinosaur avatars. what you having trouble with?
that weird pose on the first screenshot
I'm trying to change the default vrchat animations so that the back is at least straighter, but it seems to me that vrchat doesn't react to this because I'm doing something wrong
ooh honestly i don't really mess with sitting/crawling animations. if your using constraints i'd recommend just making an animation with the constraints that makes it crouch and make it into a toggle, thats what i do
also nice looking raptor
thank u
hmm.. when i try to animate the legs and back it doesn't bake into the animation
only the toes
are you using contraints?
Should make sure that none of object has negative scale.
The raptor armature has a rotation constraint on the human armature (except for the legs)
and when I try to animate a humanoid armature, the bones don't bake
ooh that's why if the legs are still humanoid their not gonna work
what you wanna do is get a full humanoid rig, in unity import it and also the dinosaur, in the hierarchy put the dinosaur inside the humanoid hierarchy and than contraint the full dinosaur body to the humanoids
in unity the rig is set to humanoid and works well, I don't understand how to fix the animations
like yeah, the first thing I did was go to YouTube to watch guides on how to do it, but so far nothing has brought results, and I thought maybe someone could help me here
Quick question, im setting up an asset and one of the things on it is a radial menu to change the colour of the cat it spawns. I was wonderinf if i could change the default value so it starts out on a different colour.
rotation just says none
i could forcibly change the default texture to the one i want but that seems like a last resort
nvm i see it now
or i don't that just tells me that there is no such value
ok yeah if i put it in there it doesnt work
the rotation value i want is 45%
oh wait i am looking in parameters now and see this
Yeah, that is where you'd change it
oh thanks
Np
perfect that worked thanks
gonna be the worlds worst perfoming avatar with how many assets im throwing on but ill optomize it as i learn and go
for the quest version im gonna delete all of them but one
i can't have the avatar without the coin to flip
ok fairly similar question
this avatar has a few outfits, and i want to switch the default one
the value on the parameter inspector is 6
but when i changed this to 6 nothing changed
Yeah, that's fine, as you are still learning
Well.. depends on how the logic is set up for the avi
Are there parameter drivers?
the folder w all of the parameter stuff looks like this
Nah, I mean in the FX layer
Parameter drivers are something you put on states in the animators
oh i guess thats true ill open the animator
How is the logic in the FX layer set up for the clothes?
So... is the setup with the transitions something like...
Clothes Equals 6, and Clothes Not Equals 6 to get back to the starting state?
Cause that would work
i have no clue i haven't really messed with the fx layer before
this is a preset
bought the avatar but i am tinkering around with it
my avi has high heel clothing, but when i test it ingame the high heels clip into the ground. how do you usualy solve something like this?
Ah, fair enough
Take a look at how the transitions are set up
seems to look like this rn
any good tutorials on how to learn to mess with this stuff?
Steps:
- Go back to Unity
- Find your avatar's FBX
- Open the rigging configuration
- Select your armature
- Move it up until the shoes are not clipping anymore
- Copy the new Y value
- Apply changes
- Go to the scene's hierarchy
- Select the armature
- Paste in the same Y value into the Y field
- Upload the avatar
But are there conditions?
That's what matters
where would i see those
You'd see those below the preview part that you posted iirc
Are there no conditions?
not that i can see
Well when you want to switch to those clothes, the value would have to be set to 6 from the menu
And for the default, I assume it would be 0
And you can check the others
Thank You! ❤️
it is set to 0 but when i tried to change it to 6 nothing happened
You can try out the avatar with Gesture Manager or Av3 Emulator
And when you are doing that, if you select the avatar, and you switch to the Animator, you can see what's happening in there
Including seeing the values in the FX parameter list
So you could check what's going on there
That's good
They are helpful
very
oh yeah as soon as i activated avatar 3.0 manager it worked
cool
now to test it in vr itself with full body to make sure it works
and for that i need to set up my new quest 3 with vrchat forthe first time with virtual desktop
be back in like an hour at least lmao
Np! :D
sea of red
ill likely change texture resolution a lot before final upload to get the size way down
these are the assets im going with
Yeah, it is
But they make complex assets
yeah
that reflects in the avatars performance when i add this many
but hey that sounds like a problem for future me
Yeah lol
more than 7 people dmed me after sending some messages in this chat bro
oh...
yea that happens all the time to me lmao
if it scam, open #discord-tickets
ill even specify "I am not looking to pay someone to do this work for me, i want to learn" and ill still get like 5 dms asking
yeah
one time i wasn't even in here and someone dm'd me asking if i wanted to pay them for an avatar
i pretended to not know what vrchat was
Good on you for realizing what was going on
These scammers are absolutely everywhere, but once you have seen a few, it is easy to recognize them luckily
idc if they are scammers or want commisions i just ignore all stuff like that
its annoying
It can be, yeah
But more often than not, real creators don't DM you like that
There are a few exceptions, but... those are rare
Real creators take time to read and understand messages. Clearly scammers don't do that.
hey guys I making a avatar but when I make the toggle I can see it work but everyone around me else dont see the toggle being using Im quest and everyone else is quest too if you guys wondering
you need to click synced when making the toggle, in parameters
Are the parameters in the parameter list synced for these toggles?
If you select your avi in the hierarchy, and scroll down in the avatar descriptor to the point where you see the menu, that is where you will find the parameter list too
Clicking it once should bring you to it
Open it, and see if the parameters in question (that you are toggling from the menu) are synced
thx
my clothes are stuck in t pose, no help on google or youtube, pliz hep
Did you link armature?
yes i did armature and blendshape link, to no avail, unfortunately.
^
How did you link?
i linked the outfit to the chest bone
thats all i was taught to do
Did you only put the cloth object into chest bone?
yus with the vrc fury armature link thing, did i do a silly?
I'm still not sure whether you described your process correctly.
If you use vrcfury to link, screenshot how you set the armature link component.
i used vrc armature link on tw3 (the outfit) and liked it to chest
i will do after this game lol
I doubt that you picked a wrong bone.
Armature should start with hips as a root. If you picked chest, something might not be right.
Link to I belive must be the avatar root object.
okay it then told me to like to hips instead of chest so ima try that
In that case, you pick matching bone.
holy poop it literally gave me instructions im just dumb ig\
i am now doing individual parts, cuz hips are now correct
broken still smh
nvm
i linked it to left hand mb
You have to do only on hips. The rest will link by themselves.
doing hips only breaks it still.
ima find a way
How you set the armature link now?
That should work. Then make sure that you have only one armature link component.
Can you find a better world with simple background? It's hard to see your avatar with those messy background.
Are you sure you don't have armature link component anywhere else?
i do not, no
does somebody know how to spawn objects like a cube or something in my avatar but prevent it from moving with my avatar
vrc parent constraint - toggle 'freeze to world' anything under it stays in world (cup in this exsample)
i've tried it with vrc position constraint rn & freeze to world
it seems to rotate with my head
wtf it yoinks me to the moon if i jump into it, because of the box collider
you have a element ? need one or it wont reset properly - it just grabs whatever its on as source
box colliders should be 'is trigger' or it will collide with your avatar capsule
can i somehow make it not rotate, i dont have any sources - yes
seems like it got fixed by using a VRC Parent Constraint
I don't really know the difference between VRC Parent and VRC Position Constraint tbh
VRCParentConstraint - Moves and rotates the target transform as if it were a child of its sources.
VRCPositionConstraint - Changes the position of the target transform to match the positions of its sources.
Help?
My bounds seem to be fine but the box in the preview is huge and my avatar is tiny
I'm trying to get the Gesture Menu to play my animation, whats the best tutorial for this setup, I'm not sure what I'm missing.
I think I might need to code between the AnimControllers and GestureMenu, I can't find how to pass the AC Parameters to the Gesture Buttons
All the tutorials are using someone else's code plugin
How do I make the fbx file I exported from blender not be stuck in the T-pose when it’s in game? I have the rig set has humanino
I think you have to mask them first for VRC to recognize the rig,
Parameter sender could change a parameter when an animation is played but dont you want to pass a changed param from the Gestures to the Animator?
Has anyone here used the Cannon Arm for Manuka made by argonauta? A little confused about how to apply it to my avatar
hello i have a problem, wanna upload avatar to unity but it's showing me this "image used for Actions & moods are to large vrchat"
is there an auto fix button?
there isn't for that.
One of your menu icons is too large, scale it down.
oh wtf, why are menus so buggy?
I just had a Button control that would not work no matter what I did - changed it to a toggle to verify it worked that way, put it back to a button and now it works
ah i must've mistook it for a different error
no i didn't
there is?
huh! that must be new
i scale it down and it still there
click autofix I guess?
not working
there's got to be some image that's too large
Hey, I want to make a contact receiver that adds 0.01 to a float while being inside the receiver but it is so damn slow (it adds 0.01 around every 1.5s) is there any way to speed it up or somehow a better way to let an object move linear in a direction while a contact receiver is touched (i am currently doing it with an animation that has a frame with x=100 and another animation that has a frame with x=-100 and then i put it on a 1D blendtree (with range -1 to 1) with the float as motion time)
Is that unreal
no it is unity ofc
o
Can someone help out here? I feel like its just something I am overlooking but the preview is so annoyingly small :( The green bounding box also changes size between tests so I really dont know whats happening. When I publish the avatar is still small q.q
the only thing that comes to my mind is a blendshape animation that makes some object go very far
that's what happened to me before
btw is there a way to move it via an animation afterwards in world space?
if that's not it, i don't have any other ideass
Interestingly, the change in the actual menu file is this:
+ type: 101
how would this be fixed, i have made a new project multiple times to try to upload, but it says this for all my avatars, even older ones that are already uploaded that i try to update
i would have to do that later then, this screenshot is from yesterday and i am at school so the wifi is bad
can't help you from just this, unfortunately
alright, ill get a proper screenshot later then when i get home
I'm having some trouble attaching this arm to the body. Not sure what I'm doing wrong, i've tried dragging it to the root
We really cant help you unless you tell us what is wrong with it and how you attached it so far
It looks fine from the picture
honestly I wish I knew what the issue was myself. Like I said I've tried dragging it to the root folder. If I try to set it up using MA it gives me this even though i've moved it there unless I'm misinterpreting it
this is about as close as the camera can get but this is how it looks in play mode
the shoulder goes down but not the arm
this is how i have it set at the moment. still doesn't work
i've also dragged the whole folder under armature/hips but nada
the solution's probably right under my nose but i haven't done this in a while
were there no installation instructions or readme files
nope
is it this one?https://booth.pm/ja/items/5149030
this one https://booth.pm/en/items/5300024
16 materials euw
yeah the thing's like 468mb
heavy? yes. But it transforms and that triggers my neurons
i have trouble believing that theres no readme file
what abt if like it keeps saying security checks failed?
however, it looks like its also unpacked
probably what you mean to do is reparent each bone to the base armature, however thats... not good to do.
I'd also assume that's what you're meant to do
thing uses alot of rotation constraint so i can toggle normal hand or that thing
but then it can be on root of avatar / arm or in world 
well if i have to reparent each bone I'll probably do it later. got something else to do for a while
If there's anyone else here who's used this arm please let me know how you did it
Does someone know why this happens in couple worlds? In some of the its even worse. Like the Hair below my mouth is streching and idk why its happening
can it be because of the texutre quality is too high?
This is how it looks in Wii world
looks like a weight painting or blendshape issue
I really couldn't tell you from here
ahh the classic "I missed ONE vertex when weight painting" 🙂
🥲 i know that feeling all too well
But its normal in other worlds?
It just breaks in some
that's weird
unlikely
test in blender/unity 100% not world
thats the stray missing vertice weightpaint
blender would look like that
do you know why this could happen ;D?
a flying vertex is never a world problem
you probably only see it sometimes because a certain blendshape is active or weight painting is missing that you only see when doing certain movements
like thulen said, look through blendshapes and pose the avi to rule out weight
But other people see it too
of course they do
any simple ways of converting VRC constraints back to regular constraints for use in other unity games?
haven't seen a tool for it, but unless you have like, a lot of them, it should be pretty simple. Unity constraints are more limited though...
that's probably fine. unfortunately I do have a good handful..
Hello I wanted to know if anyone can help with some fbx issues im having when uploading my fbx from blender into Unity. (If anyone does use unity). When i upload my textures into unity all of them are out of wack and in the wrong positions and all over the place, if anyone can help I would greatly appreciete it.
check which uv map is active when you export from blender. you may be using a secondary one which the textures were not made for
im sorry to ask i literally only started yesterday and got this far with yt tutorials. What is a UV map?😭
nvm its the little grid thingyt
please guys rate my work.
give me feedback on how it looks
still tho can i not just export the full model into unity without them being all over the place?
i will rephrase my previous answer
do you or do you not have more than one uv map on your model
way way more than 1
then what i said counts: uv layouts may differ. example: one uv 1, the eyes are in the top right. on uv2 they are on the bottom left corner. now, if you have an image texture, where the eyes are in the bottom left corner, but you use uv1 when you export, the texture will not line up
does that make sense theoretically
ig yes
so then how would i export all them at once with the original model that already had images on it?
you dont. before you export, you pick ONE active uv map
I could check
so if i make one UV map and apply all my image textures that i need into it. then it should work normally?
you seem to misunderstand how uvs work
usually, you unwrap the "skin" of an object to lay flat, as a grid and then you create an image that fits that skin layout
not the other way around
think of it like peeling a banana
yes exactly
ahhh
so the layout of where goes what is dictated by that uv layout, the peel
once you have a flat peel, you can paint it
np
i need some help with making and uploading an avatar if anyone can teach me how to do it that would be great, thank you
youre asking something in one sentence that took me a year to learn lol
yup
yea. it depends what you want. a stick figure can be done in a day scratch to finish
any previous knowledge about blender, rigging, skinning yada yada?
with guidance you can probably get there in a month if you yolo that stuff every day
true
All of them are at 0
Idk why this is happening
yeah but i wanna make something like new
active every single one and see if any of them make the vertex go crazy
if you want real quality, think a few months
😭
im good with that i just have absolutely 0 idea how to start
start by understanding the components of an avatar
perhaps look over websites and videos explaining their common workflow, you can get a lot of contextual knowledge from just watching someone else
nope, none didnt do nothing
and i should use blender right?
ofc
oh and do try to make a stick man ;)
ok
yeah if i cant afford to comission an avatar i cant pay a subscription
blender's your friend then
I still didnt figured the problem ;3
Hey guys, I have my PC avatar, Quest avatar and a Fallback avatar ready in Unity. Should my Fallback have the same Blueprint ID as my PC and Quest builds?
No, fallback is a separate avatar
where is the thingy majig?
i'm not even gonna ask
I'm concerned
yall arent the first to tell me
TMI
my fault g
so when i press build and publish on the sdk how do i find it on my account
it will be in the uploaded section of your avatar page
Does anyone know how to fix this?
go in pose mode and rotate each bone, starting with the hip, up to where that point is likely (head?), see if you can make it stick out.
Its not a blender problem since my other avatars work fine
anyone know how to re-import finalIK? I imported an asset that messed with everything, and these console errors are preventing me from entering play mode
And I havent touched this one in blender
... I don't know how you'd draw that conclusion since we've been saying all along it's specific to a vertex on this one avatar
how do i get there
k, ill check
open your menu, go to avatars, go to uploaded
idk how else to explain that
Vrcfury seems to kinda break some of the radial puppet animations on my Avatar, how to fix that?
are you on the correct account?
yup
does it show up on the website?
when i pressed build and publish it kinda just turned grey and did nothing so i think that was it
There isn't even a single bone that could stretch like this 😭
i thought i was crazy and i wasnt looking for it right
I'm not sure what you are showing with this image?
no
try uploading to again
ok
You asked me to go and check for a bone that could stretch it. I did go and there isnt a single bone in that position that could cause that problem
Did you do what I said?
Y-e-s
You rotated each bone from hips up to head to see if you could find a vertex poking out?
that was very fast if so.
Using arrow keys and rotating isnt that hard ;D
arrow keys? Huh.
Its a plugin, dont worry
Its to help select between items faster
So what do I do now?
make sure you set all the blendshapes you have active in the game at that moment when the vertex stuck out
i did it again and pressed build and publish but the buttons kinda are just sitting here doing this
wdym
what part of that was not clear?
I mean in blender.
m