#avatar-help
1 messages · Page 56 of 1
Whatever conditions your avatar was in in the game when this thing happened, you must recreate in Blender.
so you have any errors on your avatar?
how can i change MOVEMENT in crouch/crawl animations? i can replace idle crouch/crawl animations but i can't replace movement (and character sniffs ground)
is this even possible?
yeah but i pressed auto fix and selected all of them and they arent going away
there
hmm if those are the only errors uploading shouldn't be a problem
try making a new project and moving the avatar there, maybe unity is just stuck
ok
you're wasting your time with these pictures, there's nothing I can tell you about this from here
You asked me to turn all blendshapes 😭
you could try clicking on each and every vertex in that area to see which one has zero weight paint
It has nothing to do with blendshapes. trust me 😭
I didn't say to turn "all" blendshapes.
bro just take the head bone and move it to the side (left or right)
usually the vertex will appear
Doesnt work
I did try
I've tried that a few times, now, kinda giving up here.
can you send me the file?
why should I?
If you want to help you can just call me in discord
I don't speak English well
...
Beware of DMs you'll now get from scammers - instead go to the VRC Traders discord to commission someone.
Link is in #1204490664637890580
it literally JUST started doing this, i haven't updated it since yesterday, and yesterday this was not a problem... (stretchy mesh)
Okay thanks
I cant tell what im looking at
do you see the feather that's stretching out from the body?
no, it literally just started happening, it had no problems yesterday
Its either weight or blendshape
oh I totally didn't see that at first. Always helps to describe the problem
i did, i put (stretchy mesh)
It may be that a blendshape causing this was not used til now
Or movement
Aka weight. Never say never
ok yup i know the problem now
i removed a bone i wasn't supposed to
it's weird that it never showed up until now, the problem i mean
Quick question: If an avatar is too large to load on a platform, does that mean it won't appear at all? I'm uploading a quest version of an avi.
Someone tried to make me pay before doing a two second process....... I should have trusted you more lol
i did this 3 times and restarted my computer did it another 3 times then restarted again and did it another 3 times and it STILL didnt work
@junior void i am sending you a virtual kiss.
i have no idea why then
yeah its weird
also i need some help, is there any way to rotate my VRC avatar descriptor
so im not looking backwards
that itself shouldn't really have an orientation - maybe you mean the viewpoint?
in the avatar descriptor is the viewpoint controls
I figured out what i did wrong finally, the tool in blender i used is called CATS and can automatically fix any rigging issues for vrchat and i wasnt using the tool properly,
Don't go thinking that fixes any rigging issues, though it does help with some 🙂
Yeah, it is not all rigging issues that it can fix for sure
But glad it worked out for you in this case
ok
the vrc descriptor
is giving me a view in the back of my head
how do i fix this?
if anyone knows
fixed
thanks
What do I do with the finished fbx in blender? Do I just import it into unity and then the fbx fixes itself the the model?
Guys I have a super weird thing with an avi. 2 people using the same avatar. One of them is from Pc, and sees the Quest version flying, and the quest person sees the avi under the ground. is exactly the same avatar and there's no playspace or whatever, and they're both the wsame height. Any ideas?
if your avatar backwards in unity?
you import the fbx to unity and set it up there
I wish it just "fixed" itself😂
yeah same xd
I wish many things just fixed themselves.
How do I do that if I may ask?
drag it into the assets 😉
great 👍 you can set it up now
How
That's too broad of a question
I see
search up a tutorial if you have no unity knowledge
Ok
I have knowledge but only basic knowledge like how to update and properly fix some things if broken
But this is my first time uploading with a base that I customized
does anyone know if i can make my avatar PC and Quest compatible so that both can see my avatar?
i got a better screenshot now
i cant upload any avatars cuz of that
It’s the middle one
did you make the avatar yourself?
Yes
then just drag it to the hierarchy
It’s in the hierarchy
then what's the problem?
Help
again, install whatever requirement is missing
ive cut down on a lot of the red but im wondering if in unity there is any way to lower the number of triangles
and materials
i am trying to make a quest version and have it be like poor instead of very poor
these seem to be the only materials so i am not sure how its getting that high
to my knowledge there isn't a way to do that in unity. Blender yes, unity I don't think so
each game object that has a material is treated as a new material
ill learn blender soon but that time is not now
you must have 23 materials somewhere there
oh i see some of these have like 4-5 materials in one
yeah,
Well, im at a bit of a loss... Updated my avatar project to the latest packages in the creator companion, and did nearly nothing to it, but now 3 of 4 avatars (All with the same base import fbx) have weird animation things happening to them when in play mode, and everythings a bit funky when uploaded
Hm, despite uploading the avatar with android as the build and using the same blueprint as the pc one the avatar is still not shown as quest compatible
Bizarre
Anyone experience an issue in Unity 2022 of having an avatar as a prefab in the scene, editing the fbx in blender, doing a proper export, then the avatar in the Unity scene is fine except the physbone components loose all root transform references? Tried in 2019 and no issue, but same thing in 2022 and it's loosing root transform reference to all physbones.
I’ve uploaded worse optimized avatars onto quest before but maybe the new restrictions are getting in the way
And I won’t be able to get this on quest at all unless I back port it into blender
can happen if you change around something about the avatar - do you keep your physbones in a separate prefab (I do)?
no just a child object in the avatar, it's part of the avatar prefab though
if the physbone component is on a bone you don't need the same bone in the root transform slot
blender work was just a simple mesh edit
Can one combine meshes in unity or do I need to go to blender for that
blender
It's just strange it's working fine in 2019
huh
avatar in scene as a prefab, blender edit of mesh, proper fbx export. scene in 2019: physbone components keep root transforms. 2022: most loose reference
I can’t really fathom how this avatar is this unoptimized it looks pretty basic to me
Why does unity even let me upload the avatar on android if it doesn’t work that’s really stupid tbh
Idk why but my blend shapes are doing realllly weird things when going into play mode 🤔
They should notify me that it won’t upload due to its optimization
Is there a way to update all the packages at once? Clicking them all is annoying.
I do it with a shell script and the command-line tool, vpm. Maybe not for everyone 🙂
i think im just gonna have the quest people see the imposter blender seems like a hassle
next time i make the avatar ill start in blender and do all this first
instead of saving it for last
I apologize for burdening you with such simple questions
I forgot to apologize
That made me feel a little incompetent
?
I'd be happy to answer questions if you can actually word them.
any advice on how to make the eye socket for "anime" style eyes ? I already figured out, how to create the eyes itself, but the eyes still look weird when placed in the socket
this is the inside
should i Just make the sockets bigger ?
hmm, I'd have made the eyeballs round, though it doesn't seem your face shape would make that easy
i followed this way of making the eyes
gives it a 3d look from the side, even tho its technically flat
most would make the socket a bit deeper (the eye rounder/more oval shaped like kazin said) and have their eyelashes seperated from the actual face mesh to avoid the weirdness happening inside the red section
oh interesting
good point, I just extruded it to see if it would help. when im making the final model, I will separate it like you said
I keep mine merged at export but separate in blender
i do my eyes as mainly flat/semi caved in to give a tracking effect so i dont need to setup actual bones for my eyes but it's iffy for non-exaggerated/big eyes with each piece seperate from each other until i merge before export
the more hollowed out the eye socket (and further back the eye is) the better the effect can get if you're trying to avoid dead straight eyes
has anyone ever had an issue with toggles triggered by contact receivers randomly failing to show globally to random players? i even tested with shields off.
is it a bug i should report? or is it my fault?
can somone tell me what im missing
Check the 1-Body object on your avatar and see if there is a missing script component. If you know what it is you can import the script and reimport the avatar, if not, and the functionality isn't needed, you can just go ahead and yeet the missing script
Heya folks, I'm trying to make a little disclaimer that says I'm half shown, but want to make sure it shows up properly for people that have me half shown/shown without shaders. How can I test that in unity, and should I ensure that the half shown disclaimer is the default unity unlit shader or would poiyomi without much effects work fine?
idk what to put
If you bought the avatar read the instructions on what they tell you to import. If you don't have any additional context, go ahead and just remove it, but it may break some functionality, potentially. Some things that come to mind are probably vrcfury isn't in your project but that is a complete guess without knowing the avatar you have
It's a bought avi but it doesn't talk about this issue and vrcfurry is In the project
Is there a README or something similar in a zip that you downloaded?
Ya there's instructions but they pretty useless
Only advice I can offer is to re-read them carefully and look at any mention of packages or assets. The order you import stuff in does matter. But without more info, folks really can't help much because it can be any number of scripts
this is all it gives
I love that misspelling
Loll, yeah thats not much help is it
plus its quest, for now it upload so ill go see if its running okay
i removed the script for now
Heyo Kazin, I know you're a big brain folk- can I point you to my shenanigans to see if you can help?
Shenanigan here
Wish unity remembered my login.
Please don't ping me to ask for help
My bad boss man, yknow what they say out of assuming and all that, you and me
Thank you for being kind about it, cheers 
Does anyone know why enforce t-pose doesn't stick and resets after clicking done?
Do you have a dedicated FBX, or are you using the auto import blender workflow?
So I've set up a prosthetic arm but it comes with a transformation animation that i have to apply and I'm not sure how to do it. the arm itself doesn't have any fxcontrol/animator or whatever so I'm a little lost
It also came with an fbx but I'm not sure how those work
you have no gesture controller - is your avatar not humanoid? that might be an issue.
It should be humanoid. As for the gesture controller, where can I find it?
needing some help with avatar uploading, getting the failed security checks message when trying to use avatars
any help appreciated
Make sure that you're using latest sdk.
using the 2022 avatar sdk via the VRC companion app
Can you screenshot package list in vcc?
And for the record, even if this thing has an fbx, it's not like the animation is built into that right? So there's no real need to use it
Then also screenshot performance status reported by the sdk.
is that the errors and stuff that pops up on the VRC builder tab?
sorry im new to this
You rather have to link armature. And do not put avatar descriptor on the arm.
Look fine so far. You might have to try build and upload again.
posting this makes me look dumb af but following the tutorial i was watching they had the same
it took like an 1hr 30mins to upload for some reason
was really struggling
could you elaborate a bit more on link armature?
and i've removed the avatar descriptor
I had to manually set up the arm
Link armature mean making nested object's bones to move along with the avatar's bones. Lookup for vrcfury armature link.
oh so i didn't have to do all that
good to know
nope nevermind armature link doesn't seem to work
reuploaded but still failed security checks
read that avatars over 500mb uncompressed can sometimes fail?
Will always failed.
But yours doesn't exceed that.
alrighty
Then you could open support ticket to have vrc team to look at it in case of false positive.
in discord or website?
awesome thanks for your help c:
It's really weird that neither Armature Link nor MA Outfit Setup work with this arm
I definitely underestimated the amount of work I'd have to put into setting this up
is it possible to have an avatar object send a text string to a world object upon a request?
No. Not possible.
Event avatar itself can't hold a text string.
i don't find this 😕
Did you install the tool?
yes
Check console for errors.
Uh, so a blendshape isn't saving. Why would that be? I'm running Gesture Manager to see if things save, but they're definitely not saving. Her pupils poof.
I don't know why it won't save.
Likely it's being controlled by animations. Face expression that is.
I don't know which one it would be.
Check all of them then.
...i don't know how either...
Blend shapes won't work, enabling legacy blend shape normals in unity will give import warnings in unity and then the warning states that the model has no smoothing groups.
You have to check for error that's red. Yellows are warnings and can be ignored.
You open Animation window to see content of animation clip.
theres nothing names eyes
its just a yellow but all my blendshapes dont work at all
gonna try again in the morning
i dont see anything like that
You're looking in a wrong animation clip.
huh?
You know your avatar can have multiple animation clip controlling differents thing? You have to inspect all the clip to find some that's controlling pupil blendshape.
Now you know. Just look in every animation clip and find the culplit.
i dont think im understanding
what is this
what is skinned mesh renderer
this is not helpful
It's a part that made up your avatar.
The blendshape name is written after SkinnedMeshRenderer word, so you have to expand the window to see.
You didn't look at the animation clip controlling face expression.
i dont know what thzt is
Have you actually look through all the animation clip?
all the ones in the !Sol folder yes
im going through nsfw ones now :/
idk where they all are. people spazz out and throw crap in every folder everywhere so i have to find them all e.e
huh?
found. im not sure what t do now. its flashing in and out
theyre the gestures.
but i have gestures disabled.
annoying
how can i change MOVEMENT in crouch/crawl animations? i can replace idle crouch/crawl animations but i can't replace movement (and character sniffs ground)
is this even possible?
simple question why is this part greyed out. im trying to change the shaders and add in textures but i cant do anything as it is rn
Embed material in fbx file can't be editted. You have to either extract material, or create new material and replace.
how do i extract?
im very new to this and just know enough to get everything in
Inspect FBX file, see material tab.
my bf's unity isnt wanting to switch over to quest. why is that??
the bottom window where materials are displayed?
Inspecting mean selecting something and see in Inspector panel. That means you have to select your FBX file.
okay i have the main fbx file clicked onto. with the window on the right displaying the materials.
"Extract Material" right there.
did you install android support?
you must be using a shader meant only for worlds
unfortunately unity doesn't make it clear which is which
how do I stop the metal accessories from flashing like this? it's on every metal piece of the avatar and it's bugging the hell out of me
You will have to tell what shader you're using.
it's all from poiyomi toon
unless you want something more specific? (I'm not good at this stuff)
There is lot of options that could make it metallic shine. So try disable feature one by one first to identity which option is causing it.
is fine but no in game lol
Anyone know how to stop blendshapes from freaking out like this? QwQ
trying to do that but I'm dealing with this now and I can't uncheck low resolution for play mode
or change angle for that matter
nvm i fix it by myself
You just have to switch back to Scene panel.
Folks, I just migrated a bunch of data to a new SSD. This included all my VRC CC Projects.
Opening VRC CC does not have an easy option to identify new paths for projects for the projects list, unless when creating a new project in the new destination folder - even after having done this though, I do not have anyway for the VRC CC to recognise the projects that are there and present.
Is there some way I am supposed to redirect the VRC CC to identify the old projects and their folders now they are in a new SSD?
then is there a different way to see the flashes while I mess around with the settings that isn't play mode?
It's more because of viewing angle change so you just have to move scene camera around.
If I remove the weights it fixes but then of course it has no weight painting :P
that's because it's attached to the arms
default pose is tpose
blendshapes are applied before armature movement
so it shrinks inside the body, then the sleeves get pushed out
solution is you shrink everything along normals
so sleeves shrink inside the arms, not inside the torso
Thank you so much
strange issue, i was testing my new avatar on quest (i got it optomized enough to upload) and the hand tracking doesn't seem to activate gestures at all
just curious if this is solveable in unity
or if its like a headset issue or vrchat game thing
Anyone can help me with a heels problem
How do I stop the feet from readjusting back and stand in the intended pose?
do you have gestures activated in the circle menu?
yes
i suspect it is an issue with the avatar itself not the game
do the gestures work on pc?
i have not checked ill go do that now
Shift + F1 - F8 to use gestures on desktop mode
oh like on desktop yea they work
the gestures work on controller as well
its specifically hand tracking that doesn't work with them
oh I must've misunderstood
all good
gestures work in general just not hand tracking?
yeah
gestures on the avatar work with controller and keyboard
but if i switch to hand tracking they do not
(i use a quest 3 for the record)
with virtual desktop
to play on steam
turn off the auto step thing in the avatar descriptor. its just a checkbox, very smol
noted that i also tested it on just the quest, not on pc
so its not a virtual desktop or steam vr thing
very specific issue that tbh isn't like the end of the world but ideally i find a fix eventually
is there like a place in unity to manage gestures?
im looking at the animator rn
for left and right hand
the gesture layer
Thank you. I'll try that now.
under playable layers
its just set as the default
Left - AO
Right No AO
which one looks better?
so empty?
left imo
the shading adds depth to the hair
cooooool
try adding a gesture layer. You can grab a premade one from the SDK, I think it was called something like "Hand layer"? search for hand and it should show up somewhere, I don't remember exactly and I don't have my laptop with me rn
maybe that could fix it
I've never uploaded an avi without layers so maybe that could be what's happening
yeah probably
i bought this avatar off someone a while back so ive just been learning more about how to do this stuff as theres some things they don't have
eventually ill make my own from scratch in blender but that is for another time
or you can use a gesture layer from gogo loco, it has one too
easier to find for sure xd
it's free so even if you don't, you can get it
Hey, so i need help with a eye issue on a avatar. The blinking works fine in blender via the cats create eye tracking. but in unity when making the eye blicking ect it for some reason just doesnt work at all as well as eye movement of any kind not sure why. blend shapes all work find as well
oh swag
is a way possible to make heels pose for this
"doesn't work"? do the eyes turn white? do they not rotate properly?
i mean is a clothes with a heels and i try to change it on blender
They rotate fine and dont turn white all that works fine
just creating blinking and how the descriptor is making the animations it doesn't seem to work its the weirdest thing
let me get some screen shots
one of these?
yup!
cool thanks
yeah, show your set up
I also Have a problem if anyone knows this?
It worked, thanks again ❤️
Everything is correct on the rig, i hand did it in blender, but i don't know why it's acting up in unity and not letting me upload.
drag and drop
show your hierarchy
neck lower is the problem
i need help about this...
you have two neck bones, you need one
try putting neck lower in the rig configuration
maybe that would fix it
just different pics showing the blendshape is working and that everything is fine in blender. ive done a lot of different stuff like joining the meshes, naming the bones different things but all seems to resault in more or less the same thing
watch it bug out on me when it does that lol
its blinking in blender but when i set it up in unity it doesnt do anything
I believe you need to fix it with blendshapes.
what is that 😢
did you press preview?
ive made a loot of different stuff its the first time ive had this problem, ya i pressed preview
hmm, no idea then, the only thing that comes to my mind is you having 6 different eye bones, but I don't think that should affect blinking blendshapes
I just want to know how to make an animation so that the foot tilts when that clothing is equipped
yaaa those are probably from all the restarts ive done lol. im gunna try it in a different project, thank u for ur help anywayss
They're shape keys that basically help you change/morph your avatar's body. So like if the feet are clipping like that, you can fix it with blendshapes.
I also have one more thing to ask, does anyone know how to do outlines in blender without destroying the model's blendshapes? cause whenever i do it, the model's blendshapes just lock up.
Are you using a booth avatar?
yes
You should be able to click on the avatar's body until it's highlighted orange, go to the inspector and there should be a "blendshapes" drop down.
ok
"Feet heel" or "feet high heel" or something along those lines would be the two that will fix it
blinking works now, i made a new unity project and it fixed it. really weird lol
ok i do it
it works but there's a way to make an animation when i equip the clothes do that ? or is not possible
neck works now, now i need to do the quest side, which now i gotta figure out quest outlines without destroying the visemes.
I'm not sure what you mean. An animation when you equip the clothes?
yes and make that option on or is not possible
I'm not sure what you mean by that.
I have other clothes that don't use heels so I don't want to have my foot tilted all the time if there is a way to make animation when equipping certain clothes
Ah, the only way that I know personally is to use the dressing tools
what is that
https://youtu.be/XeoRxdCxGsI?si=cg-tMXSVW708Q1Re This tutorial will help you.
you could do weight painting and blender
you could add the blendshape to the clothes animation
but thats painful
just edit the animation that puts on the specific clothing and add a blendshape to it
I've never tried that before! I'll have to try it sometime.
also i cant reccomend robust weight transfer enough
if youre doing blender stuff it is an absolute life saver
I see! I find that the dressing tool is quick and easy with adding multiple outfits and doing blendshapes.
oh my that's you meant
made a video to showcase the issue
all good lol
excuse me??????????
woah
i think its a bug
it's an error that shows up as a result of a different error
i only have 450k
fix the rest of the errors and it will fix itself
I misunderstood the issue, apologies, video very helpful! Yeah, that's normal I think. As far as I know there's no way to activate facial expressions with hand tracking movements. Because it tracks the buttons you press on your controller not the way your hands look. Sorry, I think there's no fix
ah i see, all good that makes sense
shame but understandable issue
I thought you couldn't make hand gestures and your hand was stuck in the idle state 😅
michaelsoft binbows
and someone put in a "fix" list
I want to go to that building so bad
first vrc world idea for me
i skipped it my last 2 japan trips but this next one i 100000% will go
always fun
Try them maybe? I'm not sure what else to suggest
im glad i have a quest headset now so i don't need to track down and harass a random quest user to see if they can see me
off topic but you have a very nice voice 👍
thanks
all good, its not like a major deal
traumatised
damn
said shader woes
that was my old avi
retired her cause she was an edit and becoming too stupidf
learnt a hell of a lot screwing around with her tho
that sounds HORRIBLE out of context
no worries we get what you mean
yeah ive been fucking around in unity with asset stuff for i think just over 2 years now but i am still very new to all of this
I'm the same xd
its been 2 months for me
im making my first custom now
i think custom is next for me
can you tell i have no life>
blender learning time
good luck
i mean the first sign was vrchat in general but yes
and may your pc not crash
ah if only
my pc is cursed by ancient demons
deadass i cannot make it a single week without it pulling some bullshit on me
sometimes my rtx 4080 turns into the tx408
yeah my file browser has been getting real slow lately i need to fix that
and one of my hard drives randomly disconnects
is your ssd full
I've got a laptop, it's constantly overheating 😭
no
oh yeah its an ssd
i just say hard drive out of habit
ok
i do the same with ethernet and wifi
naw 💀
i still have like a terabyte free
this is throwign me off as im looking around for any gesture setup thing
the animator looks like this
if you double click on right finger, it'll give you specific hand positions
this is gonna be the thing that like ultimately means nothing as far as working on this avatar but ill try to find a fix for like a month
oh i see
but I'm unsure how to "ensure that they're configured to work with hand tracking"
ill go see if i can find anything online now that we've narrowed the issue down a lot more
first result is an ai generated slop video thumbnail i fucking hate google man
god, that's horrible
ive never seen a lefthand layer like this before
it's from gogo loco
that's what they look like
mine dont
maybe you're using a different gogo version?
oh thats gogo
yeah
i dont use gogo for hand exps
now that explains it
try this as ur gesture layer https://kirishop.gumroad.com/l/Better_Gestures
i may be stupid im gonna test the hand tracking on a random other avatar
so i can see if its an issue with my avatar or the game itself
or like my headset
that's a good idea
oh it's basically just differently looking hand gestures
and I assume the layer is also different based on your comment
ok so it is not my avatar
i think it is just a game thing so im not gonna worry about it any firther
*further
thanks for all the help you've been great
nice
shoutout that world i forget its name but its one of my favourites
most of my group instances i host are there
how do you make blendshapes change aswell with a Modular Avatar Toggle?
oo nice
I used to be in a group that hosted stuff there a few months back
its been a few months since i played but all the new age verification stuff has gotten me interested in getting back on, we wont need to kick people who sound young anymore its great
figured id set up an updated avatar in advance of its rollout to all users
very
I asked this earlier but the only thing that I got in terms of help was to toggle things on and off until it goes away but I'll try again before I go to sleep: how do I stop my accessories from blinking (specifically everything metal on the avatar) It's like there is a light pendulum
maybe a shader you're using?
idk, it's just a metal shader from poiyomi
if I changed it to something else would it effect the hue shift option?
Should i be worried?
no (if it works as intended, this is safe to ignore)
I have set up vrchat FT with Quest Pro. But only Eye tracking is working. I have VRCFT OSC working and alll but it doesnt work..
I will give it a try
are you using pcvr through a streamer such as virtual desktop (steam)
steamlink
I had the same issue and turned out i didnt follow the vrcft docs where it specifies to change the port in steam settings
does that sound like you^^
i did change it to 9015(ALT)
are you running the ft app
and if so, does it say that it gets xxx number of parameters
yes "67 Legacy Parameters"
why legacy
also which module are you using
i hope steam link one and not the quest pro openxr
SteamLink VRCFT Module
are you using jerrys face tracking? it has a debug menu where you can see the blendshapes move
in that case i cant help you much. youll have to contact them then
how do you make blendshapes change aswell with a Modular Avatar Toggle?
did you turn it on in the vrcft prefab menu
also, better off asking in the vrcft discord
sounds to me like its a very basic fix but just a bunch of possible ones
how to make .anim file (like this) from fbx animation?
idk why but my animation look like this
just
nothing changed
again struggling with the greyed out ui. i want to have my eye rotate only on the x axis and i know how to do that. just keep all the others at 0. the hard part is tuning it when i cant access any of it
with the mechanical nature of her eye i am really trying to keep it as simple and dumb as i can
fill the other eye bone?
Very late reply, but I fixed the problem. It wasnt blendshapes, it was because I deleted the Ears completely wich had bones in it ;D
the problem is there is only one. gladog has only one eye
Then make an empty object and add that there
but what stops you from adding another bone and just not weight painting it to anything?
nothing but this is my first test avatar im making. i just want this to be done so i can see her in vrc
seems like everything works right. except the hair i need to make that much more girgid
also have no idea wtf is going on with her eye being out of her skull
possible the eye is weight painted to something else (too) other than the eye bone
let me open up blender to check. i hope i dont have to set it all up and import the model for a third time
why set up again, just overwrite the fbx (granted, you didnt unpack it which you shouldnt)
I haven't specifically dealt with this issue but it could be that you have 2nd specular on poiyomi? You could screenshot your shader settings for us to look at
im new to unity and dont know how to do that. thats why
from blender, you export and find the file location of your fbx in your unity project and directly save it to the same location with the same name
Export your fbx, copy the file, find the fbx file in unity, paste the new fbx on top and replace it (make sure the name is exactly the same)
BUT first copy the original fbx just in case!
making backus is a given
also there is the other problem of the wights not being mirrored correctly
if you dont make backups, its a matter of time til you get bit by it
fuck more work on blender side but i am sleepy.
weight mirror not working is often a result of asymmetrical mesh (off by 0.00002 mm is enough)
yep...fucking up as normal.
but since its all rigid mechanical parts its not too hard.
is there a fill tool for weight painting on selected verticies? that would make my life so much better
yeah i know that but. after that is there a way to fully assign weight values after.
or do i have to drag my mouse all over the screen
yes, go to "weights" and "set weight"
2.8 ui change is still messing with my mind
use gradient tool, set strength and weight to 1
make sure weight is set to 1
thank you
i know that much. wight painting and vertex groups are two parts of the same system.
For some reason the tail gets deleted when I test the game in Unity
not exactly
Can you take a picture of your entire hierarchy?
anyway different question. why does my hair physics bones phase through the head. should i change the physics bones settings and make them more stiff somehow?
I think I get it. The tail is not merged with the body. You can't just add another object with an armature, you must merge it. You can do this manually, or you can tell VRCFury/ModularAvatar to do it for you
huh
you can either make them more stiff, or use the graph to only make the top stiffer or you create a head collider the hair will collide with
whats that
do you have VRCFury?
Indeed
one of those sounds easier then the other. and also fuck i forgot to apply the solidify so backface culling is messing the hair up as well
guys i keep getting a blueprint error in unity i dont know what to do...
so many problems im learning the hard way
Go onto tail (1) and add a component, type in "Armature Link" and set it to link to hips
Then try to go into play mode again
look at the top most 2-6 errors, not at the bottom ones. scroll up
Might need to do that for the 1st tail too
I already did that
Thats the thing
it doesnt work ;D
Thats why It gives me this error
Hmmm
no
Weird
Good morning! I have a question. I uploaded an avatar last night and the eyes are stuck closed unless I do gestures. I tried using VRCFury to make all gestures neutral so this wouldn't happen, but gestures are still causing the eyes to remain closed unless I'm holding both triggers.
Playing on Quest Pro on PCVR with VRCFT if that makes a difference.
Also to add, the avatar is supposed to have antlers, which appear on the avatar preview in my menu, but they don't actually show on the avatar. It uses poiyomi if that matters.
Eyes closed are with no triggers and eyes open are with both triggers.
you have to debug this using play mode in unity and looking at your animation states
Can you provide me with more info on how to do that please? I'm pretty new at this.
youre using the vrchat creator companion?
Yes
when you go there, click manage project, add "gesture manager"
once it imported, go here
itll add one gesture manager component to your project. when you click it then in the hierarchy, youll see the button in the inspector to enter play mode
it would be interesting to see if the eyes immediately close when you click that button or not
are you in prefab edit mode?
Cool, I will try this when I get home later. Thanks!
Any ideas about the missing antlers?
Like I said, they're in the preview on my menu but not on the actual avatar
I don't know I've been at this for hours it's my first time uploading a avi
inf they have a toggle, also an animation state issue. it really depends how you make toggles (manually, vrcf, modular avatar)
I still need help with this. For some reason when I go into play mode the double tails dissapear.
I will do some troubleshooting later then. Thanks!
take an actual screenshot of your project :P
uncropped, really
Nice picture, I 100% can see everything 😭
I don't know how to take a screenshot on windows
I have a guess about your issue.. but I can't be certain. The two tails you're adding have the same armature and name as the original regulus tail. Normally when you merge the armature it deletes any bones from the new armature that have the same name as the current armature, since they're supposed to be exactly the same, but adds new bone names to the original armature. Maybe you can try to rename the tail bones in both of the new armatures to something different and see if it works then? Make sure they do not share any names with any other bones
Win + Shift + R
Or just use Print screen
Of course, you could always just add them in blender which would be cleaner
uh
I can try?
OH UHm
Thx :D
It worked :D
Yay! :D
@waxen galleon hey bro I want to talk to you can we talk for a min?
Sounds about right. Avatar commissions usually take me at least 2 weeks, and up to a month for full refinement.
That didn't work...
Print screen brother
that didn't work either
I didn't get any answers and wouldn't that be considered unrelated? Since I'm just trying to screenshot
The link explains how to properly screenshot.
what does the topmost red error say (also can you swap to the "Builder" section of your upload panel?
red errors are just throwing out messages saying the build failed/stopped and you didnt show the stats in your build panel so not much anyone can go off of :P
i think im just doomed to never upload an avi...
you likely just missed something in the upload instructions or imported something thats outdated/broke another script in your folders, hit the collapse panel in your console to get rid of duplicates and look through the yellow warnings to see if any specifc scripts are saying they're broken/missing something (or just send screenshots of it ) and scroll down in your upload panel's builder section to where it actually lists the stats
oh geez that really unoptimized it might be the texture size messing it up during upload (this shows how to lower the rez credits to liindy) but alot of that model is OD
way too many skinned mesh renderers, material slots,phybone transforms/collision checks especially since that seems like a barebones model
Yep. Shocked, just shocked. 🙂
You're having a lot pf problem's
Though weirdly, I was testing a commission avatar last night and had what looked like several vertices going back from my head, unpainted. On both of the test avatars I uploaded with the same model (different clothing).
But the weird thing is that it only started happening mid way though, in one world, and when I went to a different area of the world (via teleport).... it went away, and I could not reproduce it.
And one of them is the physbones
Same was for mine
Maybe you deleted some parts?
Like I did
I didn't think so, but the avatar does have two different physbone sets for different style of ears, I may have forgotten to just leave the bones. I'll have to play with it.
Really not sure why it only showed up for part of the time though
hey heyyy id need help posting my first avatar, i downloaded one and followed all the steps to publish it bbut im getting error messages
how do I fix the physbones?
Reduce them
You have 700+
Max is 210 or something
If you won't fix it then all physbones will be off
If you want I can call you in dms
And tell how to fix it
yes please
show the errors
attempted to load the data foir an avatar we do not own
was an error like this
generic one, you want to check the top red ones
ok this is gonna be something
if this is ticked the models blendshapes no longer work and it needs to be ticked to work
I keep getting the error message
the model was exported using blender 4.3.2 and cats was used
That's a warning, not an error. In most cases it's not a problem.
are they missing or not working?
not working
Do they work in blender?
you can try "import" instead of "calculate" for one of those options, I forget the name of it
(haven't opened Unity yet)
tried that didnt work
Separate question from earlier: Anyone know what this error is? I keep getting it when trying to upload an avatar.
Already tried removing the VRChat SDK and adding again, as well as starting a whole new project and same result.
are there no errors above that?
This is my entire console when I attempt to upload:
Right, so always post the first few errors, not the last. That one about "missing script" is the issue.
but... your prefab names are fascinating there. Almost like ripped avatars have.
It's a free avatar from Gumroad
Not ripped
At least not that I know of
Seems like the issue was rooting from GogoLoco
Removing it allowed the upload
it'll sometimes do that when theres broken scripts attached to the model during an attempted upload but the model name listed in the errors is a free model so its likely not ripped :https://skulli.gumroad.com/l/creme
Yeah that makes sense. I didn't go and look it up.
Hey I have some avatars and avatar tools that I want to add onto my game, but I don’t have a PC (I’m standalone) is there any tutorials out there that can help me do that?
you'll need a PC
@weary blade you need a pc (mac/linux) still, just not necessarily vr capable one. asking someone to upload stuff for you is against tos so we dont discuss it here
Oh okay thank you! I’ll get a friend to help as they have a pc :>
Yeah I wouldn’t want anyone to hack my account anyways lmao
if you purchased these tools/avatars they likely arent allowed to be shared per their TOS
that counts as leaking/filesharing which will get them revoked without refund and any models you upload likely DMCA'd
They’re free tho? Will that still count? How do I do it to where I can get them onto my account if it don’t have a pc, is there a way?
even if they're free the creator may have a TOS/rules of them that dont permit sharing in any way which is why you should check ahead of time
Oh I see, I didn’t know that thank you!
I’m not good with computers so I appreciate you telling me :>
vrchat themselves explain that you'd need a PC to upload any content so its kinda on you if you dont read that stuff ahead of time before purchasing things (some creators also put it in their descriptions aswell but not always)
@weary blade if were talking legally, you MUST be a person uploading stuff, so you must be user of pc that runs unity. having someone upload for you would include sharing account data
yeah anyone who you "permit" to upload to your account is then linked to you so if you or them recieve a punishment it also get put onto the other person in most cases
And that breaches user data protection laws so that’s a no no
Well thank you for warning me, another thing I’ll have to wait to get a pc for 😔💀
what you could do for the time being is if the avatars/tools or whatever permit public uploads you could get your friend to grab the free ones and upload to their account as a public so you could clone it
or use worlds like Prismics to see if someones already done public uploads of those models
Omg that is a good idea! I’ll do that instead :3
So, I'm starting to think this is the case, I found some mesh parts for alternate ears, fluff, etc., and I'm not using those shape keys here anyway, so I'm just deleting the mesh. Must have missed this on my first go-around.
Still doesn't explain why it was glitched out in that one part of that one world though. Oh well!
Also I found a blender script to delete unused shape keys, which will be great when I split up parts of a base model. Like separating clothing by part.
My toggles on my avi work on my end, but other player cannot see it
How do I fix that?
are they sync'd on the parameter list?
does anyone know why her arms tun into strings whenever i take off her shirt? is it a thing from the model itself?
i cant add any clothing with no sleeves bc of this ;-;
the mesh is hidden there most likely by a toggle/clothing (you may have removed?) to counteract clipping
^if in play mode, ofc
outside of play mode, just turn the blendshape down
how would i do that?
aaaa thank you so much!
you will find some blendshape like "hide arms" or similar
i fixed it :)
What do I do if my avatar’s whole body shifts forward a second or two after I walk in Desktop mode?
Haven’t been able to try it in VR mode
no, thank you for reminding me x.x
shifts?
it like, changes stance slightly? That seems to be normal.
No, it full on slides forward
i am trying to build an avatar on PC as i have updated it, but when i do it gets about half way before freezing my PC, my RAM is fine and i have no idea why it is not working. does anyone know how to fix this?
This is the last thing it does before freezing
i added vrc spatial audio components to 2 audio sources on my avi and after removin them they are permanently muffled? anyone know what i need to do to fix this?
how tf do i fix this because i checked blender and its nowhere near this much
scroll that to the right, there should be an auto-fix button
it's happening because of other errors, fix them first
that one is surely just the read/write checkbox on the mesh object not checked
i can't build and publish the avatar, it stucks on "building avatar" part
@orchid parcel
need to work on weight paint
I see
I’m not very great at weight painting at all so Is there anything you could tell me?
Or maybe tips to help
don't be afraid to move mesh or even retopologize it, in order to get it to move properly
well, just need to go into Vertex Group click on every vertex in Weight Paint mode and check in which of them problem
I think you have not much groups
I had the same problem year ago, and I really cant remember how I fix it
Tell me if you find it.
thx thx
Well, do you know anyone who knows the solution?
no sorry (
does anyone know if there's a way to get the rotation of a remote user's hand?
i want to have an item that people can pick up from my avatar, but physbones don't rotate with the user's hand, they just snap to the position
i'm trying to get it to behave similarly to a world pickup
if it's not possible i think i'll just have to settle with the rotation being controlled by the local user
okay there is thatfatkidsmom's avatar prop, but it uses contact trackers, which use rigidbodies afaik so it's pc only
@junior void @somber sequoia This is what I mean
@arctic ginkgo uh that? https://github.com/ThatFatKidsMom/Avatar-Prop
rigidbody not necessary with vrc constraints, it was used to remove jitter but vrc ones are less jittery
I'm sorry, what is this in reference to?
looks like too many contacts for quest anyways since it uses two..
Oh, okay. Sorry, but if I had an answer I'd have already given it. I don't.
@arctic ginkgo well, its quest, its not supposed to have nice things🤷♂️
having constraints already big
well i know that
i'm not asking for it to be possible
just asking if there's a quest compatible method
it's okay if not
@arctic ginkgo cant you have like 16 contacts on quest tho
oh you're right i remembered the wrong number
hello i have a question, how to make a text visible to other player on my avatar?
you mean the speech bubble or something else?
no
like text
you know canvas and that stuff
i do not know
okey
So... why did VRChat f*** with something that WASN'T BROKEN?!
I can't get my Audio Sources to work right, where I'm the only one that will hear them (in the Audio Source 'bubbles'). I had it perfectly set years ago and now it's broken.
I've tried playing around with the Volume Rolloff but it's either I don't hear it... or everyone hears it.
How can I get it back to what it was before? I've tried everything.
was likely changed because there was issues with it somehow even if it seemed fine to you
I've been testing it in Unity (putting the camera to make sure it's in the sphere), and I hear nothing.
Never seen that before. It makes me think of auto step but other than that...
The sound is working. It's playing (I have it on a loop as a test). But I hear nothing.
how do you make avis
a good start point: https://discord.com/channels/189511567539306508/1139228456090087495
wheres your spatial audio source, if you dont have any you get default wich is .eeeeh.. (0 priority ive never seen before)
default
I tried playing with that and, I still get nothing. This is so weird. As I said, this was working perfectly before (in Unity and in VRChat).
The only times I hear anything, is either I play with the Spatial Blend (aka anything below 1, the entire world hears it which I don't want) or setting the Volume Rolloff to Logarithmic (which for some reason is still playing far outside of the sphere, aka everyone in the world).
@balmy barn priority doesnt matter, audio on avatars always getting pushed into smaller range below any other sources
@amber osprey why your distance that low tho, it meant for who?
It's made for me only to hear it (instead of the entire world). At least that's how it's supposed to work. Anyone outside of the sphere cannot hear it.
Similar to VRChat's earmuff system, where you can set it that anyone talking outside of the sphere cannot be heard.
My guess, VRChat now set it that if I still want this, that I can no longer have the audio source inside of an empty object.
Physbone on the prop using gravity = 1, read the angles? Someone I know did that to figure out how much lean she was doing, putting the sensor in the avatar's chest. Might work.
I have tried deleting and re-adding. I have tried no longer adding it as part of an Empty Object. ...But the dropoff is no longer working correctly.
Any ideas? ...I should, be hearing it, when inside the sphere and nowhere else. Right?
Hello? Anyone alive in here?
If you're free and understand audio sources, I could use your help.
do you want ONLY you to hear it ? if that's the case you might have more luck having it be Local instead
I want only me and anyone that is inside the sphere (like it was before) to hear it.
But, I guess I'll have to settle with setting it to Local. How do I do that?
okay, so not just you, if that's the case I'd recommend keeping the default Min-Max distance but change the curve to drop off at the settings you have it at now, I had a similar issue before, if that doesn't fix it I'm afraid I can't help more
Understandable. I have tried. I've tried messing with the curve for 20 minutes. As I said, it's either.. I don't hear anything, or everyone in the world will.
So I'd rather just set it to Local. But I have no idea how to do that.
change the Min-Max range back to normal like I said THEN mess with the curve, when it's set so low it can bug out
add a Bool called "IsLocal" spelt exactly like that, on the toggle to the "on" state have a condition that is "IsLocal - True"
From what I'm seeing, if it's below the Listener, I hear nothing. But when it's past, it's past the sphere.
And I have tried to set it to normal max distance (500) and played with it bringing the number slowly down, moving my camera in and out of the sphere. ...Still can be heard far, far outside of it.
Dude, Read what I'm saying. Set it to the normal Max-Min distance, then mess with the curve so that it is only heard at the wanted distance
leave the Min-Max distance at the default
I am reading what you're saying. I guess I don't understand. Because when I mess with the curve, it isn't doing anything.
when i cloned the avatar to make the quest version these lines appeared, they are attached to the body object. anyone know what is going on?
those are unweighted Vertices is my guess, move the one for PC and see if they appear from the PC version
you'll need to fix that in blender by weighting it to the correct place
ok. how would i go about doing that? and how would that happen to begin with?
What do you mean "isnt doing anything" it adjusts the volume compared to the distance. change your Reverb Zone Mix back to 1, the Priority to 100 and change the Red line to go from 0.5 to 0.6#
it happens because the model has a vertex which is unweighted, meaning you would have to re-weightpaint that vertex back to the bone it's supposed to be weighted to. there are many tutorials on weight painting and I suggest looking them up instead of trying to get me to explain how to do it to you
ok sounds good. does it make sense that when i bring the fbx into blender it looks completely fine?
move the armature in pose mode
just move it to the side?
Hm, strange, try and see in unity where the vertex connects to
hi so ive imported an avi into unity and it works all fine and dandy but when i test it in vrc the elbows are permently bent
like they WILL not straighten
its an issue with the avatar itself bcuz every other avi i use works fine so like
it could be the arms are too long, in your VRC settings change height scale to arms instead of height and see if that affects it
ok thx ill try that!!
it originates from the point were the default novabeast tail connects to the body, i chopped it off in blender to add a different tail
those bones are really wierd , is this even from gumroad , they go in all wrong directions
like in this area
idk i may have fucked them somehow

i am very new to this so
yeah i saw that
i just be clicking buttons sometimes
should i redownload the mesh and reimport it?
i changed the height to arms ratio and turned it to the lowest value an that did straighten the arms
so ig the arms r too long then?? how woukld i go about shortening them
quirk of this avatar, the novabeast was exported straight from 3ds max to unity
it also used inches apparently, the avatar scale is 2.54 aka 0.0254 cause all local
Will someone be able to vc and help me with unity? The person teaching me takes 500 years to respond on vc. I have the textures in, the downloads I need, creator companion, fury, etc - I’m slow and I take abit to understand stuff so pls be patient <3
oh is that why, I was wondering.
what do you need help with? if you ask specific questions people can answer
Nothing specific, I know nothing about unity. I just want my avatar to be able to finally be uploaded if someone’s willing to vc
I want to learn toggles, then be able to upload it to vrc
there's plenty of videos on each of those topics
I’ve actually tried those before, but I’m so slow I don’t even understand what’s going on..I couldn’t even import textures easily with videos, I need actual help..I know it’s kindve stupid 😭🙏
Anyone know how to do this for someone reason my avatar disappears when I put it on and the the animations stopped working even though it’s a humanoid rig
(Ping if reply, so I can see lmaoo)
There might be an issue with the rigging
Or import settings in unity
Check for missing scripts maybe:3
if you ask specific questions here you'll get help, I don't think anyone is willing to take the time personally to teach you how to use unity. for most people it takes months-years to "learn" everything
Oki
it does take time and it is slow and tedious but watching videos and asking specific questions is the best way to lwarn
does anyone know how VRCFury's "global collider" works? I know the basics, but an attempt to move the position/rotation of a default physbone collider seems to only affect the default contact, not the physbone collider
I tried that the other day, put one on the end of a physbone chain and it jittered like mad.
i was just wondering if anyone know the inner workings of it, i can't seem to get the collider to detatch from my hand
yeah I was just looking into it
it seems to just steal a finger collider - that I've done before and it works fine, so I'm not sure why this jitters
how exactly is that done though?
I'd been guessing maybe it added a physic collider
oh alright
it relocates and re-parents one of the automatic colliders on your finger
(I'm reading the source and familiar with how this is done)
yeah i was just confused at how it got the collider moved
because i tried using constraints and it only moved the contact, not the collider
i was really hoping this would be somethine quest compatible
it should be
the only reason you need this is if you want to poke someone else's physbones with it - you don't need it for your own
the docs for vrcfury don't actually describe how they move it, just that it gets reparented somehow
yeah, i was trying to make a prop that could interact with other people's physbones
i don't really want to use vrcfury but i might try it just so i can see how it works..
yep, I've used this method on my feet, not sure why VRC Fury's would be anything weird
feet don't have colliders, just contacts
only colliders are hand and fingers
again the contact moves fine, the collider does not
Yes, but you can move a finger collider to your feet
ohh
ideally we get a feature from VRChat for this... I should see if there's a canny I could upvote then wish for.
i'm going to try using vrcfury and gesture manager to see how the collider is moved
hmm I'm not sure this works at runtime, I think you have to do it in a build hook
(btw the relevant VRCFury code is in Editor/VF/Service/BakeGlobalCollidersService.cs)
heh, this code is full of notes about weird behavior, but it seems nicely generic, not at all like I'd done it 🙂
Is there any gorilla tag avatars
how to make fully custom animations for walk, crouch and crawl?
When I try to make animations in an fbx file, and then create an .anim file from them, it's like there's no animation
I did it exactly, as you told me. I don't know what I'm doing wrong. Seriously. It should not be this difficult.
Infact I decided to check my work from Unity 2019 (an old backup)... and it's doing the same thing of not hearing anything when inside the sphere. This is so perplexing. Like it's just not possible anymore (since SDK2 was murdered in cold blood by VRChat).
make a post in #1138520828556890214 this chat is meant for developing/creating avatars
Does anyone Know how to compress an avi to fit on quest besides textures and effects?
#quest-optimization but don't forget that your mesh takes up space - removing unused blendshapes can help too
shii everything goes used
you may have to sacrifice something. Or split it up into multiple avatars
tbh i don't know very much about programming, i'm trying to go through the code and see if i can make sense of it but i'm kinda lost. is there something outside of the transforms in the armature that vrchat is using to place the colliders? because moving them with constraints doesn't do anything..
Oh
I'm not really sure how/where VRchat places them, the only part I've done is to find the ring finger collider and move it to the location of the foot collider on the same side, and attach it to that collider's parent bone.
If anyone has any idea if VRChat actually made it no longer possible (for some bonkers reason) that Volume Rolloff doesn't work right anymore with Audio Sources (since SDK3), please let me know.
I successfuly got interactions set up on my avatar like when people pat my head, but although they claimed to see it react, I can't in my face mirror. is there a way to perhaps see it yourself otherwise things might get a little confusing
depends on how you set it up
Why does VRC SDK say that there's 9 material slots when there's clearly only 8?
You might have another renderer, such as mesh renderer, particle, trail, etc.
So you actually have particle system so it counts toward material slot too.
I tried this too as I'm seriously getting fed up with the issue. I hope I did it right? Because I still hear nothing, and I have my avatar sounds working.
Do I need to add anything else to make this 'IsLocal' to work?
ok well I followed a simple video on it that basically had me set up a contact receiver on a bone and set it to play an animation when integer is set to 1 and swap to the state with nothing when 0.
Did you add spatial audio source component to the audio source object?
I only got one person to do it to me so far, but when they did it they claimed they saw it react but I didn't on my face mirror
Yes. The VRChat one.
But I also tried it without and I still hear nothing in the sphere.
that doesn't seem unreasonable
Did you also increase "Near" range in the spatial source?
Hmmm. That's not something I've tried yet. Let me give that a go.
Without Near range, audio volume drop off quickly enough to make anyone not hear it.