#avatar-help
1 messages · Page 57 of 1
Hey, total newbie, how do I import a file I have open in default unity (2022.3.22f1) into a VRChat Creator Companion instance of Unity?
have you tried looking in youtube before coming here? Usually they're good at explaining everything you need
You mean "Add Existing Project" buttton in vcc.
Thanks a billion.
does anyone know how to fix these issues?
seems like you just have duplicates. prob need to delete them and try again
why do you have dynamic phys bone, how old is this model
project is pretty old
how do i find where the dups are?
it tells you right there
oh im slow
The package you have actually a project folder. You have to use Add Existing Project button in vcc to open the project. Not importing to another project.
Sadly that isn't the issue. But this is what I have right now (what I've been trying to play with).
You didn't add Near range.
That doesn't help. I tried and it didn't do anything.
And Gain by default is 10-15. 1 make volume too low.
There's another issue at play here. Sliding the max distance past the Listener, I'm able to hear it.. but past the sphere.
Very, very far past the sphere.
The audio source component above is controlled by spatial component, so you set range there won't have any effect.
Well I tried to set the Gain to 12, and Far to 10. I still don't hear anything.
Did you have Near?
Should be the distance of intended interaction.
I even tried setting it to 100.. just to hear anything, but nothing.
Something's interferring.
Range is capped at certain number, 15 probably.
Do you have avatar audio turn on?
I have no idea. I've tried setting all the numbers to high numbers. Still nothing when inside the sphere.
And when I mean by 'inside the sphere', I'm moving my camera in and out of the gray sphere(s).
Did you actually test in game?
Ingame is where I first noticed the issue. And I have been testing in Unity and in VRC.
Same results.
After the settings I gave you, you should test in game again.
If you mean this, I cannot turn this on for some reason.
I mean in game.
Oh. Yes, yes I do. But I will try.
I would just think if I could hear it in Unity, then I would hear it in VRC.
This probably because you don't have audio listener component in the scene.
I just added one and I still hear nothing inside the sphere.
Just test in game then.
ok so my toggles arnt working for other pc players but they are for me how do i fix it?
check the Synced box in the avatar parameters list for whatever parameters you want others to see
Didn't realize that counted, my b
No VRChat SDK option?
?
k, that's not it, maybe try to reinstall it
Does anyone know how to fix it when the SDK does this?
what about that is weird?
oh that issue. I had that, just clicked on my avatar in the scene and then back in the validations box and it seems to have worked
Usually when this happens I need to start all over again
I think it was only when I had two avatars in the scene, but I'm not sure
Reinstalled.
which unity, which SDK version, how did you install the SDK?
If I start a new project, the option appears.
As for the other questions.
huh, no idea I guess
comes up with this as well
So something's up with the SDK but not sure as to WHAT exactly
Unless those are literally the only two errors, paste the first 2-3, at the top, and don't clip the messages
Actually, it's an unknown project, there should be a way to change that?
First
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.<GenerateDebugHashset>g__ProcessStateMachine|19_0 (UnityEditor.Animations.AnimatorStateMachine stateMachine, System.String prefix, VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>c__DisplayClass19_0& , VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>c__DisplayClass19_1& ) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:399)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.GenerateDebugHashset (VRC.SDK3.Avatars.Components.VRCAvatarDescriptor avatar) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:395)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.ValidateFeatures (VRC.SDKBase.VRC_AvatarDescriptor avatar, UnityEngine.Animator anim, VRC.SDKBase.Validation.Performance.Stats.AvatarPerformanceStats perfStats) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:426)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.OnGUIAvatarCheck (VRC.SDKBase.VRC_AvatarDescriptor avatar) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:341)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.ShowBuilder () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:154)
VRCSdkControlPanel+<>c__DisplayClass192_0.<ShowBuilders>b__4 () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/ControlPanel/VRCSdkControlPanelBuilder.cs:761)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
huh weird that that's first - try clearing, maybe it was a fluke
Second
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.<GenerateDebugHashset>g__ProcessStateMachine|19_0 (UnityEditor.Animations.AnimatorStateMachine stateMachine, System.String prefix, VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>c__DisplayClass19_0& , VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>c__DisplayClass19_1& ) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:399)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.GenerateDebugHashset (VRC.SDK3.Avatars.Components.VRCAvatarDescriptor avatar) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:395)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.ValidateFeatures (VRC.SDKBase.VRC_AvatarDescriptor avatar, UnityEngine.Animator anim, VRC.SDKBase.Validation.Performance.Stats.AvatarPerformanceStats perfStats) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:426)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.OnGUIAvatarCheck (VRC.SDKBase.VRC_AvatarDescriptor avatar) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:341)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.ShowBuilder () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:154)
VRCSdkControlPanel+<>c__DisplayClass192_0.<ShowBuilders>b__4 () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/ControlPanel/VRCSdkControlPanelBuilder.cs:761)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.IMGUIContainer.DoIMGUIRepaint () (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.UIR.RenderChainCommand.ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams drawParams, System.Single pixelsPerPoint, System.Exception& immediateException) (at <332857d8803a4878904bcf8f9581ec33>:0)
Rethrow as ImmediateModeException
UnityEngine.UIElements.UIR.RenderChain.Render () (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.UIRRepaintUpdater.Update () (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase phase) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.Panel.UpdateForRepaint () (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event e) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <74d6aaa3aedf4a279751914e170fef65>:0)
Tried that too, not terribly sure what the main issue is but I'll keep at it, rare that it happens but hate when it does as no one's had a solution besides redo everything
@granite heart also sorry I wasn't clear - you usually don't need to open the error to provide the full trace, just the main message is good enough - people tend to crop the image so you can't see the end of the one-line message though, that's why I mentioned clipping
Ah alright, either way it's all there for if anyone wants to see it toolol
yeah unfortunately it's not very useful 😦
For whatever reason my avatar doesn’t play the animations even though it’s a humanoid rig and the animations only work for pc
You have udonsharp which is meant for world sdk. Having world sdk will break your avatar project. You have to create a new avatar project.
has the recent vrchat update done something to aim/rotation constraints? arms looked fine before update, now they look like this. only fix is to remove twist bones and the scripts, zeroing out the rotations doesnt fix either, shows up fine in unity.
I am trying to change the proportions of an avatar:
I tried following the How to change body proportions for VRChat Avatars by Airbee tutorial, but when I export to Unity and enter play mode, the avatar does this. as if all the bones just snap back to where they used to be.
does anyone know what im doing wrong or have any pointers in the right direction?
-# i have been fighting this problem for so so long and cannot ifgure itout. if anyone can help even a little i will owe my soul to you
compared to outside of play mode:
-# material is different because there is skin selection, that is normal.
How do I add animations to my avatar?
Is there any way I can replace walking/moving in crouch or crawl position? I mean when I move - I want to have a different animation, not just when I don't move in crouch/crawl
The console is still not opening.
You need to redo the humanoid rig in unity if you changed the proportions in blender…
Unity does not know that the rig is diffrent proportion untill you tell it that you changed them… so it just kinda snaps the bones back to were they were befor
I wonder - is it possible to change the position of my hand grab?
let's say my avi has sub arms that's linked to the original arms via constraint, is it possible to move the grab position to that sub hand?
No.
got it

time to find another way
You can chance the colliders that interact with physbones to the other hand… but not while ingame…. So id say take 2 finger coliders and put them on the subarms so they interact with others physbones
yeah i realised that it's possible
But changing the grab to be somewere your real hand is not…. Is not possible
I wish it was but oh well
So I assume that grab position is always the position of my real controllers?
Yes
for probs in my avi it might be possible with some bone proxy - position - scale adjustment
anyways thanks!
Goodluck
Sorry, I meant the control panel was not opening.
NOTHING seems to be working for this.
Have you tried creating new empty avatar project?
That works. The main difference was the addition of Package Resolver Tool. I'll try that.
does anyone know why the liltoon fur shader is doing this?
You definitely need package resolver in any vrc project.
Probably object scale is 100 due to incorrect fbx export settings.
i see is this a blender issue or can i fix this in unity
Blender. When exporting, set "Apply Scaling" to FBX All.
I am getting an error saying missing cridentals every time I'm trying to upload, how do i fix this?
Hi i need help for installing Real Kiss
Hey so they said the following
- Fixed parent constraints not responding to avatar scaling, which could cause constrained objects on avatars to become misaligned when they were scaled up or down.
in the recent patch update but when I use VRC Parent Constraint and parent it to my LowerArm_R and LowerArm_L bone to ring band it still does not scale uniformly with the avatar when you adjust the avatar height ingame. Does anyone know what can be the problem still?
Yes I also reset VRChat client to get the update.
hi sorrry for asking again but does anyone know how i can fix this bent elbows glitch? i cant move on until it works
sum1 said it was due to the arms being too long but im not sure how id fix that efficently and im nor sure if thats actually the problem
I have an issue whare a toggel isn't working propperly and seems to be stuck in game
it stays on even if i click on it
and it says it's on despite the fact that it's actually stuck in the off position
How do I hide an object without it being completely disabled? And only having it work when I activate it?
disabled object is hidden and still uploaded
As leastmost said. Disable the object. Its still on the avatar but wont do anything untill activated. Works for physbones and contacts aswell
I don't need any other things selected when making an avatar?
gesture manager (or avi3emu) is recommended
How do you make an asset invisible to the player's view?
Like, hair for example. You dont want it to be covering your vision
Your avatar's head size is set to 0 on your end. Therefore anything attached shouldn't be visible.
Well its an item on the neck, its a big ruffly thing. It gets in the way of view when looking down.
Well if it's on the head bone it shouldn't do that. However you could setup an animation using isLocal to disable the object.
Oh boy. Now to figure out how to do that..
If it's for purpose of hiding thing in first-person view then you should use head chop component.
Yes, thats it! How/where do I find that?
Remember to always look in the docs.
Anybody know if @lethal knoll is a legit custom avatar creator?
Nope.
not having any links on profile to a portfolio is sus
Only trust person authorized in vrc traders server.
In the link above.
Hello! does anyone know why this happens or how i can fix this?
it used to be normal previously then i messed around very very slightly with some sculpting in blender (elastic deform. never caused any issues before.) and now the rig within unity seems to be messing up the arms of the model.
does anyone know how i can fix it??
Should not have model unpacked in the scene.
while i'm applying rig?
At any time. Do not Unpack Prefab.
If you unpacked then you remove model from scene and add it back again.
the model you see in the video is packed though, i did not unpack it while showing in the video (sorry i didn't know the screen was cropped)
Try drag in the new fbx into the scene anyway.
If model in the scene mess up after updating fbx that means it had bean unpacked, or has override edit in the scene.
i tried it with an entirely new scene, dragged in the fbx without unpacking but the arms are still messed up with the rig applied
it's fine when it doesn't have any animation type selected, but the moment i select anything other than none the arms get wiggly
If you apply rig first then add the model into scene, it still messes up as well?
yeah
Try get into rig configuration menu and see how it look like.
how would i go about adding a toggle that changes the standing locomotion animation 🤔
this is how it looks within the rig config, i didnt touch any of the muscles and settings so its default
figured it out
Hello, why is it that my physbones look different ingame on Quest compared to PC? They're setup the same. May it be because I use VRCFury?
different how?
They're not synced is what I'm trying to say
Physbone sync dictated by network ID. So you have to use network ID utility to export ID from pc avatar and import into Quest Avatar.
How exactly can I do this if I may ask?
Open network ID utility from vrcsdk menu first then you could figure out.
I don't recall exact steps, but it should be obvious once you looked at it.
This is what I'm seeing
Yes.
Ah so I just import the one from PC version then
if my selected platform while uploading is android, will i need to upload to windows as well for it to be compatible with both?
Yes.
awesome ty
getting too many incompatible shaders error and now my avatar fails security checks again
smh
if you're uploading for quest, you need to use quest compatible shaders
i think theyre aware
just saying
some people use the shaders for worlds and are confused why it's not letting upload
because for some reason vrc decided to separate them
sorry im new to this shit, only my 3rd day figuring stuff out
how do i know before i apply it to my model if the shader is compatible?
depends on your build target
in that case i suggest tutotirals
anyone is particular u recommend?
rightio, i'll do some more research and check stuff out
tyty
anyone can help me with some.. uhm. toggle stuff, i cant post it in here since its.. a little bit nsfw 
would someone be able to jump in vc w me to tell me what im doing wrong with something quick
what's the problem? describe it
try to change material for andriod suited shader, however when trying to replace it, it overwrites the original material instead dispite having made a copy that is edited
not sure how to just replace the material without it overwiting the base one
overrides the original? like the pc version?
yeah
Did you switch the build platform to quest? or is it windows? if it's windows it's gonna override the pc version instead of uploading a quest one
it isnt trying to upload, im just trying to swap the assets over so i can upload
if you're making a quest version of the avatar, I recommend copying the entire project, so you have 2, one for pc, one for quest. That way they don't interfere with each other
Does anyone know why my model is doing this with the eyes for the rotation states in the Descriptor ? the eyes look fine in the Rig menu and in blender
yeah i got that already
the black assets are the copies, just havent edited them yet
i have the pc variant disabled
that happened to be when I overrode the fbx, did you do that? try importing the fbx again, but don't override it this time
that's not really what I meant but okay. Then what's your problem, because I think I'm not understanding correctly?
u mean like an entirely seperate project?
yep
i guess that would solve my issue
I did do that, a bit annoying if I have to do that but if it works I suppose
oh and btw you're using a VRoid and they rely on cutout textures a lot, and those aren't available on quest. You will need to change the textures a bit to avoid having black backgrounds around certain parts. if you haven't done it already
not at all!
it's a handy tool for avatar making when you're starting out
but quest optimization is a bit tricky
I could explain what will need fixing if you'd like
I work with VRoids quite a lot
yeah the android assets i made changes the shader on them to a vrchat recommended one
from mtoon
mhm
sorry i probably sound stupid lmao
nah, it's okay
please bare with me
everyone starts somewhere
facts
(solved)
-# Changing blendshapes seems to affect Poiyomi Toon Outline shader?
-# Doesn't seem to matter what blendshape I change, they all do this to the outline. it makes for a very strange look when talking or when the avatar blinks.
-# Does anyone know what I might be doing wrong here?
im a silly goof. figured it out. why do i ask like 5m inutes before i figure something out. ugh.
For anyone else with this problem, its legacy blendshape normals.
-# keywords for those searching within this channel: blendshape outline movement
im forcing myself to learn this shit cause i cant find any existing avi's i like
honestly I was the same xd
lol
yeah i can see myself getting like that
only problem is im never satisfied with the shit i make
once you know what you're doing it's easier
relatable af
yeah thats what im hoping for
if you have any trouble with the quest version let me know and I can help out
first make an entirely new project
this didn't fix anything strangely, it's still doing it
I don't have any more advice then
well i wanted to try first making a seperate assets folder for the android ver. to see if that fixes it
since both windows and android models are sharing the same folders
if you mean materials not switching from pc to quest, you need to switch them manually (I'm not sure if you used any converting tools or something else)
thats what ive been trying to do, but it just overwrites the pc asset with the android asset when i go to swap them over
that's why I said make an entirely new project and move the quest version there
saves you a headache
alright
Turns out the eyes were just turned 180 degrees... apparently there's eyes on the back of the eyes, creepy, but fixed.
that's creepy XD good thing you fixed it
when i try to replace the assets it just assigns parent instead
not to mention my avatar slowly turning blackface
like the original asset is there but turns the one i try to replace it with into a parent
the black is what I said about VRoid using cutout and transparency that quest doesn't support. You'll need to do some fixing for it.
What did you use to convert your avatar to a quest version? because it doesn't look done by hand
what method did you use to convert the avatar?
because maybe I'm wrong and you're just doing it slightly wrong
i dont think i have
you just copied the avatar and materials?
i just put the vrm into the scene, put a vrc descriptor on it and have to been editing assets
the material you're using is a material variant which is probably why your shaders are freaking out
i tried using a converter sdk previously but every time i uploaded it, it would fail security checks
how would i convert them into materials that android can use?
just make a new material, not a material variant
assign a texture and use the correct shader
can i assign the original asset as the texture?
yeah
or do i have to recreate it
okay
but you will unfortunately need to modify some of them so they don't turn black partially
for vroid usually you'll have to take the .fbx and use the knife/cutout tool to get rid of the black, true transparency isnt possible on android
doesnt work for all parts sadly
if it clips you'd need to take it to blender and use the knife
ah blender
but for some it does
i dont have that
yup
sigh
lucky for you blender is free
yeah
if you want a good looking quest version, you'll need blender
man i was nieve for thinking this could be easy
and optimized too
cause yours is gonna be very poor on quest with that many materials
i was wondering how i was using so many materials when my model was pretty simple
that's VRoid for you
every piece is separate material
eye, eye highlight, top, under top... etc, etc
everything is separate for VRoid
you'll realize it if you look at the names or textures that the materials use
that's why blender is kinda a must if you wanna optimise it
it's probably very old
probably
and some people care more about quick than optimised
"how to get a vroid to vrchat in 10 minutes" sounds better then "here's an hour long video on how to do the same thing"
lmao yeah true
I recommend 4.2 and unofficial cats
my avatar look hidious lmao
4.2 is a blender version
unofficial cats is a blender add on that simplifies making avatars
they have an active discord server too if you need help with something
oh awesome ty
cats is very handy for VRoids
noted
good luck!
4.2 lts?
yes
kk
how do i fix this?
seems like a parenting issue with your wrist/arm?
yea. its a fbx file so if i change it to a gen do you think it will still work?
the what?
the thing likely on the left of your screen
(also highly suggest looking up a basic tutorial/reading the DOCs if you dont even know what a heirarchy is, it'd majorly help you and those attempting to help you)
is the whole screen fine?
doesnt matter, mainly just need you to open up your models armature down to the left wrist
(you dont need to open all the fingers) but your rig is deff a bit messed up your left arm seems to either be missing or isnt parented correctly, your wrist isnt parented to that broken/missing arm and somethings up with your right wrists thumb ontop of your model needing to be enforced into T-pose after you fix all these in blender
how do i fix it on blender? it shows the hand ;-;
i got this beautiful top by Peep's Boutique on gumroad and its supposed to be like a sheer crop kinda thing (1st pic) but when i import it it's compleatly transparent (2nd pic, you can barely even see it) and sadly there was no help on how to set it up with the asset. anyone wanna try and help?
what does that mean ;-;
I really wish Unity wouldn't make my whole computer unusable while it's compiling stuff.
same
i want get texture folder ready for import while its compling
Just change the material to not be transparent. Can be done in Blender or Unity.
how do I fix the scaling of my avatar?
one of my ampwave avatars has an issue where outstretching my irl arms does not fully outstretch the avatar's arms
doing a tpose irl does not result in a tpose ingame
and the floor ingame is below my irl floor so im floating slightly while my avatar is standing on the ground
when I hold my arms straight out, the avatar's arms are still bent
I've got one where I just scaled the upper and lower arm bones (in Unity) down by 2% and my arms are much straighter.
floor issues are usually your headset's playspace (quest, etc) + steamVR playspace
hm... ok...
ah ok.. will this always be an issue for avatars that do not have the same proportions?
of course
Hello, whenevrr i try upload a quest version of my avatar, some materials are completely removed. Not sure if anyone knows a fix?
what do you mean materials are removed?
ok 2 questions (technically 3):
- if i were to put an object onto my avis head (not as a toggle but just there) how do i attach it to my head so it'll move when my head moves
- for some reason I can only get my camera to move from side to side and not up and down, how do i fix that?
can i fix these just in unity or will i have to go to blender to fix them?
- You can weight paint it in blender. Or put it under the head bone in unity (i think that could work as well)
- no idea
- ok ill try that later
- dam
looks like a weight painting issue
Yes I know
But I’m not too sure how to fix it
In weight painting
I did
None of them really explain how to fix my issue in particular
No but you can get that from context
Your problem is that vertexes are painted to bones they shouldnt be
Your solution is taking those false weights off
The way to do this is the same as just painting from scratch with the subtract brush
could probably just remove the suspect vertices from the wrong group
Most videos teach the painting part so lets stick with something theyve got plenty visuals for
yep, it's true.
The material should be set up in Unity, the transparency is not important in Blender. Show us the material in unity
There is a way to make it less transparent in blender but I'm just letting you know it doesn't actually matter if all you care about is how it looks in VRChat
Thank you
I’ve been on this for 3 whole days
I was not aware and no video would tell me this was the problem directly
I wish you most wealth in life
God be with you, and thank you
i just decided to go with a different top bc i didnt know 😅
is permently bent elbows a common glitch? id rlly like to fix this but idk whats causing it
it goes away when i change height measurement but its still off
and id like to fix it actually
how do i fix it automatically being set in this pose
context
im in the animation tab to add face shapes, but when i did. it gives this pose
i have downloaded all the dependencies
heres what it looks like
Avatar, unity project:
2019.4.3f1
Not done with VRCC, need to open in VRCC
Need to migrate, add plugins, etc., clueless what to do to ensure that it works and that the plugins remain compatible
Help?
.
is there a way to see how the phys bones i have for the hair work before uploading the avatar
okay I messed up lol help me pls idk if its cuz its set to open under explorer or what but it no open files :/ if it is cuz of the explorer thing pls tell me how to clear the files to not open from there
2022 version if i remember right. it should be on the vrc wiki page if im wron you can find the right version there
how can i fix these shoes going up? its not a rigging error bc when i first imported it it was fine, and im on pc
Does anyone know how I can solve this?
thanks
Go through the model's hierarchy and delete the missing scripts
Oh the entire things is missing. Where'd you get the model from?
try using the creator companion and changing the installed sdk base and avatar to a lower one, and then back to latest and see if that fixes it
if it doesnt, try remaking the project entirely
das the thing I thought I was using creator companion lol I guess I was just big balling it straight on unity
no wonder it was so fkn hard -_-
where do I finish and upload the project? which tab was that again?
im sorry hun i was talking to lilth but if it helped im happy i could help 😭😭😭
click vrchat tab at the top, and then open the control panel
lol nah I just happened to finally figure it out
do I have to select these options if this is a nsfw ava?
Go into play mode with a tool such as GestureManager or AV3 Emulator, grab the model in the Scene view, and shake it about.
okay. how do i enter playmode?
play button atop the Unity editor
Hia everyone! I donno if this is the right place but i dont knwo where else to ask:
So i build my own shader, bit chaotic but it works on PC. But when i try it out in VR the shader is rendered for each eye in a different location. I heard there is a way to fix this but i have not been able to find it. Any help would be appriciated
very broad question but how do you guys usually go about modelling teeth for your avatars?
#shaders exists! I haven't used any of the GUI tools for making shaders so can't really help much
Thankyouuuu!
This server is so big i completely missed it.
yep, it is 🙂
i need help with something lol i think the clothes don't have physics
why are you so small and missing materials in the preview
does anyone know what vr chat uses to make the preview avatar so i can remedy this?
i think i found the issue lmao
When I’m making my avatar quest it always says that it’s too big so I delete a few things and it still says I have too much stuff but all I have left is the head, body, hair, and clothes I deleted the shoes and the bracelet
i tried publishing my avatar with a humanoid rig and it shows up in game completely invisible
does it not have enough bones? i looked everywhere online a while back but people only ever talk about uploading avatars downloaded from model sites, not models of your own
the latest update broke the aim constraints in VRC only ...
i got a two handed setup that works fine in unity but in vrc the aim constraint points at the completely wrong spot.
have you checked for animations that hide the avatar?
How do I fix this issue?
i don't know how to do that
honestly someone needs to make an updated tutorial specifically for people using their own models so they know how to format it
aim and rotation constraints are a known bugged thing in the recent update and seemingly are planned to be fixed in the next one (so soon-ish?)
Well Its like sans's Sleep animation from undertale
theres plenty of those out there its just a matter of more people purchasing models rather then creating their own which in turn results with more videos of how to upload pre-mades
if its one you made from scratch then you likely didnt set up a invisible animation and it may be something to do with your humanoid configuration (though thats just a guess)
ah damn ok, i won't try to fix the issue then since it's not gonna be possible.
i personally dont work with constraints but you may be able to do a temp fix since it seems its consistently flipping stuff 180 degrees or so
i love how the unity hub isn't letting me log in and now the creator companion is struggling to open my avatar project
...spoke too soon
Assuming you have a rigged model, once you get it into Unity it's no different from a purchased one.
ok so it says non humanoid even though i tried to set it as one when importing
it won't let me change it either
does it have a humanoid rig though?
Just setting it as such doesn't make it so. Show us the rig setup window perhaps?
where's that? in the inspector?
avatar legs are bending outwards, i genuinely am lost on this. everything seems fine on the blender side of things but the unity side im unsure of. if i could get help if anyone is more experienced then me. but yeah in vrchat the legs bend outwards but the walking animation makes it look fine.
Click configure
If you have never clicked that then go back and watch basic avatar setup tutorials, you missed an important step.
looks like everything is there
Looks good - click on "head" and remove the jaw bone unless you actually use it for speaking. Then just click "done"
well the jaw was off already it seems so i just hit done
everything's the same as it was beforehand so i'm wondering why vrc won't render it
rig setup shouldn't have anything to do with that
my character is very low poly and the texture gets antialiased in unity so maybe it's too small to be seen in game?
ive had this happen because my legs were too straight down rather then bending foward a slight bit at the knee area
so bend the joint forward to see if it helps?
yep though im not 100% if that's even your issue kinda just a suggestion since you didnt provide a side-view screenshot :P
yeah that may work, if it lessens it even a bit then you'll atleast know why and be able to bend it more foward
another thing it could be is your foot angle since yours is pointed down a bit sharply
actually wheres that rig example at...
for reference, this is also pinned in #avatar-rigging
yeah i tried to link it directly but it told me it failed :P
oh weird
Dumb question: Exactly how long must I be logged in in order to use a custom avatar?
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
anyone here experienced with unity animation?
Someone definitely does.
because i need some help with a tiny animation and its driving me insane 😦
When asking for help, you should elaborate your problem thoroughly.
uh in #animation i posted because i cant do a gif in this channel
but im trying to make a sleep animation with z's that i weight painted to seperate bones
hey guys i animated this fire but when i rotate it, it sometimes stretches sideways? i checked animate physbone, i indended it to mostly stretch upwards like how a flame works
If any of parent object doesn't have uniform scale(doesn't have equal scale on every axis), it's going to stretch to one axis more than others.
Did you really check if parent object has uniform scale?
its connected to the hand
How does it connect?
so to be specific i need help with how to use curves i guess or asking to see how another creator would go about animating it i need a tiny circle in the middle of the animation i cant send my ref here but its in #animation
It's off so little so that number is negligible.
Did you attach the flame as child of hand bone?
yep
It's better to put the frame at avatar root, and use position constraint to move it to the desire location.
oh yea i tried using position constraint but i could not figure out how to get it to work lol
You only need to put source transform as hand bone, move to desire location, and Activate it.
Anyone know what server I can find avatar uploaders? I don't own a pc
Can anyone explain why my avatar is invisible and stuck in a t pose even though It is a humanoid
Any error in rig setting menu?
Shouldn’t be
Are you uncertain? Screenshot the rig setting menu.
Check this on how to properly screenshot #avatar-help message
Also screenshot the entire unity window for the last screenshot.
why does my avi keep disappearing from the scene everytime i export it from blender to unity i cant seem to find a vid that could possible explain it or a recent vid that explains how to export a avi from blender to unity
I Would like to say i know what im doing and can tell what errors mean but ive made 4 different projects and keep getting this error and im not sure what it is but i cant upload or see the validations and i know its cause this error (THIS IS ONLY ON THE ANDRIOD BUILD)
p.s the gesture manger has nothing to do with it
i'm having an issue with the headchop component not working.. I have this component on my avatar in order to see my glasses, but it's not working, i can't see them in front of me
i know this is the correct bone
this is how it should be set up, right?
i've done this exact thing on other avatars before with no problem
i feel that tho you do something a million times and next thing you know bam issue u dont know about
nvm i think it's backface culling 🤦
i forgot to add a backface to my glasses so i can't see them from my pov
HAHAA i always for to do that
hah I totally did that when I tried this too
put a sphere around my head to overlay the view, put the shader on the outside of it.
can someone explain this
That's a shader for particles, are you trying to use it on normal mesh?
the other shaders for particles work just fine on a normal mesh
yep
so why not that one....................
I'm guessing that's a legacy one, it's not even listed in the docs
that's a shader that's only meant to be used in worlds
Question, does underwear on an avatar count as nsfw? (It doesn’t show anything provocative)
hey yall! its my first time making a 3D skin and i already spend hours on it, i dont have any experience in unity so it makes it even harder. now i got the skin in the game, the only issue is that it is just t-posing. it doesnt follow my arms or body, nor does it do any emotes. i tried a few things but nothing seemed to work. any idea how to fix this?
If you take it literal, then probably so. If viewing the content while at work would get you in any trouble, then it's NSFW. Though it's pretty subjective. I always error on the side of caution on those kinds of things.
Humanoid rjg
I see you're in the bone menu so above the button you click to get into that
Change it from generic to humanoid
Hmmmm, I wish there was a way I could ask someone who works for VRC directly
maybe, but idk where i can see that, or how to add those bones
It would generate a warning in the console if you had that issue
How about is the skeleton weight painted to the mesh?
sorry i dont know what that is or where i can find it, can u give me instructions where to go
That's the issue, they don't have a very cut and dry "this is" and "this isn't" stance on any of the content warning labels. So it comes down to the community and what would people report as inappropriate. This is why I advise caution and label things even if they could slightly be considered something.
Did you create the skeleton/rig?
In blender or maya?
More so if it was created already it's probably fine, but if you did it yourself
i used vroid studio for the body, i then removed the anime head in blender and replaced it with my own 3D model that i made. i then got the whole thing into unity, but im not sure if the rig transferd too. i did create a humanoid rig with it in unity
Wait you made the rig in unity?
Idk how that works, but the rig should have been made in a software like blender, then weightpainted
oh ok
so ill go back to blender now?
But out of curiosity, try this
Parent the mesh to the armature
I see you have the armature parented to the mesh
So try flipping that. I wanna see
wait hang on, how exactly.
Huh oh I see, I misunderstood
Yeah it's probably the unity armature
It's probably POSSIBLE to work in unity, but I haven't heard of anyone doing that
so the best way is to go do it in blender
Yes, I'd follow a tutorial on YouTube
this is it in blender is has the rig from vroid
It's not too complicated. Hardest part is navigating blender
Aight, so try exporting it with the armature. All at once
i know a little bit about blender so thats good
ok
as fbx right?
ok wait
If your head isn't weightpainted it'll probably look funny, but set it up and try it out, and if it moves you're on the right path at least
Could just try using pose mode in blender to see if things are actually rigged before sending it to unity
That
oh wait the rig isnt even connected to the mesh
Well there you go
Xd thanks ill try fixing it
i might know how i made skins for a diffrent game before
You probably unparented it somewhere along the road considering vroids are weight painted
Honestly just take your vroid that is rigged fine and do the head replacement again
Saves the headache..
Check to make sure the mesh has an armature modifier
there we go
Yea, you'll need to weight paint it
I'd look up blender tutorials to start. Overall weightpainting is just a blender term for modifying the vertex data's group weights to get the mesh to deform with the armature's bones
Adding weight will allow the mesh to move with that group/bone
i keep getting this error no matter what i do, someone help plz 
the avi builds and tests just fine but it doesnt upload im at a loss
i have a camera display on my avatar
how would i make it zoom in with an animation?
animate fov slider
no, it should be SFW but for safety maybe check the box while uploading
Ok
I fixed my problem
Why dm?
cause he's a scammer and dont want to show anything in this channel
see past history all he does is 'dm me'
if they know what they were talking about they'd say - a camera zoom is just a float + motion time in your fx controller , using the camera fov in animation
It’s crazy how you can ask for help here and specify no DMs and no solicitation and still get like 5 DMs
Scammers don't read. Report them.
wrong
they read like one word and go with it lol
I think I figured out that it was doing that because I accidentally deleted some bones I didn’t want to using CATS. So that probably messed up the animations
not seen anything breaking, is this quest
same
my seperate hand uses rotation , tested it now still fine
aim and rotation constraints have been breaking for a few people apparently
not sure how you'd fix it though since it seems to be 50/50 if it even happens to people
I'm trying to compress my textures for an android model, how do I make it so that the first picture in the inspector looks like the second picture in the inspector when I click on my textures in the asset folder?
I converted an avatar to be a quest model using NDMF manual bake, and when I select a texture in their assets folder, it shows the first window. The second window only comes up on the original PC version when I select their textures.
From what I've seen, I can't open Import Settings for the texture on the first image for some reason.
hello so i was wondering if someone could help me because my avatar clothes keep doing this
I have a issue with my accessory toggles they don't turn on or off.
Show the transitions
All of them look like this
It should not be "GestureLeft" it should be "Ushunka"
Also, you should probably use Boolean instead of Float toggles, but I'm not sure what your avatar parameter file looks like. Can you show that?
I recommend removing the first three, you don't need those. Then on those bottom three, select "Bool"
Instead of "Int"
I watched a tutorial foor vroid avatars because mine is made in vroid.
The tutorial might be outdated.. it does not matter what your avatar is made from, boolean is sufficient for this kind of toggle.
It was from 2019
That explains it
Once you change those bottom three to Boolean, go back to your Animator parameters (here) and delete those three toggle parameters, then add it back but as a boolean. Leave the boxes empty
Done.
Now go back to your transitions. Make sure for each layer you use the right parameter. For the MLG you want the MLG parameter, for MAGA use the MAGA parameter.
If the parameter is true, turn it on, if it's false, turn it off
And of course make sure you have the animations that you made (you did already made animations right?) plugged into the on/off states
Yes.
Now double check your menus. They should be fine but just in case they got affected when you changed the parameters
Then go ahead and test
I am going to test it now.
Is it possible to have things happen when you run? I have this toggle that turns of this fairy that floats by the avatar but I was wondering if it is possible for it to play a run animation when the avatar moves
It still does not work (It is supposed to show a hat)
check path to object in animation or toggle using wrong parameter
if its yellow its moved/renamed
Are you sure the FX controller is attached to the avatar? It should show up here in your VRC Avatar Descriptor
No, but I did it now.
I'm trying to compress my textures for an android model, how do I make it so that the first picture in the inspector looks like the second picture in the inspector when I click on my textures in the asset folder?
It seems that I can't open the Import settings for the texture in the first pic for some reason.
I recently removed a hard drive and I cant change The project location
can anyone help me with contact sender and receivers not triggering an animation when "grabed"
when in vrc both variables are set true and 1 but the animation state is not switching
try removing the project from the hub list the click add project from disk and search for the new location
I need help to remove a avatar in vr chat, because when I try to play my Pc crash
Can anyone help me?
You can change out of the avatar via the website, or while you load in, hold all your buttons down on both controllers. This will force you into a default avatar.
Can I do that with a steam acount?
Because i dont have a acount in vr chat 😞
does anyone know this issue?
The button method works regardless of account
As your game is loading, hold down all your buttons on your controllers. This will make your game not load your avatar and load into a defualt one.
Wait what buttons?
Like i really click in play on steam and my Pc crash when the game start load
Like when will open my home map
Hey guys, are there any good well explain videos (prefereablly not hours long) about the expression menu / making it so a prefab can be turned on or off, aswell as play different audios based on the expression menu?
you want a video about "toggles"
Yeah. I havent done anything with avatars since 2019 and no idea how anything works now.
I said all buttons. Thought its likely just your menu buttons on each controller
Okay I figured it out but I cant seem to find a tutorial on how to make a volume slider in the expression menu, I dont want to ear blast everyone.
Hey everyone. I kind of ran into a rather odd issue. When I turn on gesture manager on a slightly edited avatar it collapses into a ball.
What I did is extract the fbx of the OG prefab.
Imported into Blender via CATS plugin and caved the side slightly inwards in sculpt mode.
Exported via CATS again.
Shoved it into unity as a completely new fbx and copied all parameters from the OG prefab via Pumkin avatar tools.
The tool seems to copy everything with no issue.
In essence, it should be working. But it freaks out anyway. I've spent hours trying to make it work, but I simply lack understanding of what is actually wrong here.
Funny enough, the OG prefab works just fine.
Try exporting without cats
extract the fbx?
try setting it generic and back to humanoid, if transform size / rotations changed
I hope you didnt unpack it
Well, more like find where the prefab stores the .fbx in the project folders and just use that
I gues I shouldn't have done that, huh
not if you want overwriting the FBX to work cleanly
Well, that's the thing. I already tried the approach of using the fbx in blender and then overwriting it back over the one that the prefab is using. Unpacked or not, when overwritten the model simply breaks and dissapears completely. So that's why I'm attempting to "build it from scratch" like the creator of the model suggested.
That sounds like a symptom of unpacking
I was under the impression that unity doesn't like when you try to swap things around in a prefab that's still packed? Or that's not the case?
Unpacking breaks the link to the original file and you cant restore that
Ive never had issues overwriting an fbx from a prefab
Ofc stuff will go nuts if you use different export settings like scale, but you wouldnt normally do that
Interesting. Thank you for the suggestions. I'll give it a shot tomorrow and see where that goes.
hiya everyone, very nice to meet all of ya, I'm new to all this vrchat stuff I've been playing it for a bit and its been fun! I do have a question tho, I have seen on YT how others made their own mamehinata avatar and customized theirs, I got my modal not to long ago but kinda stuck on how to change some of the colors on it, hair, skin tone, clothes etc.
Anyone have an idea why this is happening? When i "freeze to world" for an animation, it seems to reset its position before it freezes. i have MANY avatars with the same/similar setup but only this one is having the problem. It also worked just fine before the last VRC update, and only started acting weird after. All of my other avatars are also NOT having the problem.
currently working with two identical physbones that both have all motion immobile set to 1, yet one of them moves still on motion for some reason and the other works fine and doesnt move
Was there any canny already entered for the broken aim and rotation constraints since the last patch
try checking what's in the "materials" folder. Should be a few materials there and if you click on one, material properties window should pop up on the right side where you can play around and tweak things.
This guy has a whole playlist that can really help
Alright I’ll give it a shot
Thank you,
I believe I seen one of them
How to upload I figured out
I just need to find out how I can customize the color of the clothes and hair and skin tone, mainly just those three, the other clothes I’ll get when I find different modals
Changing skin tone you can deal with textures
Changing hair is adding the prop for the hair and link armatures
And removing the previous hair
Oooh alright
with contact senders/receivers, is it possible to animate the "who can interact" option so that i can toggle it to "only me" and "only others" through a menu toggle?
how do i fix this, i cant upload any avatars
Everything broke when I reloaded a scene. Is there a way I can revert it back to normal???
I don't wanna lose all my work.
if that's an avatar it looks very broken
It's every avatar.
?
why? if i can know
mhm, i never saw people go over 2/3 so i'm just surprised, that's all
did you save the scene before reloading?
No.
welp, i don't think there's anything you can do if that's the case
Hi everyone! I need some help shifting the sunglasses forwards but since they are part of a prefab that I imported, they seem to be locked and I can't move or rotate it. Is there a way to unlock them?
What are the best screenshaders to make something like this i needa know Please
I'm pretty sure you can't, but you could use two separate contacts in the same place.
dang, was hoping to avoid that because of performance impacts
Isn't there supposed to be default controller examples provided? I can't seem to find them. I'm trying to set up a custom sitting animation for a station on an avatar
remember you can't sit in your own station, and you can't force an animator onto another avatar from your avatar's station.
(like you can in a world)
Aw what? I thought you could do the latter
Best you can do is provide the location, but they'll do their own sitting animation (if enabled, FBT generally won't)
I guess that's fair. Thanks for saving me the headache.
sure 🙂
Hey
So a shading error isn’t one error by itself?
I’m using unity ^ and I’m so confused

You have to change those shaders to be one that's compatible with Android. So find the materials and change it to something under VRChat > Mobile
Is there a step to guide on how ;~; I’m actually a noob
Like a video you can recommend?
most of the videos about converting an avatar to quest will tell you this
I’ve been looking up how to fix shading errors 💀
those aren't "shading errors" really, it's that you need to change the materials to use quest-compatible shaders
If it isn’t to selfish to ask can you send me a video that will best explain changing/converting them
if I had a link handy, I would, but I'd have to go search
Hi!!’ Odd question!
I have a general understanding of unity n stuff, but im completely stumped on this. So, obviously my avatar i bought has expressions linked to certain hand gestures… how to i turn that off? like, so my avatar doesnt make faces. I know how to make the faces toggles but not how to make the gestures.. faceless lol.
Pls ping with reply!
I dont want to lock gestures thru vrchat
Is there any way to stop unity MipMaps from leaving a visible seam down textures? I know there was a way in Unity2019 but Unity2022 changed it and I can't figure out how the new version works.
so i figured out most of everything else, now the eyes are the last thing im stuck on
What are you trying to change about the eyes?
Maybe just the color-
Or find different eyes like galaxy eyes and put it on there
hey I'm trying to do something but I have no idea how to set it up properly. basically the idea is that the cannon can be attached to the right hand. The problem is I want the tube connecting the cannon and the backpack to be flexible but... not sure how to do that properly with physbones
physbones are meant to animste loose edges, connecting x to y is not its intended use
try putting a physbone collider on your hand, then set it to "inside bounds". then add the collider to the collider list on your physbone component
if you want the cannon to follow your hand movements, add the cannon bone to the ignore transform list on the physbone component, and give it a parent constraint and add your hand as a source
I know what I want to do is possible, but I don't know how to do it.
the issue isn't the cannon. I've done plenty of holstered weapons on avatars. the issue is I want the tube to follow the backpack on one end and the cannon on the other. I know it's possible, but I don't know the method
How do you know it's possible?
just set up my facial animations for hand gestures, and when i uncheck the hand gesture in gesture manager, the face still stays and they stack on top of each other. i made sure everything i used has write defaults turned on, and even made a custom idle for it to return to and it still does it. any help?
You rather might be seeing them using different technique. Physbone can't connect to link between 2 points.
I've seem some very okay attempts to get kinda close, but not the kind of thing I'd put any real effort into
Show your animation layer, there's not much we could say without looking in depth
this one?
you don't need masks in FX. but yeah, that one
turned masks off 👍 they were on by default lol
yeah, it used to be a thing
well i turned them off and it still does it
Hi sorry to butt in but Ive been having issues with this avatar and i have seemed to bypass all other issues other than when i'm finally able to build it with no issues, it says it cant because there's no asset bundle? 🥲
yeah that was just the first thing I noticed. Show us one of the transitions perhaps
how would i show you that ;-;
if there are errors above, show us the first 2-3
like that, that also looks reasonable
everything is set to wd bc everyone told me if you mix no wd and wd it can cause issues
"missing script" is the problem, install whatever requirement you didn't install
Thank you, im just not sure what that requirement is now but ill look into it
possibly it's listed in the documentation or advertising page for the avatar
Why does this necklace clip in game but in Unity it works fine
Using hinge type physbones
i still havent figured it out 😭
unless you have any reason to want the expressions to mix together, can't you just animate the ones not intended to be on, off?
i didnt animate them together, its just for some reason after i turn them off they still linger
like for example say you have a happy face and a sad face, your happy face animation should:
- turn on happy
- turn off sad
i'm saying you should animate them together
oh?
i dont do toggle animations, i dont particularly like them 😭
why do you have toggles in your gesture layer?
wait what
this is the screenshot you sent
you have layers like "sweater", "shirt", etc
are those toggles?
yeah i was following a tutorial, and the orginal one when i was setting up toggles used the hand gestures layers and turned it into a fx layer
so is this screenshot your FX layer or your gesture layer?
i guess both 😭 ig i gotta go pack and do it seperate?
you have the same controller in both slots?
i didnt use controller, i just put the fx i orginally made into playable layers fx slot
try duplicating the controller, then in one delete all the gestures, and in the other delete all the toggles
?
do you know what an animation controller is?
not really ;-;
that's okay
i know how to put in my fx layer for toggles, idk how to apply the gesture layer
so they are what 'control' the animations
you put a controller in each layer
then the different layers are all smooshed into one controller when the avatar is built
if you're using the same controller in 2 layers (like FX and Gesture) it will double the layers, which could be what is causing your issues
this is an animation controller
i think people get them confused with "layers"
the layers are slots you can put controllers in on a VRChat avatar
but at the end of the day, unity only supports using one controller at a time, so vrchat has them all separated while making the avatar based on their intended use, then when uploading the avatar they all get combined into one big controller for the whole avatar
so if i were to use the handslayer built into the vcc/sdk as a fx for my toggles, that would cause a problem?
its confusing me bc in the tut im following, they also use the same fx layer for the toggles for the gestures as well
like i did literally everything the same, theirs worked, mine didnt
are you using the same exact controller or is it a copy of it?
duplicated it, renamed it, then moved it to my animation folder, then slapped it into the playable layers fx slot
then proceded to put all my toggles on it, they work perfectly
so what i would do is duplicate and rename it again, then in the duplicate remove all the layers for your toggles. This is your gesture layer
then go back to the original, this will be your FX layer. Remove all the gesture layers from this controller,
if you look in the creator docs it advises against using the same controller for multiple playable layer slots since this can cause issues
did that 👍
the vrc creator docs, i'd suggest reading it if you want to make many avatars in the future
i've personally read over the whole thing (avatar section, not world section) multiple times and frequently reference it, and i've been doing this for 2 years
ive tried following it before, went right over my head. but now that ive watched more stuff and fiddled around more, ill def try it again
but now i have to go back and re-record all my facial gestures? bc i set that new gesture layer i made to the gesture slot in playable layers, and they dont work at all now
and they dont exist when i go to my animation tab either
im guessing thats normal
facial gestures?
your gesture layer is for controlling your hands
the faces (blendshapes combinations ig) made when you make a certain shape with your hand
anything that doesn't move humanoid bones goes in the FX layer
the animations controlling your face and the animations controlling your hands should be seperate
im so lost
so you should have animations controlling your facial expressions, correct?
okay, and you should also have animations that control your fingers, right?
okay, and these are seperate animations?
yes
so then the animations that control your facial expressions, you put them inside an animation controller?
yes-? i put them into that duplicate fx layer made from the handslayer and deleted all the toggles out of it
so i misunderstood you earlier. what i thought you had told me was that those layers were controlling your hands, not your face
oooh
^
yeah no, what im trying to do is when you make a hand with your controller (for example, point) it also makes the avatar make a certain face
okay, then those are all supposed to be in the FX layer
and then you won't need anything in the Gesture layer since it'll just use the default layer
you can use avatars 3.0 manager to merge the layers back together if you need to
just went on a ctrl z rampage and i think i fixed it
there are now gesture layers on my fx 👍
okay, so what i was suggesting for you to do initially then should help. In each of your animations you should disable the other facial expression blendshapes
^
this makes it impossible for your facial expressions to overlap, since each animation turns off the facial expressions that aren't being enabled
i did that tho
when recording each face, i made sure to turn off all the other blendshapes
what does it look like when you make gestures in-game?
i havent tested in game yet, ive been using gesture manager
if this is just a unity thing im actually gonna crash out
its 11 oclock at night i dont really feel like setting up pcvr just to test these dang faces, ill do it tomorrow and if it still bugs in game ill fiddle until it fixes
thanks tho
why is it that when i import my avatar into the game its very big?
That’s crawling btw
Did you see any size reference in unity?
Nope
A default cube have size of 1x1x1 meter. So create one and use as size reference to scale your avatar.
As I said, the cube has size of 1x1x1 meter. Use that size as reference.
Sweet thank you
There's a measurement add-on in blender that tells you just how far the distance between 2 selected verts are. If im right it measures in cm. might be feet, one of the two. It comes with the app so you should just be able to look up measureIt and it will pop up
thank you for the tip
what is save state and what is default state?
"Save" keep the value after avatar got unloaded and loaded. "Default" is whether value should be after first load or avatar reset.
so if i make it default will it always have that outfit when switching worlds?
im trying to upload avatars and i cant solve the Blueprint id, i made sure its not attached in the pipeline, i relogged, and did 5 other tutorials but nothing is working, please help
No. Switching world make avatar unload and load, not reset. Which fall under Saved value.
You will have to look into other error as well.
my blendshapes havent exported
If you export fbx while having unapplied modifier other than armature, blendshapes will get discarded.
Does anyone wanna help me with an audio issue i kinda have with an avi cuz the gestures work but the expressions don't and when i close the fists the avi should make a growl move and sound but it doesn't can anyone help
Would u be able to show me
Like if I called or something
Hold on let me see if I can get vid or pics
Anyone willing to see the problem
Through a call
can someone help me with a question I have with uploading this avatar dm me
dont ask people to dm you, scammers are just waiting for it
brug
so this avatar I'm uploading when I click the open me it shows
when I upload it doesnt have the sps toggle
You need to select the correct avatar in the upload screen
by default, it will try to pick the one that is enabled (not greyed out)
the regular one has an avatar descriptor but the other doesn't
when I click rin it highlights the model
when I select rin sps it's like
I can't tell if rin sps is its own seperate model or rin is the parent and rin sps is the child
Would you care to enable the sps model and disable the first one and take a whole screenshot of the entire screen selecting the sps model so we can see if theres really no descriptor
yes
kk sec
Would make sense to expand the hierarchy of the sps model too, so we see if it has an armature etc
wrong avatar
it's both
ok looks good, its a full setup so it should have a descriptor
like i said, you just need to pick the right model in the upload screen
at the top of it is a dropdown with model selection
my pc avatar is able to use gestures while in hand tracking mode but for some reason my quest version is not
sorta weird
vrchats avatar security checks are so unbelievably frustrating
- have avatar that uploads fine
- move it to new project and upload to new ID
- security checks fail
- ?????
- remove gogo loco prefab out of curiosity
- uploads fine
- put gogo loco prefab back (hits undo)
- still uploads fine now
- uhhhhhh ok then?????
what the heck vrchat
quick question. i need to disable back face culling so my hair will render properly. what tab do i need to look in to disable it?