#avatar-help
1 messages Β· Page 58 of 1
im using poiymi shaders
then its in the bottom under rendering
thank you. now fixed the rig hopefully fixed rig. and fixed that issue reuploud and see what happens
Anyone else have this issue? Kinda need a fix before Monday or else I'll have to postpone some VRRP again.
Should I Just scrap the parent constraint and use a position and rotation separately?
maybe the file was too large?
Ok, so after some poking around it appears that unpacking does play a pretty important role in this.
What I did was take the .fbx and .fbx.meta of the prefab I want to use ->
make a copies right in the same folder where they are stored in the project ->
rename them the way I need ->
open the .fbx in blender ->
do my edits and overwrite the copy in the project folder with default blender fbx export settings.
After dragging the new prefab variant into the scene with the original prefab I can then copy all parameters with pumkin tool (to fix a few oddities) and when tested with Gesture manager it seems to work just fine.
(I pulled one vertex just to see if it will work at all before I go in and start actually doing anything).
Gonna go try and do the whole thing now. Thanks for the help Zero. π π
I'll show proof later
How to make a smooth movement effect for an object?
So it will follow my position smoothly
how can i fix that ?
Hey
I have a shoulder joint issue
If anybody could help me out that would be great
This is the issue im having
Its having a child error
Some issue with it nott being a child of another joint
Note that "default blender export settings" are not always ideal. You definitely want to disable "add leaf bones" under armature. Also, pay attention to the scale of the fbx in your unity project. It is very common to use "fbx all" which will result to a "1m to 1m" scale in unity. The default is "all local" which may cause a x100 scale (youd notice this because your colliders, physbone radius etc are suddenly huge af ). If in unity the original states 0.01 to 1, youll be fine using all local
Fill in the elbow like it is on the right side. you can drag bones from the left hierarchy into the slots
Does anybody know how to fix the FBX import warning: "Can't generate normals for blendshape '(blendshape)' on mesh '(mesh)', mesh has no smoothing groups."
yet to see that error matter, i got it on 50~ something avatars but they all work
after unity 2022 they started throwing that error
somethingsomething in fbx import setting maybe
Its also an issue with blender 4.1+
i get that even when using blender 3.6 lts. It goes away when i set smoothing to faces in the export screen
never saw one
ooh I wonder if that will make importing blendshape normals work again - it did for a while, then suddenly didn't and I have to check the legacy option
it does work for me
I keep forgetting to do some experimenting with that
when i set to import, custom normals do work
ok, will try then
i'm using 3.3
Im starting to try to figure out how to do avi edits, I just imported my specific avatar into blender and I can't seem to get it out of grayscale?
upper-right, little bubbles, they can change the view mode
"material preview" is probably the one you are looking for
I get this?
note that adding textures in blender is pretty useless anyway, just in case you worry about that, because regardless of what it looks like in blender, youll be using materials in unity anyway
pink = broken material, perhaps the textures it uses are not found?
Ahhh Okay, thank you both
if you really want to change it you can go to your shading tab at the top and you should see something like the image. if you press the small folder icon itll prompt you to select an image from your files.
while in play mode with gesture manager this is where my bones are ?? and when not in play mode or in playmode before clicking on gesture manager they look normal?
that is the bone structure
Why do my hinge physbones not work the same in game as they do in Unity preview
ok i think its got to do with JetHair bone
What more could It want from me
its "taller than average"
How do I make him shorter, clearly this is not the correct way
Make him .1 on the scale for everything
instead of .2
Still need an answer
Because I want to make a model that will track my hand when Gesture is turned on
But I want it to be smooth
@inland seal https://github.com/VRLabs/Damping-Constraints this?
wrong unity version, you need to downgrade
help
kawaii
Install whatever requirement is missing - that "missing script" message is the important one
weird name for such a prefab though.....
Im making a karambit knife that flips over the finger and uses a parent constraint, however the knife only faces forwards and does not rotate with the finger bone, is there an easy fix?
nvm im just going to shadow constrain it
can someone help me figure out why this is happening?
i'd guess there's a part that's not weight painted properly
i new to this so i dont really know what that means
the bottom part must be weight painted to one of the top parts (because on the video it looks like it moves the same way they move)
you will need to take the hair (or whole avatar) to blender
and go to weight painting mode and check the hair bones if they're correct
ill try check that now, thanks
How could I possibly make bros smaller
Oh yeah I did reset it
Nvm itβs not the viewpoint
It did nothing when I moved it to the proper position
I can but Iβd rather it not be a giant every time I spawn
For those who have my avatar off my robot will appear giant
I believe I may have figured it out
scaling it down even more?
it is currently 4.4m tall
try 0.04 scale
does anyone know how to quickly transfer sps from one avatar to another? they are both the same avatar but one is green and the other isnt and i want to just quickly transfer sps
Crazy work
is there a way to quickly merge specific animations and params from one fx to another without completely merging and duping things?
I was wondering if someone can make an avatar into quest for me and send me the quest unity file? please dm me if you can. I have the pc unity file for the avatar
I can't sadly.
i think i fixed that issue now but i dont know what happened here
good! that's a nice looking avatar
thank you its one i purchased but i dont know why the hair has a weird outline now when i add a material
hm... if I want to add a laser cannon to my avatar, how would I make the firing effect?
anyone know how to fix this weird outline on the hair?
it's probably a setting in the shader that you're using
If anyone knows how to add multiple eyes to a model please, help! 
multiple eyes as in more then 2 at once or toggable eyes that you can switch between?
As in more than 2, I wanted to add an extra eye like a avatar I saw on a museum, moving, blinking and all that
hmm, i think you'd need to weight paint it to one of the existing eyes so it'll move the same as that eye
No but like, how to create that extra eye is my question, I can't think of a way and there isn't much info about it :c
Okay I kinda figured it was on blender and thank you for upholding my suspicions, now how to do the extra eye, do I have to model it or I could someway duplicate one of the eyes I already got on model?
i think you could dublicate it, it could work
By selecting vertices of the eye or something like that? I am not that experienced at blender to be honest, started using it like 2 weeks ago u.u"
yeah, and i think shift D is to dublicate
Alright, I will try
If I don't succeed can I ask you for help again? 
ofc
Ty tyyy!
anyone know why unity wont get past this part of the download?
Mostly when it's reinstalled it takes a lot of time, i don't know if it's an external issue besides that though or setup-related
i guess ill just let it continue then lol its been almost 6 hours now
https://unity.com/releases/editor/whats-new/2022.3.22 can grab it manually from here , then just add it to vcc (hub link also there i havnt used it
)
Needing help creating a 3d furry fox avatar, can anyone help me?
Question! I have to delete a chunk of the cheek in order to put the duplicated eye there but it's kinda hard, is there any way to do that smoothly without affecting layers bellow?
I need to make a 3d furry fox avatar from scratch for my game please help me can you teach me how to do it help me
you'd need to delete vertices and reatach them back to the eye. I can't think of a different way
Wait you can reatach vertices?
yup
Hmmm
Bad thing though the cheek vertices are really separated and few, so it would be like making a complete rectangle if i want it to fit
Ty ty, i'll try and check it out, this seems harder than i first thought :/
That knife tool can be used like to sever certain parts of the mesh with a lasso-like movement?
yup
Oh then i could use that to make the socket of the eye
How do i activate the knife?
I selected the area, now how do it delete that?
doesn't seem to work del button with this one
after you select all of the points you wanna draw you need to click enter to confirm
and then select the vertices you wanna delete
and press del button
Oh but it stills delete with a rectangular form
yeah
Hey Guys got a question, i've been Using VCC on my previous pc no issues at all right. But when i got the new Pc and installed the same things the avatar in unity doesnt show up on the scene, but the scene camera can see it. any thoughts?
any idea why this is happening and how i can fix it. Not having this issue with any other bones I should note
Making the socket fit on a rectangular hole is kinda hard, tbh
yup
show a screenshot
the eyelashes go around it to make it look nice
will do in a second!
now i want to fit that pouch onto the face as a first step but i can't manage to do it
tried that one, its been downloading on unity hub all day right now
this is kinds what i had in mind
Looks like suturing with a needle, amazing
so, i am using a parent contraint and an aim constraint to make a two handed object. however, it does not rotate with the hand it is constrained to, and is always in the same rotation. it still follows the hands as it should, it just doesnt rotate
Also, that face has a lot more vertices and faces than the one i have right now, but i'll try that
you could add more with a knife or subdivide
I'll try to do that with the vertices i got right now
If it doesn't work i'll try the knife
Just before the avi loads in take a look at this so there's no confusion (also added vrcFury)
also it worked "normally
in unity 2019
mhm
with and without hovering
i checked layers and the hierarchy before but those didn't show it
i'd assume it's a shader issue, given the poiyomi warning
try switching to a different shader and see it that helps
i also tried Toon
but there was no difference
is there any alternative?
and its some 'blender' error
just standard unity shader, if it's not visible with a that, i have no idea what it could be
that's new to me
that's weird
switched all of it to standard and its still invisible
did you somehow import the avi as a blender file?
don't think so
ive been stuck trying to fix this for 3 days now
i uninstalled unity like 5 times now
was also wondering what this could be
Mesh
I also tried different avis and poi
any ideas?
wait, it's happening to all avatars?
yeah
thing is i tried unity 2019 right but there was 400~ errors but it **was ** visible
in 2022 it is not
should i install blender just for the jokes?
maybe it works
XD
you got any idea what it could be?
This single video got more content than any existing post about adding extra bodyparts help
Thank you a lot
Looks kinda good
kinda maybe an understatement
i'll make it pretty eventually
for a first modification it's not that bad
I still got to add the upper eyelashes though
throw some water on unity at this point
I'm having some issues with my viewpoint. The viewpoint in vr doesn't actually match up with the head, and my view position in the avatar descriptor is correctly placed.
Sometimes it's caused of how you move the entire model on unity, it has happened to me when i elongate bodyparts and it detects it's floating even though in plain sight it doesn't look like it the game will try to override the height of it and break a bit the viewpoint
check if validations says something about foot beneath floor or avatar height related
I worked out all bad validations except the pelvis one
its fine unless ur plan using full body
yeah thats why i'm skipping over it because changing the rig is a pain in the ass
yea thats why i try used the original rig or an auto rigger dont use mixamo theres a better one called accurig
i'm thinking maybe my rig is fucked up near the head because the neck is elongated by a little bit aswell when i'm in game
i added a rig in blender
bro on god im so cooked
its a rlly simple character
π
How do i fix this
what's the issue? the dark marks being pixelated?
could it be mesh something?
no the eyes are white
check your materials, something got scrambled I'd guess
might be kind of a dumb question but do you have to have the same paramaters on every platform version of the avatar? or only the paramaters you want syned between platforms
for example a marker toggle on PC, but since it doesnt work on quest can i just remove it from the quest version
Fixed my issue y'all it was a problem with how my head rig was set up
kk thank you
It's a little more complicated. the parameters are used to sync cross platform, but the game doesn't look at the 'name' of the parameter - it looks at the position of the parameter on the paramters list. This means you shouldn't delete/change parameters between versions as toggling X on PC can cause Y on quest if you changed the purpose of that function.
aw damnit thats what i feared
far as I know if you have 15 parameters on PC and 10 on quest, as long as the 10 line up everything will be OK
so its not name based but position based?
yeah unfortunatly
thats beyond silly
I just use the same list for all versions, even if quest only uses half of them, not worth maintaining two
but if you're looking to reduce parameters, this may be worth exploring.
I knew I was misremembering something
damn
that's a stupid mechanic
many such things
but I guess now it makes sense why some quest avatars have toggles that do nothing
well no, that should only affect syncing so what someone on another platform sees
if it doesn't work on your own platform then they uploaded it with mistakes
nah, I meant the position stuff
some toggles aren't available for quest, but those that are need to be in the same spot to sync between pc
If I understood what Ren said correctly
yeah
ideally you would make a separate animation controller and menus for the quest version of an avi, but if a person is lazy they can just slap the PC one on and call it a day. usually the cause of broken toggles etc for quest users.
It was at 0.1
But I figured it out, the fbx in blender was just abnormally large
You were looking at the position, and not the scale
Alright, so I'm working on a hooded sweatshirt n made a blendshape to put the hood up. Question is, how best to weight paint the hood? While the hood is down I want it to deform with the chest and not the neck/head, but when it's up I need it do deform with the neck/head and not the chest. Thinking I could make a separate neck and head bone for the hood, use a rotation constraints in unity, and toggle these bones off when hood down? Do the same with the chest? Be nice if there's a simpler solution, lot of messing around.
Hey creators,
I have been racking my brain all day on what may be happening here.
This is a fresh upload in a new scene in Unity, with nothing but my avy and a blank FX layer to allow for play mode. When hitting play, adding the gesture manager, and then clicking on it, the hip and left left leg shifts their position.
I do not think this is a Unity problem. I think I messed something up with Blender because I can trace it back to where it is not doing it on my avatar several versions back. I just loose a TON of work. I do not want to loose everything I have done so trying to fix the root cause would be optimal.
Looking at Blender, I do not see any animations, I do not see any info that would lead me to believe there is something that would trigger with play mode in Unity. I have applied transformations, and set pose as rest post, symmetrized my leg bones to ensure they are the same length.
Any suggestion on things to check, look at, set in blender would be helpful.
gesture manager does the same to all of mine, I assume the 'standing' animation file it uses has the legs tweaked a little. far as I have been able to tell, it's only GM
try resetting the pose in the unity humanoid avatar rig. if you edit bone positions or rotations in blender after importing them in unity, they will get messed up unless you do that
if the rig gives an "avatar not in tpose" error after that you can select enforce t-pose to make unity rotate the bones to the closest valid "t-pose" position
Testing now, I exported a fresh copy and putting that into my clean scene.
It still does a step, however it did lift my avy a bit.
A friend is testing on their end and saw that adding GogoLoco Base layer to replace Default Locomotion seems to straiten it up. Does that give any clues on what to dig into?
@desert elk bro i even tried making a unity 2022 project add SDK by hand and even added a URP but it's still invisible man.
absolute cinema
that's wild
check proxy_stand_still animation(s), they are not symmetrical. This is why I assume it's not something we messed up in blender @tired raptor
you can try resymmetrising the rig and mesh, just make sure the mirror modifier is above the armature modifier when you do so
I can go back a number of versions on my avy and it does not do this.
Hai, does any know of a 4 armed avatar asset for a feminine base?
I tried adding goco loco to my avatar, And in unity gesture manager, It says i can use the fly button, but in VRChat i cant even see it nor use it, What do i do about this?
It just doesn't work
In general that doesn't work
Check this video out #avatar-dynamics message
Might help
No?, I saw other avatars have it, Also my partners avatar has it and it works just find in game (this is what i mean by the flying thing, My partner has it on her avi but it doesnt work on mine?"
WHERE IS MY HIARCHY(SCENES) ;-; lskdhgkldhgklhsa
idk what all this means ive never seen this before (Unity, trying to upload)
how do i fix this?
not sure what you mean, that's the actual count
assume nobody has seen this before and so you'll need to explain what "this" is
so got a new modal, and tryna do the same thing for my mamehinata but problem is it shows all of these and idk which one changes hair or skin tone
anyone else having gun particle issues not showing up from any distance on any avis?
Question, is it possible to go into edit mode to a mesh with blendshapes actives?
you're issue is the text in the inspector right? what you're most likely seeing is the true property names. cant remember how to switch to normal property names
Ooh-
(I'm assuming Blender here) you can only edit a single shape key at a time. But you could build a new one by combining others, the "new shape from mix" option is helpful for this.
Ahh alright, and yes blender sorry for not specifying
Also thank you, i'll try this
Should I reset or
i'd restart unity if you havent already and if that doesnt work... maybe reset unity settings to default? dont know if that will break anything but its the only thing i can think of with my lack of experience
Hm I see
Thx tho
at the top of that material, it shows something about locked Poiyomi - I'd make sure you have poiyomi installed and select "poiyomi toon" from that list, instead of the locked one.
possibly you don't have Poi installed and that's what's all broken, it's trying to run Thry's editor but you don't have that installed. In which case simply installing it would fix it
sometimes things fail to compile and you end up with some parts of unity in a broken state
is that in the file of the modal i need to download
I have no idea what you have downloaded
but you can get the shader at the website: poiyomi.com
ok what shader can i use to create a reflective effect without using standard
Poiyomi is fairly popular
it's not just a toon shader and you can make it look "realistic" like Standard
anyone know how to fix it no matter how many times i uninstall VCC and unity this pops up
Anyone have a really good simple modelling tutorial?
Mainly for sonic
hey so im making my own avatar i made the model in blender and put up the rig but the rig for the arms arent where the arms are so will it still work? and will i be able to move my charcters arms(if its important my arms torso and head and legs are seperate from eachother)
Hey, quick question, to be able to use audiolink on an avatar base that has it, do I need to add the audolink prefab manually from the audiolink repo? if yes, which one?
hello, i require some help to understand why this is. in blender this is fine and there's no weight paint on that bone to affect that area but in unity it acts like there is. is this an export problem to unity or something else?
At minimum you only need shader that supports audio link. Audiolink prefab is for testing only.
Do you mean the accessory on the chest? I spent good 10 minutes trying to find what you're refering to "that area".
You should check in edit mode, select some of the vertex, and inspect how many vertex group it's assigned to.
See the ratio between each group.
When selected a vertex, select "Item" tab in side menu in view port.
Will do so and try to continue solving the problem.
Hello! I'm trying to make an object visible only to someone who has come into contact with a collider for a set amount of time. Is this possible? Any help would be appreciated.
Ah, so the nardo would already have it?
No idea.
youd need to use the IsLocal parameter for something like that
yes, but only if they are wearing an avatar that you set up to work with that logic
if you want it to only be visible to them
on your avatar alone you can only reliably separate people into these categories:
- platform (Windows, Android, iOS)
- friends (if they are on your friends list or not)
- local vs remote (aka you vs everyone else)
sometimes you can have desync between other people, but it's either by chance or by being late joiner/turning on avatar after you enabled toggle that doesn't sync
so you can't really control that
so it should work? I guess just upload?
hmm does it look normal in blender?
Dosent matter anymore donβt worry about
okay
If the avatar package states it has audiolink supported then it should work.
the demo version of it does
how does one save the actual avatar project (not just the unity project) and upload it?
Had an issue with my avatar where the mouth would be open when I'm in the FBX rig configuration + when the avatar is being animated. I removed everything except the avatar and avatar descriptor, having cleared everything non-essential in the descriptor, so it's an FBX problem. Anybody knows what causes this and if there's any fixes?
Avatar project just mean a unity project that contains avatar sdk.
so now to just upload it?
Just open the sdk panel and choose avatar to build and publish
aparently it needs some stuff to actually work
Resolve whatever it came up.
It's the things like view posistion and visimes
the things that make it actually work as an avi
is it possible to use custom avatar middleware on an avatar? (that would make it PC only)
What middleware you talked about?
AMD TrueAudioNext. My PC supports it and it's a private avi anyways.
What it does? Is it a unity component?
It has a unity plugin. It does HRTF, ambisonics, etc. very well, and if you include their RT libary it also does indirect audio simulation. Lemme get a link rq
Then no. You can't use it. You can use only whitelisted component for an avatar.
https://gpuopen.com/true-audio-next/ The Audio Middleware
https://gpuopen.com/radeon-rays/ when used with TrueAudio Next, this does indirect audio simulation (like dynamic reverb/echo)
ah, darn. Then VRChat would have to swap to an audio system that supports it or is able to use it on supported devices.
That'd be too troublesome for them to add more supports for thing uncommonly heard.
It's also part of SteamAudio now, as one of the supported APIs/Middlewares it can use. In fact, TrueAudio was origionally envisioned being used in VR games due to its ability to simulate audio presense accurately.
And ofc when used with the RT thing for audio RT you get very immersive audio.
In one of my avatar's animation layers, there's a state that plays an animation based on the motion time of a float parameter. This state also uses a VRCAnimatorPlayAudio behavior. How would I set this up so that the audio clip is only played when the float parameter driving the state goes above 0.9?
To contextualize, the animation is for when the crest or tail of my avatar are pulled, and I wanna play a squawking sound whenever either of those are pulled to a certain point
the way it's currently set up, it just plays the audio immediately after either the crest or tail is grabbed
I'm aware that I could just set a transition condition to when Crest_Stretch is greater than 0.9 but I still want it to play this animation the way it currently does, based on how far the crest or tail is pulled
Tattoo ideas for a shark girl? 
Ouu
Yeah she needs something good there
I feel like something thigh to calf that avoids her knee would look radical
Then maybe a design on her chest
I wanted to do a back piece too but fairly sure it seam split
What the heck is that outfit
Her totally cool shirt and pant
Not actually tho, just censored her since Iβm painting her body texture
Been struggling with this for a few hours now;;;
Had an issue with my avatar where the mouth would be open when I'm in the FBX rig configuration + when the avatar is being animated. I removed everything except the avatar and avatar descriptor, having cleared everything non-essential in the descriptor, so it's an FBX problem. Anybody knows what causes this and if there's any fixes?
Make sure the model has no jaw bone when you configure it in Unity
Thatβll open up the mouth
i cant do this because i have face tracking for the avatar that requires the jaw
Ahh well, thatβs probably whatβs causing it to be open. Iβd say try the face tracking server if youβre using Jerryβs
Since its their expertise
it's not what's causing it, its not that its being animated by anything. this is entirely without animations or anything controlling blendshapes.
Id say either way consult the ft server
How do I take the ears apart
separate by loose parts in edit mode using the right click menu
o
or select the one side of the mesh using select similar on the top bar and separate by selection the same way
This is my first avi
good luck!
okay, I'm trying to change one avatar's old billion audio components into one VRC Animator Play Audio component, but it seems the audio files aren't getting uploaded with the package
the file size should be 50MB, but it's 26MB
guys what does this mean
Did you set the rig as humanoid?
how do i do that
but yeah, any clue what could make VRC Animator Play Audio not work like this? I added all the clips, added the correct source path, the audio source is in place and has been set up
the weirdest part is that on some uploads, the sounds HAVE worked, but on others, they just stop working
while I changed nothing
how do you set the rig to human
like this
and pick humanoid from the dropdown like i have
and in the configure you can fix some bones if they didn't autoassign correctly
i cant find the pc tab
oh pc is just what I had my avatar named
you click on whatever your avatar is named
in the hierarchy
aka on the left
ohhh thx
the section you clicked isnt there for me
what does that mean?
did you right click on your avatar in the hierarchy and pressed unpack prefab?
if not, does your avatar have an armature it's connected to?
you can't directly upload a vrm to VRChat, you'll need to convert it to for an example an fbx
what method did you use?
and imported it through there
what convertor?
the vrm converter that vrchat reccomends on their help page
hold on, i need to check it out cause I've never used it for my VRoids
ok
can you send a photo of your hierarchy?
why is your avatar not in the hierarchy?
wait
?
after i press select it shows this
its not good?
it looks like it's for the previous version of the SDK so there could be issues
ohhhhh
that could be why ive been having so many issues
do you know anyway i could fix it?
how?
that would help alot
- Get Blender (I recommend 4.2) and unofficial cats plug in
- Get a vrm importer for Blender
- Import your vrm to blender and go to MMD Options in the cats plug in, press "fix model"
- Export as an fbx (make sure to use FBX All as the Apply Scaling! Also select Path Mode to Copy and press the icon next to it to turn blue, if you want your textures included in the fbx)
then you can just drag in your fbx to unity and you shouldn't have any problems
alright thanks alot
good luck π
vrm + unoffical cats + blender 3.6+ .click click click click , now you have a fbx with working visemes / 'eyetracking' (more like rotated eyebones) 1 material/texture/mesh instead of multiple
yeah, I forgot about visemes and eyes, oops XD you should totally follow that video
has every step
so, the animation starts, but the sound files won't play. the audio source is properly pathed. no idea why this is happening
I thought the VRC Animator Play Audio was supposed to play when the animation controller switches to its position when it's "Random"
you doing enabling audio in fx controller , anywhere else wont do anything
yeah that's exactly what I'm doing
I know how this is supposed to work
I wanted to switch over from the old "have a separate audio source for each sound" to the VRC Animator Play Audio component
yeah looks p much the same as mine
however, when I upload it, sometimes the sounds work, sometimes they don't
it's because they don't get uploaded with the package for whatever reason
and ofc they don't work at all with the emulator
in the tutorial I watched they do work with the emulator
yeah now it works again for no obvious reason
this is so weird
ah well
I guess I'll just keep uploading it until it works once I actually upload it properly π€·ββοΈ
how does one put certain bones on their main armature >.>
just need the bones for the chain on a garter asset I have
unpack the garter prefab, then pull its entire armature to the part of the main armature you wanted to put it in
or, the chain's armature
Hello
I need help with assigning bones in unity
I'm having this error message
Even though i have bones which fullfill those roles
So i was wondering how I assign them
Check your rig configuration
Do you see error in menu where you changed to humanoid rig?
this is how you access it btw
Can you screenshot to confirm?
Yes. Then also in Configuration. Where you assigned bones.
The "Configure" button.
It's my first time btw if I'm just being stupid or incompetent
From this hierarchy, your model just doesn't have chest and sholder bones, which are required by vrchat.
I'm having some trouble with VCC like opening but not showing up on any of my monitors. Anybody able to help me out?
Oh nvm I figured it out
I have a question about the locomotion layer. Where is the rest of the frames for walking running etc?
Each of the animations files only has the first frame of each direction you would move
Im trying to recolor something but keep the texture desogn of the hair, but when i color it it colors over the design
how exactly are you coloring this?
better off doing it in an editing apps with layers in all honesty
that way you don't ruin the original texture
yeah, that's how it's gonna work, the texture design is the colour (from what it looks like). Maybe extract the texture and use a filter to change the colour?
is there a way to have something be affected based on the avatar's velocity?
sure, there are animator parameters for this, though they're based on joystick movement, not FBT walking
I meant like, how fast the player is moving through a world
yep, that's what they're for
ah
ugh, for some reason in an avatar I'm updating the music makes popping sounds, while in the old version they didn't
it's weird because I didn't even touch the audio component for the music
maybe the file format? what file format is the audio?
ogg
oh weird
literally the same file as in the old version too
ogg usually is best, mp3 sometimes makes popping noise in unity
only difference is, I changed the main sound parts to use a vrc animator play audio component
hmm.. i've never experienced an issue with vrc animator play audio before, but that could be the issue? try updating with and without it maybe?
have a jukebox with play audio and using ogg, 8 something ones and not had the pop 
popper
im on quest
quest needs to manually enable avatars
every avatar i download for upload that is "quest compatible" is to big for quest upload , am i missing a step?
where are you downloading them from
it also could be that they were quest compatible, but aren't anymore, due to changes in limitation
They don't actually fully optimize their avatars for quest, so when the limit went down many of these avatars are now too large for quest. You can still optimize them yourself but depending on how big the avatar is it might be time-consuming.
why they lower the limit?
The Quest 2 is not a very powerful machine. It can't handle such large avatars, especially when multiple are on.
Not to mention the fact that many phones running VRChat can't even dream of turning on some of these very poor avatars.
so i should look for modles uploaded after the lowering? when did they lower it?
I don't remember exactly when. If you can, try to find newer avatars that aren't "very poor" ranking on Quest.
Or you can try to optimize it yourself, but that takes some Blender and Unity knowledge.
I have a modle that i downloaded from scetchfab that i put into my unity but the model wont go into the scene
Its a .gltf
Not sure if that helps
It loaded into substance painter jsut fine
Needs to be .fbx
Can i convert it?
Sure. Use blender.
Im not exactly sure how i would do that haha
Google is your friend :p
simply import it into blender, export it as .fbx.
I need some help myself with the VRC constraints "freeze to world" option. When I toggle it off and back on again, it doesn't reset its position, it stays in the same spot. Weirdly, it only does this behavior in VRChat itself, but in Unity it does reset its position. I'm not sure what to do to fix it, I've tried a few different setups and nothing works.
Edit: Resolved. To anyone else having the same issue, make sure that the object you are animating on/off is not the same object that has the constraint on it IF you're toggling the object and the freeze to world in the same animation.
Is it possible to get part of an avatar's armature to snap to certain parts? i.e. a hand to a weapon grip?
Is there something special I need to be aware of to add a light to a vrchat avatar? Other than the impact it has on performance?
Because I added a point light to one of my avatars, and it breaks the avatar, with it showing up as the error replacement in-game
yes, with vrchat constraints
or final ik maybe, but that's pc only and also if you want the full thing you have to pay for it
you can use the stub but i don't think that will allow you to test anything in-editor, only in-game
be sure you have a source and element (none=grabs whatever its on or set one yourself), if you have no element it wont go back to where you had it first
I found the issue. The way my toggle worked, I toggled the visibility of the mesh and the freeze to world in the same animation. The problem was that I had the constraint on the same object that I was toggling off. I moved it to a parent object and that solved it.
Is it possible to have a single expression toggle a randomizer that randomly picks a set selection of animations?
If they are larger than the 10MB avi download size then the creator just didn't optimize or you imported textures and didn't set android specific settings, override the android texture settings, swap texture format to ASTC 8x8 or higher and maybe lower resolution if needed.
If you are running into the 40MB uncompressed limit then the avatar is old and was heavily abusing crunch compression, swapping over to ASTC will help with that and is better than crunch.
The 40MB uncompressed limit is "new" (is like a year or more old) but the 10MB download size hasn't changed.
what are you trying to do when you get this error?
idk what to do thats the thing
Can you show the first 2-3 errors in the console? Looks like there are more above what you have visible.
Why is there only an outline of her clothes in unity but not actually there?
broken shader?
I did not put any shader
show the material in the inspector window
I did not put any yet
oh, well that might be why.
...
errors, which are red messages. And if you could clip that to just the console, it'd be way easier to see.
What is bro trying to do
usually the issue is in the first 2-3
yep, thought so - "missing script". You'll need to install whatever requirements your avatar has
find the creator's documentation or maybe gumroad page and see what requirements it has, install those things.
yeah Fury is a good guess
What's the avi called
oh that's fascinating. @junior void I did the thing where you export from Blender with "Smoothing" set to "Face" and then forgot I did that and left "Legacy Blendshape Normals" selected, and had some really weird effects on a metal part. Switched the import to "Import" blend shape normals instead, and it looks correct.
I'll check the blendshapes in-game in a bit, not quite there yet, but this had way more effect on just the static model than I expected.
Apparently i did my weight painting wrong
Is that good or bad xD
I only use import for things i need custom normals for ngl. Otherwise i use calculate by angle
hah, it was bad then, I was mostly curious what difference it would make, but didn't expect that
can anyone help me? I am trying to upload an avatar for my friend who's trusted and already has his steam account merged but he does not have perms to upload avatars yet?
I'm in the US and he's in the UK does that make a difference?
How do I setup an animation randomizer to loop constantly as its activated by a toggle?
you can use VRC Avatar Parameter Driver to pick a random number, then use that to pick which path to follow in the animator
Countries don't make a difference. You need a VRChat account with a New User or higher rank
So if I constrain the hand of the armature, the hand will be constrained/there will be some form of IK between where it's constrained and the avatar?
if you want IK you can use final IK, but this is PC only
I'm building for PC only, yeah
it is also paid, but you can use the final IK stub to upload the correct components
you just cannot test in-unity afaik
unless you purchase final IK
but you can always use constraints to fake IK
if you do want to buy it, it often goes on sale for half-price
oh i spent time learning how to format hyperlinks just to find out they aren't allowed π
just wanted it to be easy to read and tell what the links are since the asset store one is pretty long
So what would happen if the hand was constrained without FinalIK? What would happen to the rest of the arm?
depends on what constraints you use
a very simple way to fake IK would be to use aim constraints on the whole arm and have them all be at an increasing fraction global weight until the last one, which would be 1
so for example, shoulder would be 0.33, upper arm would be 0.66, and forearm would be 1.
then the hand you would constraint as needed to grip the object correctly
So then it'd be like I'm constraining my own IK
yeah pretty much
so figured out most of alot but my friends cant see my avatar for some reason or only see a Tpose so i tried to upload it to quest but it keeps saying use shader from vrchat moble how do i find that?
Iβm trying to make this mask toggable but also do a mask up and down as well. But this menu is from the outfit that I threw on is there a way I can toggle it and make it togglable for mask up and down
Pick Mat Cap Lit, Standard Lite or Toon Lit
here's how to get to them
When I use toon lit it just takes away all the stuff I edit
Shaders for quest have limitations that pc shaders don't have, there will be differences
and if you want emissions and stuff pick a different shaders and you'll need to set them up again
alright
How do I do a toggle like this for mask up while also a toggle for removing the mask
What weight should I use for weight painting
whatever weight is required for the part to move how you want it to
unfortunately there's no really precise guidelines here
That sucks
okay so weird issue... I can remove all I want on this avatar, and compress everything to the a dot, but the build size doesn't change
deleted everything, still same size
sdk doesn't update
the weird thing is that I was able to upload the avatar to quest already. I wanted to edit it, but even before I was able to start editing, the file size tripled
the name is the same. Nothing I do changes the file size on sdk
I reinstalled everything fresh
what's the avi
I am trying to update an avi to quest but it keeps giving me this error, hgow do i fix it?
like it says either remove or fix your gesture manager
Probably make sure everything is up to date, usually that's the cause of this kind of thing
have you attempted re-uploading to get the actual file size already?
it only updates it once an attempt is made
I had uploaded this perfectly fine on PC, I just switched it to Android, changed nothing, and now it is giving me this
android has far stricter limitations then PC does
because its literally like a phone strapped to your face
you can find the limits here for each ranking: https://creators.vrchat.com/avatars/avatar-performance-ranking-system/#mobile-limits realistically you should be aiming for medium
try re-importing it then it may have bugged out
Which is strange, since I have seen a few people on quests with very poor quality when I was on pc
oh i wasnt responding to you with my other message that was still aimed at eve
I literally cant reupload because its too big, unless you mean windows?
no i meant android, i meant re-upload as an attempt to upload to get the true file size since it doesnt lower the count until you try uploading it again
the same way you'd do a normal upload?
sdk, right?
yeah
did you hit the checkbox at the bottom? it shouldnt grey out the upload button even if the models too big to upload
Can anyone help me figure out why pcvr people are seeing a crosseyed version of my avatar?
This is a PCVR only issue standalone works fine
What shader are you using on the materials for the PC build of the avatar
I keep getting this message when trying to upload an avatar in unity/vcc. I try and click build & test but all it says is "building avatar" forever. is that warning the reason for that? and how do I fix that? (it's not my avatar but one I bought online.)
I'm using modular avatar and liltoon
Ive tried toon lit, piyomi, liltoon
hey iv been trying to upload an avatar i ade to use but it juust says "not yet allowed" iv been playing for like 3 days now..
All of that lead to the same results
Are you using Windows? Something's wrong with the shader compilation process
i just wanna know what im missing so i can fix it so i can uload my avatar >.<\
Which Mac is this? Apple Silicon or Intel?
Silicon
Are you using the x64 or arm build of Unity
you need to have new user or higher trust rank
Yeah. I was told that the 12 hour play time wasn't accurate or required. Is that true?
it's not about clock time or play time specifically
64
how to fix
you probably need to assign your bones correctly in the rig
its all green?
what does red lines point to
Hello idk if this is the right place to ask but if anyone can make an avi for me that would be appreciated lol. Itβs a street fighter character and if you wanna know more friend me plz
Hello idk if this is the right place to ask but if anyone can make an avi for me that would be appreciated lol. Itβs a street fighter character and if you wanna know more friend me plz
the other hand
try clicking force tpose
wheres that
that's the issue (bottom of the screenshot)
how to fix
you have six??
o
yeah, you're gonna need to go to blender and merge them
o
you only need one
nobody's going to do this for free, but you can commission someone at the VRC Traders discord. Link is in #1204490664637890580
its cuz i have an armature for the hair, clothes, body etc
o
everything goes on one armature
it says shift to parent or ctrl to link
.
im no expert but a yellow sign doesnt usually stop an upload
might there be another reason for it not letting me upload?
how long did u wait
usually when it fails to upload it will say build failed
@somber meadow Is it because of the version I am using?
ah okay. will it pop up with anything after I click build? or do I just wait?
if it fails it will say build failed and tell u why
Are you using Unity 2022.3.22?
Yes
I see. I'll keep on trying then and see if it ends up working. thanks
Have you ever gotten a message like this?
Yes
did you allow it through settings
is there a "I don't care, let me do it anyway" option?
I do not know how to do that
(I don't do macs, just curious)
(fucking macos)
it is still in my bin so I can retrive it
ah good.
merge 'em!
tutorial
select and ctrl+j
but that may not do what you want, depending on what the bones look like
You should definitely look at tutorials for this
anyone know how to fix this? this also causes my VRC sdks not to import into a new project
What platform are you on?
they are all highlighted
ctrl+j in object mode will join them
this is the result
when joining things it's ideal to apply all transforms first.
her shirt and pant came off
You probably want to unselect the items that are marked with a triangle, as you probably don't want to merge those
you can't merge a mesh to an armature though.
but I'd bet it merged the two meshes together
Im using Windows
it's difficult to give suggestions based on only that one image
okay how can i show something more helpful
π
Is this error on a fresh project?
yes
Then it's mostly due to a bad Unity installation, are you using any Antivirus software other than Windows Defender?
do you know any way i can get a better install?
apply transforms before merging. Select everything with A, press crtl A and apply all transforms
do I need to worry about this warning or can I ignore it?
the upload didn't go through, so you shouldn't ignore
I had canceled it
then sure
alright just making sure
The SDK just says that error even if there's no issue with the blueprint id
If that is not the first error in the console, paste the first 2-3 error messages instead
am i cooked or- π
how long does build and publish usually take?
depends on how many unique shaders are on the avatar
Shader compilation is the longest step majority of the time
i got a better image
so when it's going through that, will it just stay on "building avatar" for awhile?
now try merging again
You'll see a progress bar popup with what shaders are being compiled, and your CPU will be in 100% usage
yay
Anyone know how to properly install unity?
vcc
I'm currently just seeing this. nothing pops up and it just says "building avatar" at the bottom right
that's because you're in the prefab preview
can someone make a avatar for me
just make sure it looks correct
I donβt need anything crazy just something that looks cool
Use Unity Hub to install it
I'd recommend getting it through the unity website, at least for me vrc is very laggy and never finishes downloading
click the back button on the top left of the hierarchy, and drag the prefab into the hierarchy instead of double clicking it
i cant find that version on hub tho
ah okay. that makes a lot more sense now LOL
Can anyone here make a avatar from a picture of me nothing too crazy just like a avatar of me with some cool effect
installs -> install editor -> archive -> click the link for "download archive"
Click Install in https://unity.com/releases/editor/whats-new/2022.3.22
i canβt pay ππ
No one's gonna make you an avatar for free xd
installing and praying that it works
you never know lol
I have multiple prefabs of the same avatar but different versions of it. does it matter which I choose? there's a default and one called "mirrordoll" which is another version it uses.
i hate unity π
Make sure to uninstall the one you already have
and make sure absolutely you don't have any 3rd party antivirus software
did you reimport? It's still 7
yes i deleted and brought her back in
and by check if it's correct I meant bones in blender btw, should've made it clearer
If your PC is a common OEM PC like Dell, HP (or any of their subsidiaries) they usually like to come with a bunch of preinstalled junk including antiviruses
its all under 1 armature in blinder
Am I seeing correctly that you're importing a blender file to unity?
.fbx
does anyone know how to set up the spider lair male base avatar for pc and quest?
just the project title
i have 2 hips
cause you have multiple armatures
Refer to tutorials on "how to put clothes on VRChat avatars in blender" on YouTube, and hair aswell
yeah, could be helpful
nevermind I got it working. thanks for the help blanke, you literally saved me lmao
because that's probably how you got this many armatures in the first place
i imported them in, dragging them onto my avi then sculpted
you're missing steps
watch a tutorial really
cause right now you have 7 separate avatars cause you haven't actually connected the clothes to the avatar
you need to make the clothes use the avatars armature
search for a tutorial and it should show you everything
okay im gonna take a break cuz its frustrating and ill do that when i get back to my pc
My hair wont move with my bones, how do I fix this? (I just added the bones to the hair)
you need to weight paint them
its always the simplest problems I overlook
thank you
wait
its not the weight paint because im not having issues with it not moving with the head
I tried parenting it with automatic weights
you'll need an armature modifier on the mesh to connect it to the armature too.
I just need I have a armature modifier on the hair
other way around - bones move the hair, the hair doesn't move the bones.
well if that isn't happening then you should go check the weight painting.
Both the clothing and leg are weight painted, but the clothes end up deforming when moved. I already tried unweight painting and reweight painting
I'm not really sure what you're showing here?
This helped! Thank you so much for the help
but if it doesn't move how you want, the answer is again "weight paint" π
thanks, I didnt know that about weight painting
sorry for me not understanding that at first
I've never had anything be correct by doing anything automatic, though some tools get surprisingly close
another question
I cant unhide this bone at the very tip
its the one I have highlighted in the data tab
Get to edit mode of the armature and unhide everything.
Is there a tutorial that explains how avatars can remove hoods or pull down bra's while explaining the vertex groups not messing with it in the process?
There won't be a tutorial for everything. It's better to understand fundamental concept of each problem independently and apply combined solutions.
if anyone could link a good video on this problem id appreciate it i cant find any that aint from 3+ years ago: im just about done with this model. got all my toggles, gestures, all that good stuff set up. even used muscle settings in unity to test for clipping before i started, didnt see anything. but because unity and blender both hate my guts, there is infact some really bad clipping (somehow her tail is weightpainted to her feet, and when i test gogo the tail just morphs into one giant plane on the ground that follows her feet) is there any way i can just swap the old .fbx for the new .fbx that is properly weight painted? without having to do all my unity work again π
If you want to edit fbx file then you must never unpack the fbx file in the scene.
i never touched anything that said unpack i dont think
oh wait you just mean move it into the scene
Check the object icon in hierarchy, how the object icon look like?
Do you think it's possible to use blender on a laptop that's not very high spec
One way to know: try it.
i can run blender on my laptop that i got just bc it can run microsoft word
so probably
its slow but if it works it works right
I don't even have a gpu
found a tut, nvm but thank you!
my main pc does but I use it at night
If you want a certain answer then better just try run it.
how to convert pc prefab to quest?
Change build target in sdk to Android and resolve some issues.
that doesnt help..
That's about accurate enough to answer your very vague question.
dude what?
Is there a way to turn off backface culling on Quest shaders? This bonnet is transparent on one side, and it looks awful
maybe if i tell you what prefab im trying to convert youll know better
If you want to upload to quest, you just have to switch build target to Android. The sdk will tell you what needed to be resolved to make it quest compatible, which has many cases to see.
Then you can later ask how to resolve each individual issue.
There is no custom face culling in quest shader.
it says that theres too many physbones and contacts
That's the real question you had to ask. You need to simply remove some physbone component from your avatar, but what and how many depends on the number and either component, or transform the sdk is telling you.
problem is that yhe prefab wont work if i remove the physbones
If your prefab required that excessive amount of physbone in order to work then it can't be converted for quest compatible.
it can
it has a quest version of it
Well then why don't you just use the quest version of it?
cause the quest version still says
too man physbones
I don't think that Physbones are actually removed on quest, despite the warning saying they will be
that error prevents me from uploading it
sadly
Are you talking about the prefab alone, or the prefab plus your avatar? Because the amount of physbone reported in sdk is total number of physbone in your avatar.
the prefab attached to the avi
Then you would have to remove some physbone in your base avatar if you want your prefab to function.
already my avi looks stiff on quest
like tail
ecc
if i remove that it would look awful
Do you know the exact number of physbone the prefab is using?
Also you will have to distinguish between "physbone component" and "physbone transform" reported by the sdk.
i just wasted hours of reinstalling the correct version of unity just to be met with this same error, anyone know how to solve this?
Is there a way to make contacts that only interact with other avatars of the same type? For example, I'm trying to make an effect that only turns on when other of my avatars are near
You have to set custom tag contact for reciever and sender.
Now how would I accomplish this?
Do you know how to use contact reciever/sender?
I haven't touched contacts lmao
You should look in avatar contact tutorial first. The different for you is you have to use custom tag to get your avatar interact with each other.
Okay