#avatar-help
1 messages · Page 59 of 1
Are you making a world? Physbone doesn't work in world project.
Yes, that sucks. :(
Having a lighting issue with my avatar and not sure what the problem is. The body and outfit are using Poiyomi but the hair is using Liltoon. Dunno if that has any impact on how the shading works
I mean they are literally different shaders
Using different shader won't going to have same lighting.
I mean yeah fair but I didn't expect it to have this kind of effect
So I should try to get a hair that uses Poiyomi or is this just a Poiyomi issue?
Because i feel like this is way too dark even if it's just how it's supposed to look
Different shader use different formular to calculate light. Fundamentally just have to use same shader to have matching shading.
I kinda get it? But again the body also uses Poiyomi and it seems just fine
Is there any way to make the bones poseable without stretching using other default components? I've tried using constraints and hinges but neither of them do what I'd like.
You haven't actually point out what was wrong though.
If you're creating world, you should continue asking in #world-development
The clothing is too dark
mb forgot to mention it
Then see "Min Brightness"(or what semilar property) to increase brightness.
where's that under?
Light Data
There's also search function in poiyomi.
ah cool thanks I'll check that out
does anyone know how to fix the chatbox being super lower/in the head on certain avis? it's not something thats fixable by hiding/showing or block/unblock, and it fixes on other avis. i tried making the bounding box bigger but it didnt seem to help
Discord work your magic
I am attempting to make a slider that makes it so the chest has a supported and unsupported mode, I have the proper blend shapes but when I test it using gesture manager only the clothes change and the body has no effect
hey, I'm having an issue where the float parameter for my radial puppet isn't appearing in the expressions menu.
I've tried everything to make it appear but it just... doesn't
Did you add parameter to the expression parameter file?
There is a dropdown on the menu file where you have to select the correct avatar, and make sure that you assign the correct expression parameter file to the avatar.
Then also be aware that you shouldn't set parameter in both parameter and rotation for radial puppet.
hello gamers! i have this lil deer avatar im working on, how do you think i should go about doing fingers?
i can't find this option
tried to go on the reddit for help but i cant post there so im asking here lol how does one fix this? i’d look it up but i have no clue what to look up for this. the hand constantly opens and replays some fingery animation and then does what i want it to do so how does one just make it so it does what i want it to do instantly
check the animations used for the hands
that doesn’t help
Explain why not and i can make it more clear
But i wont give you a full blown tutorial only for you to say "i already did that"
i guarantee i haven’t tried it cause idk what the hell im doin lmao it has somethin to do with fake index i know that now
my guess it goes back to some base animation before doing next instead of going to whatever its ment to (not using any state?)
cant tell without seeing controller
that was my issue and i found them right after i said “that didnt help” lol so now im here and donno what to do
could i just delete fake index? cause i know that’s the issue but idk if i were to delete it my gestures would just be gone completely
iiiiiiiiiii think this is where im suposed to be
i think thats whats goin on
everything was working fine, until i tried to add a throwjoint through the avatar3.0 maker, im quite new in making avatars and now I can't play it or upload a test because I have compiler errors and I don't understand what to do, could someone please help me?
missing scripts , read error find where add what it requires (seems very old since those might be dynbones)
How do i temporarily disable blinking (to optionally override it with my own emotion animation)
so blinking blendshapes could not add to each other
oh.. i just have to use animation tracking control... sorry for bother
i just deleted the crayons entirely from the avi, but i still can't build it...
now it's telling me that the phys bones were destroyed, but they're still there??
could someone please help me? I have no idea what I did and now I don't know what to do :c
Have you removed all the missing script component?
i removed everything from the avatar, thinking it would fix it, but it didnt
idk what's the missing script component, idk what's missing, I saw some random empty scripts and i deleted them?
the reason was because i somehow deleted vrcfury... idk how i even managed that
how does someone make a avatar pc vr comp?
If I want to make the walk animation more individualized from the original VRChat one.
Where do I put my walk cycle?
I see the locomotion has a tree with different vector x and z parameters. But all those animations inside only have 1 frame instead of the entire walk cycle
I turn off gestures because with gestures my hands look like I'm constantly trying to karate chop someone. Is there any way to keep the gestureless hands, But still have my gestures control my face?
FX Layercontrols Face
Gesture Layer Controls Hands
There's a list of bones required for hands to work in vr chat
whats the condition from any_state to idle2 ?
idk for i am no longer on my puter but i shall let you know whenever im back on lol
if i know how to check
oki doke i shall check whenever im back on it
you must figure out witch animation is triggered repeatedly, by playing and watching the block scheme
you can do it by activating gray "auto live link" button in animatior's right upper corner
then you must keep animator window opened and select your avatar
you'll see how animation proceeds through the scheme, it will be a color line moving from state to state
most likely you have some condition, that works all the time no matter what, and it is in high priority among others, first suspect is idle state
Need help. I have an avatar that's both pc/quest, and pc version is fine, but for people on quest the avatar clothes keeps changing and stuff. How to fix?
Not sure how you want that to move, but I'd probably just use the first finger bone on each of those and see how well it moves. maybe two, use the first as a sort of knuckle and the second for the main rigid part of the "finger". It'll probably work pretty well though, it's a nice model
use exactly the same avatar parameters file for both versions
I did though I believe, but I will check
if you have an on-upload hook like VRC Fury this may mess with those
Anyone here that knows about spider/multi-legged locomotion i would apprecciate some input on this (flying legs)
there's a whole discord for such things if you want, "limbs" is the invite code
Oh dang, thank you thank you!
dm me if you can't find it, I'll give you an actual link
virtual limbs it's called?
that's the one
ty a lot
how do i stop certain things on an avi from showing in the preview in game?cuz its off in unity and isnt defaulted to on but still shows
if it's off in unity it should be off in game i think
did you turn it off in unity by the tick box or the eye in the hierarchy?
in english please
but uh
Gestureless hands are hands that won’t move when you move your fingers correct. Like a Lego hand?
why it looks like this
Send a picture of your avatar descriptor animation layers
This?
id assume weight painting issues
can u tell me how to fix it or a video ?
Yes.
FX has layers inside for "gestures hand" and "gestures left", but they are not supposed to use your hand bones in that layer
Gesture is where you animate the bones for making your hands do things
You said you want to press both triguers to make your face do a certain action. This input is read by both gesture and FX
FX makes your face do what you described, and gesture will pose your hands.
If you want to change how your hands look, change the animation in the gesture layer
in blender, i'd check the arm bones if they're weight painted fully
cause from what i'm seeing it looks like not everything goes to the arm like it should
put avatar in blender
go in pose mode
find the bone that moves something it shouldnt move
Subtract it in weight paint mode of the mesh that contain that vertex data with the same name of the bone you found
yeah that
okok tyy all
Hey I'm trying to weight paint my avatars clothes. My shoulder bones seem to not be working on any piece of clothing (no colouring nad it should bea a redish colour) Did somebody have this issue before?
idk what answer you needed for this so.. here lol
make sure you have an armature modifier on the clothing mesh
im pretty sure its the “open” gesture cause it looks identical to what happens before it decides to do what it needs to do
sorry for interrupting y’all
i did the data transfer like usual and it does it for every other bone except the shoulders 😮
well regardless of how you got there, it seems you'll have to do some painting
i guess lol thanks
Also if you haven't tried it, the blender plugin "Robust Weight Transfer" works better than anything built-in
I have a bat that im trying to put on my avatar and it installs using VRCfury but the toggle for it dosent work
Still struggling with this issue; my avatar mouth is 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? The jaw bone needs to be set on the FBX, so that's not an option.
Jaw open may be the rest position which you can change in blender
you actually use the jaw bone for something?
This
Hey guys, can someone help me with animator play audio? I have no idea how to make it work on my avatar, and i didn't find any instructions how to set it up.
I add an audio source, animator play audio behaviour, few .ogg audio files, set an animation but it didn't work :\
what are you intending to do with it? Can you screenshot your animator states and your play audio behavior/s
yea
you don't have an audiosource set
i do, it's a root
i tried to do it with any other object in hierarchy, but it ends with same result
"Source Path" needs to be at least populated with something
and how're you testing it?
ok, i add a new empty object in the root with a audio source.
I testing it in a playmode, using Avatars 3.0 Emulator
doesnt work with any emulator , last time i tested it does nothing
huh, then it might be working, i'll try gesture manager to test it!
not sure it was random that didnt work or other one , but its been awhile might as well test it again
i tried every playback orders, but it didn't help. gonna try a gesture manager, and see if it changes anything
You can just type in that box too - anything that's a possible option will show up. What are you trying to transfer btw?
well that's a good thing
im making progress
oof
delet eye from jaw
that's just a common mistake from the Unity Automapper, you can just click the LeftEye in the jaw slot and press the delete key on your keyboard
My friend's trying to upload an avatar I made for him, but it doesn't look correct. The inspector and ask look weird. Whenever he tries to upload it, it uploads but says "not suported on this platform"
like, the sdk window is missing most things
idk what happened
The descriptor doesn't look weird, the categories are just collapsed
I set the rest position in Blender. Everything look fine in Blender until I import it into Unity.
Face tracking, the animations for the particular prefab I'm using uses the face muscles
huh, fascinating.
(ignore this i'm blind) normally i don't see the colliders section, that's what i was referring to, and sdk is still missing the points/categories, and avatar doesn't upload properly
By "not supported on this platform", are they playing on Quest?
both
pc and quest say the same thing
but avatar is uploaded
which is why i'm confused
so i was wandering if anyone ever experienced that
this is what i'm seeing for the same avi on my pc
no idea why it's not working for him
that's because you have all validations shown in the SDK settings even if they're not bad performance
What Unity version are they using
2022.3.22
that's the only difference between his project and mine, so i figured that could be the issue
that's your head bone, not your head mesh
Then itll be on the body
Select your body mesh and you'll be able to see what materials the mesh uses
^ click your avatar twice so it has an orange outline
See, 3 materials
is it possible to use some sort of "or" condition? like x activates if conditions 1, 2, or 3 are met?
One is likely for the head
Use multiple transitions
stuck in t pose
Check if the rig is set humanoid
I have an odd glitch, i have a blend tree, 5 animations with blendshapes in it.. and one in the bottom isnt enabling blendshapes to 100%, only about 5-10%
no
they're not necessary
they're there to make your avi's parts movable or interactable (aka hair, or tail)
is the animation set to 100?
i have another blendree controlled by the same parameters, and it works fine, i tried to delet and recreate blendtree, and change animations places in it - and always down doesnt work
ummmm
do you mean blendshape? yes from 0 to 100 between animations on center and on bottom
yes, that's what i meant
as all other blendshapes - on top, left, right etc.
i think its broken
i just change animations from top to bottom and vice versa and other one stops to work just because it's in bottom
i tried to set coordinate Y to -0.1 in hope it needs some further move, but it doesn't help
oh.. it's just got fixed O_o after about an hour of struggling
What about mine
what version of unity to make avatar? Just in case I forgot.
vrc website says 2022.3.22f1
working on a hoodie for a avatar that has a blendshape to put the hood up or down. how should I handle the weight painting? While down I don't want it to be weight painted to the head, but when up it shouldn't be weight painted to the chest :_: Thought about making separate bones and use rotation constraint to copy the relevent movements while toggling off the unwanted one - but wondering if there's a simpler method
that is the most simple method imo
work very well
Please help
did you select humanoid as your rig?
yes and it's
Head not good
do this
delete the eye bone from the jaw
its good now
shes isnt tposing anywher but she still has a siezure if u try to walk
I'd assume something went wrong when you combined all of your armatures
that's my guess
i used cats
it looks like improper setup of phybones
also how's the hair attached cause it doesnt look like it follows the head?
all the physbones are like this
and how did you do that? With this menu?
what bone are is the phybones on? seems like the hips/spine have the script on them with no specifc bone to exclude/aim for
i just left it default
what bone did you put the script on?
all of them
oof
o
with phybones unless you exclude the child bones of those parent ones (neck shoulders legs etc) then they'll also be effected
likely the reason your models moving all weird
mhm
so do i even need physbones at all
i told you already
if you want certain parts to have movement then yes you'd need phybones
you just have to actually edit the settings properly
mhm, exactly what i told you
right here
i just want to walk and jump and do normal stuff
that's not what physbones are for
watch a tutorial
don't add things to you avatar if you don't know what they do
the tutorial said to add it
ofc it did, but it probably talked about hair
or animal ears
and ofc if you search up "physbone tutorial" it will tell you to add it
what's this?
\
none of whats in that screenshot shows anything about phybones
mhm
she also says nothing about adding them to spine and arms
well she is walking normal now the only issue now is the hair
most likely physbones
Is there a handy way to reset rotation when deactivating the rotation constraint? Looks like it freezes w/ current rotations when deactivated
does she look normal when you stand still?
you must not have a collider in the head
if it only does that when walking
might also be a case of being parented to the neck bone rather then the head if it isnt the phybones
yes
i'd add a collider to the physbone
i removed the physbones
so this is without physbones?
yes
then as Lilpimpen said, check what the hair is parented to
cats by default parents to hips, so if you didn't change that it could be an issue
is root supposed to be in head
the hair works now
what was the problem?
i moved the root into the head
now just the horns and hairclip
i see the tail and the horns are somehow connected
wait, you unpacked the prefab? just so you know, you may have issues due do that later on
?
eliot the struggle is real
currently using cats plug-in for blender and when combining same materials it just deletes clothing all together
also downgraded blender ver. to 2.6.3 to get cats working
i would just set the global weight to 0 before disabling the contraint
is there a reason you need to disable the constraint?
That's not what cats is for. It doesn't atlas materials as far as I know. It literally deletes materials that are very similar and merges it to one. Also, cats in general is not really necessary, I do not use it.
you should use cats unofficla
yes, cats doesn't have a merge materials funtion
it deleted materials that are similar
Downgrading blender just to use cats is just a bad idea in general
exactly
so much fucking around for nothing ig
It sucks because so many videos say to use cats. But it's not really that good (nowadays)
right
i ended up doing what u recommended and made separate projects for quest and pc
so i got the assets working
but my material and triangles count is too big for quest
you can merge materials in blender with https://github.com/Grim-es/material-combiner-addon?tab=readme-ov-file (it is works, ofc, apparetly there are issues, but i've never had any)
triangles you can bake your avatar in blender with https://github.com/feilen/tuxedo-blender-plugin?tab=readme-ov-file
both of those warnings won't prevent you from uploading your avatar, it will just be very poor quality for quest
i managed to upload but security checks failed again
ty
Yep that's what I ended up doing 🙂 0 weight effectively 'disables' the function so no need to also disable the constraint - unless there's a performance gain to be had.
if its failing security checks your model may be outside of the stat limits listed here:https://creators.vrchat.com/avatars/avatar-performance-ranking-system/
so should i use blender 4.2 with unofficial cats and those plug-ins u suggested?
been looking for this, tyty
i use blender 4.2 and I had no issues so far
okay i'll give it a shot
so I'd say go for it
if you set the weight to 0 before disabling it then you ensure it goes back to it's default position, but it really depends on your needs
Anyone know how to access this feature here? I’m new to unity
Make a toggle
yeah, add control
The photo was screenshoted from a video, I just want to know how to get the the "Main Menu"
AAA
right click in the assets
create > vrchat > avatars > expressions menu
you'll most likely also need parameters to you can make those too
Got it
Also do you know where I could find the name of the parameter that I need to input the parameter thingy?
you make it youself when you make the animation
it needs to be the same name in the fx and in parameters
hey friends quick question: how do you make audios hearable to other players? i know about quest limits, shields and audio settings but even with those sorted the sound still cant be heard by other people
for context im creating a functional revolver for my avatar
Just so you're aware, these are the default parameters - if you happened to try and make one with the same name as a default you'd likely have problems 🙂 https://creators.vrchat.com/avatars/animator-parameters/
Does anyone know if the Additive Playable Layer works for bones that are tracking? Such as arm recoil for gun firing?
I really dont wanna resort to using constraints and duplicate armatures for this kind of functionality, does anyone know if additive layers do what I want to use them for?
so i finished my avatar and i wanted to upload to quest but it says it to large by 3.06 mb, how do i fix that?
that's how it is supposed to work - for example that's where we'd add a breathing animation loop that plays while the player is moving around. Do need to be careful as the transforms are indeed 'additive' - they will be added to the player's tracked movements which can cause some wonky results. Also be aware you're only supposed to make armature transforms here, not playing blends etc
thats the intention! I'm testing with a rather crude animation to see if tracking doesnt override these transforms
compress the audio files?
do you have a PC and Quest version? If so switch the build target back to PC, make a 'test build' of the quest version, then switch the target back to Quest. this updates the 'build size' in Unity.
this assuming the quest version is not actually oversized - I run into this alot in a project where I have PC and Quest in the same scene and just change build targets to upload
compress everything
how would i do that-
resize images, remove polygons, decrease audio quality
it is as I feared, tracking does override any additive layer animation
I tested it with this to see if it could twist my whole body and...well the results speak for themselves...
the only way, as far as I know, to do this effect while still maintaining tracking is to constrain the model to a duplicate armature, then rotate a parent of the constrained bones
disable tracking on the head and hands during the animation. Make a empty state on the base layer (i think) that uses "VRC animator Tracking Control' to change tracking to 'animated', then another state changing it back to 'tracking'
for what I want to do, it is essential that tracking isnt turned off
Says the link is expired
painting yourself into a corner then, cant have it both ways as far as I know.
with this you can! its just a PAIN to setup
you will need to Google for it yourself
thanks to this handy lil feature we got!
absolutely, meant theres not really any other option
Dam
I did, it still says the link is expired
So, I have a feeling for what I want for a model I am going to need to make it myself but im not sure what would be best for me to do since I dont have any money to spend on this. Notably the two main things is that the model is going to be much more stout and physically built(Think someone like Vander, or something. Lots of mass that is just hard to move) and I am going to need to add toggles for things like shields and stuff. Is there anything I should aim for or to avoid for these? Or any specific programs that would be easier or harder for this?
can't help then, it works for me
Dam
Maybe check the Reddit
Blender's the most popular one to make your avatar in
Toggles are made in Unity
I'd recommend keeping the shields and stuff you wanna toggle separate meshes as it'll be easier to toggle that way
hi im new to the unity stuff and im working on an avatar but idk what im even doing lol i have the avatar but im getting some errors can anyone voice chat and help if possible
You should post the error here. Most errors can be solved without going for vc.
ok
do u want the specific error when clicked on or just the base error when its not clicked
Anything you observed.
You likely didn't import all the package required by the avatar.
ok
i wish someone could do this for me XD
cuz ive never done any of this and its so overwhelming
You should just read the instruction in avatar page to see what package needed to be imported.
@round comet
That seems like an issue with the hair being attached to the armature
Where is it connected? The head or the spine?
it's by itself or it was but im away from my pc at the moment
Yeah, looks all sorts of busted
The hair needs to be attached to the head bone in one way or another
oh okay
The bones need to be under the head section
But as soon as I removed physbones my avi works fine besides the hair
Like right now the hair follows my head just fine it's just not animated
Would still fix it most def
But i have 0 physbones
Nono I mean, getting the hair bones in the correct area
Also fixing the jaw bone helped
That’s good
My left eye was in my jaw
I'll be sure to put the hair in the head tomorrow when I get back to my pc.
I had a tail and some horns but I yeeted them because they somewhere were attached and they kept moving together
Horns can go on the head bone and the tail can be attached to the spine
Their bones I mean 
Ill look for a tutorial to figure it out
apparently theres one shader thats not supported and i cant find which one
(edit mode for simplicity/example sake) how would one go about making sure the clothing doesnt be dumb and not Tpose when im trying to rig it? tbh idk if im doing anything right currently im totally clueless.
anyone know why my regulus is stuck in this pose?
the default one matches the t-pose and its a bit back normally but idk what happened with mine
armature modifier on the clothing mesh ,weight paint it
(or I'm missing what the problem is)
its me im the problem ;u;
oh - I understand that well 🙂
idk how to do any of that, ive only been trying to do this stuff for 2 weeks and feel like ive learned absolutely nothing
none of the video tutorials i find are helpful either, none of them show what i need shown and im so so tired of having to click through 500 videos a day to try to figure this stuff out ;u;
I'm not sure what state your model is in, so I'm not sure what to tell you
Hmm.... Im trying to add Cats to my blender but its having issues. Do I have to change versions of blender or something?
If you have Blender 3+, you need the "unofficial" cats, get it here: https://catsblenderplugin.xyz/
ive managed to connect the body/face/hair all just fine. clothing however im struggling with because the second i try to it decides to just clip through the arms and do its own thing
why isnt my pants staying to my hip?
that could me a LOT of things
its just connected to my leg?
difficult to see from those pics, but it looks like you just need better weight painting.
could you help me out a lil bit
tell me what I could do better with
if stuff moves and you don't want it to, use less weight. If stuff doesn't move and you want it to, use more weight
(this isn't easy to get perfect)
meaning the armature for the head, body and hair are all connected and fine, the clothing isnt. im not really sure how else to word it than that.
Well I know the basics of weight painting
"connected"?
idk the terms, like i said i just started doing all this.
but its the entire waist is moving with the leg
add an armature modifier to the clothing, and weight paint the clothing
when the waist is also separately weight painted
weight painting is all about relationships - if part of it is moving with the leg, then there must be some weight that's making it do that.
if you don't have auto-normalization on, then "fully red" is possibly not actually fully red 🙂
also don't forget that a bone's children move with it, so sometimes weight on a child is the problem. Start at the end bones and work back to the roots
blender adding weights to an area farthest away from a bone for no reason and making you search through the whole armature to fix it:
Hmm....So Im going to be needing to make a model but for what I want to make the base is going to be alot bulkier and more stout than a normal base, with the character being alot taller and just thicker(Though they are also female) but I also cant afford to spend any money on it. Are there any suggestions for bases for something like this?
you can easily go into edit mode and click a vertex, and see which weights apply to it
what do i do for this
you, WHAT
in the info box in the "n" popup menu thingy, weights get listed
item? I forget what it's called, I don't have blender open
(top one)
Is there anyway to force the creator companion to sort by abc order
Clicking name doesnt work. its frustraiting.
Right click the inspector on the avatar and add the animator
more context, also still looking for help
hi anyone can help me via dm pls 🥺
pumkin's tools has a thing to reset back to t-pose, you could try that
@mossy jacinth in here ?
how i make follow the object to the avatar movements ?
definitely need a lot more info than this
yep! at the very top
you have an animator right there, but also a missing script, so probably you didn't install a requirement that you should
i installed everything
idk how this works and its frustrating
and yet you have a missing script
yeah but idk where that is
dm
I don't do private help for free, sorry
i dont understand this at all and i love it and im currently being sarcastic

i know how u feel it sucks
armature modifiers don't show in edit mode.
you can show them if you really want, there's a toggle for it. Generally you don't, but hey, you do you 🙂
i know, it was just for a visual example.
nvm i'll just figure it out myself yall aint helpful and are kinda rude.
huh. and here I was trying.
????
i wanna give up on mine tbh
a lot of the problem in trying to help someone is having a good idea of what the person is trying to do, and what isn't working. If you can't explain it in enough detail, it's really hard to help.
my problem is ive downloaded everything and it doesnt have the animator crap
or wtf that file is
hello does anyone know why i am not able to grab physbones it is not a problem on the vrchat side it is something in unity?
but the image you shared has an animator, so that's clearly not the issue
it says its missing something
I'm assuming you haven't added a radius, physbones can't be grabbed without them
"something"
wait did you add an avatar descriptor?
is that in the physbone itself or something in the hand?
Right, so if actually has an animator, which means there's more of an issue - are there other errors in there? or in the console?
lemme check
it's in the physbone settings
all i have is this there was another error but thats just cuz i tried puting the file in but it didnt work meaning my avatar file but that one doesnt matter
this suggests an old version of the SDK or Gesture manager, but yellow = warning, not error
it has a radius i guess i should have said that other people can grab my physbones no problem i cant grab other peoples or my own
maybe show everything in the build window where the animator error is?
Better screenshot the entire unity window.
I would like to turn off my body's movement locomotion in VRC when in or out of FBT as my avatar is meant to not have legs and just a dress. How can I turn it off, regardless of FBT?
Is "allow self" enabled? and sometimes players have avatar interactions disabled so the latter might not be your fault
you can also check your colliders in the avatar descriptor
nvm i find it by myself
idk why this channel is called " help " because some people is asking for money lol
nice
That's what you'd get when asking in private dm.
to be very clear, I never asked for money to help people in here, so suggesting that I did is incorrect
i still dont understand why mine isnt working
huh, that's all? Interesting. I'd consider redoing the rig setup, I'm not sure what else is the issue
This is my current method for locking the legs. but it causes the dress to be bent forward since its slightly weight painted to the legs and I'd like the legs to just register as straight down instead of bent
other people could grab their physbones just not me and we double checked that interactions were on for me. my friend is also having the same issue with the avatar i made him, he also cant grab physbones.
whats that?
Screenshot again but entire unity window.
with the build?
Yes. Just show most of the thing you had in unity.
The part where you setup the rig to be humanoid when you import your model file. I don't know what you did or didn't do before here so I'm guessing at what might be the issue, without really knowing
ok 1 min
do u want me to link the file so u can try?
I'm not really sure how that would help your project, I'm sure I could make it work
cuz my avatar had a green visor thats all i wanted to change was the color too and i figured that out too
could u try and walk me through it with what ur doing if possible if i sent it?
or someone?
Guys i need help, I keep trying to upload my avatar and it keeps saying the build failed, I have everything updated and nothing seems wrong
What about screenshot?
yeah 1 sec sorry forgot
we'd need to see the error messages to help
the decompress thing was something else it didnt matter i know what i did for that
Then also show where you put avatar descriptor.
its behind the build 1 sec
I got it thanks
You should ping once when you got what I ask.
Avatar descriptor, the component.
were do i find this?
Do you remember where you added it?
Just inspect your avatar root object and find a component called VRC Avatar Descriptor.
Avatar root is the most left indented object in hierarchy.
this?
Keep screenshot entire unity window.
ok
Your avatar root is Viper object.
ok so object im assumin is the little cube with blue on one of the sides?
Yes the blue one. The unity icon one is the scene.
@mossy jacinth boop
ok so what do i do now?
did you show us your physbone settings and I missed it?
Screenshot showing avatar descriptor, entire unity window.
is that on the inspector window?
check the ingame settings if you disabled avatar interactions, other than that I'm not sure what else you could do :(
Yes.
its not that but thank you for the help
@somber sequoia here are the setting
Yes. You're having a bigger problem. You put avatar descriptor on a wrong object.
Yeah this looks pretty reasonable. Not sure what else I'd look at, assuming that bone is correct and you have avatar interactions on, it ought to work fine.
so how would i fix that
ohhh yes, now that makes sense
Just put avatar descriptor on the correcr object.
remove that and put it on the avatar root object. You could copy it in the "three dots" menu at the upper right of the component.
And remove avatar descritor from whereever you put it before.
tbh i never touched it i just put the packages in
under assets
so idk were to put them
Let me guess, you got the package from "a friend".
Then just inspect every object and see where the descriptor is.
its every physbone on the avatar i cant grab and i cant grab any physbones on anyone's avatars thats why i was thinking it was something maybe wrong with my hands that im missing that would allow me to grab physbones
i got it off a website and it said a read me with a link to google docs for the shader stuff and i did both in the package cuz i thought they were both packages
If the avatar package came in like that, the author was absolutely incompetent.
yeah it's something else then, this physbone looks good to me
can i send u what it is?
"a website" - which one?
1 min
Not need.
aha
Aha moment
what does that mean?
certain sites offer stolen content
often stolen right from the game, sometimes from other sites
Pay creators for their work.
I'm going to do something else now.
when you're newish, sometimes it's not really clear
sorry about that
do you know what makes it grabbable cause i am assuming it has to do with something with my hands since i cant grab any physbones.
you've got the option set to make it grabbable
so does the physbones just detect hands or how does it know how to grab
I'm not sure I know the details you're asking about, but yes, you grab with hands
ok ill ask tomorrow when more people are awake thank you for your help
I meant more that it sounds like you're asking for like, vrchat technical details about how it works internally?
fair
so, tell me - cause this is driving me insanse - an avatar I got has a pc and quest version, obviously want the avatar cross platform, they are unity packages, all I want to do is upload pc for windows and then import the quest version unity package and make that one android so I don't have to switch avatars for either version just for people to see me. but when I import the other unity package it like, replaces the whole project with that one, and for all I know is you just have to copy the blue print to the other one and it will make it work for both but I can't when it does that.
even when the avatar creators do god's work and make their avatar work by removing so much cause it has to be extremely specific and quest versions literally need to be wii quality, it's somehow still hard to just upload it for the other platform.
how do i fix this?
remove some parameters or uncheck the "synced" box - knowing that this means other users won't see their effects
each int or float counts as 8 bits, a bool counts as 1
hihi im beyond confused currently. ive been editing my avatar for couple weeks now and for some reason like half of my model sliders dont work (eg. ear size, tail size, etc.) ive gone over everything and cant find a reason or any resources online for it
if anyone could help id appreciate the hell out of them 😭
as far as i am aware they only stopped working either last night or today. havent changed much except for some blendshapes for clothing
BEHOLD
It took so long and I had to re-edit all my animations to work with the new skeleton, but this will be well worth it for what I have in mind >:D
That is cool, though im worried about getting motion sick depending on how it works
camera view doesnt move with it!....but I can make it an option
its more of a test to see if it worked well, Im gonna use this for a system for "melee combat"
Is there a shader or some setting with poiyomi that will allow me to have a portion of my avatar change color a certain distance away from a point? I want to create an effect of something that fades in the further away it gets from my body
how do I keep my glasses attached to my head? when I look around horizontally they stay on but when I try to look up/down or if I move around, they lag behind and just clip into my head.
I have it inside my avatar hierarchy
Is there a way to just make a thing just, randomly wiggle?
Like having something on my avatar that just keeps wiggling around even when stationary
Did you put the glasses prefab on the head bone?
It should just work this way.
should I remove the armature since it's already connected to the head?
Absolutely don't.
alright
What do I do to fix the humanoid problem?
click the model's .fbx and change it from generic to humanoid (you'll also likely need to go to configure and setup the rig)
can anyone tell me please .. how to fix this ( i change few things on my avatar in blender and export it to unity but when i use the blendshapes what the body have the texture look like this)
im using the blendshapes what the avatar have before i didnt change anything with the body i just added clothing
any know how to i make a texture swap ?
nvm I found the solution xD
Texture can't be change directly. You have to animate material swap.
Not sure what you meant by that.
I’m trying to find a Jacket model that is similar to that of an irl jacket.
I’m also not sure if this is the right channel to ask this question.
doesnt really fit here
So where do I go to ask this question?
im not aware of a channel that fits you here. there is an avatar search channel, but then again, its for avatars, not assets. id like to suggest searching on gumroad, jinxxy and booth
Can anyone help me figure out how to do this cartoon squish or flat effect?
if i wanted the thumb not to clip through the sleeve would i weight the wrist or the thumb vertex?
why the animation is not working i don't understand
Hi there, just here to know if I am alone in this situation. Since few beta update and now in the live version too, I have some random issues on VRChat constraint.
Randomly at the avatar loading all the constraints are just broken. My parent constraint leaves the object at their initial position, the rotation constraint are not rotating anymore.
The only way I had to fix this is to rejoin the world (a basic reload of the avatar is not enough).
It seems to be local, and random. I haven't found any hints as of why it does that.
My constraint were working perfectly for a long time, and it suddenly became really unstable
what's your animation set up?
does anyone know why my clothing isnt sticking to my avatar on quest?
Is somebody have an idea how to make GestureLeftWeight and GestureRightWeight -driven animations to refresh fast for other players?
define fast, any avatar data is 10hz at best
but except those two, isn't that so?
at least it was like this some time ago, maybe now it was changed?
10hz is ik sync, thats fastest any data gets in vrc
for comparison typical world pickup is 5hz most
oh, well, then playable they are.
weights are implemented kinda dumb anyway, trigger on index, grip on quest.🤷♂️
but locally they aren't laggy... maybe there is a way to locally transmit their values to normal float variables and then control things by those variables globally? maybe i not understant local-thing completely
ye, locally theres as much data as you want
like you can send thousand events via osc and theyll be fine locally
while remote will see only a few per second
You could combine with parameter smoothing.
Should help mitigate stuttering.
normal floats are also playable, unless its radial menu being opened afaik
what is parameter smoothing, it is built-in feature?
More like a complicate workaround. Search for "animated animator parameter" or "osc smoothing".
will oscmoothing affect Gesture[]Weight ?
It would be better to use VRCFury's smoothing, as it's frame-time-independant, and also non-destructive
no it will create new param to be used in animation
but any of this solutions can help to make smooth GestureWeight driven animation?
Use either gesture weight in a VRCFury Full Controller when merging whatever you're doing, in the advanced settings add the gesture weight parameters to the smoothed parameters list. VRCFury will automatically handle the generation of the smoothed parameters and rewrite your animations to use those smoothed parameters as well
Then you can still test in Unity with the normal parameters in GestureManager, and it will all just work
Ok, ill try, but testing in unity as in vrchat itself is useless, cause locally they are always look fine, but other people notice ugly suttering
Locally the smoothed parameters will never apply to make sure everything updates as quick as possible for you
As long as the parameters are marked as wanting to be smoothed, I don't see why it wouldn't work
Just use GestureLeft/RightWeight as you would normally in any animations
thanks
Is there a way to make your avis textures look better
define 'better'
Like not shitty
thats not helpful
take a picture of what you got and tell us what youd like it to be instead
My avi looks like a blob with no detail, no shadows, no highlights, just 1 color with no reflections
you likely didnt set shading to anything other than "flat" which is the default setting of poiyomi
Here the whole avi just pops in comparison. You can see shadows. Light reflects, there's detail in the textures. They aren't just a lifeless blob
Hello can someone help me with SDK
Someone can, after you describe the help you need.
I don't have the control panel
Did you create your project via creator companion?
Yes
Your unity installation seems to be incompleted. Try uninstalling and install back again.
ok
Where do i unstaling it
Via unity hub.
What is the quest shader for 2d elements like this ?
the only one that would work mobile/sprite/alpha blended is not allowed on the SDK
There is no shader for quest that can do transparency. You have to cut the mesh to shape instead.
shucks, well thanks
Im dowloading it manualy
i think it might work better
Using standalone installer would make it harder to install android build module.
can just download android/ios manually from unity (ctrl+shift+b or file/build settings)
ios i dont really care about
anyone know how to fix that?
look one up
you need to download android build support
install only that , dont need rest
ohhh alr ty!
For some reason I’m trying to get rid of the standard material from my vroid model but for some reason it isn’t letting me extract from prefab or delete it? Can someone help me it would really help ty
i have so many questions right now
why dont you just go over your meshes and assign a different shader?
exactly, that's what you should do
For some reason when I try to upload a quest avi it says that the android player is disabled,is there a way to enable it?
Does anyone know how to make avi textures look better
really depends on what you mean by better and what you currently have
Did you install android build support when installing unity?
If not, just follow this.
#avatar-help message
@spark walrus didnt read my reply?
Yea it says I have it installed when I go to unity hub
Your example is less the texture and more actual material
So you need to mess around with poiyomi
okay
You could even use your godfall avi as inspo
See what settings are used on her for certain mats
oohh good idea
why is my head and body one shared material
Does anyone have knowledge about how to change proportions of limbs without completely breaking an avatar?
I know the use of blender is needed and I tried, my character was shorter and still rigged right except now all her physbones, toggles, and her camera were all off
Ideally export your avatar with "Apply scalings" set to "FBX All", but it may have been done differently in the past
cuz i put the face on and it covers the whole body
But once you change scale, you'll need to update all the things that don't change automatically, such as physbones and viewpoint
Yeah that's what I ran into I think. so there's no good way to copy past those you just have to redo all of them
really don't know what you have, but if you've merged these things into the same UV map then you'll need to rework the textures to fit that
Really depends on what you've got, but if it's the export settings, they should only be off by a factor of 100. Viewpoint is easy to reposition
If I load her in there's also some super bright light lmao
It all becomes complicated so quickly that it's making me want to settle with just never having satisfying tracking on the legs
it's probably not that bad once you "get it" 🙂
hair comes off when walking
parent it properly in blender instead of unpacking the prefab and moving stuff around in unity
what are your hair bones parented to now?
thats the mesh
open the armature and find your hair bones
all these hairs?
you gotta go into the armatures edit mode and parent the the hair bones to the head bone
o
like this
its not in anything i can fimd
does your hair not have bones?
and if you click around the armature in edit mode and look for root bone?
click the armature and go into edit mode
click around the head and find the hair bones and then follow the chain up to the root bone in the hierarchy
then do this
select the hair root
then Ctrl + click the head bone
right click > parent > keep offsets
Could someone explain in crayon eating terms how one would go about combining skinned meshes?
I have 10:
Head
Body
Hair
One set of ears
Other set of ears
Panties
Sweater
Collar
Thigh Highs
Tail
in blender select them all in object mode > move your mouse into the scene view and press CTRL + J
make sure every UVMap has the same name or it will break
what are you confused about?
How do I rename and find the UV maps 🙏
just select each object on your avatar
and view it on this page
make sure the UV map name is the same
Assuming I just drag all of my fbx files into blender, do I have to align them properly? (Like the clothes are where they are supposed to be, for example)
oh are you trying to make a model yourself?
Nono
you test in blender if it works by selecting the armature > top right of the scene view and selecting pose mode > then rotating the head bone
see if your hair follows
I have the deira base with some clothes, extra ears, and a tail. Just trying to get the avatar down to medium on pc
if it's already attached to a model you have in unity then you just import the FBX file into blender and all the seperate meshes will come too.
Weird question; why do any avatars have more than one skinned mesh if they can all be combined so easily?
its sometimes better for performance to keep meshes seperated if they have a lot of geometry
or a lot of blendshapes
Ah
did you keep offsets or move the hair around in unity?
i kept offsets
good
and idk how to move hair in unity
Just wanna make sure im not doing anything wrong 🙏
This doesn't really tell me anything
^
how do i set it up
you need to add a collider to the head bone first
like so?
How would I rename these? Right clicking doesnt work lol
does the physbones on your hair have the collider section set to use the new collider you just made?
(Sorry for asking dumb questions)
double click
but if all your meshes have the same named ones selected as the active ones
you dont have to mess with it
like if they all have a bunch of UVMaps with different names, but the actively used ones are all named UVMap you can just leave it
set the size to 1 and drag your head collider into it
colliders size, the bottom one
and the radius to something
it does, otherwise your collision radius on the bones will be hair thin
what do i put it to
oof
its completely dependant on whatever you're working on
just look in the scene view and check if it somewhat fits around the hair
nothing is changing in the scene when i change the radius
All the UVMaps were named as such, I joined everything except my tail, second set of ears, and hair together, and imported the fbx into unity, hoping I didnt mess anything up lol
Try adding an Y-axis endpoint value
Zoom out, it could be that you exported with default blender settings and your colliders are just massive so you can't see them when you're zoomed in
is it this weird box
can someone help me understand how to use a unitypackage.part file because the quest version of the model is a unitypackage but the pc version is a unitypackage.part and i cant drag an drop or import it
No
You have your hair selected right now, so physbones are invisible
You need to have the physbone component open
just like when you set the head collider
does it import manually? Assets > Import Package > Custom Package
it doesnt show up in file explorer
?
it just cuts everything down to folders
I think I'll need a screenshot
sure one sec
what bone did you put the physbone component on?
this is how my explorer looks like normally
I see it now
Hmm
what if you just delete the .part and import it
I've had some weird endings sometimes and I'd just delete the stuff at the end
You could try that
if its a .unitypackage.part that doesnt really make sense
same way you would back up a dll file or something by naming it .dll.bak
I've had .gz before and I'd just delete it
failed to import package: couldn't decompress package
how did you get this package
my friend sent me it to work on
is the download also called .part? could just be an incomplete download
in our dms yes
ask them to export the unity package again. A .part file shouldn't even be a thing
After combining the meshes, how would I
A) Toggle materials on specific parts (With expressions menu)
B) Toggle off specific parts
UV Tile discard or animate the materials alpha
if things are a single mesh, you can't really toggle it off in the sense of disabling it and enabling it later, you just kinda make it invisible
If you want to toggle something like animal ears or small hair parts off you could make a Blendeshape that makes them small and hides them in the head
that's what I did for my Avis ears
i have my tail and ears on a single material and toggle them individually with UV tiles
also have all my metallics across the entire avi on a single metal material that i UV discard
I've never used the UV stuff so idk
its really easy
another way - scale down bone instead , blendshapes the heaviest way of doing it
true
how would you do that? make an animation of the bone in unity?
same as any toggle, just scale down root bone of ear/tail ect instead
Don't see why you cant just record shrinking the bone and use that in your FX.
that's a lot
interesting
its nifty af, you should do it
set the tiles up here to 4x4 so its easier to visualize
then just select the UV and do G + X/Y + 1/2/3
i don't do my own uv maps yet, maybe some day xd
Hello does anyone know if i can export blender curves (used em for hair) to unity or do i have to turn em into a mesh first
i think it's too early for me to understand that xD i'll stick to my blendshapes for now
Please teach 🙏
Also uh
Kinda wanna make sure it all works on quest
uv discard using m +/- value , its not a quest thing tho
^
@_@
quest you better off either bone scaling, mesh toggle (rip perf stat) or last blendshapes
yeah, i mostly do quest stuff
I have this issue now lol
you need to set the rig as humanoid
find your fbx in the assets click on it, go to rig, set it as humanoid
press apply
and then you can check the configure button to check if all bones got assigned correctly
now theres just a small gap
Does anyone have a copy of the suited V-bot? It went out of sale on gumroad and have been trying to find a copy of the model for a little bit now for making a personal custom.
you need to turn them into a mesh first, but if you want to keep the original in your blender file in case you need to edit it later, you can always duplicate it and hide the original before converting it. Then when exporting your FBX make sure that anything you don't want do export is hidden and anything you do want to export is shown. Then check "Visible Objects" in the "include" section at the top
found it on VRCArena seems to be the original seller, just not sold on gumroad now
https://www.vrcarena.com/assets/3c3f6-suit-v-bot-3-0-quest-compatible-vrc-sdk3-avatar-upload-tutorial
thanks, guess i'll try to save some money now so i can buy the assets
same thing as~Hero~
here
oh duh
quick question, how hard is it to port an already existing avatar into a quest compatible version?
this is the one iam talking about
Not exactly
i get errors when trying to upload the pc version of my avatar saying poyomi shaders cant be used for quest avis even tho my build is set to windows
How hard?
if you don't have files it's not possible
restart your windows, switch to android/quest and switch back
i have to restart my whole pc? :<
I'll try to get in touch with the avatar creator, I just want to know how hard it is if I had the files
Since I am a total freshie
it absolutely depends on the avatar
acient 2.0 sdk av ,not impossible to find the files to convert it to vrchat yourself , it will however hate quest shader those hairs are cutouts
it might just be as simple as replacing the shader and uploading to quest, or it could require days of work
ohh yeah i didn't notice the hair
it's hair cards which use transparency, which quest does not have
might have to do a bit of work to get the avi setup for sdk 3.0 (which you should do for PC and Quest) not too much work, it's a pretty simple avatar
hardest part will be getting the hair to look nice on quest
might require blender and/or texture editing
Is it mediocre work for a seasoned vrc avatar creator or a newbie who has no idea how either of those work?
Might just pay someone else to do it
knife tool would go on overdrive , ads alot of time and vertices 
id pay 0$
black parts are ment to be seethrough quest cannot so blender+knifetool+hour'iiish
Guess I'll get to learning blender and getting the files
I don't think it's possible to find someone who would do this work for 0$ is there?
