#avatar-help
1 messages Ā· Page 60 of 1
It undid everything again š
it shouldn't have
first set as humanoid, apply, then configure and correct if necessary, apply
Assuming it has something to do with this
Do I fix that in blender, or the configuration thing?
Blender
Alrighty
if you added any additional hair or clothes to your avatar you most likely didn't do it correct, hence the multiple armatures
I know how to fix it dw
Ive fixed it 6 times already, but I did it in unity instead of blender š
How do I drag stuff in the blender hierarchy?
Google exists actually
Can someone help for a map ?
map?
Google is no help, the uppermost armature is for my head, and the lower one is for everything else. How would I combine these?
Also I only need the 'head' from this list
nvmm
I'm so confused. I'm editing the Mayu's expressions, which are very complicated to say the least. Anyway, when I change the animation for this one blendtree, this other one changes too. I was thinking it was linked to the name of the blendtree but when I change one name, it changes the other. I don't really know unity that well, can anyone explain why these two blendtrees are linked in this way?
Update: I don't know if this will ever be helpful to anyone else, but just in case it is.. I ended up deleting the bottom blendtree and remaking it exactly the same but changing the name to something unique. That fixed the issue.
@somber sequoia @mossy jacinth i think i figured it out i forgot to assign the eye bones. when i did my head, chest and hand colliders appeared, i am yet to get in vr to test thought.
Now I have this, one of the hips has my head, the other has everything else. How would I take just the head from one. then delete the obsolete hip?
I honestly don't remember what the issue was, but glad you figured it out š
not sure what you're saying about heads, but edit the armature and you can move or delete bones
what is the name of the glasses on this avi
thank you
np
Is there a system where i can set a rule like
if this parameter [A] is -> 1
it sets another parameter [B] to -> 0 ?
VRC OSC can do maths for ya
preferebly without any external tools
The Maths module is for actual maths. Just use a parameter driver on the animation
parameter driver state behavior
how would i go about fixing the fingers on my avatar? in vrchat they don't pose correctly when pressing down the corresponding buttons and look wonky
Thats all I knew š¤·
oh, let me see about the parameter driver
gesture layer? wonky how?
Eli my man š
for instance when i do a thumbs up the thumb is crooked and the fingers dont go into the palm all the way
would that driver be put onto the object used with the parameter or will ti be put onto the avatar?
On the animation that's triggered when parameter A is set to 1
you'll most likely need to mess with the animation
maybe the default ones just clip into your hand, it can happen
uff i've never done an animation before
press tab?
Uh oh
if i knew my avi's wouldn't cry about arm not being the first child of shoulder XD
but sadly they do cry xD
Ill tell ya if i find out how lol\
Okay i Found it, thanks for helping me with the Parameter thing ^^
You put this onto an animation state
oh someone answered
Yes, i found it ^^
Thank u for the help
Random result:
Oh yeah steps :
Join the armatures (ctrl + j)
edit mode > parent the bones
Have this now, hoping it works š
In my mind's eye, the issue would be that the head isnt a child of the neck
What did I say lol
how do you make animated textures?
i already have the mask and texture i want
im using poyomi
how do i fix the rig? i know how to fix the texture btw
the bones are not rigged right
check configure?
Yea all of it was green
It did for a little šš
You havenāt told it to be humanoid, and since you are building for Android, you need to use VRChatās provided shaders
You first go to the FBX in the project tab, then set it to be Humanoid on the Inspector.
Then go to the Materials on on the inspector and export the materials
Then find where you exported them to, and click them in the project tab, then finally set them all to be VRChat Toon or Standard, depending on the style you want.
š fix your import errors (guessing rig not setup missing chest/spinesomething)
That will lift those problems, and allow you to upload, although I would recommend following the guidance provided here for more information: https://creators.vrchat.com/avatars/
Ah I completely ignored the inspector because the SDK window was up topā¦
Click the Configure button, thatāll give you more information,
More than likely your hierarchy is a little messed up, order of bones matters
what now š
Check your head and hands too
all of them are green!
Is anyone know the name of this gimmick?
Strangeā¦.
Try dropping it back to generic and then back to Humanoid, that should regen the Avatar.
Maybe the Avatar meta got jumbled
Still the same error š
Wait, did you unpack your model in the scene maybe?
Like imported in the scene?
Check the Animator also, see if it shares the Avatar file
I see a brown box?
rig is a mess, several body.numberhere chest.numberhere , dont rename that in unity - blender
It might be that they have merged armatures backwards
Ah
They didnāt merge them at all
You have two sets of armatures on one model.
@.@
it shows one- is there like different ones in side the one?
Did you try to add clothing or something via blender?
yea
Did you remove the clothingās rig?
i dont think so
it was made with the edit tool
Oh you made the clothing?
yea
When you made it, did you add a humanoid rig, or automatic weight groups with the existing rig?
i just did it with how ot was. i didnt change anything

Can you show me the blender hierarchy
I believe Shift + Arrow exposes all of the objects in a hierarchy
how do i do that?
What shader are you using?
poyomi
Look for panning
didnt work
pathing?
Hmm, been a while, can you expose the whole armature up to spine.
No, should be named UV Panning
mbš
Been a while
i think i got it!! ty!!
Can you show me all the options where you set the texture?
in special fx or just everything in the tab
Drop Texture down for me
um
I see you did this correctly
Thank you for saving my frames over making a whole new material
ok but what do i do next lol
im smart:3
Where that noise map is for the stars, I assume you are using emmision?
Is that emission map there the stars?
Drop her down
The panning is already 1
Increase it, that is UVTp/s
So if my UV were 1m tall, a value of 1 would be 1 meter per second
Even better idea is to sync it with a 1D Slider and a float.
have you ever seen the galaxy novabeast?
No sorry.
ok well its very smooth
If it is used commonly, I am not in pubs too often, always working on Udon
But I assume you are looking for a dynamic scrolling speed?
You will need to layer it to give it the full galaxy effect
Remember, Depth can be mimicked with panning things at differing speeds.
how would i layer it
Easy, mix stuff together.
Split the stars and the spacedust
Then use emi 1 for spacedust, and emi 2 for stars
Make the spacedust slower
You could also make 2 or three sets of stars
so just make alot of emissions with diff speeds?
You could also abuse sparkles like this
I use this often to give things a dynamic speed and color offset
i dont understand this at all 
DM me, since this is more technical and bound to Poi, I can explain more there without feeling obnoxious.
Hair flying away
Im trying to upload an avatar and this pops up, I dont know how to fix it
look in the console
it's not clear from that message alone what might be the cause
(I'm guessing VRCFury)
What is the best way to make audio toggles? The tutorials I have come across each give a different way to do it, and it leaves me confused š
i'm trying to make a particle system that uses mesh particles and for some reason my mesh isn't showing up
i tried using different meshes and changing the import settings, some meshes show up and others don't
size doesn't really seem to matter
is it an issue with submeshes maybe?
okay yeah that actually fixed it
i needed to make sure it only had one material
pro avatar creator btw
I like to use VRC Animator Play Audio
Does anyone know what clothing models would go well with V-bot models that have rigging on them for quick accessories so i don't have to put too much effort into my personal avi?
I would love to as well, but I don't know how to set it up š
well, it's good that there is documentation - have you read it?
Hair flying
you have posted this twice now, did you want help or something?
yes...
it'd probably help if you asked a question then
are u mad or somethin
nope, neither mad as in angry nor mad as in crazy
oh you did ask a question finally. Cool - maybe post your physbone settings? Could be your gravity is the wrong way
can you show the scene view of the physbones with gizmos enabled?
whats a gizmo
the little UI elements which show areas of effect, or in this case, the collision radius around the bones. The toggle is the little globe icon in the upper-right of the Unity scene view
whoa ok, your radii are way too big. Divide by 100, it looks like your model was exported from Blender with default scaling (which is upsized 100x)
or re-export with "Apply scalings" set to "FBX All"
that's better
I would consider a bit smaller, but that's up to you and how you want it to react
can u fix clipping in unity? if i have to put this back in blender and do all this unity stuff over AGAIN
im gonna be angry
not really
so i have to do these unity settings all over again
so question what do i do in this situation on my avatar i have a contact toggle but when i go to grab it allows me to grab it but when i go to put it back it doesn't work If that makes sense?
which? You shouldn't have to redo any
How would you configure this??? Very confused cause Iāve never really configured my bones in unity
Does anyone know if there are any avatars with vitiligo
you'd have to show the spine hierarchy
So I take another photo?
a screenshot is better, but yeah, it'd help to see what you currently have
Alr Iāll show screenshot
would anyone thats good with animations and toggles be willing to help, i dont necessarily know whats causing the problem so its hard to get pics of lol
I forgot how to take a screenshots on windows so I had to take it at the best angle I could
Dose anyone know how to make a buffer for toggles (the path) I cant figure it out (need it because im using drivers)
Just add any property of something and rename the path.
sorry, this is really hard to look at
Oh god wait I may be stupid
Iām taking the screenshots but I donāt see them in my files
if you add blendshapes to an avi can that completely stop body sliders from working even if those shapekeys arent touched?
if you exit that and then expand the armature in the hierarchy window so we can see from the root to the head, that would probably help.
I can't see the parent of that "Spine_02" for example.
trying to upload a model and got this error i dont fully understand
did you install the face tracking package?
i didnt know about that since i dont use face tracking QwQ
your avatar does, apparently
where can i obtain it? is it on the creator companion?
either install that or remove whatever vrcfury prefab which provides face tracking is on your avatar
I have to put her back in blender to fix the clipping
that shouldn't break anything in unity though
(unless you do wrong things like unpack your avatar prefab)
I have to delete her from my project and readd her back with the updated version right
take a another screenshot so you can see, is that what Iām understanding?
Yes
I've been deleting her from the project and readding her in many times and redoing all the settings thinking I had to do that to get the updated version
yeah you shouldn't have to do that unless you purposely break things. Just export with the same settings as the previous time, overwriting the .fbx, and all should be fine.
It updates into unity automatically?
yep
I'm so dumb sometimes
i think the spines 2 and 3 go from the pelvis, but im not sure. whenever i also clicked on the error message in the vrchat sdk it brought me to spine 3
if you exit the rig setup, this will look a lot cleaner, I can't tell what's what like this
most of this looks like non-humanoid bones, which are irrelevant for fixing the spine hierarchy issues
then delete the vrcfury prefab attached to the avi
better! But still, not what I'm asking, sorry this isn't clear. We need to look at the tree from the root object to head, you've got a lot of other things expanded which are not helping.
But also, this thing has a LOT of bones, and it looks like a rig setup for a game or something. This will probably be some work.
I'll try get a sample, one moment
what I'm looking for ^
the idea is to see from the root to the head, something seems to be in the wrong order
just started getting a new warning but ive check the rigging and everything and made sure all my parameter menus are setup
half of my animations and toggles work the others dont .-.
im so sorry if this is bothering you though oh my goodness
hey this is better! SO yeah, you have a lot of extra stuff here that I'm sure vrchat is going to be a bit unhappy with this
actually - maybe not. you've expanded ik_foot_root but what you want to be looking at is root -> pelvis -> [something spine?] -> [something neck or head?]
the ideal spine rig, and we're getting into #avatar-rigging discussion, is hips -> spine -> chest -> upper chest (optional) -> neck -> head
ohhh okay!!
deviate from that and you are going to have this kind of problem
Could I @ you there if thatās okay?
sure
can someone please help me out with this outfit https://booth.pm/en/items/4667688 its supposed to flow like i sent in the picture but instead it does this.
Wait I actually fixed it, I had to delete some of them that werenāt needed, tysm for helping though! <333
Now Iām just confused on the physbones error
oh cool!
anyone?
did you set up armaturelink?
The validation in the build section is not showing and its not allowing me to upload my avatar. Iāve re-loaded the SDK several times, Iāve re-made my project twice, and i do everything the exact same way and still get this error. Does anyone know how to fix it?
I pressed H to hide the bone and now I cant unhide it no matter what I do, Help?
do you have the animator script/vrc descriptor? and did you have a second model you duped then edited?
I had bought the avatar and i assume they might have duped and edited it. Yes the animator is the vrc descriptor
Alt h
It does nothing
The avatar required me to add vrcfury and modular avatar to fix broken scripts, but once the scripts were fixed thats when the error popped up
I hid it in weight paint mode if that means anything
Is the xray mode on
idk what that is
Yeah, I just fixed it
I had it set to selected so I just put 2 and 2 together and unselected select
Oh ok
you bought the avatar or the model?
the avatar
Instructions?
this is exactly what they told me to do, before doing these steps the avatar allowed me to upload it but certain assets such as the shoes and nails would be disconnected from the body because it needed vrcfury and modular avatar to connect it to the body,
Add VRCFury, Modular avatar and liltoon to the project.
Remove the folder named "NHaruka", reimport liltoon then reimport Pcss (no ngss)
What's the avi? I'll see if I can find something
honestly as someone who has to trouble shoot a lot for work lmao id just start with a fresh package without doing any of those steps. do one at a time until you encounter this error again
theres no link to the avatar as it was a public they did and sold it through discord
What's it called
its called hatred
By love
now ive run into this problem
yeah love or lvjec something like that
Open "Import Message"
whats the errors on the import messages tab
https://lovevr.gumroad.com/l/hidhn
Is this her?
Where do you see that?
Right there.
ā¦
Click configure
Do you see in your image? Or should I draw a big red circle?
no, may i dm you the public avatar link?
Draw that big red circle please
It just leads me to this
The problem isn't with the Animator Play Audio itself, it's with connecting the toggles to that, as well as the animations themselves
Not so hard but I expected you to be able see it by yourself.
anyone know how to fix this, i cant make it quest compatible
should be a materials thing in the descriptor that you can shaders in then edit them
think you could explain in easier terms lol
Rather you have to extract material from fbx file, or create new materials and assign in renderer component.
ok lets try to extract, how do i do that
Select your fbx file asset and see Material tab.
That Extract.
That's just basic animation stuff, for which there are many many tutorial videos
It's for you to choose where to save those materials.
okay, one avatar I had succesfully used for months... suddenly failed security checks. AFTER I just used it
Try changing shader now.
I didnt
Overlooked it
Iām not sure if itās possible but can you have an avatar parameter effected by a particle shot from another avatar (example one avatar shoots a bullet particle at another avatar made to receive that particle and react in some way)
I feel like itās possible but Iām not sure how to actually go about setting that up
Thatās what I was thinking but how would I make a contact follow a particle? The contact is just staying on the root transform of the system
you just animate it
The particle can change directions based on hand movement itās not always shooting in the same direction. How would I animate a contact to follow that?
For context im making a finger gun that shoots responding to gestures. Im trying to set it up so that if i aim at someone particular and the particle hits them their avatar reacts (im making both avatars so i can setup the other however its needed)
if you place contact on the same bone as particle, it should follow.š¤·āāļø
After merging my meshes, do I have to drop the materials on the object in scene? had the fix my expression material, and had to seach around in my head to drop the material on it
Can someone hlep me fix a stuck toggle? It's auto on and I don't knoiw anything about toggles or how they work.
Use (vrcfury toggle) for turning objects on and off
It gives options for blend shape toggles as well
does anyone do avatar commissions I need an avatar made out of this image and animations with it that might involve particle animations
no. i want to fix THIS ONE. where did i ask for advice on vrcfury?
Is it a Boolean toggle then?
no idea. i dont know anything about toggles.
If it's a toggle as in on or off it has to be a boolean. The reason I brought up vrcfury is because I use that to turn clothing props on/off easily
Add armature link with that and it works very easily
Did the toggle come as a part of the avatar?
Are the boots a separate asset?
?
Or are they attached to the prefab with the model
Okay so all of that blue is a "prefab" basically drop the package in and all of that stuff is added
Hey guys, it's been a long time since I've made an avatar. I made a few that can fly by using a box collider and I'm trying to recreate that in a new avi, but I forgot exactly how it needs to be positioned. I know you attach it to the head and move it the feet, but the results I'm getting are totally janky.
Are you trying to have them default as off? Or save your settings between worlds/instances
And yeah I feel that lmao
Don't delete animations lol, I learned that the hardway
nahm too alte
nuked project
i quit
douchebag fucking put a unremovable toggle
fuck em im getting my money back
All toggles are removable. Some avis are made easier to edit than others
welp idk how to do it and its bugged
so not my problem. shouldnt sell me buggy stuff.
o7 later
I spent the last month fucking up my model and package and now understand significantly more than when I started it's definitely a process
We certainly can't fix impatient person that went on rage.
Spent an hour trying to fix it. Sure, I'm the impatient one. Pissoff child.
these security checks getting redone is such a "you have to win every time. I have to win only once" level stuff, ugh
Only one hour.
since it will keep redoing them until the system bugs out and then won't ever do it again
Hi, I have a problem uploading my avatar. The notification says I have to play the game for a certain amount of time but it doesn't say how many hours. I want to know how many hours I have to play before I can upload my avatar?
having to regularly reupload avatars because of weird system bugouts is not ideal
Sometime it just got false positive. Like a a gacha.
I mean it gets only false positives for me since every avatar has worked after a reupload, it's just annoying busywork
asking for commissions of any kind isnt allowed here and will only get you scam DMs
go to VRCTraders (link in #1204490664637890580 ) and find a commissioner there
the avatar that broke this time, I was literally just using it 5 mins before it "failed security checks"
and had been using it on and off for 2 months
why does it keep rechecking? seems like a surefire way to get false positives
having to reupload one of hundreds occasionally is a bit annoying honestly, but I'll just have to do it anyway
they seem to get angry over everything.. very impatient. i wouldn't help them tbh unless you don't mind getting snapped at.
So out of curiosity, is there any good bases for free that are moreso for generally thicker character body types(Thinking Helltaker, Vander, pretty thick arms and more rectangular torso's)
I'd do but I might be banned from this server for gasliting.
Can't help myself but pour more fuel into frame.
i'm having an issue with a texture, it appears different when exported with transparent background vs black background. the transparent parts appear less transparent with a transparent background.. not sure why and it's causing weird artifacting
i am using vrchat mobile additive shader
since this is for quest
i'd prefer a transparent background so you can see behind it when there's other stuff on screen
it might work okay actually
i'm not sure tbh
i just know that black can cause issues with additive in cutout mirrors
where it shows black instead of transparent
i think it'll be fine since it's always in front of something on the avi
maybe it's something with how my image editor exports transparency
This might have something to do with premultiplied alpha. You could try marking "Alpha is transparent" which should make color more bright on transparent part.
doesn't make any difference :/
i think i might just go with a black background instead since it shouldn't ever be over the cutout part of a cutout mirror
Yes. Do without transparent for additive blend.
anyone know how to remove that?
'that' what
the feathers in the back i removed the mesh and that's what's left
there is a blendshape on the mesh to make it flat but it will be shaded a little weird. see if thats enough for you
yk where it is?
unity
then click the body in your scene twice so it has an orange outline, not a blue one
then in the inspector, your blendshapes are probably collapsed
you can just expand them there, find the "fluff hide" shapes and play with them
Im using GoGoLoco Action layer to pose avatar's hands behind back, leaving rest of the body tracked. But in the same time my eyes, that i control thru the blend tree with eye bone rotations becomes uncontrollable
i removed eye bones from pose animation
i don't quite understand what blocks my eyes from being controlled when this animation-pose is active
Howd i fix vrc sdk error ??
enable [collapse] << merges same error into one instead of 600 lines] try building - post the top 10~ red errors
Does anyone have any info on how the avatars that mute yourself for others work? As in, when you're actively talking, it might send the blendshapes through for talking but won't emit your microphone audio
Usually its combined with the fact that people with the same avatar will end up being able to hear you.
Am i to assume there's somekind of audio dampening component or something?
Am i to assume there's somekind of audio dampening component or something?
Ha, nah, it is cursed.
I forget if this is the exact method because I have only heard the method described but something along the lines of; have a contact receiver and a local only sender (so the avatars can detect themselves), unless the receiver is being activated or you are the local player then use constraints to place your armature at the origin of the world or somewhere far away while puppeting a proxy skeleton that is your avatar's actual armature (I think the source of your voice was parented to the head bone so it was movable).
Was wondering if anyone knew how to make custom hand gestures that you can pose and lock like certain public booth models have. Such as making certain hand signals/asl gestures, is it a unity thing or blender thing?
Can be done in either unity or blender.
How does one do it tho?
In unity, you could copy hand animation from sample files and edit from there.
Such as the proxy animation files?
Yes.
I've tried that before, and whenever I did any rotations and stretches whenever I recorded the animations it just resets, and doesn't save. Am I doing something wrong?
I'd also like to know
For example I tried recorded and edited the "proxy_hands_gun" animation, and after I'm finished and tried previewing it, it resets back into finger gun
because it also resets for me whenever I try
You have to edit muscle parameters in animation tab.
Is it not the bones that I'm editing?
You don't animate directly on bone transform.
Is there a video example you can show or any demonstration that you can provide that can help, because I'm quite confused on what you mean tbh
Humanoid rig animation has to be done via muscle parameter.
video would be helpful for sure
Are you talking about these down here?
That.
yeah, that's what I was doing but it resets XD
ohhhh, I see now
I can try to edit this, but a video example would still be nice if you can provide it.
I don't have video.
It seems to work now, the edits that I've recorded are saved now, ty for the help
Just gotta see if it turns up ingame after I finish setting it up fully
I finished with everything and the recordings saved, but how do I make it where it can lock on index controllers? It works on quest controllers but not on index controllers
Use state behavior to switch between tracking state https://creators.vrchat.com/avatars/state-behaviors/#animator-tracking-control
Do I put that on each gesture?
It depends on how you want to switch between animation or track gesture. I don't use index so I have no idea how index tracking behave.
im trying to upload a quest version of an avi and the unity file for the avi is the quest and pc version of the avi combined into 1 file, i already switched the build target to andriod but i have no clue on how to "make sure Mikoquest (Andriod) is turned on and all the other avatars in the scene are turned off"
Hide the other avatars on the hiearchy
If you want it animated then check animation.
Except the quest one
uhh how do i do that?
Click on the avatar and on the inspector, uncheck that check
i dont see the inspecter in the heiearchy tho?
Click on the avatar, and the inspector is on the right
so if its unchecked that means its hidden or is it the other way around
Note that "hidden" and "disable" are different things. In this case, it's to disable avatar which is what the checkbox is for.
ok so do i just hide the pc avi asset and show the quest avi asset with everything else showing in the background or do i just only show the quest avi asset and hide everything else in the background?
Yes, you can upload it now iirc
also since both the quest and pc files r in the same project do i still need to attach the pc upload blueprint id to this quest upload or no?
bc i uploaded the pc version of this avi in this exact same project
since both the pc and quest versions of this avi r combined into 1 unity file
you do need to attach the id
yea thats what i was thinking too
also should i do this autofix or ignore it
bc idk what astc does to a quest avatar model
It just changes texture compression.
does that effect the way the avatar looks at all or no
like maybe astc makes avi texture detail look worse to reduce vram usage or smth idk
To average people, it look the same.
you need to change shaders
how do i do that?
yea idk where u even find this tbh
in your assets mfolder
or click on your avatar's body and you'll seee materials in the inspector
you can click on them there
yea i see the materials now but where do i find the option to change the shader
no its an avi where the quest and pc version r combined into 1 file
200, wow
or check if you have the quest one picked
Read through the link you sent, and figured out which ones to check on the inspector. Everything works fine now. Thank you for the help š
holy shit 200 mats
i did exactly what the directions told me to do
and i got this instead when doing the quest avi step
theres quest avatar and then theres 'quest av' wich is just a pc one slapped on quest shaders, thats the latter , if you dont run into the 10mb limit i'll be surprised
Did you make sure you have the quest version shown and not the pc version?
is the quest one picked here?
well that sucks
good luck optimizing
yes i did
objects with uuid names, fascinating.
love they used just a bunch of uuid for their image instead of a name, but i tend to name stuff kjdfogio43i5u43o4h5
haha
i find it really sus ngl
yup
any time i see that, the hairs in me neck go up
yup
is it math for cool shaders?
no, for coding
well that's cool too
yup
go yell at Cosmowos
its the creator you bought this from, right
thats one kitbash avatar listing all the parts about 40 different people
you exaggerated, right
what the f
w0oah
yow
good grace
the menu icons are cute
so is this just impossible to upload for quest or smth?
you need to opitmize it
it'll be very, very hard
cant tell but that av likely very large in fbx
you'd have to strip like 95% of that stuff off
quest have a 10mb limit, this might been before that (if its not š© )
even the bottom of the avi page says this
but the way its worded it seem like it is possible to upload quest version of this yk
this person really shouldnt put 'quest' on their page, if you arent showing stats its already suss 
(my guess 600k vertices/215 materials/40+ meshes)
you could see that in stat window on sdk and watch all the red
exactly!
it's okay to make some stuff just pc
don't lie to people like that, come on
just upload a body pillow as quest version
ok well tbh after i uploaded the pc version i did the quest step and i already saw a blueprint id attached to the quest avi but it was different from the blueprint id of the pc version so i detached that blueprint id and replaced it with the blueprint id of the pc version, maybe thats the problem idk
so what u all r saying tis that the quest version fo this avi has 200 materials, right?
hey i optimized one to quest , im only showing the pc version on left tho (right is quest dont mind that)
XDD
we are saying no way in hell this is uploadable to quest at its current state
yes
if thats the case then why ddid the creater of the avi even make a quest version of it like???
things thats flags for me , not showing quest version vs pc or showing ANY stats , clear rip off
Looks about right
You decimated tf outta that lol
beats me
quest version included != uploadable quest version included
look for a smaller fbxš¤·āāļø
Also, if you did manage to get this uploaded, your own performance is going to suck
you likely wouldnt even be able to load your own avi
I bet if you managed to, looking in a mirror would just crash it immediately
sounds right
okay?
with 200 materials? š
I don't this is the win you think it is š
another questie with a heavy avatar, trying to load this one...
can someone help me with those errors ?>
install gogo loco and vrcfury
Hey hey, trying to merge 2 avatars into 1. I have everything working correctly, the armatures work together, facial expressions work however I am having trouble syncing the Viseme of both heads. The 1st Bodys Viseme works perfectly but the 2nd one does not. I checked to make sure that they both work individually by switching the Face Mesh in the VRC Avatar Descriptor under LipSync, they both work. Tried with VRCFury's blendshape link and with VRCFury advanced viseme but it just wont budge. Using the Advanced Viseme also breaks the active Face Mesh. Anyone got any advice?
merge both meshes and therefore the visemes
Aight, gonna give that a shot, thank you
Using the blendshape in unity messes up the avatars face, but in blender its fine. any fixes?
youre not supposed to use viseme blendshapes anyway as the avatar descriptor likely already uses them
I wanna get that sweet medium rating, how would I go about lowering the physbones in the hair to a certain extent; I dont need that many!
@desert elk @junior void even with other blendshapes that arent used for visemes the same problem happends
check if you're endpoint settings have been increased, lower then if yes, if not add some hair bones to the ignore list
Ignore list?
ahh
Shit all of those have 5 children š
Do I ignore the ends or the bases?
Oh uh
How do I add them to the list?
Blender , merge bones so its only 2~3, some hairs can be merged too
its not the viseme that is making problems
I gotchu (I might not know how, i hope its where I think it is lol
The hood position is on a blendshape, default is 'up'. When I put it 'down' in Unity a dark patch appears. Something with the normals? Do these settings look right?
Should I desolve from the base or the end?
can be fixed in blender. original creator should though, so maybe dm them
i assume you meant to show the blendshape is the culprit, or ALLLL blendshapes do this. In both cases it needs to be fixed in blender
Looks like that blendshape has extra stuff moving that shouldn't
yeah that's normals for sure - do you have legacy blendshape normals checked in the model import settings?
I haven't tried but I bet that's a hard thing to get right, when creating that
How do I combine materials?
you could atlas textures, you could bake to a new UV map, you could make a new combined UV map and make new textures.... lots of options
I have 13 materials, just trying to get to good rated, in crayon eating terms, how would I go about this?
yep, import settings shown. not even sure if something wrong in blender or unity at this point ;-;
I was thinking I could combine the textures for all my clothes, and another texture for their alts which would brine 8 mats into 2
I just have 0 clue how
weird, it's in the post you quoted. let me try putting it with this one too?
There are lots of tutorials on this, and the blender material-combiner plugin can do it
oh I'm sorry, I was looking at the right side image
no worries lol
so yeah that looks like what I'd suggest.
;-;
In blender is there a tool to push something in instead of pulling it outwards
All I have been told to use was elastic deform
You can use the 3D cursor as your origin point and move ('g') or scale ('s') from that point
It depends on what you're trying to do. See also #3d-modeling of course.
I mean in sculpting
yeah, most of the sculpting tools also have a reverse (was it shift?)
in scuplting? hold Ctrl to reverse the directon of most brushes
Oh okay
ah right, ctrl. I don't do lots of sculpting.
exhaustively covered in #quest-optimization , but you can scale textures down, or remove unused blendshapes, or remove unnecessary parts or even mesh faces
yea idk how to do any of that
all i want to do is just get it to 10.00mb tbh
10 mb is crazy work
uhh I need help about unity 3D. when I try to rotate the eyes they always teleport somewhere else
their eyes are spherical
not if you only need to optimise 00.01 mb
are you rotating with the gizmo there or by changing the numbers in the eye look settings?
eye look settings
Did you make this model?
yep
ok - in blender, make sure you have all transforms applied on all objects. Make sure the eye bones are vertical, with no roll, and the bone head is at the center point of the eye rotation. And each eye is 100% weight painted to its bone
(I'm assuming blender, but translate to whatever you use)
yep i used blender
let me check
should it look like this?
im still a beginner :p
I can't see which is head or tail in that view mode, but roughly - I usually have the bone head at the exact center of the eye sphere, if it's a sphere
it looks really good so far š
so like this?
Yeah - assuming that's the pivot point you want
i guess its cuz of the parenting settings
I usually go in mesh edit mode and select the eye sphere, put the 3D cursor there, then go to armature edit mode and put the bone's head at the 3D cursor. Then the tail +Z a little.
eye bones should be children of the head bone
(doesn't have to be direct)
whichever you put in the "head" slot in Unity.
Some avatars use a bone in between that you can animate - head -> eye-manual -> eye, then you can let vrchat animate the eye and move the middle one yourself. But you can just disable eye movements in an animation so I'm not sure if this is really a thing anymore.
i will paint them red right?
on weight paint
I'd say instead weight of 1 and no other weight. yes, that's red, but without normalization the color can be misleading.
I dont use 2 of these materials, is there any way to remove them so I have more material slots?
As with my rose, I only use one material but it takes up 2 slots
Blender ideally - they wouldn't show up if there wasn't some mesh using them
Hai, so my earrings are attached to (obviously) my ears which are physbones, and whenever I move, they kinda fly away from my ears. Ive tried placing them on every bone so far
attached how?
so you just dropped this prefab onto the bone. Is that the right way of doing this, suggested by the creator?
Im the creator š
I have 0 clue
aha! Is there an armature? Are they weight painted?
Nope
weigh em to the ear
In crayon eating terms?
parent the rings mesh to the avatar's armature, add an armature modifier, weight paint them so they move with the bones in the way you want.
since rings are usually rigid I'd try really hard to make the whole ring the same weight.
I need them to be toggleable on both pc and quest, im not attaching it to the ears in blender š
... but why not?
...
Then I delete their model and put mine
way too complicated
yeah that's worse š
you need only 1 vertex group
i can guide you in a vc, you can use blendshape to hide toggle it no big deal, just not tonight
Having issues uploading to quest in general, everything was fine before my unity crashed while i was updating a avatar any ideas what i can do?
Hey, I need help with an avatar I'm making, I have everything almost complete, I just need to get the gestures to work and then apply a sound effect to one of those gestures. (Said gesture being pointing.)
49 errors, ideally show the first 1-2. You may have to clear the console then redo your last action first. THat message isn't very useful by itself
BUT, if you're doing quest, you can't use Poiyomi's shader.
you can easily do that with a blendshape
i could show you how if you'd like
anything but adding in blender 
better off adding it to its own bone so it can be scaled to 0 to hide
Yeah, you could do that too
Me when I fix the issue with the most idiotic and convoluted solution, and its somehow alright for perf and is done in 5> minutes:
I have a model that uses a bunch of quads in different bones, how do i combine them into one mesh while keeping the hierarchy on where the quads are in each bone?
Go into blender, select mesh parts, reset transforms, ctrl+j to join them.
I'm betting this isn't the answer you're looking for though.
these are unity quads that I slapped onto the rig
Yeah probably this isn't a thing then.
which isint
combining those in a useful way
damn
you'd need blender but those wont follow sooo it would have to be redone
I think you can do some sort of combining if you write some C# but honestly I'd go bring this into blender and do modeling there instead.
I mean i already ported it to blender
Shaders on the avatar turns off everything uploads tine but it comes out as a security issue
unfortunately literally nothing in that image is useful information
also everything gets duplicated when i join meshes
got any modifiers on there? Did you first apply all transforms?
joining transformed objects or those with modifiers is not going to work cleanly
no modifiers but applying the transforms fixes it
yep
when i joined the arms and reimported it to unity the movement for the arms dont work at all
are they weight painted properly?
so when i exported the unity rig as an fbx and imported it to blender the rig was made out of empties
intead of bones
do you mean empties in blender or in unity? 'cause "bones" in unity are really just plain old game objects
ohh. I have never tried exporting anything from Unity, never had a reason to try it
i CANNOT seem to find the material its talking about genuinely
and clicking "Select" doesn't get you there?
it doesn't unfortunately
if not, expand the avatar prefab on the left side Unity and click on each individual mesh listed there. With a mesh selected, on the right side, scroll down to the bottom and it will list all the materials applied to that mesh
yeah I find that sometimes that works, but usually not š¦
put t:renderer in your hierarchy search, and try to find it through there
nope
just highlights the entire avatar
ive gone through them like twice now but ill be even more thorough and report back
check particle systems too
omfg it was a dumb emoji thing that got left on there cuz i started over cuz the project crashed
sometimes the hardest problems require the simplest solutions
like nuking it from orbit?
.......is there a way i can add sprites without the sprite renderer in unity?
I'm curious what you're trying to do with that
absolutely
cause my avi here has this cool 360 sprite look that uses error.ml's retro sprites but I have to use unity primitive quads and the shader for it to work but it comes at a cost being a pisston of basic objects and mat slots which SUCKS but I wanna find a way to optomize it
I wish I could combine all the quads into one mesh that keeps the hierarchy of which quad is on what bone (without ruining the shader too) but thats like IMPOSSIBLE
I'm not sure I understand what sprites have to do with this. But re: quads, you can make a mesh in blender made up of faces and weight paint them to whatever bones you want.
I mean I tired that before but the shader screws it up
I'm not sure what that could possibly mean?
i have NO CLUE how it even happens like this
This was the solution @somber sequoia - changed the smoothing setting to 'face' in blender exporter. I found this by observing if I set asset normals to 'calculated' the issue went away, so I figured the issue had to be something with the normals that were being 'imported'. I had smoothing set to 'normals only' which passed the smell test, but it appears Unity was not interpereting this correctly. Pinged just in case you see this question again, you seem to be rather active on the channel š
So I started doing this recently too. I haven't gone back to look and see if the default changed in Blender at some point, but it works way better setting that, and then "imported" than anything I'd been using.
I didn't think of it 'cause it's a new thing to me too - glad it worked though! I'll keep using this now
š
anyone know how I can do it?
I'm still not really clear what you're trying to do
okay but what do sprites have to do with this?
since the retro sprite shader works well with acutal sprties
and replacing it acually lowers the mat slot
and basic mashes
but it wont allow sprite renderers
so basically you're atlasing your textures
atlasing?
making a sprite sheet out of existing textures
yes
there's a blender plugin called material combiner that might be of use
I tend to bake multiple materials into a single one with a combined UV map, also in Blender.
you could just be clever about UV mapping then
but the thing is
therye all seperate objects
could sepreate objects share the same mat slot?
no, but you could combine the objects
I could but it would ruin the hierarchy of the quads
I don't see why
neither do I tbh
cause all the quads are unity primitive quad
I don't see why you need more than one mesh for that entire body
right - but why would you do that?
since its a whole model and I wanna have the limbs and whatnot work like how it is with 3d models
What
okay.. but you don't need more than one mesh object for that to work fine
Im getting a feeling this was made only in unity
sadly
re: efficiency, each separate object is at least one extra draw call due to the material slot
how can i do it anyway
Wait, was i actually right about that
you were
you were
Why would you...
because blender scary
Now it makes sense that combining meshes isnt something he seems to know about as unity doesnt have that
I TRIED in blender
My dude, its blender time
"meshes"
and when I reimported them I get this
I really don't know what you're showing there
it looks like a mesh object off to the side of your avatar?
basically I combined the arm meshes in blender, ported them to unity and then added the shader
also theyre called meshes idk what else they are
no I was poking fun at that being plural
oh lol
my suggestion is to model the thing in blender, feel free to make multiple mesh objects. Rig it, weight paint it, etc. Join them into one body mesh, then export the lot to Unity and call it an avatar.
but man im sorry for all the troubles
no it's fine, it's an interesting problem š
I'm mostly avoiding weight painting anyway
yea its a very very unique issue
anyone have or knows the name of this avatar ?
how?
great minds think alike š
oh sorry
xD
dont make avatars in unity
you can add stuff to one (still a euw from me though)
Just seems a simple thing that got overcomplicated
right sorry I just got a bit confused a lil stressed but I think i get I just go to blender make the planes and rig and rig it as well as combine the meshes?
I'd do the entire avatar in Blender
right, I did the avi, I brought it to unity and tried the shader and now
I still get this error
what shader is that?
retro sprite by error.mdl
yeah I'm not sure what the shader has to do with this at all
at this point i might as well just contact the guy who made the shader can see if he can help me with it
though
idk how
okay... I'm looking at the shader but I'm again not really sure what you're trying to do š
seems like you could do all of that with a mesh particle and billboard rendering, and any shader you want.
unless you are trying to make a fully 2D avatar?
I could try that tho ive never done mesh particles
I could probably just ping him but idk if that just worth it
Should i? This guy hasnāt been active in the server for like 4 years tho
yeah I saw that but I'm not sure I actually get it
how do i take ears apart ive been trying for days
take apart? like separate one from the other or what?
not sure what you want here, but if you want a separate mesh object, go into Blender, select all the vertices for one, hit 'p' to "part" it out.
But if you're talking Unity, they should be rigged to bones, so just move one bone?
you might have to explain more
are we in blender or unity here?
blender
ok I'd edit that mesh object, turn on X mirroring, select one ear, and move it where you want it.
split any vertices in the center if they're connected
oh yeah, mirroring is a smart thing to do in this case
to make sure you have them in the same spot on both sides
like this
turn on mirror mode on the X axis
and select vertices of one of the ears
The keyboard key L may be helpful with this
You can also press alt+z to see through the mesh and select all the vertices at one time
Should you choose
this one also moves together but they are not physically connected
they don't need to be physically connected
if they're one mesh and you move the mesh, both of them will move
they are seperate mesh
that looks like one mesh to me
you need to separate them if you want them to move independently of each other
that's definitely one mesh
overwrite the .fbx file
I did and now what
She didn't change in untiy
did you unpack the prefab?
No
then I'm surprised, that should work
Oof
Sculpting rn and my brushes just stopped working period. Anybody have a clue how to fix this? Guh
Was just trying to sculpt some hair
Resetting preferences didnāt even work. I dunno if I need to just redownload blender
So I'm trying to adjust my Veiw Position, but the little white ball you use to adjust isn't spawning
open hand disables the vape & keeps it off until I reset the vape toggle?
https://gyazo.com/0fcdfa6e8b9cccfe7a89ed70e1910b42
pictures are the states on the left hand of my gesture layer
silly me i thoght i did install vrfury thx zero