#avatar-help

1 messages Ā· Page 60 of 1

prisma thunder
#

How do I save it after editing? It reset me once already

desert elk
#

Apply

#

on the button right

prisma thunder
#

It undid everything again 😭

desert elk
#

it shouldn't have

#

first set as humanoid, apply, then configure and correct if necessary, apply

prisma thunder
#

Assuming it has something to do with this

desert elk
#

you have multiple armatures

#

you need to have one

prisma thunder
#

Do I fix that in blender, or the configuration thing?

desert elk
#

Blender

prisma thunder
#

Alrighty

desert elk
#

if you added any additional hair or clothes to your avatar you most likely didn't do it correct, hence the multiple armatures

prisma thunder
#

I know how to fix it dw

#

Ive fixed it 6 times already, but I did it in unity instead of blender 😭

#

How do I drag stuff in the blender hierarchy?

#

Google exists actually

north sonnet
#

Can someone help for a map ?

desert elk
#

map?

prisma thunder
#

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

quasi briar
#

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.

delicate osprey
#

@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.

prisma thunder
#

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?

somber sequoia
somber sequoia
prisma thunder
#

Uhh

#

You're gonna hate me, but how do I edit the armature? 😭

light glade
#

what is the name of the glasses on this avi

prisma thunder
#

np

true rune
#

Is there a system where i can set a rule like
if this parameter [A] is -> 1
it sets another parameter [B] to -> 0 ?

prisma thunder
#

VRC OSC can do maths for ya

true rune
#

preferebly without any external tools

mental estuary
#

The Maths module is for actual maths. Just use a parameter driver on the animation

somber meadow
#

parameter driver state behavior

idle quartz
#

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

true rune
#

oh, let me see about the parameter driver

prisma thunder
idle quartz
true rune
#

would that driver be put onto the object used with the parameter or will ti be put onto the avatar?

mental estuary
#

On the animation that's triggered when parameter A is set to 1

desert elk
#

maybe the default ones just clip into your hand, it can happen

idle quartz
#

uff i've never done an animation before

desert elk
prisma thunder
#

Like in the hierarchy

desert elk
#

ah

#

no idea

prisma thunder
#

Uh oh

desert elk
#

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

prisma thunder
#

Ill tell ya if i find out how lol\

true rune
#

Okay i Found it, thanks for helping me with the Parameter thing ^^

somber sequoia
#

oh someone answered

true rune
#

Yes, i found it ^^
Thank u for the help

prisma thunder
#

Random result:
Oh yeah steps :

Join the armatures (ctrl + j)

edit mode > parent the bones

#

Have this now, hoping it works šŸ™

#

In my mind's eye, the issue would be that the head isnt a child of the neck

#

What did I say lol

gloomy pier
#

how do you make animated textures?

#

i already have the mask and texture i want
im using poyomi

void kettle
#

how do i fix the rig? i know how to fix the texture btw

gloomy pier
#

the bones are not rigged right

desert elk
#

check configure?

gloomy pier
#

did discord break?

#

alive again

#

yay:3

void kettle
void kettle
nocturne lintel
#

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.

balmy barn
#

šŸ‡ fix your import errors (guessing rig not setup missing chest/spinesomething)

nocturne lintel
#

Ah I completely ignored the inspector because the SDK window was up top…

void kettle
nocturne lintel
#

Click the Configure button, that’ll give you more information,

#

More than likely your hierarchy is a little messed up, order of bones matters

void kettle
#

what now 😭

nocturne lintel
#

Check your head and hands too

void kettle
#

all of them are green!

rotund coral
#

Is anyone know the name of this gimmick?

nocturne lintel
#

Strange….

#

Try dropping it back to generic and then back to Humanoid, that should regen the Avatar.

#

Maybe the Avatar meta got jumbled

void kettle
#

Still the same error 😭

nocturne lintel
#

Real weird

#

Nothing important is missing

#

Toe and Upper Chest are optional

void kettle
#

When I use the avatar in game it’s stuck in T-piss

#

Did notice that

nocturne lintel
#

Wait, did you unpack your model in the scene maybe?

void kettle
#

Like imported in the scene?

nocturne lintel
#

Check the Animator also, see if it shares the Avatar file

void kettle
#

i found this

#

one sec

nocturne lintel
#

I see a brown box?

void kettle
#

sorry my computer is being dumb

balmy barn
#

rig is a mess, several body.numberhere chest.numberhere , dont rename that in unity - blender

nocturne lintel
#

It might be that they have merged armatures backwards

#

Ah

#

They didn’t merge them at all

#

You have two sets of armatures on one model.

#

@.@

void kettle
#

it shows one- is there like different ones in side the one?

nocturne lintel
#

Did you try to add clothing or something via blender?

void kettle
#

yea

nocturne lintel
#

Did you remove the clothing’s rig?

void kettle
#

i dont think so

nocturne lintel
#

There’s your problem.

#

Was this clothing made for this model?

void kettle
#

it was made with the edit tool

nocturne lintel
#

Oh you made the clothing?

void kettle
#

yea

nocturne lintel
#

When you made it, did you add a humanoid rig, or automatic weight groups with the existing rig?

void kettle
#

i just did it with how ot was. i didnt change anything

nocturne lintel
#

Can you show me the blender hierarchy

#

I believe Shift + Arrow exposes all of the objects in a hierarchy

gloomy pier
#

how do i animate the purple galaxy texture on this?

nocturne lintel
#

Does it loop?

gloomy pier
#

how do i do that?

nocturne lintel
#

What shader are you using?

gloomy pier
#

poyomi

nocturne lintel
#

Look for panning

gloomy pier
nocturne lintel
#

Hmm, been a while, can you expose the whole armature up to spine.

nocturne lintel
gloomy pier
nocturne lintel
#

Ah, Poi Toon

#

Ummm

gloomy pier
#

mbšŸ˜…

nocturne lintel
#

Been a while

void kettle
#

i think i got it!! ty!!

nocturne lintel
#

Can you show me all the options where you set the texture?

gloomy pier
#

in special fx or just everything in the tab

nocturne lintel
#

There is Tiling and Offset Vectors there

#

I am meaning like Albedo and such,

gloomy pier
nocturne lintel
#

Drop Texture down for me

gloomy pier
nocturne lintel
#

That guy

#

Set X and Y to 1

#

On Panning

gloomy pier
nocturne lintel
#

Oh

#

That is you

#

Ahhh

#

šŸ—æ

gloomy pier
#

im using a mask and random texture

#

in emissions lol

nocturne lintel
#

I see you did this correctly

#

Thank you for saving my frames over making a whole new material

gloomy pier
#

ok but what do i do next lol

nocturne lintel
#

Where that noise map is for the stars, I assume you are using emmision?

gloomy pier
nocturne lintel
#

Is that emission map there the stars?

gloomy pier
#

yes

#

galexi

nocturne lintel
#

Drop her down

gloomy pier
#

🌌

nocturne lintel
#

The panning is already 1

gloomy pier
#

ok if i wanted it to look smooth?

#

just make it faster?

nocturne lintel
#

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.

gloomy pier
#

have you ever seen the galaxy novabeast?

nocturne lintel
#

Cannot say I have?

#

Got a video?

gloomy pier
#

this one?

nocturne lintel
#

No sorry.

gloomy pier
#

ok well its very smooth

nocturne lintel
#

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.

gloomy pier
nocturne lintel
#

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

gloomy pier
#

so just make alot of emissions with diff speeds?

nocturne lintel
#

You could also abuse sparkles like this

#

I use this often to give things a dynamic speed and color offset

gloomy pier
#

i dont understand this at all vrcTupCry

nocturne lintel
#

DM me, since this is more technical and bound to Poi, I can explain more there without feeling obnoxious.

spark walrus
#

Hair flying away

unreal scarab
#

Im trying to upload an avatar and this pops up, I dont know how to fix it

somber sequoia
#

look in the console

#

it's not clear from that message alone what might be the cause

#

(I'm guessing VRCFury)

wise grail
#

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 😭

unreal scarab
arctic ginkgo
#

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

tall pumice
somber sequoia
radiant tree
#

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?

wise grail
somber sequoia
#

well, it's good that there is documentation - have you read it?

spark walrus
#

Hair flying

somber sequoia
spark walrus
#

yes...

somber sequoia
#

it'd probably help if you asked a question then

spark walrus
#

are u mad or somethin

somber sequoia
#

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

spark walrus
#

I am following this guide

#

posted by a popular avi maker

somber sequoia
#

can you show the scene view of the physbones with gizmos enabled?

spark walrus
#

whats a gizmo

somber sequoia
#

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

spark walrus
somber sequoia
#

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"

spark walrus
somber sequoia
#

that's better

#

I would consider a bit smaller, but that's up to you and how you want it to react

spark walrus
#

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

somber sequoia
#

not really

spark walrus
#

so i have to do these unity settings all over again

opaque flax
#

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?

somber sequoia
serene wing
#

How would you configure this??? Very confused cause I’ve never really configured my bones in unity

toxic halo
#

Does anyone know if there are any avatars with vitiligo

somber sequoia
serene wing
#

So I take another photo?

somber sequoia
#

a screenshot is better, but yeah, it'd help to see what you currently have

serene wing
#

Alr I’ll show screenshot

keen jay
#

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

serene wing
#

I forgot how to take a screenshots on windows so I had to take it at the best angle I could

neat coral
#

Dose anyone know how to make a buffer for toggles (the path) I cant figure it out (need it because im using drivers)

ornate stump
somber sequoia
serene wing
#

Oh god wait I may be stupid

#

I’m taking the screenshots but I don’t see them in my files

keen jay
#

if you add blendshapes to an avi can that completely stop body sliders from working even if those shapekeys arent touched?

serene wing
somber sequoia
# serene wing

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.

tall carbon
#

trying to upload a model and got this error i dont fully understand

somber sequoia
tall carbon
#

i didnt know about that since i dont use face tracking QwQ

somber sequoia
#

your avatar does, apparently

tall carbon
#

where can i obtain it? is it on the creator companion?

somber sequoia
#

either install that or remove whatever vrcfury prefab which provides face tracking is on your avatar

spark walrus
somber sequoia
#

(unless you do wrong things like unpack your avatar prefab)

spark walrus
#

I have to delete her from my project and readd her back with the updated version right

somber sequoia
#

no

#

overwrite the .fbx file

serene wing
spark walrus
#

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

somber sequoia
spark walrus
#

It updates into unity automatically?

somber sequoia
#

yep

spark walrus
#

I'm so dumb sometimes

serene wing
#

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

somber sequoia
#

most of this looks like non-humanoid bones, which are irrelevant for fixing the spine hierarchy issues

serene wing
fiery crow
somber sequoia
#

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

keen jay
#

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 .-.

serene wing
#

im so sorry if this is bothering you though oh my goodness

somber sequoia
#

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

serene wing
#

ohhh okay!!

somber sequoia
#

deviate from that and you are going to have this kind of problem

serene wing
#

Could I @ you there if that’s okay?

somber sequoia
#

sure

small hare
serene wing
# somber sequoia sure

Wait I actually fixed it, I had to delete some of them that weren’t needed, tysm for helping though! <333

#

Now I’m just confused on the physbones error

somber sequoia
#

oh cool!

keen jay
#

did you set up armaturelink?

odd meteor
#

The validation in the build section is not showing and its not allowing me to upload my avatar. I’ve re-loaded the SDK several times, I’ve 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?

untold minnow
#

I pressed H to hide the bone and now I cant unhide it no matter what I do, Help?

keen jay
odd meteor
untold minnow
odd meteor
untold minnow
#

I hid it in weight paint mode if that means anything

spark walrus
#

There should be a little eye to click also next to it

#

In the hierarchy

untold minnow
#

the eye arent next to the bone

#

its just next to the armature

spark walrus
#

Is the xray mode on

untold minnow
#

idk what that is

spark walrus
#

buh

#

U sure alt + h isn't working

untold minnow
#

Yeah, I just fixed it

#

I had it set to selected so I just put 2 and 2 together and unselected select

spark walrus
#

Oh ok

keen jay
odd meteor
odd meteor
# spark walrus 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)

spark walrus
#

What's the avi? I'll see if I can find something

keen jay
#

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

odd meteor
spark walrus
#

What's it called

odd meteor
#

its called hatred

spark walrus
#

By love

untold minnow
#

now ive run into this problem

odd meteor
#

yeah love or lvjec something like that

ornate stump
keen jay
#

whats the errors on the import messages tab

spark walrus
untold minnow
ornate stump
untold minnow
#

…

spark walrus
ornate stump
odd meteor
untold minnow
ornate stump
untold minnow
wise grail
untold minnow
#

Was that so hard

ornate stump
#

Not so hard but I expected you to be able see it by yourself.

buoyant zodiac
#

anyone know how to fix this, i cant make it quest compatible

keen jay
#

should be a materials thing in the descriptor that you can shaders in then edit them

buoyant zodiac
#

think you could explain in easier terms lol

ornate stump
buoyant zodiac
#

ok lets try to extract, how do i do that

ornate stump
buoyant zodiac
#

ok im there

ornate stump
buoyant zodiac
#

okie dokie

#

opened up my files, do i choose something?

somber sequoia
ornate stump
buoyant zodiac
#

ohhhh

#

silly me

dense basin
#

okay, one avatar I had succesfully used for months... suddenly failed security checks. AFTER I just used it

buoyant zodiac
#

it turned pink

ornate stump
buoyant zodiac
#

hooray!

#

it worked

#

thank you magical person

untold minnow
#

Overlooked it

void saffron
#

I’m not sure if it’s 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 it’s possible but I’m not sure how to actually go about setting that up

timber wharf
#

only by placing contacts that follow particle

#

on both avis ofc

void saffron
#

That’s 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

timber wharf
#

you just animate it

void saffron
#

The particle can change directions based on hand movement it’s 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)

timber wharf
prisma thunder
#

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

patent geyser
#

Can someone hlep me fix a stuck toggle? It's auto on and I don't knoiw anything about toggles or how they work.

keen jay
#

It gives options for blend shape toggles as well

royal epoch
#

does anyone do avatar commissions I need an avatar made out of this image and animations with it that might involve particle animations

patent geyser
keen jay
#

Is it a Boolean toggle then?

patent geyser
#

no idea. i dont know anything about toggles.

keen jay
#

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

keen jay
patent geyser
#

I already made another with fury. it still wouldnt work.

#

Yes.

keen jay
#

Are the boots a separate asset?

patent geyser
#

?

keen jay
#

Or are they attached to the prefab with the model

patent geyser
#

no idea

#

idk what that means

#

sooo here

keen jay
#

Okay so all of that blue is a "prefab" basically drop the package in and all of that stuff is added

clear sonnet
#

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.

patent geyser
#

shut the fuck up you useless fucking BOT

#

god i hate bots

keen jay
# patent geyser

Are you trying to have them default as off? Or save your settings between worlds/instances

#

And yeah I feel that lmao

patent geyser
#

deleted the animations, STILL NOT WORKING

#

garbage model i quit ĀÆ_(惄)_/ĀÆ

keen jay
#

Don't delete animations lol, I learned that the hardway

patent geyser
#

nahm too alte

#

nuked project

#

i quit

#

douchebag fucking put a unremovable toggle

#

fuck em im getting my money back

keen jay
patent geyser
#

welp idk how to do it and its bugged

#

so not my problem. shouldnt sell me buggy stuff.

#

o7 later

keen jay
#

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

ornate stump
#

We certainly can't fix impatient person that went on rage.

patent geyser
dense basin
#

these security checks getting redone is such a "you have to win every time. I have to win only once" level stuff, ugh

dense basin
#

since it will keep redoing them until the system bugs out and then won't ever do it again

dusk creek
#

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?

dense basin
#

having to regularly reupload avatars because of weird system bugouts is not ideal

ornate stump
dense basin
left gull
dense basin
#

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

dense basin
#

having to reupload one of hundreds occasionally is a bit annoying honestly, but I'll just have to do it anyway

arctic ginkgo
mellow drum
#

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)

ornate stump
#

Can't help myself but pour more fuel into frame.

arctic ginkgo
#

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

ornate stump
arctic ginkgo
#

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

ornate stump
orchid nebula
#

anyone know how to remove that?

junior void
#

'that' what

orchid nebula
#

the feathers in the back i removed the mesh and that's what's left

junior void
#

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

orchid nebula
#

yk where it is?

junior void
#

on the body mesh

#

are you in unity rn?

#

or blender?

orchid nebula
#

unity

junior void
#

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

orchid nebula
#

alr

#

i did not see that

#

thx

vernal pecan
#

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

hollow hemlock
#

Howd i fix vrc sdk error ??

balmy barn
#

enable [collapse] << merges same error into one instead of 600 lines] try building - post the top 10~ red errors

thin compass
#

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?

indigo compass
# thin compass Does anyone have any info on how the avatars that mute yourself for others work?...

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).

vestal nova
#

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?

ornate stump
vestal nova
ornate stump
vestal nova
ornate stump
vestal nova
#

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?

desert elk
#

I'd also like to know

vestal nova
#

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

desert elk
#

because it also resets for me whenever I try

ornate stump
vestal nova
#

Is it not the bones that I'm editing?

ornate stump
vestal nova
#

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

ornate stump
#

Humanoid rig animation has to be done via muscle parameter.

desert elk
#

video would be helpful for sure

vestal nova
#

Are you talking about these down here?

ornate stump
desert elk
#

yeah, that's what I was doing but it resets XD

vestal nova
#

ohhhh, I see now

desert elk
#

oh well

#

maybe I'm just doing something wrong

vestal nova
#

I can try to edit this, but a video example would still be nice if you can provide it.

ornate stump
#

I don't have video.

vestal nova
#

Just gotta see if it turns up ingame after I finish setting it up fully

vestal nova
# ornate stump I don't have video.

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

ornate stump
vestal nova
#

For the track control, what do I change for the gesture?

#

Do I tick The animation?

bleak jolt
#

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"

vestal nova
ornate stump
vestal nova
#

Except the quest one

bleak jolt
vestal nova
#

Click on the avatar and on the inspector, uncheck that check

bleak jolt
#

i dont see the inspecter in the heiearchy tho?

vestal nova
#

Click on the avatar, and the inspector is on the right

bleak jolt
#

so if its unchecked that means its hidden or is it the other way around

vestal nova
#

if its unchecked, its hidden

#

Example, the top is shown, but the bottom is hidden

ornate stump
#

Note that "hidden" and "disable" are different things. In this case, it's to disable avatar which is what the checkbox is for.

bleak jolt
# vestal nova if its unchecked, its hidden

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?

vestal nova
#

Yes, you can upload it now iirc

bleak jolt
#

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

desert elk
#

you do need to attach the id

bleak jolt
#

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

ornate stump
bleak jolt
#

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

ornate stump
bleak jolt
#

idk how to fix this ;w;

desert elk
#

you need to change shaders

bleak jolt
#

how do i do that?

desert elk
#

locate your materials

#

and change the shader that they're using

bleak jolt
desert elk
#

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

bleak jolt
balmy barn
#

vrcAevSip 200+ materials?

#

totally a quest av

desert elk
#

yeah

#

i think you may just have the wrong one chosen for upload

bleak jolt
#

no its an avi where the quest and pc version r combined into 1 file

desert elk
#

okay

#

send a screenshot of the whole sdk

somber sequoia
#

200, wow

desert elk
#

or check if you have the quest one picked

vestal nova
junior void
#

holy shit 200 mats

bleak jolt
#

i did exactly what the directions told me to do

#

and i got this instead when doing the quest avi step

balmy barn
#

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

vestal nova
#

Did you make sure you have the quest version shown and not the pc version?

desert elk
#

is the quest one picked here?

desert elk
#

good luck optimizing

somber sequoia
#

objects with uuid names, fascinating.

balmy barn
#

love they used just a bunch of uuid for their image instead of a name, but i tend to name stuff kjdfogio43i5u43o4h5

somber sequoia
#

haha

junior void
#

i find it really sus ngl

desert elk
#

yup

junior void
#

any time i see that, the hairs in me neck go up

somber sequoia
#

yup

junior void
#

hi chat btw

#

im studying some math rn lol

somber sequoia
#

is it math for cool shaders?

junior void
#

no, for coding

somber sequoia
#

well that's cool too

junior void
#

algorithms n stuff

#

it is but i also hate it xD

somber sequoia
#

yup

balmy barn
#

go yell at Cosmowos ratl its the creator you bought this from, right

#

thats one kitbash avatar listing all the parts about 40 different people

junior void
#

you exaggerated, right

balmy barn
#

parts

junior void
#

what the f

desert elk
#

w0oah

balmy barn
#

no stats course

somber sequoia
#

yow

junior void
#

good grace

somber sequoia
#

the menu icons are cute

bleak jolt
desert elk
#

you need to opitmize it

somber sequoia
#

it'll be very, very hard

balmy barn
#

cant tell but that av likely very large in fbx

desert elk
#

by a lot

#

it'll be hard af

somber sequoia
#

you'd have to strip like 95% of that stuff off

balmy barn
#

quest have a 10mb limit, this might been before that (if its not šŸ’© )

bleak jolt
#

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

balmy barn
#

not a 200material one

#

you would melt anyone

desert elk
#

yeah

#

that's gonna cause crashes for sure

balmy barn
#

this person really shouldnt put 'quest' on their page, if you arent showing stats its already suss ratl

#

(my guess 600k vertices/215 materials/40+ meshes)

#

you could see that in stat window on sdk and watch all the red

desert elk
#

exactly!

#

it's okay to make some stuff just pc

#

don't lie to people like that, come on

junior void
#

just upload a body pillow as quest version

bleak jolt
#

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

junior void
#

it doesnt matter what the id is

#

if its 200 materials, its 200 materials

bleak jolt
#

so what u all r saying tis that the quest version fo this avi has 200 materials, right?

balmy barn
#

hey i optimized one to quest , im only showing the pc version on left tho (right is quest dont mind that)

desert elk
#

XDD

junior void
#

we are saying no way in hell this is uploadable to quest at its current state

desert elk
#

yes

bleak jolt
balmy barn
#

things thats flags for me , not showing quest version vs pc or showing ANY stats , clear rip off

vestal nova
#

You decimated tf outta that lol

junior void
#

quest version included != uploadable quest version included

balmy barn
#

look for a smaller fbxšŸ¤·ā€ā™‚ļø

somber sequoia
#

Also, if you did manage to get this uploaded, your own performance is going to suck

junior void
#

you likely wouldnt even be able to load your own avi

somber sequoia
#

I bet if you managed to, looking in a mirror would just crash it immediately

junior void
#

sounds right

somber sequoia
#

okay?

junior void
#

with 200 materials? šŸ˜‚

somber sequoia
#

I don't this is the win you think it is šŸ™‚

desert elk
#

yeah

#

looking in the mirror is gonna be a disaster

#

or other questies looking at you

somber sequoia
#

another questie with a heavy avatar, trying to load this one...

desert elk
#

mm

#

smells like a crash

lucid rapids
#

can someone help me with those errors ?>

junior void
#

install gogo loco and vrcfury

lucid rapids
#

i did

#

wait

#

vrcTupCheers silly me i thoght i did install vrfury thx zero

thin hound
#

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?

junior void
#

merge both meshes and therefore the visemes

thin hound
#

Aight, gonna give that a shot, thank you

fierce thunder
#

Using the blendshape in unity messes up the avatars face, but in blender its fine. any fixes?

junior void
#

youre not supposed to use viseme blendshapes anyway as the avatar descriptor likely already uses them

desert elk
#

yeah

#

viseme blendshapes are only for speaking otherwise they'll mess up your avi

prisma thunder
#

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!

fierce thunder
#

@desert elk @junior void even with other blendshapes that arent used for visemes the same problem happends

desert elk
prisma thunder
#

Ignore list?

desert elk
#

on the physbone component

#

there's "ignore transforms"

prisma thunder
#

ahh

#

Shit all of those have 5 children 😭

#

Do I ignore the ends or the bases?

#

Oh uh

#

How do I add them to the list?

balmy barn
#

Blender , merge bones so its only 2~3, some hairs can be merged too

fierce thunder
#

its not the viseme that is making problems

prisma thunder
white jungle
#

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?

prisma thunder
junior void
#

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

somber sequoia
#

Looks like that blendshape has extra stuff moving that shouldn't

somber sequoia
#

I haven't tried but I bet that's a hard thing to get right, when creating that

prisma thunder
#

How do I combine materials?

somber sequoia
prisma thunder
#

I have 13 materials, just trying to get to good rated, in crayon eating terms, how would I go about this?

white jungle
somber sequoia
#

shown?

#

oh did you post an image and I didn't see it?

prisma thunder
#

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

white jungle
#

weird, it's in the post you quoted. let me try putting it with this one too?

somber sequoia
somber sequoia
white jungle
#

no worries lol

somber sequoia
#

so yeah that looks like what I'd suggest.

white jungle
#

;-;

spark walrus
#

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

somber sequoia
#

It depends on what you're trying to do. See also #3d-modeling of course.

spark walrus
#

I mean in sculpting

somber sequoia
#

yeah, most of the sculpting tools also have a reverse (was it shift?)

white jungle
#

in scuplting? hold Ctrl to reverse the directon of most brushes

spark walrus
#

Oh okay

somber sequoia
#

ah right, ctrl. I don't do lots of sculpting.

bleak jolt
#

how do i fix this bs...

somber sequoia
# bleak jolt

exhaustively covered in #quest-optimization , but you can scale textures down, or remove unused blendshapes, or remove unnecessary parts or even mesh faces

bleak jolt
#

all i want to do is just get it to 10.00mb tbh

spark walrus
#

10 mb is crazy work

gentle kernel
#

uhh I need help about unity 3D. when I try to rotate the eyes they always teleport somewhere else

#

their eyes are spherical

desert elk
somber sequoia
somber sequoia
#

Did you make this model?

gentle kernel
#

yep

somber sequoia
#

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)

gentle kernel
#

yep i used blender

#

let me check

#

should it look like this?

#

im still a beginner :p

somber sequoia
#

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

somber sequoia
gentle kernel
#

so like this?

somber sequoia
#

Yeah - assuming that's the pivot point you want

gentle kernel
#

i guess its cuz of the parenting settings

somber sequoia
#

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)

gentle kernel
#

theres a face bone

#

connected to neck

somber sequoia
#

whichever you put in the "head" slot in Unity.

gentle kernel
#

ohhhhhhhh

#

let me try it

somber sequoia
#

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.

gentle kernel
#

on weight paint

somber sequoia
#

I'd say instead weight of 1 and no other weight. yes, that's red, but without normalization the color can be misleading.

prisma thunder
#

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

somber sequoia
prisma thunder
#

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

somber sequoia
#

attached how?

prisma thunder
somber sequoia
#

so you just dropped this prefab onto the bone. Is that the right way of doing this, suggested by the creator?

prisma thunder
#

I have 0 clue

somber sequoia
#

aha! Is there an armature? Are they weight painted?

prisma thunder
#

Nope

somber sequoia
#

ah, they aren't likely to move properly then

#

I'd do this in blender

prisma thunder
#

Me when I dont know how to make armature

junior void
#

weigh em to the ear

prisma thunder
#

In crayon eating terms?

junior void
#

tutorial time

#

typing it would take a while

somber sequoia
#

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.

prisma thunder
#

I need them to be toggleable on both pc and quest, im not attaching it to the ears in blender šŸ™

somber sequoia
#

... but why not?

prisma thunder
#

Idea

#

I STEAL another set of earrings

#

one that actually works

junior void
#

...

prisma thunder
#

Then I delete their model and put mine

junior void
#

way too complicated

somber sequoia
#

yeah that's worse šŸ™‚

junior void
#

you need only 1 vertex group

prisma thunder
#

Trust me šŸ™

#

I'm the king of convulsion

junior void
#

i can guide you in a vc, you can use blendshape to hide toggle it no big deal, just not tonight

tiny haven
#

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?

hollow moon
#

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.)

somber sequoia
desert elk
#

i could show you how if you'd like

balmy barn
#

better off adding it to its own bone so it can be scaled to 0 to hide

desert elk
#

Yeah, you could do that too

prisma thunder
#

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:

glass solar
#

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?

somber sequoia
#

I'm betting this isn't the answer you're looking for though.

glass solar
somber sequoia
#

Yeah probably this isn't a thing then.

glass solar
somber sequoia
#

combining those in a useful way

glass solar
#

damn

balmy barn
#

you'd need blender but those wont follow sooo it would have to be redone

somber sequoia
#

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.

glass solar
#

I mean i already ported it to blender

tiny haven
somber sequoia
glass solar
somber sequoia
#

got any modifiers on there? Did you first apply all transforms?

#

joining transformed objects or those with modifiers is not going to work cleanly

glass solar
somber sequoia
#

yep

glass solar
#

when i joined the arms and reimported it to unity the movement for the arms dont work at all

somber sequoia
#

are they weight painted properly?

glass solar
#

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

somber sequoia
#

do you mean empties in blender or in unity? 'cause "bones" in unity are really just plain old game objects

glass solar
#

blender

somber sequoia
#

ohh. I have never tried exporting anything from Unity, never had a reason to try it

civic cliff
#

i CANNOT seem to find the material its talking about genuinely

somber sequoia
#

and clicking "Select" doesn't get you there?

somber meadow
#

it doesn't unfortunately

white jungle
#

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

somber sequoia
#

yeah I find that sometimes that works, but usually not 😦

somber meadow
#

put t:renderer in your hierarchy search, and try to find it through there

civic cliff
#

just highlights the entire avatar

civic cliff
somber sequoia
#

check particle systems too

civic cliff
#

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

somber sequoia
#

like nuking it from orbit?

glass solar
#

.......is there a way i can add sprites without the sprite renderer in unity?

somber sequoia
#

I'm curious what you're trying to do with that

civic cliff
glass solar
#

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

somber sequoia
#

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.

glass solar
somber sequoia
#

I'm not sure what that could possibly mean?

glass solar
#

i have NO CLUE how it even happens like this

white jungle
# white jungle The hood position is on a blendshape, default is 'up'. When I put it 'down' in U...

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 šŸ™‚

somber sequoia
#

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

junior void
#

šŸ˜Ž

glass solar
somber sequoia
#

I'm still not really clear what you're trying to do

glass solar
#

lower the ammount of mat slots and basic meshes

#

aka optimize it

somber sequoia
#

okay but what do sprites have to do with this?

glass solar
#

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

somber sequoia
#

so basically you're atlasing your textures

glass solar
#

atlasing?

somber sequoia
#

making a sprite sheet out of existing textures

glass solar
#

well i wanna lower the basic mesh count and mat slots

somber sequoia
#

yes

glass solar
#

so

#

do u have an idea how i can do it?

somber sequoia
#

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.

glass solar
#

I mean the arms use the same texture

#

same goes for hands, and fingers

somber sequoia
#

you could just be clever about UV mapping then

glass solar
#

but the thing is

#

therye all seperate objects

#

could sepreate objects share the same mat slot?

somber sequoia
#

no, but you could combine the objects

glass solar
#

I could but it would ruin the hierarchy of the quads

somber sequoia
#

I don't see why

desert elk
#

neither do I tbh

glass solar
#

cause all the quads are unity primitive quad

somber sequoia
#

I don't see why you need more than one mesh for that entire body

#

right - but why would you do that?

glass solar
#

since its a whole model and I wanna have the limbs and whatnot work like how it is with 3d models

junior void
#

What

somber sequoia
#

okay.. but you don't need more than one mesh object for that to work fine

desert elk
#

huh

#

it's possible with one mesh

junior void
#

Im getting a feeling this was made only in unity

somber sequoia
#

re: efficiency, each separate object is at least one extra draw call due to the material slot

glass solar
junior void
#

Wait, was i actually right about that

desert elk
#

you were

somber sequoia
junior void
#

Why would you...

somber sequoia
#

that's what I'm asking

#

you could, but why?

desert elk
#

because blender scary

junior void
#

Now it makes sense that combining meshes isnt something he seems to know about as unity doesnt have that

glass solar
#

I TRIED in blender

junior void
#

My dude, its blender time

glass solar
#

I even exported the meshes from unity and imported to blender and combined them

#

but

somber sequoia
#

"meshes"

glass solar
somber sequoia
#

I really don't know what you're showing there

#

it looks like a mesh object off to the side of your avatar?

glass solar
glass solar
somber sequoia
#

no I was poking fun at that being plural

glass solar
#

oh lol

somber sequoia
#

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.

glass solar
#

but man im sorry for all the troubles

somber sequoia
#

no it's fine, it's an interesting problem šŸ™‚

#

I'm mostly avoiding weight painting anyway

glass solar
#

yea its a very very unique issue

somber sequoia
#

it isn't really

#

you've just made it into one šŸ™‚

lucid rapids
#

anyone have or knows the name of this avatar ?

glass solar
desert elk
#

great minds think alike šŸ˜Ž

lucid rapids
#

oh sorry

desert elk
#

xD

junior void
#

Get battered

#

Lol

balmy barn
#

dont make avatars in unity ratl you can add stuff to one (still a euw from me though)

somber sequoia
glass solar
somber sequoia
glass solar
#

I still get this error

desert elk
#

what shader is that?

glass solar
#

retro sprite by error.mdl

somber sequoia
#

yeah I'm not sure what the shader has to do with this at all

glass solar
#

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

somber sequoia
#

okay... I'm looking at the shader but I'm again not really sure what you're trying to do šŸ™‚

#

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?

glass solar
#

I could try that tho ive never done mesh particles

#

I could probably just ping him but idk if that just worth it

glass solar
somber sequoia
spark walrus
#

how do i take ears apart ive been trying for days

desert elk
#

take apart? like separate one from the other or what?

spark walrus
#

yes so i can move them

#

but not as the same time

somber sequoia
#

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

spark walrus
#

they are to close together

#

but moving one moves both

desert elk
#

you can do what Kazin said, select all vertices and separate them

#

or move the bones

somber sequoia
spark walrus
#

blender

somber sequoia
#

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

desert elk
#

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

somber sequoia
#

yep

#

also mesh -> transform -> push/pull is useful

#

(I put it on the quick menu)

spark walrus
#

like this

desert elk
#

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

untold minnow
#

Should you choose

spark walrus
#

this one also moves together but they are not physically connected

desert elk
#

they don't need to be physically connected

#

if they're one mesh and you move the mesh, both of them will move

spark walrus
#

they are seperate mesh

desert elk
#

that's not the mesh

#

in the hierarchy

#

I can see nothing on this image

spark walrus
desert elk
#

that looks like one mesh to me

#

you need to separate them if you want them to move independently of each other

somber sequoia
#

that's definitely one mesh

spark walrus
#

goi it

#

how do i update her in unity without deleting her

somber sequoia
#

overwrite the .fbx file

spark walrus
#

I did and now what

somber sequoia
#

(hopefully you didn't unpack the avatar prefab)

#

nothing?

spark walrus
#

She didn't change in untiy

somber sequoia
#

did you unpack the prefab?

spark walrus
#

No

somber sequoia
#

then I'm surprised, that should work

spark walrus
#

Oof

round comet
#

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 didn’t even work. I dunno if I need to just redownload blender

dusk lance
#

So I'm trying to adjust my Veiw Position, but the little white ball you use to adjust isn't spawning

glossy trout