#avatar-help
1 messages · Page 61 of 1
could be a whole lot of things - is it invisible in unity?
Invisible is a different definition from unable to look for file though. Are you sure you import unitypackage file correcrly?
by "I put it in unity" what do you mean?
Grabbed the avatars files and I put it into the unit package
I believe I did I see the mapping of the toggle but there's just no avatar
Do you mean you can't see avatar in the scene?
or that you didn't open the creator's sample scene, or you didn't drag the model prefab into the scene, or...
in here
ok - did you install the shader which the creator says is a requirement?
Ya I just see the toggles
Like mapping of the fizbones
Not even sure what you meant by that. Your terminologies are really off bit.
Yup already done
Try focusing on object by double click the avatar object in hierarchy.
Sorry my typing skills when it comes to unity are terrible
ah I was just typing that
this is what is happening
looks like a material missing a shader
Missing shader should show magenta mesh. This looks like the mesh can't find its bone.
yeah but I've seen cases where if you don't install the shader package, it'll just be missing too
When screenshoting, you should screenshot entire window. Some essential clues might be in inspector panel.
I tried redownloading the file complete on my computer cuz maybe it glitched and it seem to be the case
ok so in game i have a avatar i got in a avatar world and my friend can see the avatar but he can not see the toggles like i can see them myself like the aura and emotes but he can not see any of that we are both on quest
Do you own this avatar?
No
Do other avatars you use sync their toggles to other people
Does your friend have your avatar fully shown by clicking the eyeball icon when selecting you
I explained the steps
Open the Quick menu by pressing Y or B on controllers, and use the other hand to select a player in the game physically with the laser that it spawns
Ok is it usually on or do you have to turn it on for the first time
you have to do it per person
So i bought this robotic arm and wanted to use it with this outfit. however it clips through the sleeve. In the armature for the clothing, i scaled the left side down to 0 so it removes it, however when i test it out with gesture manager is just breaks. is there anyway to work around this without using blender?
can someone help me idk how to make a bought avi pc and quest compatable
is there a way to make a working scope for quest WITHOUT modded clients?
Modded SDKs can't add custom shaders anyway as they get stripped in the game client
either way, you unfortunately can't as scopes use custom shaders
Yeah that's kinda what I figured. I just figured I'd ask if someone figured out a way to do it for quest avatars
Thank you though!
Okay whats going on with veiw position?
You didn't explain your problem.
I did a few hours ago, but it was ignored.
Anyways, the I hit Edit, and the little orb thats supposed to be a visual aid wont spawn
Have you enabled gizmos in the scene toolbar?
Fudge me I'm syupid, no I had not. Thank you
I don't know what I'm doing wrong or at all what I'm doing. Shoot me a messge if you know how I can fix this or if able to help. But I must call it a night and work on this after work tomorrow.
dont ask to be dm'ed, scammers are just waiting for that. your problem lies in the missing scripts from the objects "gogo loco" and "body sliders" - i assume the avis description/instructions said to install vrcfury but you missed that step. Best to check that text. it may also be in a readme file.
im not trying to develop an avatar, i already have one, im trying to upload an avatar (private custom avatar) and after i upload it and try to use it ingame it just gives me an error fallback avatar and i cant actually use it, but when i press "build and test" it lets me use it just fine
i think i saw it was saying "unsupported platform" when im using the windows/desktop version of vrchat
Do KAT text boxes still work I’m messing around trying to add one to a avatar and I followed the tutorial but now it won’t show up in the emulator or game
its never taken this long to switch to android. can i just exit out without corrupting my project?
@somber sequoia sorry for the ping but it didnt work..
need name of ears and Horns, do yo thang
adorable :3
Hey, does anyone know if there is a limit of “stages” for the quick action menu? I have a plan that might be insane
eyes are not under "head" how can i change this
in blender reparent the eye bones to the head
oki
they are already parented
which one should i select here
its about it i guess
click on the little green bone in the bottom right menu and see "relations" -> parent
the parent should be listing head
i dont know what to tell you
in unity it isnt
so maybe you forgot to export last time you changed this?
i wouldnt know
its about selecting the parenting on pose mode i guess
i will try
pose mode has nothing to do with this
hmmm
When i try to upload an avatar someone gifted me for quest one of my avatars says security checks failed, and I can’t seem to get the quest version to upload so I can use it. Is there anything i could try?
does it have funky statistics?
It won’t show any stats for the avatar because it said security checks failed. It only showed security checks failed after I attempted to upload the quest version of a sfw version of my avatar under the same name as the pc version hoping it would enable the avatar for both quest and pc
upload offline version (switch to pc to get this since android cannot do it) , get compression/uncompression stats, otherwise use sdk to look at everything else
its kinda fixed but the eyes dont move 😭
What stats should I look for that may be funky that I should try to correct, or what do I need to capture to send a screenshot back when I do get on pc again later?
most of the time it fails cause its above 10mb compressed,
moving with a bone requires weight painting. make sure each eye is weighted to its respective bone
should i paint it red or blue?
they are red
Also do I name the quest version of my avatar the same as my pc version and when the quest version uploads it should show both circles colored in when looking at avatar compatibility?
once you put the same avatar id into your quest one as is in the pc one, the sdk will fill in the name and what not from the already present pc version anyway
they share this data
Okay, I’ll try to see if I can fix it later, thanks for the help zero and thulen
still it doesnt work..
im unsure if the eye bones need to be mapped in the humanoid rig for the eyelook to work
but maybe check?
how can i do that
ok ok i fixed it :]
So lets say I want to make something like a deck of cards I can draw from for my avatar. I know half of the method to do this would be to use the parameter driver to randomize a value for each bool (if i wanna be lazy but unoptimized theres probably a way to do it with a float). But where im stuck is stopping it from drawing the same card. Like for example if the parameter driver randomizes it to the bool that draw the king of hearts two times in a row, so its drawn twice. How would i prevent something like that from happening?
This might be helpful for this:
https://notes.sleightly.dev/justsleightly/Unique-RNG-Cam-4b49d9a1fc624caf8a2e279192721400
It's a layer for generating unique random numbers
what can i do? some people in the forums say i should play the game a bit
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
tysm
i installed everything and imported the model but i cant find mmd options (sorry its been a while i had school)
follow the video Thulen sent later
remember to generate the visemes and rotate eye bones cause I forgot about that
it's in the video
is there a way to divide the ear bones (they have one bones each one) so they move more smoothly? (unity)
I think that's a blender job
you don't need to make it from scratch
import the ears to blender, make the current bone smaller, add more bones, weight paint all bones properly. Done
pls tell me cuz i made the model from scratch like more than 20 times
ohhh
ty
how can i import the ears?
wait when did he send the video?
thx
other than that you can follow the video and you've got everything done as it should be
can you send a tutorial video if you know one cuz i cant figure it out
how do i fix these issues?
set the rig as humanoid
aight
click your fbx in the assets
rig > humanoid > apply
later you'll go rig > configure and correct things that got wrongly assigned (most often it's a random bone in the jaw section) > and apply again
i already did this but it ruined the model when i imported it back to unity
big oof
what are your export settings?
and did you import it or override the previous file?
i did it but the errors are still there
i guess i did it this time
do you have the correct model selected in the SDK?
do you have something here? in the inspector
when you click on your avatar in the hierarchy
yeah
are there other errors besides the animator one?
that's an error connected to a different one
that number only shows up if you have other errors to go with it
try switching the rig to generic, apply, and switch to humanoid again and apply
are sure you have the correct avi selected in the sdk?
yup
cause i don't have any other ideas
i have the fbx from blender not the one from the converter
yeah
thats what is selected
the only thing i can suggest if making a fresh project, without any other avatars
aight
I'm late to the party but the triangle error can be fixed if you select "read/write" in the fbx import settings. As for the animator, it must be on the root of the avatar, same wih the avatar descriptor. they cannot be on meshes or other parts of the avi
Is it worth it to learn how to edit textures in substance painter
Should I learn how to edit textures in substance painter is a better question i think
it's a good feather to have in your hat if you enjoy working on custom avatars, but I wouldn't pay for SP just to texture 1 avatar - cheaper to commission it.
Blender has a built in texture editor which allows you to paint onto a mesh like SP, but lacks some of the more advanced tools n features. Granted, you can use photoshop or GIMP to achieve the same effects, but it requires jumping between multiple programs which slows the process down.
One advantage to using Blender and PS/GIMP instead of SP is if you modify the avatar's mesh, you do not have to start over - with SP, if the FBX changes you have to completely redo the texture.
I really like it and you certainly can do it in 2D, but there are other (some free) tools for doing this in 3D also, such as ArmorPaint (free if you compile it, paid but cheap otherwise) or blender add-ons LayerPainter and ucuPaint.
I want to add detail to my skin like this for example. This would be texture work right?
normals + matcap
that's very vague and could mean literally anything
Pushing this down, still need help
Are these model specific?
I doubt it
Shoot
well, did you scale it in a local or global fashion
Idk what either of that is
if you used the gizmo and scaled it towards the word center, yea this would happen
Just set scale to 0
Quick question, I just got a DM from a friend that I uploaded an avatar for and they said that all the toggles stopped working. I just checked the unity file and they seem to work fine there, any ideas on what the issue could be?
I went into the models armature and found the left shoulder and scaled it to 0
Is there any other possible way to do this?
there's layers to the answer. To add tats and such to the avatar, yes that would be editing the texture. To make it look like the other one, you would need to make or get what's called a 'normal map' which is a special texture that tells the game engine how light should interact with the surface of the model. That is a lot harder to do. If you are lucky, one already exists for the model? Matcap is 'material capture', referring to setting up the material in Unity to include this normal map etc instead of just the base texture.
normals just material setting , bottom is what happens when its off , many people use it on skins (masking part of the texture so it doesnt affect everything - just a black/white or rgb texture)
My model is not very well used and has none on the market
To make a normal map for it would require Blender, there's some good writeups on the process but it's not as easy and clicking through a few menus. Think of a normal map like one of those shirts with muscles printed on it - you apply it to your avatar to make it look tone and defined, but underneath it is still smooth. To create that 'shirt' you need to actually create a high poly version of the avatar that is tone and defined, then bake or 'take a picture' of the toned up body which you will apply to your avatar. There are some shortcuts, but making the high poly version of the base avatar will take a lot of time and skill. More of a couple weeks to couple months project depending on how experienced you are / how fast you learn.
you can paint normals too
that usually comes out shit tho
sure can, that's one of the shortcuts. Another is to take pieces of an existing normal and modify it to work with your avi.
works for a lot of things, but I wouldn't for muscles
Is there a good tutorial on YouTube or something
if you're talking about the glitter, that's a glitter component in Poiyomi
it's not very hard to set up
All glitter
unless you want a painted look
how can I make 2 animations
one that goes into the looped animation and then it loops afterwards Ive made the animations but how do I even set that up in the animator
The whole thing. Shadows, highlights, the skin looks like the color has different colors in different spots like the light is hitting it or something
That could literally just be world lighting but you can also get that effect from Poiyomi's rim lighting option
I really recommend reading up on the Poiyomi documents, it's a very robust shader that can do almost anything you want for this
This is how to bake a normal map
https://www.youtube.com/watch?v=j3lwBDtC0ic
look into environmental rim lighting
I have my rim lighting on a Grey color
and test with spec & reflections values
for that glitter affect, youll need to set your angle value very low and increase denisty
I do need to play with the angle more in the glitter section
My avatar keeps disappearing in unity when I look at it from a certain angle, I thought at first it's the bounding box but it's nicely fitted to the avatar. https://i.imgur.com/X5wFAVy.gif
are the bounds of all the parts good? have to check all meshes under the avi prefab
The only mesh that's disappearing is the body, so that's the only one I checked, and it's fine. If the other meshes aren't disappearing do I need to check them still?
Everything else looks fine
When I'm in play mode, the bounds are super tiny, but when I'm not in play mode they're normal.. wtf?
Does it vanish in Unity only or VRC too? if just unity, try checking 'update when offscreen' on body mesh
doesnt hurt to check the box
True
does anyone know why the face customization blendshapes that i make in Unity doesnt take effect after uploading to vrc?
how can i prevent the hair from getting inside of the head (physbones)
angle limiters on the hair (usually my preference) or put a collider on the head
Add an angle limiter
thanks for suggestions!
im really glad that this community is so wholesome and helpful :3
are they effected by a animation tied to a parameter? for example, if you are changing the eye shape in unity, but the avatar has a parameter for the eye shape that will take precedent ingame
So, I got some textures for an Avatar and they come with a base Color, and a Metallic, I set my material to Poiyomipro and put the base color texture in TEXTURE, but I do not know where to put the metallic one
i have face tracking on it but the blendshapes im changing are not facetracking blendshapes just eye, mouth customization blendshapes
it's under Shading -> Reflections & Specular
Ah okay, thank you
Now there also 2nd body base Color and 2nd Body metallic which look the same as the first ones, what do i do with thoses?
no idea what those would be without looking
ive been retrying for a while and whenever i import the avatar back into unity it ends up like all white
probably you just haven't applied any materials yet
idk bc the first image is what it looks like in unity and the second is blender
yep, apply materials, they apparently aren't embedded, and you don't really want the embedded ones anyway (they can't be edited)
how do you apply materials?
I'd watch a basic avatar setup tutorial for this
ok
does anyone know how to fix this? the fx layer clearly shows the custom gesture, but in the second ss being in play mode, it's the default hand gestures
Where would I put Body_Emissive & Tail_Emis?
you don't move humanoid bones (i.e. hands here) in the FX layer, you do that in the Gesture layer
again without knowing exactly what that is, this is a guess, but emissions are under special FX
I look into that, thank you
i looked it up and the materials on my avatar when its in blender arent there in unity
can i ask substance painter questions here?
so i have a base but all the colors are on a fill layer
and im trying to change colors of something but it wont erase
Change, erase, which one
theres a line of one color on a certain layer that i want to erase to expose the layer beneath it
probably we'd need to know what kind of layer and if there is a mask and how it's used
A picture would help
yea i was tryna look at how to view masks but i couldnt figure it out
and sure lemme take a picture
alt+click on the mask in the layer, it's the right of the two little images, if present
the two layers in question are dark markings and arm color
i added the paint layers to try and work with it
Looks like both mask and a texture, probably you'd need to paint black over the spots you want to eliminate with a paint layer on the mask
in any given layer, the left image is the texture or color you see, right is the mask
ok but how do i change the color to black to paint it
it should be in the tool options when you have a paint layer selected
Arent those generators
I don't see any listed there?
not visible in that image
"texture set settings" I think? starting substance to check
oki
(I just do, I forget what it says)
Try a right click in the scene
this program is very complicated
yeah right click in the 2D view should get you that too
ah not texture set settings - I have a "Properties" box in mine
I believe the window is under "window" or "tools" or something to dock it
window -> views -> properties
Like i said. "Or something " lmao
not sure what you clicked on here, a fill layer maybe?
I had to look!
i was wondering why it disappeared aand couldnt get it back
its a paint
i see greyscale at the bottom but it doesnt change anything
oh you have to be in a mode which is applying paint - toolbar on the very left, pick paint or something
but if you have greyscale that's what you should have for painting in a mask
you might have to set that paint layer to the right mode, probably "replace"
(again, depends on what you're going for)
yes, because you've selected white
where do i change that
greyscale right there
im still having trouble with my avatar not having any textures when i put it into unity
oh you're probably seeing what's below then
You still have to apply textures and materials in Unity. You can go to the "materials" tab in the inspector for the FBX file and export what's embedded by blender, if there is anything. But if not, then you'd have to embed them or just create new materials with the textures you have in Unity.
wouldnt black show up below since thats the color of the layer below it?
I don't know what's below it from here, and you have to consider all layers below.
Generally, white: color, black: no color. Thats how masks work, they dictate where color is 0 or 1, hence grayscale. The color itself would be picked on the fill layer to the left, not on the mask itself. A fill layer might have a smart material applied, which you can edit in the right click menu
I hope that helps make it clear
it does i just want to make that little line black now so it isnt included with the mask
I found that not much about substance was clear until suddenly it was all clear
but the paint uses a grey color
lets see
Hardness is in the right click menu
opacity is 100% and hardness doesnt affect the color of it much
Whats your grey scale selection set to
the slider?
it says uniform color under greyscale
the slider hasnt affected anything
i opened my unity project and everything is gone wtf
From this point on id have to see this myself
are you available for a vc to screenshare?
Not atm, its 7 pm for me and im in bed on my phone
ah oki
looks better?
So I have my Synced Parameters over max since I added textures, how can I fix it so it won't be maxed out without removing anything?
youd need to remove stuff
The issue is I don't know what's important and what's not, I'm using the Kyoko base by FoxiPaws
you remove the parameter it fucks up said toggle
I rotated my avatar then added the descriptor and Idk if the view is going to be aimed the right way, I placed it where the eyes on the avatar are but will it be okay?
just going to bump my question
how do i color with black on this mask because i add a paint tool to it and it shows as grey
i dont see her eyes?
rotated it how
left and right
not what I meant
how do dat
what did you mean?
in unity or what
yea in unity
you cant do that
Delete the paint sublayer and select the black circle one
youd need to rotate it in blender
Should work
so it's okay then?
I didn't know if the view would be looking through the back of the head or smth
nop :<
you would need to take it into blender and rotate it that way to face -y
or mark some as unsynced
would it be because it has a fill layer aand i cant color ontop of that?
alr thx
cant upload gives me this error
Just to be clear, i meant this
Not the black material orb
yus i clicked that but i cant draw anything
ye its a mask
On a mask, you can draw but its black and white
Depending on the type (black mask or white mask) you can draw and either add color coverage with black or white
You do not paint color on a mask
You add white or black and the material (in this case the black orb) will be revealed or covered out where you painted
Show us?
lemme record
I just got back from lunch, was looking at only the last pic and not sure what got clicked on. You can draw directly onto the mask, yes.
What if you pick white instead and paint anywhere
a white mask?
If you turn off the fill layer below it, does either the white or black parts disappear
The eye icon
I am confused about the setup here lol
same
It kinda looks like you're painting on the black mask even though the mask has a fill layer below it. If you add a paint layer above the fill layer on the mask, and paint with that selected does it work right?
when i do that it uses a grey color and the greyscale ddoesnt work
thats what happened here
i got the shiny skin
i figured it out
If you set the paint layer from Norm to multiply it might fix it?
im so stupid
oh?
i was fucking with the greyscale on the right side which i guess wasnt for the mask paint
ohhh
i just right clicked and changed dthe greyscale on this paint
2 hours of my life gone for a slider
end me
hey at least it was only 2
at least you've learnt something
I could easily tell you stories of wasting days trying to debug the wrong thing 🙂
I even said it
i have learned what a mask is
Hahaha
hugely important
Oooh fair, It took me a while to even get used to the viewport naviation
anyone know why the armpit of this shirt looks like this? topology and normals are fine so im not sure
ugh that annoys me still
If that makes you feel better, my first ssp project i didnt even manage to add paint at all
I quit after 3 hrs
xd, It took me like 6 months but my brain subconsciously switches from blender to substance now
All part of the process xd
The best part is how blender ssp and unity all have different keys to navigate in 3d space
how to fix the lips?
it's so awesome 😭
Has anyone been able to solve this issue yet?
Exporting a model from Blender to Unity causes the blendshapes to break at some areas when Legacy Blendshape Normals is enabled. Using Calculate or import doesn't work for this since it completely messes up the shading, and exporting while smoothing faces or edges screws up the materials even further.
Even using methods like auto smooth in Blender hasn't worked out, and I don't remember this being such an issue before. Redoing the blendshapes that are broken isn't an option because most of them have this error somewhere.
This is the error given for it
Try to export from blender setting "Smoothing" (under Geometry) to "Face", then use Import
hehehe
I'm gonna keep saying it now that it works great for me, thanks again Zero 🙂
Im glad its so useful
yeah, works quite well
something must have changed in one of the blender versions and I didn't notice, I didn't have to do this before.
I remember i had googled this for days and found the hint on some really shady page with adult content for ads in a plastered manner
haha nice
you need to edit the texture I guess
My avatar is stuck in the animation/motorcycle pose and I don't know how to make her stand up again, When i look it up it says switch to the Tpose on the controller but I couldn't find a TPose asset when I searched
Pumkin's tools has a reset thing.
in the animation tab at the bottom, pressing preview puts the avatar in and out of bike pose. if pressing ‘preview’ doesn’t work, try going to the avatar fbx in project window, go to configure, you can enforce tpose in the pose section.
it’s usually recommended when doing animations to make a copy/paste of the avatar and use the copy to make the animations because sometimes characters get stuck in bike pose
It wont get stuck if you remember to click preview to get out
that's my method
usually it works 🙂
Never failed me
Lol
Preview didn't work, and i don't see the Enforce TPose option
Rig tab, click "Configure", and it's at the bottom under "Pose"
I found that trick while watching a video on how to lower Polly count
Gfu
Hi ! Does anyone know how this lighting cast effect could be achieved from emissions ? I would like to have my avatar emission lights reflect on my body not necessarily other ppl or world
🍞
world postprocessing , it looks blurry for me so usually its turned off
bloom set to euw 
test your av with this and emissions https://github.com/hai-vr/lightbox-viewer
hmm and how is it setup in unity ?
Try turning off Blender's auto smooth feature by instead switching to shade smooth
Does anyone know where i can find the PC grab animation in the folders? i wanna use it to make my gun props aimable for PC users
how can I go from start up animation with exit time into a looped animation in the animtor layer
can I just make an empty transition and it will go there automatically?
Clicking Enforce TPose didn't fix it, still stuck in pose, but I just did the Pumpkin's tools like you said and that fixed it, thanks
ah good
hello, i have a problem to upload a avatar
show the first 2-3 messages, at the top, most of these are side-effects
reinstall/delete , some script error my guess (or you have duplicates)
vcc have it
its broken or old , remove it or update to newer version
wrong unity version can also throw this error
my avatar work only on 2019 version
no such thing
, creators label it wrong , it wont explode on 2022
You need to update it. 2019 is not used anymore
it work after remove, thanks
but
@somber jasper Sorry for the ping, but I need some help. When I try to go into play mode, I'm told that I must fix all compiler errors first, how?
it's rounded, unfortunately
you can throw vrcfury blendshape optimizer on it and hope it shrinks enough for a 10mb
i notice 300kb to 3mb difference sometime
got no clue if newer vrcfury would like 2019 tho 🐇
where can I find it ?
The latest release is always compatible with 2019
anybody ever had this issue? the eye start to scrunch. its not an fbx issue and its happening with both avatars i have in this project idk how to fix it
Maybe a blendshape?
asking again how do I make an animation thats exit timed to simulate a start up of something transition into a looped animation (idle) in the animator layer
I keep getting this error when trying to upload my avatar :(
[Always] Attempted to load the data for an avatar we do not own, clearing blueprint ID
UnityEngine.Debug:Log (object,UnityEngine.Object)
VF.Hooks.SuppressBlueprintWarningHook:Prefix (object,UnityEngine.Object) (at ./Packages/com.vrcfury.vrcfury/Editor/VF/Hooks/SuppressBlueprintWarningHook.cs:24)
(wrapper dynamic-method) UnityEngine.Debug:UnityEngine.Debug.LogError_Patch1 (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,VRC.Core.DebugLevel,UnityEngine.Object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleAvatarSwitch>d__86:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1392)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<GetAvatar>d__31:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:573) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception)
VRC.SDKBase.Editor.Api.VRCApi/<Get>d__171<VRC.SDKBase.Editor.Api.VRCAvatar>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:378) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception)
VRC.SDKBase.Editor.Api.VRCApi/<MakeRequest>d__162<object, VRC.SDKBase.Editor.Api.VRCAvatar>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:341) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<System.ValueTuple2<VRC.SDKBase.Editor.Api.VRCAvatar, System.Net.Http.HttpResponseMessage>>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<MakeRequestWithResponse>d__152<object, VRC.SDKBase.Editor.Api.VRCAvatar>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:332)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
In Unity's Animator for VRChat, you can set up a transition from your startup animation to your idle loop using 'Has Exit Time' so the startup fully plays before switching. Make sure the idle animation is set to loop, and adjust the transition settings to avoid blending issues. If you're using layers, ensure the weight is properly set for smooth transitions.
is that the only error?
I'm pretty sure
so in the console at the upper right, the red error indicator says 1?
nvm 22 💀
paste the first 2-3, just the summaries, you don't need the full debug trace
its not iv checked
so the last 3 that are there?
first being at the top, it almost never starts with that blueprint one
if that's actually the first and happens again if you clear the console and try again, then maybe you do actually have the wrong blueprint ID 🙂
hey does anyone have some brains on substance painter? i need some help 😭
their all to do about the shader I have on my avatar
I put the animation in with a empty transition with 1 on exit time but it doesnt do anything just skips to the loop
Check if the startup animation's length matches the exit time. Also, ensure 'Fixed Duration' is enabled in the transition. If it's still skipping, try increasing the transition duration slightly and confirm that the animation itself isn't set to loop. If you're using an override layer, make sure the weight is set correctly.
Let me know what happens next
Does anyone have any knowlage on substance painter? im trying to export my textures to my unity project but im not 100% sure how to
can I dm you btw for this?
Yeah
if you click under the top file dropdown menu there should be a button that says export textures
Click that and it should open a new window, choose where to export the textures to and then click the export button in the bottom right when youre ready :3
When exporting from Substance Painter, make sure you're using the right output template for Unity. The 'Unity HDRP' or 'Unity Standard Metallic' preset usually works, depending on your project. Export your textures, then in Unity, assign them to your material in the correct slots (Albedo, Normal, Metallic, etc.). If you're using HDRP, you might need to adjust the mask map.
Poiyomi has a nice export template in their docs, I based my personalized one on that
I tried to build and test my avatar and when I did so it resulted in this. I have no clue what would have caused this. If anyone knows what the reason for this could be that would be amazing 😭
(I have Substance generate packed metallic/roughness/etc maps for me)
im still very new to avatar making so im not fully familiar with poiyomi
How do i make a tail with physbones and a wagging animation freeze with a toggle i wanted to move it in front of my character as a tail weapon
Im working on jane doe
disable the physbone component when you want it to stop having physics affect it
Are scripts allowed I am going to tie the "eye" bone to uv offset to give an illusion of eye movement for 2D eyes
scripts are not allowed but you can animate those parameters on your material
Thank you
I think my avi looks good now especially for my first attempt at making one
how do i freeze it in a position that isnt where it is
ApiErrorException: Exception of type 'VRC.SDKBase.Editor.Api.ApiErrorException' was thrown.
what do i do
possibly a parent constraint, if you have some object at the target position. Possibly simply animate rotation of the bones
If there are errors in your console, paste the first 2-3 - this one by itself is not of any use unfortunately
those are literally the first (top) ones? If so, that's also not very useful 😦
sorry >< this is the full list i guess
just looking for red errors, so you were good the first time. Sorry it's not something obvious.
thank u for trying to help. what do u think is wrong? i cant seem to upload
I don't know
trying to add a camera to my avatar that doesnt change my viewpoints location, but can be set to the camera. but i cant find out how to do it
Just used my camera to get a better look at everything, and this is what my avatar looks like
If anyone has any idea whats happening here and could help that would be great 😭
How to remove this spot of tattoo without removing the whole thing?
both unity refuses to lunch when i was try lunch my prject pls vroid crashs when i try to extract the avi
How big is your Avi? it could be that your pc isn't strong enough to handle the export
Can someone help me out with this ?? I textured an avatar in blender and it looked fine. But when I moved it to unity it’s not the same and is everywhere ??? How do I make it look the same in unity as it does in blender
did you put the textures into the Unity material?
find out what part of the texture is for that tattoo (I guess you could do that with UV maps in blender, Google it or ask someone else for help since idk much about those) and remove that part from the texture
Yes
I'm not sure what those images are showing, they're totally different
The first one is in blender, the other is in unity
The texture looks completely fine in blender but then it’s just all scattered in unity
well you have totally different shaders, at least. but I don't see what you mean by scattered in those pics. perhaps take screenshots instead of using your camera, and have the avatars setup the same (clothing on or off in both, etc)
that's my idea, maybe there's a different way I'm not sure
try either reducing materials or messing with the sliders in "Reduce Polygons"
as a test, you can set them to max (your Avi will look bad) and try exporting, if it crashes again, then I have no idea what could be the problem. You could try asking the VRoid discord
Could it have something to do with the scale of the avatar ?? Because when I exported it from unity as an FBX, it was huge in blender. Also, the clothes for it aren’t even like on the body in blender, they’re on like the floor 😭
sounds like you have a number of issues here
Lemme try to take a pic of it
They’re just on the floor.. and they look a lot smaller than the body
I had the same issue a while back with chibi nova
snip and paste into discord
very handy
probably you have transforms (rotation, maybe also scale) on your mesh objects, you should have all objects have the same.
I’m not concerned about anything really but the texture. I only imported it into blender to re-texture because I’m def not paying for substance
I just dunno how to make it fit right in unity 😭
I don't know what difference you're referring to from those images, sorry
@desert elk yo ive been tryin to get the avatar to work in unity and when i import the fbx from blender it removes all the colors and puts the camera all the way up in the right like 5 ft away from the avatar
Maybe this is better. The tail in unity is totally blacked out.. it’s supposed to look like the image on the right
which shader?
Toon I think
the textures won't be included unless you set the path mode in export to Copy and press the symbol next to it so it's blue. If not, you'll need to import the textures manually. And if by camera you need the view point, you can move it, otherwise idk what camera could mean
yeah the viewpoint is like in the top right
you can move it, in the inspector there's a setting
aight thx
Here’s another example of the belly. The right side is what it’s supposed to look like- and it just doesn’t look like that in unity
I don’t understand if it’s an issue with the UV unwrap or if it’s a scaling thing
i did it and put it into unity but its still colorless
you need to extract the textures
?
click your avatar fbx in the assets in unity
go to materials in the inspector? it's the last option, I forget what it's called
and then extract textures, extract materials
Looks like the blender one has normals and such and from what I can see from the unity version (which isn't that much there), it doesn't, or you have a toon shader rather than realistic
A toon shader is going to make you look like a cartoon, that's the point.
chat i have questions about retexturing
i want to edit textures as a png but theyre alvailable as a rar
unrar them?
redrag the fbx into the scene
assuming you just copy pasted the fbx
Yea but I’d have to re set everything up I’m trying to avoid doing that
at least you can copy and paste component values :D
i hope you find an easier solution and if you do pls ping me cus i experiance similar issues
i got the textures and camera to work but it wont work in VR
what do you mean?
it says that its a pc only avatar
you need upload it to quest as well
how?
if you don't care about it looking pretty, just switch the platform to android in the SDK (if it's not available you need to install android build support), and change the material shaders to be quest compatible
and upload it again
oh i figured it out but theyre all psd files and I dont have photoshop so ig maybe nvm ;-;
if you do care about it looking good (aka, not having black parts and stuff), there's some more things you'd need to do
like what?
you may be able to load those into GIMP
ooh i can try
oh a lot, for the basics, put eye highlight on top of the eye iris texture, feel the background of the eye iris texture with the colour of your eye whites. You could get away with putting the skin colour under the eyelashes/eyeliner and eyebrows textures, if it clips you'll need to use the knife tool in blender. If you're not fully colouring in the textures in VRoid, you'll need to use the knife tool in blender to fit the mesh to the texture. If you have for example, pants that have a hole in them, again, put the skin colour underneath that hole
lots of stuff basically, VRoid isn't the greatest when it comes to quest avatars because it relies a lot on transparency and cutout which quest shaders don't support
I’m having problems with my texture crunching, I imported a model that I made that’s a vroid model and I’m trying to crunch and get rid of other textures that’s not needed, but it won’t let me delete them.
It won’t let me edit the textures either that’s from the model
Can someone help me pls ?
ur cooked buddy 😭 🙏 happned to me and i just restarted
I need to everything back ?
like all the avatar i download
again
Hey
Do you think i need both shaders ?
thats a older file from vrmodels but yes, you need it
Can some1 explain this error for me? cuz its preventing me from uploading to quest
Scroll up and show the other errors, you have compiler errors preventing Unity from running scripts
how do i fix it?
Scroll up and show the other errors
im getting application error trying to update my model
thats the entire log for me
how do i fix
wait i lied mb
Screenshot the errors you're getting in the console
remove Avatar 3.0 Emulator from your project through VCC
ohh ok
latest
There's 7 more errors in that console as well
what are those 7 other errors
one moment
oh wait, this looks like a VRChat serverside issue
someone else reported an Application error over at #1337214192951758993 message
ok
do i wait it out then?
tried to upload an avatar and this happened idk how to fix it can anyone help
I'm assuming so, probably try again in like 30 minutes if there's no post in #server-status
is this an existing avatar that's already been uploaded?
Is that what i have to do when it comes to my errors too or is it something new entirely?
Your android build module installed in Unity seems incomplete, do you have any antivirus software installed on this PC other than windows defender?
You can see if a new project doesn't have the UnityEditor.Android error in the console, if it still does you unfortunately might have to reinstall Unity 2022.3.22 through Unity Hub
Alright
its a existing avi being updated
would that cause a issue
Just making sure it’s already worked before which makes it more likely a server related issue
ok
Im trying to set up a AV but it keeps get errors I tryed what someone said last night but I didnt fix the error, any one able to help?
is there any way in substance painter to get the shape for the black chest color mask to move further up the chest without ruining the shape or integrity?
yes, though how easy that is depends a lot on how it was made. You could ultimately use the existing layers to generate a texture with that part, then re-load that back into another fill layer and move it around
it may be easy to move some existing mask or paint/fill layer
i figured out about offsetting the fill layer and it worked to move it upwards
but
i wanted to make it bigger too
yep, good
Ran into another blender issue
I did figure out the one from earlier. New thing now, I can only paint on the left map thingy. It won’t show up when I try to paint directly on the model, nor will it let me use symmetry ? It worked perfectly fine for the body, but it won’t for the head
does anyone know why my Control Panel in vcc wont open? when i try to go publish the avi?
Updated unity and now it keeps entering safe mode everytime i open it
does anybody know what i can do to fix this??
should i just delete the pumpkin avatar tools
Anyone have a solution for this?
yeah that happens to me often too, not sure what the incompatability is, but I just remove it and it's fine
I rarely use it anyway
yup
Is this the right channel with anyone who can help me with uploading avatars? I’m new and kinda confused
sure
FYI posting your question in public is ideal.
Does anyone have a good cape I can use? Perferably a Fur Cape like Kratos or Doom Guy, but a regular cape works just as well.
Designed for use with one of these guys.
why when i import animations from blender into unity and play them on the character, it seems like not all bones are animated?
Does increasing the bounding box sizes on your avatars make them bigger or less optimized
less optimized
avatars as any dynamic object use their bounding box to decide when to cull, big box = avatar still goes through some of rendering pipeline when its off the screen/behind a wall
Does it add to the overall MB?
no
How come when I upload this avatar to PC, its 11mb but when I try to upload as quest its 14.5 MB? is this normal?
quest uses different texture formats, so texture size will be different, and higher than pc's default
405k triangles is really a lot, I bet your blendshapes take up much of that space
Probably, it has face tracking lol
Maybe you didn't export the model with FBX All scaling from Blender
In which case, the Armature's size will be 100 on all axis, instead of 1
You can also just increase the radius of the physbone if you want
So I have a Mantid character that has two normal arms with hands and two scythe arms. I'd like to be able to swap control from the hands to the scythes and while I've been able to do that, the transition is very jittery and sudden. What should I do to make it smoother?
For reference, I did this by having ghost arm bones that are have no weight, but control the arms through a series of rotation constraints. Also I'm using the VRC constraint system.
You could try to use the Weight slider in the constraints to swap between the two
And also consider using some transition time on the transitions between states in your logic
I'm already doing that, but it's still janky
I don't know what else you could try tbh
That's like.. all the smoothing you can get
For reference, here's what's going on mid-transition
So my added textures worked in unity and I made them a Toggable with a menu and everything, but when i uploaded to VRChat they wouldn't show up only the eyes and the hair would change, now the materials didn't have a NormalMap because the textures didn't come with it, I don't know if that is the cause of the issues or not.
But I'm trying to figure out how to fix it.
oh it looks like i was able to fix it by having the constraints always be set to active
Yeah, that is how I meant it.
Just have it active, and shift the weights
guys so im making my avi and i put on some cloths, some of them float when i upload the avi though, how do i fix that
its for my nova beast
i use unity
It is against ToS to ask someone to upload on behalf of you, thanks.
So much for asking for help...
asking people to upload it is diffrent from advise wich is what this is for
put them on how?
I am not smart enough to do this. 40 hours wasted trying to fix something I'm not smart enough to fix...
so i got some things for my nova beast that wont i dont know how to connect to the avi
hey, it takes practice and error okay? dont give up after so much time spent. and its not all for nothing its a learning expeirence
Just a question for blender. Yk how most avatars with different clothing sets usually don't have the rest of the body modeled underneath? How do they do that?[srry if it sounds a lil stupid-]
right but same question, how are you putting them on?
delete the body mesh that never shows.
im linking them to the avis body parts
or hide it in variou sways
I'm sorry, can you be way more specific?
im attaching them to the bones but not all of them lock to them. i need to know how to lock the items to my avi
I don't want to spend another SECOND in Unity. I'm an astronautical engineer and not even I can figure this out. I just want the avatar I paid for...
sorry, today is my first time avi creating, but its been a learning exr=perience
again, what do you mean? attaching what exactly to bones?
yk how you attach clothing to a avitar
lol
How would i keep things like the hands connected to the rest of the body though? I plan to cycle them through radial and have a default outfit, but i thought i would have to have the outfit separate so i could do the animation for the cycle?
I mean its just game development
if you mean can you delete an arm and have the hand still work - yes, you don't need any of that mesh in between
With a lot of tutorials and documentation
Working on avatars is very different than any other skill
I'm pretty good at working with PC stuff in general, and I'm a programmer
And yet, it took me a long time to figure out how to do what I exactly want to do with my avatars
Did you follow the upload guide for the avatar?
Maybe you are missing some dependency
yeah, I'm a pro software engineer with some 3D experience and it took me like half a year to be ok at this stuff and longer to get good at it
Tysm TuT
I kept looking at the outfits like "how am i gonna do this-"
As best as I could. It was in Japanese...
And even then the instructions were rather lacking...
Yeah... but translating helps for sure
Either Google Translate, or ChatGPT, which is pretty good at this stuff
Oh also, is there any sort of addon or built in feature that tracks the poly's and such so i could keep the avatar optimized enough to not be a walking car crash?
Yeah.. the problem is that people often assume that others know what they know... so I can see that happening for sure
if you're in blender, turn on the scene stats in the preferences
I obviously translated it, but even then, I have everything that the creator said is required for the upload, followed like 5 different YT tutorials,and had ChatGPT basically babystep me through the process
it shows stuff in the status bar
Okay ^^
try restarting from skratch and go with what you know and learn from trial and error. maybe have a pro avi creater call you on dc and stream to them and ask for advise
they are really good at helping
40 hours later, some missing hair and a bottle of Dayquil later, IT STILL WON'T WORK
I'm on my 7th re-try
It is also possible that there is just an issue with the avatar
Or that it is made for SDK2, which you won't be able to upload nowadays
It might require some changes before upload then
for the first one? sounds about right
getting impatient with it wont help at all
I have done everything, everyone has said to do
I'm no closer than I was when I downloaded Unity
Ik I'm set on having the radial thing for my clothes, but is there any way that might be more optimal? [Mainly just asking if there are any cons to using it]
well if you describe what you're currently stuck on, maybe someone here can help
learning takes time
try taking a break
come back to it later
and try some new things
maybe some files are messed up
So am I missing something? I wanted to tweak the physbones on the ears for an avatar I got, however I can't find the physbones components.. The physbones show up when I highlight the avatar, but when I go into the armature I can't find the components 🤔 Have these settings been moved or am I doing something wrong?
you can put the actual physbone component on any game object, it might not be on a bone
I tend to put mine on empty objects so I can turn them into a prefab, to re-use for variants of the same avatar.
I usually make an empty in an empty
"Physics" (empty on the avatar root, like a folder)
- Ear L (empty holding the physbone scritpt)
- Ear R
- Tail... etc
as programmer, i cant have it any other way xD theres gotta be structure or ill start crying
yep
I see, I'll keep looking, thx
This is the way.
It is fine for assets to have physbones in them, but for avatar physbones, this is the best way
I do the same thing for assets ngl. That way, users can easily remove the "Physbone" empty without needing to search for them and then not know which one is which
I wish vrcfury would allow us to put user notes onto components to educate people about our setups with hints
Physics
|_Physbones
|_Ear R
|_Tail
|_Colliders
|_Floor
That's my setup for avatar stuff
And I put contacts in the armature, wherever it makes sense
yeah I also do the same for assets
i love settin thing up like that, genuinely just makes things easier to work with
Hell yeah
That's sick, I've mostly done texture and material work so I've never messed with the physics, I remember them being in the normal armature hierarchy, but I guess it's done like this now, thank y'all
youll thank yourself later if u ever want to adjust things on an avi
hide and seek is not fun
^
makes toggling them off and on in animations easier too
Oh true, I'll def try to learn more of this, toggles been a struggle too
Plus if you got 2 physbones on 1 game object, you can only animate the first one hehe
Not a good time
common issue with ears
i just wrote code to delete any given directory and i feel like i have too much power xD
This is great, when Adobe Reader decides that it wants to hold onto a folder, for no good reason
Like come on.. there isn't even a PDF in there.. what are you even doing? Lol
trueeee hahaha
why does the vrc sdk suck sooo muccchh
compress it properly dammit! It worked fine ebfore!
What do you mean?
For some reason, In game my buttons in my 3.0 menu just say "Button Text"
anyone know what shader this is?
model is 580MB idk how to compress it pls help.
You'd have to look at textures most likely
Lower their resolution
Also avatar audio.. see how much stuff is on there
MMD animations and other stuff like that
optimize textures, blendshapes, verticies, remove long animations/audio, 200mb+ av i call trash tier 
oh audio
it uploads to 180mb tho
or rather 250
That's still quite big
im so confused about whgy is changed
Having multiple UVs per mesh is also expensive
and why it wont let me do it now
And what's with the 2.8 million polys?
541 mat slots
shit thats beingf removed
like what
how even do you go above 50
seriously this is the most unoptimized ive seen in years
slapping on crap in unity is fine 🔥
audio sources and buying it off a chinese guy
from china
mostly i see worse in vram use , not triangle
There is no way it comes like that by default
yea no
These Avatar Bounds x.x
3k Physbone transforms?
i have selestia, also a booth one very similar, nowhere nearly there
abandon it , would take you longer to optimize then start over
^
The bounds are fine
Can be an anti culling cube for shenanigans
(Just.. badly set up)
i mean id rather rebuild it
its insanity.
i just dont know what all is sued
some of its numebred.
and some are chiense only assets.
i dont know uh... how to export assets n all that.
you dont 2export assets2. Assets are in prefabs format mostly, prefabs are made of fbx files and unity stuff like colliders, scripts etc only existing in unity
the fbx that it uses is what youd be using in blender
blender..?
as example
god noi.. nvm.
i have to use b;lender to add clothes that are prefit? fuck that.
pass.
i doubt you sorted your assets nietly into folders
you dont have to
i didnt mean it that way
whatever i give up
hi, I've been working on getting a specific avatar for a friend and feel like I'm at the finish line
being blocked at the final steps (vrc will give bone hierarchy errors or the arms will just sink into the torso) because the armature is either too complex, or because I can't get the pmx to properly T-pose on blender (the armature will keep it when set as rest pose, but the mesh resets back into a 7:30/5:30 not-so t-pose), might just be both
any suggestions?
Mean it what way? lol think before you talk maybe? youre making it more complicated to a newbie. leave me be dude. blocked. dont even care.
Have you tried applying the rest pose?
Also are there error messages in the SDK?
how can i move the jaw bone for animation (i made a mistake by not making a blendshape for it)
whenever I set the t-pose on blender and apply as rest pose, the armature keeps the pose but the mesh resets back to normal
It is ideal to use Blender, but you can probably get away with using either Modular Avatar or VRCFury to apply the clothes to the model, if the clothes were made for the model, and that's the intended way to add them
Have you used CATS to apply the rest pose or did you do it in another way?
i close the jaw but it resets
I just do it manually on blender.. is the CATS plugin the smart and hassle free way to do it?
If you have the Jaw assigned in the Rigging tab of the FBX, unassign it
Maybe that's why this happens
It's somewhat easier to do it like that, yeah
how can i do this 😭
thanks for the help btw
https://github.com/teamneoneko/Cats-Blender-Plugin-Unofficial-
You can get CATS for modern Blender versions here
I'll give it a try, thanks! 
Look for the .fbx of the avatar in Unity.
Once you find it, click it, and look for the Rigging tab in the Inspector.
Once you are there, hit Configure
Then check the Head section of the rig, and see if the Jaw is assigned there
No problem.
As soon as you enter pose mode, you will have an Apply Rest Pose button in one of the top sections of CATS
CATS can be accessed from the side bar (N), once you install and enable it
ive recently started looking on making my on vrc avis, is there any videos or links i should look at to help me start?
@fallow gulch yep its assigned
You want to unassign it.
Having it assigned is bad for VRC, as it will cause the avatar's mouth to always be open
And it might be causing your animation issues too
unless you use jaw flap in viseme settings
ohh didn't know this. thank you so much!
then its just doing the duck movement
Even then you don't need it I believe...?
you dont?
You just drag the jaw bone into the descriptor then, no?
I can't recall now.. I have only done 1 avatar like that, but that is what I can remember
yesterday i was told your eye bones must be mapped in the rig for the eye look to work. even though you just assign the slots. i assume thats because if not present in the rig settings, itll just not validate these bones as humanoid so i expect the same to be the case here
Depends on what you are looking for really.
From scratch?
An existing character?
An existing VRC avatar, and you just want to add features?
i dont have a jaw flap avi
Yeah.. the jaw is silly.. it's a bit different
But yeah, the eyes have to be mapped
Visemes are better, but for a skeleton, this made sense
finally it worked yey
Neat ^^
but i cant import my model to the game yet cuz i never played vrc
an existing character, I have halo 5 models already. I'm just so confused about where to start.
i will play it after finishing the expressions
Then go and look around
Have some fun hehe
ty!!
The rig probably needs some work, so that might have to be adjusted in Blender to fit the requirements
Not the easiest of starts, but it works
Hips - Spine - Chest - Upper Chest (Optional) - Neck - Head is how the bones gotta be arranged
If there are more, some have to be merged
Which does sound hard if you haven't touched Blender and Unity before ngl
Sadly I don't have a good tutorial to link for this :/
it sounds horrifying, but its a start im gonna just hammer at it until it does something. Thanks for ya help
Feel free to ask questions here
will do
was this some kind of comm? or did you purchase said assets from a marketplace?
cause most of booth bases use modular avatar, just dont put everyting on a single avi, use multiple prefabs
booth is already a extremely unoptimzed market already, stacking multiple outfits will get expensive quickly for performance (especially texture memory and physbone collisions)
i cant move the eyebrows for the expression, any help is appreciated :P
i tried adding the eyebrow bones and moving them but they just reset
hey so quick question, I'm using the VRC constraints and trying to use the freeze to world thing its got
but when I try to use it, it works the first time correctly, but when I untoggle the object and try to retoggle it somewhere else, it just shows up in the first spot I put it
uh, when hiding object you also must disable freeze
hey guys im trying to make a hue shift with vrcfury but its not working for some reason
i did that but its still doing it
You pick a wrong property.
yeah but i want it for the emission
Do you actually mean to "enable" the hue shift? Because that's the property you picked.
well, i want the radial hue shift that changes the color of the emission
So that's the wrong property you pick.
which one do i need?
You copy property name from Hue Shift slider. What you had was property name from hue shift check box.
Should work. Unless there is another issue.
oh okay it worked tysm!!
one last question, if i wanna do a hue shift but its 2 seperate gameobjects, how can i do it so that it hue shifts for both gameobjects at the same time?
Just add another material property of another object to the same toggle.
Did you also armature link the breast bones?
still need help about this
How did you link armature?
Have you tested the breast bones in pose mode?
That means the cloth either doesn't have weight paint for breast bone, or the exist bone name doesn't match with its weight.
the jaw rotation resets itself when i select another emote
heres the other emotes, when i select one the transforms reset
how can i apply the rotation of the jaw?
same with eyebrows
Does anyone know how to make a secondary avatar follow your exact movements?
Aw I cant get an example
But if you click on it you’ll understand
Put rotation constraint on every bone, source them to the main armature bone.
Ok I’ll see to doing that
how can i set different jaw rotations and locations for different expression animations? they just reset
when i switch back to happy expression, this happens and i don't want this to happen as the mouth needs to be closed
same with other expressions (sorry if i sent so much stuff but i really want to figure this out)
it was about keyframes. i figured it out
how do I make this shading more smooth?
There's a weird shadow artifact at the bottom
I've already tried Normals -> Set from faces but it doesnt help
bottom for reference - same weird shadows
I got an avatar with a vrcfurry asset and It works on pc but is not synced on quest. How do it fix it? (its this asset https://jaxbline.gumroad.com/l/qwnxj)
I looks like theres some double verticies.
Edit Mode -> A -> M (By distance) = Remove double verticies
Then
(With all Selected) -> Shift + N = Recalculate normals
If that is not enough
(With all Selected) -> F3 -> Search for "Reset Vectors"
Why would the uncompressed size of a model jump from 450MB to 580MB with no changes made?
Like three people are trying to figure this out.
you are a savior - thank you so much for the clear-cut explanation!
guh what's the best way to add animations. My wing and tail idle aren't working on my avi :'-)
single looping animation in its own layer?
mhm
I added it in the animator but it isn't working
even has its own params and layers in the fx
it isn't a toggle either
haow to do
that seems reasonable
added over here
just doesn't function at all in playmode
is it because I added it in the fx as a new clip maybe?
show the animator?
sure :o where in the animator
I have yellow warnings when I go into playmode saying its removing the idle animations from the fx since they have no function
weird af
show that one layer with all the other layers listed
can't quite tell, but do those layers have their weights at 0 instead of 1?
OMGG
oh good, something easy 🙂