#avatar-help
1 messages · Page 62 of 1
lets see if that works
alrighty, giving it a go now
bwahh nope. Just gonna redo it lol
yo so I'm getting this error the only error that's keeping me from uploading an avatar and I'm not really sure what this means. This is the first time I've ported a character and clicking the auto fix button just kicks me out of the sdk menu and rests my VRCAD
maybe it since I have it as an Int?
have what as an int?
I have the wing and tail idle as an int in params so idk
that shouldn't matter other than using 8 bits in the parameters list
using physbone? set 'is animated'
oh yeah, definitely do that, that one got me literally yesterday
it's set to is animated, yeah
for both wing bones I'm animating and the tail bone too
gonna double check everything
these make me go um, is this another vrcfury i like to remove animations thing cause they dont do anything (they stop the state from not always running is one thing they can do)
yeah I was wondering about that, what's that from?
ohh is it vrcfury related? I'm using that for some toggles just because
oo its working noww!
I changed it from an int to a bool and for some reason that helped
are there any tools to compress an avatar more before uploading
like its uncompressed size?
mhm
if you're up at the 400MB range you probably need to do things like split that avatar into multiple
somehow this project gained 130mb of nothing without any warning.
I use vrcfury's blendshape optimizer component
it bakes unused blendshapes into the mesh to save vram
Mayeb thats what they did then... hmm
one thing i dont like about it renames my mesh 🔨
but easy enough to just move the new mesh somewhere else after
^
worth a try i guess.
It's designed to rename them because they're temporary meshes
or you can delete a few assets. It be like that
but its was 450 before.
You shouldn't be using anything from VRCFury's temp folder
that's so odd
vrcfury tempoary things bloat my fury folder insanely, dosnt clear out
If it's not clearing for you, go ask in VRCFury's server about it
I mean, mine does that too
You should never use anything from that folder, and it's safe to delete the temp folder if it's getting too big
I think its because I use the same project
The mesh names also don't matter for anything
As a general rule of thumb, VRCFury never touches your base files, and always makes a copy of something if it needs to edit it. You should never use any of the generated files as things like animators are basically unworkable by a person because they're optimised. If VRCFury is doing something you don't like, ask in the server about it because it's often doing it for a reason, and there's always a reason text file next to each generated asset to tell you what it did to the asset and why
Are there any other compression things that might of been used before upload to reduce the uncompressed size?
Also, after deleting like everything, it fialed security checks. obnoxious. what.
VRCFury's blendshape optimiser is the only one that can drastically reduce upload size because of the blendshape baking
Other than that, you need to start making textures smaller, or using less things on your avatar
What's on your avatar? Screenshot your hierarchy
Then censor the NSFW stuff
Really... Okay
The light-based system has been shown in screenshots all the time
See that seems like a hell of a lot for 1 avatar
still trying to upload a av with 73 meshes, 292 skinned meshes 541 materials and 2.86m triangles?
well it uploaded for that guy
yeah but the numebrs keep going UP
and i dont know why
ive rmeoved so much shit to barebones
then it fails security checks
???????????????????????????????????????????????????????
whjat the hell
If you're combining VRCFury with MA it could be bloating things? Sometimes they don't play well together
Mod Abv? its not in it
i might try that instead of fury
Fury is better imo
different use cases
But also, you have MA prefabs on your avatar
i do?
MA WorldFixedRoot, MAPrefab Green...? Are they not MA?
Even if you have no MA components on your avatar, having it in your project will still cause it to run and screw with things
Other than that, it's probably best to just remove some non-essential things from your avatar and slowly add things back until you hit the security checks
im suspecting foul play
i did i made her dead naked and it failed security checks
again i suspect foul play on their part ¯_(ツ)_/¯
Like just the base avatar and nothing else?
yup
Then you can upload that and make a support request saying that it shouldn't be failing security checks
It could be an edge case
What sort of nefarious stuff could someone being pissy do to a model they send you for upload
im pretty convinced.
nothing that you couldn't find pretty easily if you look
the armature is a horror show.
many of them are 🙂
Hey, question. I haven't touched one of my avatars at all and it's been about around 70 - 80 MB in size, however when I simply reuploaded it without changing anything at all it's jumped in size all the way to 120 MB and wont let me upload it because it's now over 500 MB uncompressed, I didn't touch anything, all I did was a reupload and out of nowhere vrc is telling me it's so much larger, I didn't touch a single thing on my avatar idk what is causing this at all
So its not just me.
You can check Thry's Avatar Performance Tools to see what's gained in size
not saying this is the case here, but I find most times people say "I didn't do anything" they in fact, did something
avatar validation failed
Unity's bad, but it's not double your avatar size for no reason bad xP
I promise you I didn't touch my avatar
imma throw this guy off a cliff @ seller
I think I would know if I added or changed something at all recently
then upload a offline av and see your compression , its not bloating magically
same stats as its always been
(wip texture high)
I talked with a friend and he tells me these 2 things are essential and doesn't know why sdk want to remove them?? Apart from that he also doesn't know
I'm in a dead end here
it's possible that you have two of each - they should only be on your avatar root
oh! where can I find avatar root (apologies if it sounds dumb, this is the first time trying to port an avatar)
root as in root of a tree - the top-level object.
well the top object in your hierarchy window is the scene, below that should be the avatar.
uuuh
that one that says "prefab" but......... this looks like a ripped avatar.
where'd you get it?
it was a public avatar but the owner took it down, he gave me the files however after I asked him if he was just updating it which he wasn't he actually is a really cool guy and helped me set most of the things up
just because it was public doesn't mean that guy owned it and had the rights to share
Please pay creators for their work. I wish you luck with your project.
if you send a picture of the model in #1138520828556890214 someone can help you find the legitimate files so you can purchase it
otherwise help with ripped/stolen content isnt allowed here
Hello. I have question about rigid bodies, colliders and force particles.
I have managed to create a decently well working ragdoll effect on my avatar using rigid bodies and colliders. However, I've noticed ragdolling is local to each players client. I want to create an animation in which this ragdoll is sent flying with the use of either force particles or colliders. The animation works for the person using the avatar, but anyone else viewing the animation simply sees ragdoll fall without seeing it be pushed by the force particles/collider. I know it is possible to get force particles to push ragdolls around for everyone viewing them as I've seen it on other avatars (notably the Lethal Company avatar and recent PvP V-bot avatar). How do I do this?
tl:dr How do I push ragdolls around using force particles or colliders in a way that can bee seen by everyone viewing the animation?
Try asking the guy that gave it to you.
still having issues this is what happens when i try to move the eye bone its like its trying to move the mesh around the eye or somthing????
what are you trying to achieve here though?
the eyes all scrunch up and idk why
could I borrow someone's help for about 5 minutes on unity? Im trying to install these clothing addons for my avatar but they arent cooperating
you'll probably have better luck showing/explaining what the issues you're running into are
well thats why I was hoping for a call
I dont explain things well, and im better at fixing the problem if the person tells me what to do as im doing it
VRChat physics (rigid bodies, colliders, and forces) are only simulated locally, so while you see the force pushing the ragdoll, others don’t because their clients don’t receive the same physics calculations. To make the effect visible to everyone, you need to use network-synced methods like PhysBones, constraints, or animation tricks.
-
PhysBones Scaling Trick – PhysBones react to scaling. Instead of using physics forces, animate a collider or an empty GameObject that scales/moves and interacts with the PhysBone chain. This will be visible to everyone.
-
Object Constraints (Parent Constraint or Blend Trees) – Instead of force particles, animate an invisible object pushing the ragdoll using Parent Constraints or a Blend Tree. Since animations sync across all clients, this effect will be seen by everyone.
-
Contact Senders/Receivers – You can use Contact Receivers to trigger synced animations on impact.
These methods mimic the effect of a force while keeping it networked for all players.
how are we supposed to know if we can help if we don't know the problem? You'll call people and risk them saying, "yeah idk". Explain the problem here or record a video and send it here if speaking's easier for you
I have clothing addons, instructions mention its as easy as dragging and dropping into the project and then its all done.
However thats not the case, two out of the five assets toggle correctly, the rest do not. I've tried looking for any possible mistakes I may have been making but in cant see any
okay, first question are you using VRCFury or not?
okay, so can't help, cause vrcfury is a mystery to me, maybe someone else knows more about it
so my problem is that if u look at the right side in the inspector, when i attach the left eye bones to their correct bones in unity, they freak out and dont work correctly? ive been using blendshapes but this isnt an actual solution to my problem. ive tried to go into blender and hit fix model but it doesnt fix it. ive looked at the configue portion and everything looks fine so if someone has had this issue before or knows how to fix it, lmk. i want to attact the eye bones like normal so my avatar can look all ways without using blendshapes
let me send the video again, oml
anyone had any experience with the zinpia rp base? looks good for a masc build, but it'd be my first time designing clothes for an avatar so idk if it'd be a complicated process
unless your model is mmd or vrm fix model from cats is gonna potentially break it even more, if you have a back up from before pressing it, I'd recommend using it. First question, did you apply transforms before exporting from blender? Second question, are your eye bones in the correct position?
wrong eyebones or rotation not straight up in blender
i would try to show u that they are, or atleast i suppose they are but there s a lot of bones
i didnt touch them when putting the head model in
are they straight from the side too?
mainly said it because theres few in here that'd do 1-1 handholding assistance like that, since you're running into a VRCFury issue you'd likely have better luck in the VRCFury discord though
wdym wrong eye bones? i attached eye_L (transform) which is the only one. u cant do the end bone because it doesnt work
if you using the old cats it just duplicates them and make them straight up, newer just rotate eye bones
newer one
its old
shouldnt matter just you get +2 bone not really needed, just be sure to test in old cats rotation
old one
updated cats are here https://github.com/teamneoneko/Cats-Blender-Plugin-Unofficial- 3.6++
Does decimating an avatar reduce MB
less vertices does (so yes) but it can also make funny breaks in joints and alot of other janks
you have a world sdk?
Can anyone tell me how VelocityMagnitude works
i read it as "you are moving this fast, regardless of direction"
please help me, i have an error for avatar upload
i just made an avatar and now cant import it into unity
What's your avatar file? Are you getting any errors? How are you trying to import it? Drag and drop?
I'd do it via Blender, there's an importer
yeah, blender for sure
but how is my question
import it into Blender, export as FBX
k thx
or you can follow this video if you wanna get fancy and make sure stuff is better performance
Good afternoon! Is there a way for only the mirror reflection to show an animation?
You'd need to do that via shader settings as far as I know
I saw that in poiyomi, but I am wondering if the mirror copy can play certain animations that's not on a material 🤔
please
If I make a avatar should I build half and Mirror make it easier
Can someone tell me why Every part is Working fine with lighting. But this tail doesnt?
Is it a separate object? You should probably have the same bone in the "Probes/Anchor Override" slot in all the mesh objects, to help keep the lighting consistent.
VRCFury has a thingy for this too
otherwise... compare shader settings probably.
I can put Anchor Ovveride only on Base
?
When I put on other object I get this
Yes, you only put that on the root object, just as it says
Maybe im just dumb
... what are you doing?
Vecf is already putting anchor override
by "root object" I meant the avatar's root object, not some other object named "root"
Ye but it doesnt work for tail
Root = first top most thing
why wouldn't it?
Idk
okay ive been getting these errors for so long and its making me pissed off, please if someone can help me it would be amazing
It works if its on the root
server outage or flaky isp
If your lighting is still off, then its not due to anchor override
how do i fix because this has been happening for so long
and i have good connection
So the root object here is Regulus2.0PC
M
M?
stop ignoring me
None of those errors are of much use, unfortunately.
Consider that we just dont know and dont be so demanding. That just makes you look furious and furious people tend to not listen anyway
check if its the right unity version , restart unity if its the first startup (scripts can do funny things)
would connecting to ethernet help?
Still the same problem as before, Any other ideas why the light doesnt work on tail?
think your region just having issues, seeing your error ive seen before too , usually goes away fast
okay tysm
without looking at your shader settings, no.
ok sorry
(also don't put the avatar root in that slot, a better suggestion is the chest bone, but also don't bother if you use that vrc fury component)
those either
I didn't mean I was going to look at your shader settings, I meant that you should compare what you use on all the parts to try to get it to be consistent.
ig
no need to keep pinging me here, especially not with literally the same information. I do not have an answer for you.
very generic error no idea what thats about either
i have no more information
@somber sequoia Thx
nice, what was it?
I vote for minlight
Does anyone know why when I lock in a poi shader, it turns pink/missing texture ?? I uploaded the avatar a second time because I needed to make more tweaks to it. It uploaded smoothly with no issues the first time, but now it’s refusing to lock in the shader
I cannot use anything more than poi 8.0 or it will crash my unity
might be best asked in the Poiyomi discord
Ah, I keep forgetting poi has a discord
does anyone know how to fix this issue (the robot stuck in the floor)
I’m trying to make the VrChat mobile materials transparent so that way I can upload my avatar onto quest. Anyone here know how to do that?
Quest doesn't do transparent.
You cant have transparency at all
So then, if I upload the avatar into quest, will this be what quest members see?
Just use a quest-compatible shader in Unity, and it'll pretty much look like that.
anyone?
make sure your avatar is standing on the origin, 0,0,0
and if you came from Blender, that you applied all transforms
I did export with all scaling on. is there a way to just increase the radius? I can increase the collision radius but that doesn't affect the bone itself
but i dont want it to be inside the main character i want it to be next to it
yeah
and if i try to get to not be stuck in the floor it just goes into the floor
idk what todo
oh, well then there's a whole lot about how you created it and got it here to consider probably
is it its own .fbx, for example
i didnt make it
You just increase the "radius" in the physbone component
pretty sure the creator is jp
can anyone help me, how do I disable blinking during a facial expression? please explain like im a toddler
since i got the model off booth
I can't explain like you're a toddler (need to go make dinner), but you use this: https://creators.vrchat.com/avatars/state-behaviors/#animator-tracking-control
animation = disabled while making expression, tracking = normal
maybe am blind but am not seeing it
other than the collision radius
That is the one
but like, i only need this on a couple expressions
yep
for example i have winking, vs like just a smile
im still confused, i dont even know where to start ;;
found it, you explained that weirdly ngl lol
nope nvm
still blinking
is this not supposed to be how it is
does anyone know how i can make an animation with camera movement?
I'm trying to sculpt the clothes to be tighter on this avatar, not bulky like they are in the picture in Blender. What sculpt tool is best for this?
for example if i wanted to make the camera shake, for like a gunshot
Guys help me, I’m tryna upload a avatar from payhip but it’s giving me this error
those wont stop you from uploading, rotation one is easy to fix - rarely does anything ( i just rename bones Z_something in blender so they arent first in list )
If anyone knows how to get the punchable asset to work, please help
Elastic Grab for big movements and Grab for smaller ones
need help with unity. ive been using win10 for a while to upload avatars and upgraded to win11. now anytime i try to open a unitypackage it only opens with the unityhub. i either have to manually drag it or import package. any help is appreciated
Why does this happen?
Usally shaders are what's used for stuff like this
is file marked readonly?
How would I check?
properties, if files cant be copied or moved either user or program doesnt have permissions or file is protected
could you help me with accomplishing that?
I cannot, but this might be somthing worth looking into
https://github.com/AkaiMage/VRC-Cancerspace
thanks, i most certainly will
So, I’m trying to add my avatar to quest, but it’s not letting me, every time I click build and publish, the avatar doesn’t publish. I already added the id into the pipeline manager and the shaders work with VrChat, is there something I’m missing?
Maybe this can help understand
ah thanks
anybody familiar with PCSS shadows?
im triyng to add something on my avtar and i want to make a radial wheel to rotate said object on the x axis and its not working, the y does and i made it scale aswell and the only thing it doesnt do is rotate on the x axis
any ideas of what to check?
i made sure all the params match in the fx and the animation in the fx ive checked the animation param and its the same and i checked the params themselves and no dice
hi, sorry, had to run then. What i do for this is make my animation layer look something like this:
Entry -> wait for action -> disable blinking -> do gesture -> enable blinking -> exit.
No real need to override mouth & jaw unless you want to disable visemes as well.
Please send screenshots instead by pressing (Windows Key + Shift + S), and show the errors above "AssetBundle was not built"
It’s just the same errors, I tried to upload multiple times
Please also show the first 2-3 errors (at the top) - it looks like there are some above
Those were previous errors that don’t matter to the issue at hand, I need an asset bundle
what is an asset bundle?
https://docs.unity3d.com/540/Documentation/Manual/AssetBundlesIntro.html
this should explain
if you mean the thing the SDK is supposed to build, then you need to figure out why it's not being built, in which case yes, the errors are relevant.
You don’t. You create an assetbundle of the avatar through the SDK already, you have missing scripts on your avatar preventing you from building the avatar
The SDK is saying that the assetbundle wasn’t built because of errors
So, i know the VRCFury toggle script is missing, if i add VRCFury into the project, you think that might fix it?
Yes, most likely
it'll fix that error at least
VRCFury components need the VRCFury script (package) in the project to function, they’ll be missing scripts if not.
IT WORKED!!! Thanks guys!!
Now to show people the avatar to see what quest members see
How can I get Deira avi base for free?
iirc that's not offered for free, so....
... did you just admit to piracy?
I can get Substance Painter too but it's still piracy
can someone please tell me why my inspector is stuck on this tab? component? idk what its called
Guys please though don’t judge me im really new to this yesterday I made my first avi
Pay for paid assets and we won't have a problem
if you have multiple inspectors, be sure to check them all - this often pops up into the one you aren't expecting.
Don’t worry
thankyou
In some worlds others see my blush badly while I see it well and in others everyone sees it well, is it a matter of the world or can I fix it? I use liltoon. thank you
is that face material including the blush?
you should always have your transparents parts on another material slot dedicated for transparent parts or you'll encounter what you're seeing which is stacking issues
yes, im using a manuka, it was like this :c
can you show the material slots on the mesh renderer responsible for the face
Should I duplicate the material, put one transparent and the other in cutout?
I'd do the blush with a decal unless we're talking quest (where I'd just omit it)
its for pc, then the only option is a decal?
no, you have many many options, I was just saying that's how I would do it
that's also how i'd do it, though i don't use liltoon
me either
i duplicated the material and with the face in cutout and the blush in transparent works, thank uuu
how does rotation prioitys work? cause when i make a float for x to move it works then i make one for y and x doesnt move but now y does
how do i fix this?
prioitys, do you mean parameters?
well yeah
how does it work?
cause i cant get x to move
then y
with radial puppets
trying to animate in unity and i'm having one side wiggle a bunch.. i'm sure this is something to do with gimbal lock but does anyone know any way to mitigate this? i just want the sides to be symmetrical lol
Yoy have 2 radial puppets for 2 parameters?
yeah one for x and one for y
Both x and y are floats?
yup
made them both the EXACT same way
i make x
and it works
it rotates perfectly
exactly how i want it
then i make the y
the EXACT same way
and x doesnt work
but y does
Can you screenshot how you setup both radial puppet?
i can but i dont think i want to send it here its a "fun toy"
Then we can't confirm that you're doing it correcrly.
^
How did you know it doesn't work?
i used gesture manager
It doesn't work as you saw parameter doesn't change, or animation doesn't work?
the animation works perfectly
i can preveiw it and it works exactly how its intended
again
the animation works
perfectly
until i make the y
then the x doesnt
then the y does
@worldly whale maybe use blendtrees instead?
Look like your problem is rather from multiple animator layer override each other.
additive animation or blendtree
The layer below controlling the same property will override the animation from layer above.
i like blendtrees personally, you could try direct blendtree and have two 1D blendtrees inside, one for X and one for Y
additive animation?
also in animation remove the properties you don't want animated
animation that adds on top of another
already done
yeah i figured that but how?
you do that by setting the layer blending to additive
and you need to set the first frame to additive reference pose
where do i find that?
what you could do is create 2 animations, Y=min, Y=max. Then in your Y layer replace your animation state with a blendtree. Set type to 1D and parameter to your Y parameter. Then add 2 motion fields and add your min, then max. Set layer blending to additive
for the animations themselves, make the first pose the default and the 2nd is the animation pose
ohhhhh
in the layer settings
same as layer weight, mask, etc
i see i see
would i make x and y additive? or just y? cause y would be adding to x
just y
ok now they both work but its not doing what i wanted it to do lol but thank you so much
that actually helps so much
and now i know how to do that
maybe a blend tree would help
i want it to do this
but this is what happens
anyone know how to fix these lines on a texture? (ignore my buddy jose on the left)
that looks correct to me?
if it's meant to be rotating on a different axis for either of those, animate it on the correct axis
expand the bleed on your texture
it's too close to the edges of the UV islands
uh how do i do that
Color over the lines like you're a little kid 🙂
does Anyone know how to fix this issue? I think I may be blind for being unable to figure it out
(or if you use a paint program such as Substance painter that does this for you, you can increase the edge setting, I forget what it's called though)
i use sp
Add those parameters to your avatar parameters list
how do i get the hand gesture menu in the latest version
oh it usually does this by default - you may also need to move UV islands further apart.
I tried but it isn't working, maybe I've done it wrong..
ok. im like new to sp so all of that is kinda confusing lol
Make sure you're adding them to the right parameters list, you can find the one in-use on your avatar descriptor
so i just got the slugcat avatar and i re-textured it in photoshop and I get these weird lines like this, it also appears in blender anyone know to fix this?
the base texture is a psd file
same answer given here: #avatar-help message
okay let me try again
well damn
I have no idea what that is
though if for some reason your avatar descriptor is actually disabled (checkbox in upper left of the component), enable it 🙂
do i just color over the lines or something? idk
is there like a setting to color over the lines in blender?
nvm found it
@somber sequoia how do i increase the edge setting or move the uv islands further part, like what settings is it
moving UV islands is a Blender (or similar) thing.
regarding the bleed, I forget what it's called in Substance, I've never had to set it, the defaults have been fine for me
it's probably in the project or export settings though
im sorry for being a bother lol, i just been trying to fix this for days
yeah you'll have to look this up, again, I don't actually know where it is
darn
How do I make it so that my 2d avatar does not have its lower half in the ground?
okay I finally got my avatar descriptor working again I had went to go do something sorry, what was I meant to put in there again?
Is there anyone I can send a .SSP file to and they can export it to PNG, JPEG, etc. for me? I don't got substance painter but I'm trying to retexture an avatar in blender and a photo editing software. Or anyone that knows a way I can convert it?
is that true, that i can use parameters not described in Expression list, and they will be sent to other players in realtime, except they are not synced for new joiners?
It means, that if im driving some parameter undescribed in Expression list, like "wink" parameter just to make short emotion and let it go, other players still can see it?
oh.. doesn't look like something that is possible, cause i can't even create a menu button without including a parameter in Expression list
I was wondering how to fix this issue that I have where whenever I activate full body (Viso) tracking my charcter slightly hunches over, is this an issue due to the tracking app or the avatar and if so is there a way to fix it?
Could also be bad lighting
Does the sdk warn anything about pelvis bones?
Animator parameter not in expression list won't sync in anyway. What you perceived was it's driven in remote side via another sync parameter.
how do i fix this?
Did you armature link?
yeah now i do
Does it work now?
yeah just need to resize it a bit the avatar is clipping a little
this mostly when the avatar breathes
you could add a breathing blendshape to the parts that're clipping and edit the breathing animation to include the new blendshape 
so, im tryna make my first avi, but unity is saying it has issues. wjhat do i do to fix?
also can i upload a ss of the errors here?
screenshots are always good. also, for errors, you dont want to send a picture of the last ones, but rather scroll up and see the first 1-5 ones.
Hey this might be unrelated but where can I find avatars of preexisting characters? Characters from Star Wars or TF2 would be particularly great.
search worlds like prismics would probably work best for that
Okay, where do I search for worlds, very new here.
ingame, look for "prismics avatar search". you go there, it has a search bar where you can literally let the world filter avis for you
theres more of this kind like "yet another avatar search" - same concept
Again very new, how do I search up worlds outside of the 25 given to you at your home?
you open your launch pad and go to "worlds" - from there, on the left side panel you get a bunch of options, inlcuding "search world"
Think I got it, thank you so much.
Is there a way to make some mesh visible for me, but invisible for others?
Toggle with IsLocal parameter.
can you show me screenshot of how it looks?
arrow with islocal true condition?
Just follow toggle tutorial. But use IsLocal parameter instead of parameter from menu.
IsLocal is true when it's avatar is wear by you, and from other player perspective they see false.
why does my visemes not working?
Do the blendshapes work when you move the sliders or do they not work at all?
they now work in vrchat
it keeps saying I have this problem but I checked everything and it says its fine can anyone help
but on other avi it works
so the blendshapes in general work, just not in vrc?
yup
Did you rename or move any bone?
no I had to restart it cause I accidentally forgot to delete something but I haven't messed with anything in unity like that
So you removed something in blender and replaced the fbx file?
yeah it was just hair bones I had gotten told they aren't needed
and it was causing issues
Try set fbx file rig to None, apply, and change back to Humaoid.
hmm, do you only have this avatar in the project?
yeah
do the visemes work in gesture manager? check it
if they do, your mic could be not picking up your voice in vrc
If they don't, there's some other problem. Do you have the correct mesh selected? Your face mesh is named "cube"?
I did that and now its saying this
oh wait I forgot to fix something nvm
thank you for the helpp
the boobs on my avatar goes thro the clothing of the avatar when i add phys bones to them and the clothing isn't moving anyone know how to fix?
for the clipping, so you have a collider set up on the chest?
for the clothing not moving, where did you put the physbones in the hierarchy?
could you come in a call because i have no idea in how to explain this
.
oh I misunderstood the question
your clothes aren't moving not the chest
do your clothes have their own bones?
"the clothing isn't moving"
then my first questions go
no
set up a collider
i have no god dang idea how to set up coliders in the right way
this likes to happen if you add clothing and then literally rip apart the clothings armature and parent each bone into the avi, making it a scattered mess.
yea
you should never do it that way
there are scripts such as vrcfury armature link which can merge the clothing armature into the base armature as soon as you hit play or upload.
with that, this wont happen
yea but i used unity to fit the clothing on the base
and just parented the skirt bones to the armiture
thats the problem because the clothing i have isnt made for the base
and i had to do it
there are better ways
the clothing likely has blendshapes. if its somewhat close enough, you can get away with using those to fit it. if that doesnt work, you will need to adapt it using blender. there is a discord called #1204506421631393913 where you could either commission someone or post this as "request free". the roles will tell you who is a verified artist to avoid you getting scammed
people will do small free adjustments to build their portfolio so why not
i do not need that type of stuff
well then live with physics not working right.
i just need the answer of how i can get my cloth mesh physics
you're advice is getting other people to make it for me
if you dont have the blender knowledge, yes
that's the whole reason im asking
if youre looking to do this yourself, there are plenty of video tutorials on youtube to guide you
most tutorials are either for interacting with bones or something alike
not to give clothing physics
can anyone tell me why my avatars eyes are doing this? From what i can tell my armature and descriptor are set up properly,
you're too hung up on the physics. lets say you add another physbone script with same settings to the base AND the clothing, so basically both will jiggle, right? in theory, this works, but isnt practical because the weight painting on each mesh dictates how much a mesh deforms/is influenced by movement of that bone. There is a 99% chance that your body and clothing is not going to match up then and it will clip simply because the clothing, like you said, isnt made for the base
so realistically, you not only need to worry about physics, the physics will be behaving differently with same settings
Hi there, my impostors generate stuck in a T-pose. Anyone know how to fix that?
that was at the very lest informative
but i still believe i can do something
Ok I’m trying to upload an avatar and it has very clean vertices and it’s not letting me upload it compared to my first one that had a butt load
This is the model if you’re curious
(Ping me if anyone replies please)
You will have to share more info
"it’s not letting me upload" could mean anything. are there errors? any messages in your upload screen?
Is there some free unity tool to edit pose in .anim files?
animation is work for me, but it's too time-consuming and not friendly
Layer? Like in the menu? I don't think it's possible to add more than 8, you need to do it manually
You need to do it manually, 8 is the limit (or 7 + a sub menu with more options)
When using toon lit it forces the tail to look like this, the tail is on it's own material, and it happens regardless of the texture and even if there's no texture applied. It happens with standard lite too, I'm very baffled as I've uploaded almost 100 avatars in my time on VRChat and I've never seen this.
It looks like this in-game on my quest 3 aswell, so it's not just a case of "Looks wonky in the project, fine in game."
@desert elk Sorry for the ping, but it appears you've been around recently and I'm a bit tired, grumpy, and just astounded at whatever this is.
Any google search just comes up with solutions for missing shaders stuffs, cause all I can really do is google something along the lines of oh no my stuff is pink in unity. Please help :<
those seem to be vertex colors, they can be removed in blender.
Please explain it to me like I'm the slowest person you've met :<
there should be plenty of guides on the internet that explain how to remove vertex colors.
Is there a way to do it in unity?
No idea what this is, I've never had that problem. Don't ping me, I'll respond if I know the answer or anything about what could cause a problem like that
Random post from 2014 just saved me! Gonna toss a link here incase anybody has the same issue: https://discussions.unity.com/t/how-can-i-get-rid-of-color-attribute-on-my-vertices/116797
If you actually search in this channel you could get an answer more directly for vrchat.
Whatcha mean? From what I can tell there's really just one solution presented from what I looked around for after I was told it was vertex color stuffs, aka blender. This thingy is purely in unity with a script or smth, and I have no idea how it works but it does so some people that don't want to use blender can use this instead.
Ooo, neat. That would've been helpful to know before I found that old thing from 2014. I tried the blender route and then the mesh was all scrunched up when I brought it back into unity, and I got too confused with the google results to figure out that route since the avatar doesn't have a pre-made blender file.
I am a bit surprised the 2014 thing still works with how old it is tho. Also, thank you for letting me know about the questtools thing, just added it as a repository <3
The problem you describe caused by the model was unpacked in the scene which cause it to unable to update correctly.
What are these words you speak magic man.
never unpack whoever tells you to do so , smack them
Or woman, I don't know.
When ever you saw a word "Unpack Prefab" do not press it.
o-o
Unless stated by instruction.
What's that cause/what are the potential issues? o-o
I described in previous message.
breaks future imports from blender
I just kinda, yoinked the .FBX file directly from the avatars folder, was that a nono?
That's fine when you didn't "Unpack Prefab".
Wait so unpacking it in just the scene messes with everything?
That's.. odd. Or atleast I think it is, I'm slow.
It messes thing up after you edit and update fbx file.
Huh, well thanks.
I'd be letting out some happy tears for y'alls help but I think that'd be unwise considering I somehow managed to burst a vessel in the same spot on both eyes o-o
😅😰
Is that like, a major cause for concern or am I prolly good?
no idea, i'm not a doctor but it sounds scary
I got a g-fuel energy drink, like in a can, from dollar tree for $1.25 and I think it might be the culprit, felt a bit like disoriented after drinking the damn thing too.
can't confirm or deny, i'd suggest talking to your doctor about it
What's a doctor? Laughs in poor and in a state with terrible healthcare.
can someone help please
Try using other image for avatar thumbnail.
Hey could someone help me with this issue? removed most of what I can & reduced the size of the textures that I can & I'm still getting this issue. is there something I may be missing?
check the logs like it says, we don't know what the error is
detach the blueprint ID
check the first error
detatch blueprint ID is usually a result of another error
whatever the top 🛑 error is, usually that's the main issue
I believe this is the first issue at the top
it says there are 4 errors and we can see that you can scroll up.
Hello! I just need some help with something, I made a tail wag animation and I’m trying to make it an Int parameter so it changes the wagging speed depending on the toggle, but for some reason the tail doesn’t wag when I’m trying to toggle it (it works in the animation itself along with the physics, but not as a toggle) I did activate Is Animated on the physics and added the physics after the animated bone (tail.001 has animation, tail.002 has physics)
for whatever reason it decided to upload, not sure if I fixed the error but
ha, okay
you can put the physbone on the tail root and animate any of the bones you like, that's not a restriction
ok the issue was DEF NOT fixed LMFAO unity just bugged ig
even tho it "uploaded" the avi doesn't even showup when I go to test it on quest
got any idea how to fix these?
setup your rig, verify things are in the right places
-Y, with +Z up
Gracias
(it'll get converted to Unity's +Y up by the FBX exporter)
I am having trouble pulling up my vrchat SDK control panel, when i click show panel. Nothing pops up. Does anyone have a solution for this?
Yep, that's probably a cause of the issues you're seeing
anything on my issue perhaps?
er... not sure what you're asking?
how do i fix these errors?
Add those parameters to your avatar parameters list
details here - you already have the menu stuff, just need to add these to the parameters list, it starts around step 2, though you probably already have a list and don't need to create it:
https://creators.vrchat.com/avatars/expression-menu-and-controls
thanks! :)
hey Kazin, think if I sent u over my file u could fix the issues it has? I think it's like 1 or 2 thing I just can't fix even tho I did as u said
I'm not taking commissions right now
oh, I'll check it over later maybe I'll be able to fix it
HELLO want to ask why the other side doesn't move like the other one even when i turned on the mesh symmetry in the x axis
your mesh has to be symmetrical for this to work, and the object's origin to be at X=0
possibly in the menu, mesh -> snap to symmetry can work
fixed tyy
oh nice 🙂
anyone know how to add a particle system where you can throw 3d mesh particles from every direction from the center point (where your avatar should be)?
every direction in a 3D sense or 2D sense?
like sphere vs circle
like in a flat circle
i dont want them going upwards or downwards
okay then you need to set your shape to "circle" set the mode to "burst spread". Then in the emission tab set "rate over time" and "rate over distance" both to 0. Then you add a burst and set the count to whatever you want (how many particles you want)
is there a way to rotate them to be facing outwards instead of down?
try setting the start rotation to "3D" and then one of the axes needs to have a value of either 90 or -90, just mess around with it to figure out which one it is
how do I set that up again?
thanks! it did work but theyre focusing the camera, unless theres a way to fix that
other than that is there a way to make them shoot out in a spiral?
go to the render section and set the render alignment to "world" or "velocity". You may have to adjust the rotation again afterwards
i'm having an issue with constraints, i have a scale constraint set up on both of my hands. There's a toggle that changes the global weight (the parameter for it is saved). If I have the toggle off when i change into the avatar, it will have the weight set that way and the toggle will have no effect. If I have the toggle on when I change into the avatar, the weight will remain set that way and toggling it off will have no effect
it seems that the weight of the constraint won't change after being set when initially loading the avatar
i could always just create proxy bones but that would just add more bones to this avatar (which has a lot) and more constraints (which it also has a lot of)
I know it's not an issue with my toggle itself because 1) it works fine in the editor using gesture manager, and 2) the toggle has other animated properties which function correctly
there are many tutorial videos for this, I usually suggest this: https://www.youtube.com/watch?v=bSwMz4WcajQ
thank you, I'll check it out
an avi ive had for over 2 years failed security check and now i cant use it..?
then your avatar might not be very optimized.
I managed to fix most of the issues due to the video so thank you very much, this is the only remaining issue
drag your face mesh (often body) into the slot in the avatar descriptor for visemes, I forget what it's named but it's probably obvious
that last one is an issue too, the two animators one? in most cases, you should only have one
... and 1 million triangles is a huge performance problem, though it should work. I'm betting you have a LOT of assets on here 🙂
yeah... what do you think is the best way to lower them?
look in #avatar-optimization - it depends a lot on what you have. If you use lots of outfits or props, consider splitting the avatar into multiple, one per outfit, or group by props or something.
Beyond that, delete unnecessary meshes or faces...
as simple as that sounds..
haha it's not at all simple
says it's missing
Is there anyone I can send a .SSP file to and they can export it to PNG, JPEG, etc. for me? I don't got substance painter but I'm trying to retexture an avatar in blender and a photo editing software. Or anyone that knows a way I can convert it?
Yes, so put the right one in there
I'm not at my computer with Substance right now but I probably could the next time I am.
If this is the default stuff that came with the model though you probably already have the textures in Unity
Hey, is there something I'm missing about VRC Parent Constraints? I'm trying to set them up in the editor as I would a normal Unity parent constraint... but it's not working. Even when I "lock" the values they change when I activate the constraint, rather than, well, constraining the object to its parent.
When I use the exact same settings, in-editor, with a Unity parent constraint, it works fine.
ya..yaaa
so like I didn't find where it was to drag it in there
it's whatever mesh object the avatar's face is
no I can't tell you that from here
(often it's named 'Body')
OHHH THATS WHY U- omg I feel stupid
I have the default textures but I need the UV I believe it's called so I can actually make my own texture instead of re-texturing one, I couldn't find one on the body in blender
Hey, wait i'm getting the exact same issue,, was about to ask about it, but I figured it out, downgrade VRCFury
you want what, some sort of template?
You could make one in Blender, paint the various UV islands different colors or something
I keep getting this error.
Yea, I've done textures on some avatars which have the template for the body/hair and fluff, If I remeber correctly Winterpaw's VTuber Canine had one, but when I'm trying to do juniper by FoxiPaws she doesn't have one.
ah, ok - I work in 3D so hadn't thought of doing that.
look for errors in the console perhaps
oki
d4rk optimizer is causing this
it shouldn't what settings do u have it on?
i deleted it, but a youtuber was saying if i use a special shader d4rk optimizer may cause some issues
i will take a look at their other video, if i cant solve this, i will ask you again
I'm actually using an older VRCFury anyway, but I solved my own issue: Activating the constraint object in the editor with the constraint itself active will set all values based on when the script was activated. Making sure the weight was set to 0 and the active box was unchecked, and settings these back to 0 & unchecked between edits solved my issue.
it might actually, it may try to "optimize that shader" which will cause u to replace it
I say disable it for shaders it should be in settings
should be the same for textures
strange,,, i only fixed it by downgrading VRCFury, huh
now i can use it like normal constraints
speaking of, how do I downgrade VRCfury?
like for a certain project
are you using the CreatorCompanion? If so it's as simple as clicking on manage project, and then going to the version number dropdown
so I avoid this issue lmao
yup
ohh, that seems to be like
difference between desktop and quest version used
youd just have to downgrade both and reupload
ohhhhh brotherrr😭
I thought that if maybe I downgraded for the quest version to match the PC version it would be fine
Uh, anyone know what might cause this to happen in Unity?
Gets worse as I rotate the eyes more. At 0 they're fine though.
Looks like the normals are messed up.
Select them in edit mode and try using Mesh->Normals->Set From Faces.
Alternatively instead "Reset vectors" in the same menu.
how do i move the camera in play mode in unity?
same way you move any other object
https://gyazo.com/c3643469e4e47725c0cc7be47f20f939
I'm making the Slayer, but i have an issue when I look left to right it almost snaps really inorganically. I have a fake head behind thr head on the model and controlling neck and head movements using vrc rotation constraints.
Nope, does not seem to work.
Try moving the eye, has the eye mesh been duplicated?
If it isn't normals being the problem then it looks like z-fighting.
Goddamn it I had the Android version on. It was Z-Fighting with that
It happens
why do the textures and mesh disappear whenever the scene camera is moved close to the model as well as when people go close to the model in vrchat
does this all for except the hair
How can I fix this weird order of transparency using Poiyomi? I know transparency stacking is a bit weird in VRChat but I really don't want to make this two materials. Expected result vs actual result. Normals are facing the right way.
you would kinda need to make it separate materials
afaik it doesnt check for if its in front of itself or not
:(
yeah - I did this recently and just gave in and used two materials
Yoo, I’m starting to like making avatars from Vroid for quest but like does anyone know the best vid tut for it? Or like any steps/advice
Can someone help in the avatar i just uploaded no one can see my weapons
How do i
make sure you have "Synced" checked on the parameters that run the weapon toggles in your avatar parameters list
no but you can find the parameters list under "Expressions" in your VRC Avatar Descriptor, on the root object
no, this is not done in the animator
jpg is not a 3D model file, it's an image file.
Yes - open the parameters list there and check the box I said
Yeah, "synced" means other players will get the updates
Tysm
im having this issue that when making different outfits the textures add to every base i have on there rather than just the one i want.
For instance the one on the left i only want to have the black stockings but the one on the right i want to have black and white stockings
But if i add the black and white stockings into the underware texture it updates for every model
you'd need to make a new material. Could just copy the existing one.
bit of a noob lmfao then what would i do
put one material on each avatar and then you can change them indpendently
... what
ahhh life saver!!
integer limit triangles
check "read/write" in the first tab in the inspector for your model file (.fbx)
or scroll right and click "autofix"
cool
one more question.
im using vrcfury for a few things but when i hit autofix and then go into play mode the expressions for fist and open dont trigger the ear movements
question is it possible with unity animation controllers to control individual UV Islands so I'm not having to add a second material just to control the eyes for an avatar with 2D eyes?
control how?
you could use a shader that does decals (like Poiyomi), put one on each eye, and then move those however you want.
Dm for better explanation
sus ^
like having blinking be controlled by having two different bits of texture for the different states
yeah you'd probably need decals for that or some other shader-based shenanigans
any particular reason you couldn't just post it here
please to be explaining in public so we all may benefit from your wisdom 🙂
Is there a way to rename a published avatar if I don't have access to the project files?
I think you can just put the BlueprintID into any avatar you've got and make the change but don't upload
hello
How do I add these 🙏
heyyy so just wondering if anyone could help me port an avatar? my pc is having none of it 😭
does anyone know how to fix the skirt?
Wdym by "port" ?
looks like some of the mesh might have its normals flipped the wrong way, double check in blender that all the faces are blue instead of red
trying to get a custom avatar into the game but j genuinely have no idea how, I've tried multiple times and I genuinely don't get it
if you asking for someone to do the work for you commissions of any kind aren't permitted here, additonally if your also asking for that person to upload to your account that isnt allowed per the TOS iirc either
oh I already I have the model, I'm just trying to get it into the game
that's what I'm struggling with
if you show what parts your struggling with via screenshots/screen recording someone can help here
how would i find that cause i started making avtars yesterdayy
I just need someone to really simplify how to do it cause I keep getting fustrated
in blender you'd enter edit mode (select the skirt's mesh and press tab) then look for this section at the top and choose "Face orientation"
if its red then you'll need to manually select the sections of the mesh that're red and do SHIFT+N
without knowing what the actual parts your struggling with nobody here can help with simplifying it
I'll send a screenshot one sec
it's just knowing how to upload the.model into the game
j have no idea where to start
tutorial videos like this one: https://www.youtube.com/watch?v=bSwMz4WcajQ
will take a look
if you're model's still in blender you'd just need to export it as a .FBX (though make sure to delete those rotation targets and the light before hand)
okidoki
(or just don't select lights in the FBX export dialog)
was gona post about this but found the issue lol, i forgor to slap on legacy BlSh normals
Boostin this
it's not at all clear what you have there from the images
make up.
clearly a faulty masking texture, missing alpha layers i believe.
put on alpha as transparency option in the texture, and put it in the mask.
where would i find the skirts mesh?
is this the mesh? or does anyone know if this is a mesh 😭
A mesh object has an orange triangle icon.
you're selecting vertex groups, which are usually on/under a mesh object
are there any good cartoony and outlined shaders for avatars?
does the whole body count as the skirt mesh
you can make some with toon and poiyomi
people dont really just share around unity packages of shaders, because why would we
I couldn't tell you that without inspecting your model
I'm not familiar with them
how do u inspect it like me taking a screen shot or giving u the model
Thanks <3
I'm not asking for your model, just saying that I can't answer your question from here.
wdym? why not
bumping this in case anyone can help, having trouble with placement of physbones
because so far you haven't shown any images of use and also I'm working on my own stuff. And depending on what you have it might be hard to see from an image.
wdym images of use?
I mean you haven't shown any images that would help me answer that question, that is all.
so what do u need to see to help me?
... I didn't say I could, I was simply answering the one question you asked me directly
well nvm i guess?
uh, okay?
u said you couldn't help wdym
I'm really not sure why we're still discussing this, I have no answer for the question you asked me directly.
ok
Could anyone help teach how to upload avatar
Check YouTube first.
does anyone know how to make it so when my particle of the dagger hits a surface it sticks to it instead of dissapearing?
like kazin said you'd need to find the orange triangle, if you provide a screenshot of what you think the triangle is we could tell you if you're right or not
its likely your model is a single whole mesh based off what you've said so far which just means you'd need to be a bit more careful when selecting which sections you're going to flip
I'd make a half-heart with what what's available. After that select it and shift D (aka duplicate). And mirror it or turn it around by 180°
I am making a humanoid avatar, Am I able to use less bones and still have the avatar function?\
My model does not have collar bones and neck bones
Quick question I got a model off sketchfab and the shaders greyed out but I wanna swap it for a new one
how should i do that?
offset rope thingy is at the tip of hips bone, is this armature looking ok
hey how do i get a like the same clothes model as mando?
ItsMando?
yh
you don't
oh? i had an avatr made for me with the mandos stuff
he made them himself, or it was my friend geap who made it for him not sure
It's ripped then
oh do u know where to find a spiderman model because im trying to make one myself
i havent done it before
You need to buy one of the spiderlair gumroad
whats that
$30 or smth
My Avatar doesn't appear as large as it should be
is there any spiderman avatar i can get for free
hi, variables created within the animator controller can be used even if they are not in the avatar's expression parameter...
but does this make the avatar heavy??
can I create several INT variables that will be used locally only within the AnimatorController and this will not affect the avatar?
or this will make the avatar heavy, even though it doesn't take up space in the memory of my expression menu...
nope, lair ones are the only good ones
oh what are the bad ones?
idk, never had to use em before
is anyone i use like illegal or anything?
if it's ripped you might be banned from the spiderlair world and discord
I did
no way you just asked that😭🙏
YES, you payed for it
anyone?
ok cool can i edit like the lenses on the avatar
You can get some free ones on like gumroad (not by the spider lair)
ANYONE?
ok are thy able to ban u from the spiderlair?
for what?
okay sorry, Where can I get help
I'll dm you
maybe go into blender and select it all and enlarge it?
no you won't be banned for that
unless you make it like nsfw or smth
ok and one last question sort off how do i do goloco and get clothes on my avatar
Time to learn more with https://canary.discord.com/channels/189511567539306508/1139228456090087495 and find out where you stuck in specific afterwards.
you can't edit embedded materials - you need to make a new one (or extract the one there), then you can do whatever with it.
Just go on youtube can't help with that sorry, gogoloco you can get off the website then drag the unity package into you're assets folder and then drag the gogoloco into your hierarchy
How do I do that?
in Unity's create menu somewhere is "material". then drag it into the material slot on the mesh renderer
Alright I got it, thanks <3
(and obviously do whatever cool things you want with the material)
awesome sause
where can i find clothes models for my avatars
gumroad, booth, jinxxy, possibly the avatar creator's discord
hi, the audio source for the voice of my avatar, so just my voice, will sometimes be over the head of my avatar else of being in my head and while it can be fixed by hiding it showing back the avatar well
its not supposed to happen
armature modifier on the mesh and weight paint
hello
hello
hey guys idk what channel to sau this but there is a 23 yo guy talking to a 10 yo and its nood family friendly
#discord-tickets maybe? definite not an avatar development issue
Is anyone able to quickly help me with an emmission issue? When i will change the Emmission color but when i go into play mode it reverts to the previous color.... and i cant figure it out at all....
got an animation overriding it?
idk
i dont think
its jsut an emmission to add audio link
i havent had this issue before and cant find a solution anywhere
How do i see the blendshapes ?
in what, blender or unity or?
well it shouldn't turn off unless something is turning it off, perhaps there's a material swap animation?
unity
Unity
There is no matrerial swap annimation... i can show you.... this is super weird
They're on a mesh object in the Skinned Mesh Renderer component
curious, is there a more streamlined way to select edges for dissolving them. Using Alt + Shift rn
im adding jeff the shark to my avi's head. i want his whole body to jiggle but i can only make the tail and fins move. i tried adding a physbone to his root but it didnt do anything. anyone know a way to make him move?
your shaders are so cute wtf
not really
ahh bummer
thank youuu! the avi is luna snows new skin i love itt
where exactly sorry
... under BlendShapes?
i'm dumb sorry lol
no worries 🙂
looks like that's on your texture itself, possibly the UV islands got moved
you'd have to figure out what it actually is first 🙂 But if you don't know about UV maps, that's a good place to start
it's a deep one
What's this and how do I fix it? ;w;
I have a substance file and a .psd. The substance file is completely missing the blush and anything transparent so I'm forced to use the PSD, when I export as a png it does this for some reason ;w;
Is it possible that my hair doesn't go through my back, but rather lies on it?
If your hair has physbones I think you can just add a physbones collider to the chest and make it line up?
I think the hair has to have some. hmm collider, I'll see what I can find. I haven't dealt with physics bones yet, ty
I love the heterochromia eyes on your avi
I'm just hoping someone can help me with this :<
what "this" are you referring to exactly?
The odd lines.
I looked a bit closer and realized it's along the edges of the UV, still not sure what exactly it is ;w;
ahh. Yeah when you use a tool like Substance, it "colors over the lines", possibly your photoshop export didn't do that. So you'll need to basically overspray a bit
(I know nothing about Photoshop that isn't from 1999)
i feel like the imposter settings just straight up don't work..
i tried using "ignore transforms" and it ended up showing what i was trying to hide..
and every single time i've tried "reparent here" it causes generation to fail
if imposters took constraints into account while generating them it would make things a lot easier
I tried that on a peice and it didn't work, but I found a very, uh, janky solution.
I added the file (file1) that had the blush and transparent bits to substance, made a fill layer and put file1 as the base color so it covered the avatar. Then I used a black mask to make it overwrite only the bits I wanted it to, which should keep the substance niceness of no weird lines and gimme my damn blushies
Haven't exported it yet so fingers crossed
yeah I'd do this in Substance for sure
I'm tired, do you mean "This is something I'd do too." or "If I were you I would've ___"
if I were doing this, I'd be using Substance.