#avatar-help
1 messages · Page 63 of 1
seems reasonable! There are lots of ways to do it
I'm over here performing an organ transplant on my textures lmao
also depends on what you're trying to make too, I don't do blush often (since I usually do semi-realistic furries) but I'd probably try to apply it with a decal with Poiyomi
I dunno, but hopefully my janky solution will work lol
worth a shot 🙂
does anyone know how to make bullet hole particles? i'm trying to make a gun but i can't get the bullet holes to sit flat on the walls that they're shot at
I really need help with this, I wanted to add more Emotes to GoGo Loco, but for some reason every time I add emotes they make the avatars mouth stop working, I literally copy and pasted the Action layer and added the Emotes, I didn't do anything else to it
I found the issue, a single emote animation had the talking blendshapes keyframed for some reason
I'm realizing most people use a decal shader for this 🙃 was looking to make it quest compatible. I'm sure there's some setting with the collision that can get the bullet facing the right direction before spawning the bullet hole particle
i might just have it spark when it hits the wall instead tbh
hey so im working on avatar optimization and i suck at blender like a BIG NOOB ive tried looking into videos on how to do this specific thing but i fail to understand so amma ask here to see if anyone can hit me up with a DM or reply here.
im wanting to learn how to combine my textures into 1 big PNG instead of having 1 for body, 1 for hair, 1 for outfit.
Same thing for materials combining the UV stuff together
just like a step by step guide on how do this this cause im stuggling and really wanna optimise my avatar as much as possible
Optimization is a broad topic. What you asked is called "Texture atlas" or "material combine". CATS plugin have function to automatically combine material, but it's better to do manually.
yee when it comes to that stuff i try to stay away from tools i prefer learning the hard way that means i can know how to fix if something goes wrong
i just cant find any detailed videos on how to do it
the addon is "material combiner", CATS just has it embedded in their menu, but you have to install it seperate and can install it without CATS
Then you'd need to learn the basic procedures too.
The outlines are:
- Adjust objects' UV so all object UV contained in single nonoverlapped UVmap.
- Join all the object meshes.
- Remove material slot from object so the combined object has only material.
- Use image editor app to stitch texture of each material together according to UVmap.
are there any good tutorials out there that can explain how to do this? 
It's better to learn basic functionality of blender instead of just looking for tutorial for such specific topic.
Anyone know what could be causing the bounding box of a mesh to be completely normal until hitting play in unity, where it shrinks down to be like a pixel?
Look for tutorial to create something from scratch, so you know the procedure and see what need to be done in order to optimize.
alrighty ty
Do you see the scale of the object changed?
Nope. Only bounding box is shrinked.
I've made multiple versions of this avatar and never had this issue before, it just randomly started to occur. I have no idea why.
Are the number in bounds in skinned mesh renderer that changed?
Not in play mode is 1, in play mode is 2
Idk if that's what you're asking for
Doesn't even look that weird but the visual cage when I hit "edit bounds" is extremely tiny in play mode
Yes that. The playmode one actually has larger bounds.
Wait... I think I may have figured something out? The root bone changes in play mode for some reason, due to a VRCFury component.
When I set it back to the hips it's normal (in play mode)
Not sure why it change though. Unless the mesh is being generated when entering play mode.
Probably by vrcfury.
At least I have a lead now.
It sadly won't let me build my avatar due to this error, any Ideas?
thats too vague
It’s hard to actually make and sculpt the avatar
not sure how i could help with "making an avatar is kinda hard" - it aint a question
Does anybody know why, when an Action layer animation finishes playing, the avatar reverts to a desktop/neutral pose for a split second before tracking returns? It only happens from other people's point of view.
Because it changes tracking state between tracking and animation and it changing back to tracking after action emote will be delayed abit on remote player.
does website performance rank matter? my avatar was good on pc and medium on quest when i uploaded it, but medium on pc and poor on quest
Hey! so im trying to add a bunch of accessories to a premade avi, after postioning everything to my liking, im getting a param error, saying that each toggle is not defined
any help?
Have you add parameters to expression parameter file?
? whats that? this is my first time trying this lol
If it's your first time then you should watch tutorial video about making toggle.
Do you mean this?
Yes.
yeah the param for the coin is in there, but im still getting the error
I tried setting the toggle itself into a sub-menu, could that be the issue?
Can you screenshot the actual error?
And what you put in the menu? Also take screenshot.
go to the menu tab in your assets and find the menu for the prefab and send a screenshot of what they look like in the inspector, sounds like it was put in incorrectly, or maybe even lacking a prefab, so the parameters aren't placed into the menu toggles correctly
thats the submenu, I have the same issue with both fiddle cube and Cig, I have the "Coin [PC]" routed to the expression menu in the prefab
click on one and show what the set up looks like
elaborate?
this menu
this be what we need
all you sent shows is that the menu itself exists, but not if the menu is actually connected to a parameter
Where did you take this screenshot from?
you need to go to the coin [PC] menu and click one of the slots for it, like Sound Off, and the menu I showed will appear underneath
🤨
why is it fighting back
the next thought would be the parameter exists but there is no data in it
but ???
that wouldnt make sense
is there possibly two menus on the avatar for Coin or do you just have the one (I do know its an issue with other prefabs on your avatar but-)
Did you actually merge coin parameter file into the main avatar parameter file?
oh uh no i didnt, i watched the tut and it said to all i needed was to drag the asset from the "VRCFury" file and attach it to my avi in the heirarchy
at least i dont think i did
no there is only one menu for coin
If you use vrcfury then you must not manually add the menu.
Yea- do you also have VRCFury installed on the project?
I wasnt supposed to create these submenus?
yes i do
Do not.
Then remove the menu you made, VRCFury automatically puts that in for you if you go into gesture manager to test or upload it
how can i unbind a blend shape / animation slider? im trying to just manually edit the slider, rather than having it be bound to a gesture on an avi base im working with (i need to manually edit certain clothing paramaters cuz of how i have it set up
i am trying to unbind this specific slider from the normal masculine radial
you need to remove the keys that use this blendshape in whatever animations use it
how do i do that
Well first, you need to find your animator (likely fx) and look inside of it - the layers should be named appropriately. If they are, you can easily find the animations for it
If you understand nothing of what I just said, you should watch tutorials about the unity animator and state machine. At least finding that is very basic.
What are you guys doing when a model has way to many bones? So many that you can't even see the face. Removing them manually is too much work. Is there a plugin that gets rid of them and keep the necessary ones?
Example would be the Cyberpunk models.
Hi there, my impostors generate stuck in a T-pose. Anyone know how to fix that?
how do i fix my mask moving with the string phys bone?
How does the mask become a part of physbone chain?
not sure
this is what my setup for the armature looks like
and uhhhh
i put the physbone on the first bone of the string
idk why the mask moves with it
You might accidently weight painted to a wrong bone.
that shouldnt happen
the weightpainting should be correct
i know because i slaved away like Hours at it becuase its anoying
what could theother causes be
@ornate stump
Did you unpack prefab?
can you tell me what that means?
The command "Unpack Prefab" where you use to break the prefab.
are these prefabs
Unpack Prefab is a command you used in scene object.
oh
Just don't unpack
k
let me figure this out first cause uh
the two pieces (character and mask) i exported arent prefabs,
but i do have a prefab of the older version of the model without the strings
Every fbx file is its own prefab so that's false.
oh you shouldve told me that
So, did you keep model prefab in the scene?
i deleted the old model prefab in the scene but kept it in the assets, heres what it looks like
though i cant seem to figure out the command for unpacking prefabs
could you tell me
Then just don't.
i
you told me to unpack the prefab for the mask
if i cant do that, whats the alternative?
I didn't tell you to unpack. I'm checking whether if you unpacked, because unpacking potentially can cause the issue.
Then you will have to figure out which bone that actually move the mask.
Try posing in unity too
let me look up a tutorial on how to pose in unity
Just use move tool and move the bones around.
oh
😭
thanks
i didnt know it was that simpl
ok so its just this bone that just moves the entire mask with it..
very weird
did i miss one spot in blender or something
THOUGH theres this
i think thats the bone thats parented to mask
😭
if the mask is one large rigid object, that's correct
I’m trying to add toggles to my avatar and do the sub folder stuff but I can’t find out how. I’ve watched videos and I’m still confused.pls help
right click in assets > crate > VRChat > expressions menu
and In your current menu add a new section and pick "sub menu" and select the menu you just created as the option
why doesnt the texture for the mask get put on properly
i have an older one which works perfectly but this new one just doesnt
even though i used the same mesh when making the texture
please someone im genuinely ripping my hair out i dont know what to do here
is this texture made specifically for this object? looks like maybe wrong UV map?
you cut off the error messages in the right pic, can't read them.
YES
i
let me explain
Ok give me a min
before finishing this model i exported it while it didnt have these strings of beads
made a texture appied it
do a screenshot instead
it was fine
Ok
How did you fix this? my visemes works in unity but not in vrchjat. I put the skinned mesh renderer as the face mesh
but now i finish it with the beads, make the texture in blender, it LOOKs right and IS right cuz i put it onto the other beadless mask in blender and it was fine
Im hopping on it rn
but after exporting it in unity it just doesnt apply correctly at all to the MASK with the BEADS
for SOME strange reason
yeah I'd be looking at the UV map here, make sure you didn't put new islands over existing ones or something like that.
their islands are like different for some odd reason i dont know why
i used the same smart uv unwrap thingy
yeah this looks like the issue
if you unwrapped using an automatic tool, no guarantee it'll do things the same twice
its the recommended option for unwrapping uvs
i treid out the other ones
and they looked monstrous
😭 idk what to do man
remake the texture with the current UV map, or redo the UV map to match the texture
blinking works
i cant because the unity doesnt apply the curent one properly
unity is basically trying to force me to make the uvs for the beads in the original maskless texture
which i dont know how to do
this isn't a unity problem
theyre the ones applying the texture worng while in blender it looks just fine
if it's one material, then yeah, everything must be on the same UV map
(unless you're doing complex stuff like decals or masking in an advanced shader)
its just one single texture
watch for multiple uv's
then yeah, rework your UV map to fit everything
where can i find that
Blender near where shape keys and vertex groups are
Here is it
odd you have that AI navigation thing there - did you install the world SDK too?
No
What is this shader?
Wdym?
yeah
Like what?
its a model idk
they dont mention it either
What u can do is check through the sdk pannel through all the mesh renderers
Then u check the mats of each mesh untill u find it
And then just change the shader out!
You would hit select
Hope that helps,
If not try looking at the particles on ur avi for the same thing
Check every material to find that shader and change it
if you're using particles, check those too
Idk why but when I have the toggles in the gesture manager their all their but none of them work
do they have animations assigned to them? do the animations of their own work in the preview?
How do I give them their animations?
record your animations, add the needed parameters, fx layers and stuff and in the menu you can select the correct options. Toggle, radial puppet, etc, depending what your toggle is. And add the correct parameter.
did you watch any toggle tutorials when making your avatar?
Kind of a dumb question but when vrcfury compiles its scripts does it take up parameter slots?
For toggles and radials, of course
Is there a way to know so i can keep my other parameters limited?
A way to know what
How much parameter space vrcfury toggles take up in total
Unless a parameter renaming exception is used, vrcf parameters use a prefix, i believe its VF_. So in play mode, you can open your parameter file and see them there
remaking my avatar and getting a weird issue rn where if I merge the tail armature to the main one, the tail mesh goes straight out for some reason >.>
only happens when I merge the two
I have no clue how I did it last time without this happening
are transforms applied before merging?
lemme see if that helps
using CATS for this specifically for more context just since I'm unsure how to merge armatures manually
it only lets me apply transforms if I check join meshes, which I don't wanna do :')
screenshot if needed
Go to "item" in the n panel. See if scale is anything but 1 or xyz is anything but 0
oo ok, let me go check
her xyz scale for the tail seems to be 1
could that be why?
Scale should be 1 but space transforms should be 0
ohh I see, ok
when I imported the fbx, it was set to whatever scale it was originally
all I really did was place it how I wanted it 
What if you select tail armature, shift select body armature, then hit ctrl+j
Thats how you merge armatures
Youll need to parent the tail root to hips too but no biggie
ohh let me see if that works. Only issue is the armature only has tail bones, so when I was using CATS I'd select to merge the armatures and parent it to the hips yeye
ahh same thing when I join the armatures
I may try to reimport it?
Undo it and take a pic of the item page from the tail armature
which page is the item page again? :o
I assume there isn't a solution for that? Unfortunate
Your location transforms are off, this is why
no
It was either ctrl+a or alt+a where you can apply transforms
It you type 0 in theyll move
alright ^^
if you set it to 0, it'll move and you don't want that
Apply transforms is 'zero out as is'
so you need to apply it
You wanna do that for the armature first, then the mesh
anyone have a good tutorial for toggleable accessories
so ctrl + a then I have the option to apply it
yes
okey let me apply them
lets see if it works now ^^ applied transforms for the armature and the mesh
Btw this will always happen if you move or scale things in object mode
does anyone have a good explanation for how vrlabs' collision detection works? I know it's based on particle collision, but i've downloaded it to try and reverse-engineer it and i'm just really confused how the particle dying makes the contacts stop touching.
If you did it right, it would work
Not you
oh
sorry just realized 😅
I think my blender knowledge is just limited
so its hard for me to understand if stuff isn't dumbed down
Show us the item page again after you applied transforms
okey lemme get a screenshot
i'm intending to use this idea to make sound effects for a gun + rocket launcher so they make a sound on impact, but i would really like to understand how it works so i can debug if it doesn't work and am able to replicate it myself
it looks like this when I do ctrl + a and "apply all transforms" on the tail armature
pink blender
Thats good, what about the mesh of the tail
i need to make mine colourfull like that xD
my blender do be pink :3
very sakura vibes, i love cherry blossoms
people like the themes and always ask for it
I seem to be the only one whose cornea is bleeding rn
pink is my fav color, its my theme thingie on vrchat too
I applied the transforms to all 3 meshes
gonna join them again
Sure. That should work though
lemme try joining the armatures
I always just select everything with "a" to make sure I don't miss anything
nvm i figured it out, it uses the stop action to disable the contact
yeah still stiff :/ do the main meshes and armature need applied transforms too?
Stiff?
the tail goes straight out, like what happened when I'd originally join the armatures
screenshot after merge?
sure
ohh okay
Its probably posed then
Magic
this is my first time merging anything manually so its all new
Go to edit mode on the armature
alrighty
😭 how do i make toggles
Then in the lower right youll see a bone icon tab
i don't understand the question, what part are you having trouble with?
found it ^^ its empty
the any state transitions into the toggles
i
dont know how to make these toggles
Click the tail root then and see "relation/parent" (forgot exact name). In parent bone you need to put hips
unles
And then thats it
lemme click the tail root yeye
you can drag the animations from the assets, like in the video
I am trying to make a hand for my avi modeled off my IRL hand, however I am noticing no matter what I do, the point of tracking of the index controller is really far back from where it actually is (keeps appearing on my wrist / thumb area when in reality the index controller is around my knuckles). I have been messing with the bones in blender a bit but no effect. Anyone know how to adjust this?
wait
ohhhhhh fuck im stupid
?
those are your animations
if you have on and off like that, you should make bools instead
they have the same icon
yes?
whatever im Stupid
the part of the video you watched it for toggles that let you choose between multiple different props
one at a time
idk why but i tend to overcomplicate stuff alot in programs like this i do not know why
ugh 😭
im sorry
the one you most likely want is a om/off togge, aka bool
yes i understand
i know about that i just thought accessories needed their own thing for some reason
own thing?
What unity do i use to make worlds? Please someone tell me and thank you if do
go to #world-development, we do avatars here
hey, is there any way I can share avatars privately for someone that paid for it?
unity package
Is there a known issue of the latest update to parent, rotation and aim constraints not working well.
I have a simple object parent constrainted and if a bone is inside this object, the parent constraint just doesn't work
can you grab a screenshot of the first 2-3 errors, at the top? These aren't of much use alone.
I need help. According to Windows Defender, the following file in my current avatar project,
Library\BurstCache\JIT\ec28f2888dffa13870b505c03772ecef.dll
is actually apparently a virus called
BrowserModifier:Win32/Xeelyak
Is Defender tripping balls, or is my project actually infected?
How do you do seats on avatars for quest side?
the bool toggle for my hat accessory doesnt work
and when i go to the expressions menu, the toggle is perpetually turned "on"
how do i fix this
though there is one thing to note
i get this error message everytime i make a build and my bools in the transition disappear
do you have true/false conditions? it looks like the conditions list is empty
is there any way to select specific parts of the mesh in sculpt mode
but everytime i make a build
those conditions just delete themselves
like hold on
same way as PC, just don't add a collider, let the station do that for you
Use edit mode, select a piece, switch to sculpt, go to face sets option at the top -> create from edit mode selection. Now you can hide/unhide whatever area your mouse is pointing at with h key and/or fill a mask in under mask options, which blacks out everything that is not hidden
okay i was wrong
but still this same issue with the toggle not working is still there
do you have parameters in the fx layer and the parameters list?
and are they always spelled the same?
capitals in the same spots etc
should
expressions menu check
expression parameters check
fx check
i feel like the error i got has something to do with it
im gonna rename the parameter
still bugged
@desert elk any other things i couldve done wrong here
hold on, i'm thinking
i swear to god like i said this error message must have something to do with it
in parameters do you have default turned on?
here
does the bottom arrow say true?
do you know how to make the hit box smaller and controll the area its at?
cant use prints anymore anyone know why or what i need to do to fix please? everyone else can but me
Getting these errors when trying to upload, what can I do?
did you make the animations with the mask on or off?
i put the mask on in MaskOn and put the mask off in MaskOff
should i rerecord them
but by default his mask should be Off
wait is this normal
you should start each animation with the same starting point, example off
for on, toggle it on,
for off, during recording an animation, toggle it on and off.
i already animated the mask, why is the "to begin animating" thing there?
did you record the animations while having the mask mesh selected? or the main avatar?
i
this avatar rn is a duplicate
i think i mightve used the mask on the other avatar
yeah, that's fine
the mask
it says that cause you have the mask selcted not the avatar, see your hierarcy
You should have the avatar selected while recording animations
oh
after pressing record you can switch to the mask
but you need to start recording on the avatar mesh
like in the video
okay i rerecorded it that way
Hmm, not sure you can change the size, but maybe adjusting the station works? Position is definitely based on the location of the station
No one visemes should be empty ("A" in my case)
i set the parameters in the transitions btw
cause your animation set up looks correct, I'm trying to think of other things that could be causing it
SAme like wtf
AGK, if you don't care about the innards of a toggle, just use VRCFury to make it. It'll save you a lot of hassle
😭
i thought itd work nromally because i did this with props and it worked just fine
ill go and follow volcanics advise and hope it works
I dislike vrcfury but if that's the only way you could try that
Why?
I prefer knowing how toggles work, why they do, why they don't. I don't like the shortcut of vrcfury making everything for you. Just my preference
But it does a lot of the complicated things for you, for that reason
Exclusive tags are very handy
Armature link makes clothing more efficient
Yeah, I used to be like you. Then I realised that my avatar runs better with VRCFury
I like the modularity, and I like better performance
i guess vrcfury is just conveneince or something as well
my avatar isn't complicated enough for me to need vrcfury
Doesn't matter if it's complicated or not, it's just handy
If you need help with VRCFury, join their server. People there are more than happy to help
i see
it is handy for some, but I consider setting up toggles myself to be fun
And I prefer being able to remove things from my avatar without having to delete everything
you both have your differences
DBTs are just more efficient 🤷♂️
ok now i have to figure out how to set up the vrcfury toggle
vrcfury toggles can cause huge issues. Ie the Mayu avatar being unable to work with GGL when it first appeared because of how its vrcfury was set up
Add a toggle component to the Mask, then give it a menu path like "Mask", then add an object toggle action and drag in your Mask
Then report the problem. Things get fixed pretty quickly
There was a time when 10+ releases were happening a day
It's already been patched with no help of the Mayu creator, GGL had to update ITSELF to work with the avatar :/
🤷♂️
I prefer the old fashioned way, and it's a handy skill, the only time I use VRCFury toggles is when the prefab i'm putting on my avatar is basically already prebuilt using only vrcfury components.
Knowing how things work internally is important, but it's also bad to isolate yourself from things that make a job easier. It's a balance
That's why I prefer using it for prefabs I'm attaching to the avatar, but not for anything on the avatar itself like hair or clothes or such. Any avatar that's sold that uses VRCFury toggles for customization screams corners were cut and that it's held together with scotch tape and prayers
That's so true
For some reason the real base of my avatar is too high up, I want to lower it because the viewpoint glitches out, any help on this?
from my experience with bought avatars
I can sort of agree, but customisation being modular is also nice
The Full Controller's parameter smoothing being non-destructive is a massive plus
go to blender and set the origin to be the world origin
Having to bake OSCmooth was really annoying
let me open blender and tell you real quick
Thank you thank youu
- Select everything with A. Move the avatar so it's level with the floor, and not underneath like yours is currently clipping a bit, raise it up. Keep everything selected
- shirt s > cursor at world origin
- right click > set origin > origin to 3d cursor
- apply all transforms just to be safe (crtl a > apply > all transforms)
and that should fix it
Done, i'll check in unity if it clips
Still clips, hmm
Idk why it shows like that
Blender bones look okay
Can Sombody Help Me How long do I have to wait Or Somthing
Hey my unity is being insanely broken for n oreason
specificly when it comes to animations and the aniamtor
shit just randomly starts and stops working
Can you help me @plush tendon
Hold on
@plush tendon
Still clips @desert elk
no idea what else to suggest
Hmmm
@tall dock @desert elk Can yall help
don't ping people dude
When logging it isn't about unity mostly is network issue, restart ur internet
i know nothing about errors
also same ^
man I have done elite level optimization and it's still too much for Quest😭 someone help me out here, how can I chip this down more?
Hey guys, I'm having trouble with my vrchat avatar, for whatever reason I can't get my gesture working, like I got this gesture thing that changes the vrchat avatar claw hand with the sort of index ones, It worked with one of my other avatars so idk whats wrong
please help :)
What would cause an expression to not for zero reason?
The animation is correct, the FX layer is correct, the VRC Params are correct, but it wont activate when i test it
What happened to the weaponized rusk avi? Me and a friend used it all the time a while ago, but then it just, stopped letting us use it, it was my favorite avi.
you'd have to ask whoever owned that avatar
i had a question related to shader inconsistencies; how would i go about doing a rimlight shader? do i have to average the view direction between both eyes? currently i use the independent direction from each eye i think, and it results in a shader that looks strange and inconsistent between eyes which results in double vision effects
Anyone having uploading issues?
I have. Uploading the avatars takes ages.
Hey how do i make submenus
i used all the expressions in the main one
How doi get more then 8 expiression things?
you add a thing like when adding a toggle and set it to "sub menu"
and add a menu to that
I'm getting the 'timing out' error...
what could be causing an avi to resort to the default error avi? avi im working with runs perfectly fine in unity but when i build and test its just the error
I've got a sound setup to play on a 'constant contact' but as soon as the two contacts stop colliding the sound stops, is there a way to make the sound play all the way through?
Hey my models is giving me the error spine hieracrhy incorrect
make sure the parents of the neck is the is hte chesk or upper chest
Can Sombody help me with this Error
i got the same
How would you go about making an object animated with bones line up with a part of a model that only moves via blendshape?
I have that error too
How do I fix it@plush tendon
im asking for hlep aswell
Damn
Explain
@crimson pendant
?
i figured it out
go to you prefab
make sure you rig is humaniod
make sure spine 4 is set as upper chest
spine 2 as chest
and spine1 as spine
I'm new to this VR chat thing but how do I make an avatar?
Check if the material for the blush is set in cutout, if not set it that way to make its opacity lower
i dont see the blush anymore
Like, at all?
nothing
Tell me if the blush is in the same material as the face or is it a separate one
same?
its poi
Can i see the settings on the blush mat?
Check if in alpha options there something
If not, look for a alpha mask for the blush on your avatar folder
Ah alr
tf? ive never messed with the blush like this
I mean sometimes it happens to me on other avatars
About the blushes and face effects that have to be on cutout for them to work properly
Idk about novabeast i've never touched that avatar tbf
So i don't really know how is it composed but either way
Search for a folder called masks or in the textures folder of your avatar to see if there's something in those
this is all the textures i got
Huh..
Well then i'm not really sure what's happening there if im being honest
thank you though
Yeah sure, if there's something else i can help with lmk
To see if i can fix some things aswell
will my avatar imposter ever update automatically? or do i have to manually regenerate the imposter for it to update?
i don't want it to update automatically since my imposter looks bad and imposter settings broke the generation.. so i made a version that looks exactly how the imposter should and removes all the toggles, uploaded that, regenerated imposters, and uploaded the real avatar
i'm just hoping it won't override the imposter i just generated at some point
or that they fix imposter generation
because the "reparent here" setting causes the generation to fail, and imposters don't take constraints into account when being generated
Question for those of you peoples in here whove worked with unity,
Ive got a strange problem going on where i have a model with 2 parent constraints so that it can attach to my hand and back
it works for ME perfectly fine in the gesture manager in unity, and it works in VRChat ... BUUUUUTTTT only i can see it?? im honestly quite confused, cause all of the other things that i have that are toggles can be seen
thisprefab model unfortunately doesn't use VRCfury
im at a loss for what's the problem
this is the guide to putting it on the avatar that i followed
how can i trim test avis im not using anymore
Delete in the sdk, content manager tab.
try logout and login again.
tysm
take a screenshot of the first 2-3 errors in the console window
(can't see anything useful there)
whats the easiest way to edit textures on an avi? got a base im working with but ive got no idea how to do the textures
i usually just work with the 2d textures but any bases i've worked on before the textures were specifically designed to be workable in 2d, whereas the base im working with rn does not seem like it was designed for that
3D is nice, I'd definitely suggest some tool for that, be it Substance Painter or ArmorPaint or one of the blender add-ons that adds layers (ucuPaint, LayerPainter, etc.)
any options that are free or relatively cheap?
Other than substance all of the ones I mentioned
oh sweet!
(ArmorPaint is free if you build it, which isn't too bad)
the base comes with the blender files so i'll probably just dust off blender and try using one of the plugins
wait fr
would u suggest armorpaint or one of the blender addons? im not terribly experienced with blender but i somewhat know my way around
I use Substance Painter. I recently tried ArmorPaint, it seems quite good, though a different workflow.
I've tried ucuPaint and it's.. primitive, but usable.
having an odd issue where my mesh isn't moving with the according bone?
in what, blender? unity?
its these little head wings and they just don't move in unity now
should I check my vertex groups?
then they're not weight painted or not linked to an armature
ohh alright
they should be weight painted
it doesn't have any other vertex groups excluding the head. Could that be the issue?
Surely
im using oscleash script but i need to install an oscleash app?
Honestly I haven't messed with osc at all but i think you need to have both
Scripts are only bridges to make using an app easier
i know but i need an oscleash app but i dont have it and no idea what to download it
Search for the osc set up for vrchat avatars on youtube
There it would be explained more thorough
how would one make bones move with visemes?
use the Viseme animation parameter, everything else is standard
physbone is super small even though the bone itself is normal sized? It seems to be only applying to the small ball at the back of the bone rather than the full thing
those things are not directly related. show your physbone component?
in what way do you want it affected?
oh I see
so that's one bone with the other two dangling - the first dangling one is the one in the ignore transform slot right?
Hi, I have a problem with my avatar's breasts clipping through the clothes when jumping? The avatar is shinano with marshmellow physics, and everything was fine until I applied marshmellow. It seems like the new physics are not obeyed y the clothes, only the breasts themselves
yes
one bone is not a physbone - you need to make two or increase the "Endpoint Position" value, usually +Y, try about .1
is there a way to make the clothes collide with the breasts, or make them pbey the same physics as the breasts?
if this is considered nsfw, I will stop
this depends on how your clothing is attached, if it uses the avatar's armature, it ought to be working. If it uses its own armature, how you connect it matters
increasing the endpoint does make it longer but it remains super small, ends up looking like this
vrcfury's armature link is a decent thing
"small" is what dimension exactly?
it uses it's own armature, but it is a child of the avatar armatureand I use modular avatar to attch it
I know nothing about modular avatar, sorry.
it is the vrcfury thing I think, no?
it's a different thing entirely
here, possibly others
Ah I see
this is how it should look. I did a hairswap in blender and this specific physbone is the only thing messed up, original model works fine
help is appreciated, feel free to ping or dm me
I'm not really sure what part of these pictures you're referring to, but if you can say which dimension you think is "small" here, that would help
in the marshmellow docs it says this, for the base I am using
could it be binding the armature to the wrong chest?
the white circle. not sure exactly what you mean by dimension, in the first pic it's so small you can't even see it. all dimensions need to be bigger
you said "it's small" and I'm trying to figure out in what way is it small.
because bones don't have size in unity (they aren't "bones")
oh, so increase the collision radius
I can but that doesn't seem to affect the movement of the physbone. it jitters around with the smallest movement because it's so small compared to the model
that shouldn't have anything to do with jittering
not sure what else would be causing it. happens no matter what physbone settings I use
is a direct child yeah, hierarchy looks like this
yeah that might be the jittering
I'd probably use one component instead of two, and use the curves to change any settings between the root bone and the dangly bit
weirdly enough the if I disable the dangler and just put phys on the chest, the chest doesn't move but the dangler does
OH actually managed to fiddle around and find something that worked. thank you for leading me in the right direction :>
@silent sand Sorry for ping but i b e l i e v e you mightve been the person to make the profab and hopefully can help?
Can't add existing projekt.
what the fuck I CANT SELECT ONE YOU ASS
shitty program!
How you're sure that what you selected is a project folder?
does anyone here know how to add facetracking to an avatar?
can i dm you?\
No.
My unity keeps giving me a compilation error whenever i make a new project- [i didn't have this issue before so idk why its acting up now]
Im porting my avatar to quest and when I go to upload it it says that im using an unsupported shader when I already changed all my materials to use mobile shaders?
You still missed some. Search for t:renderer in the hierarchy to see what you missed.
Is there a way to decimate using CATS that only decimates one mesh not the entire thing?
How do I make it so accessories I turn off don't turn on automatically when I join a new world? I disable them when i'm in one world and then they activate again when I join another.
no, but blender has built-in decimation that's decent now, and can be applied to selected faces. why not use that?
did the SDK get updated with a new viseme parameter? i have a seemingly new one called "sil" which isnt on my base
always been there. its silence ie just nothing, empty blendshape most cases
so should i just set it to none or to a mouth closed blendshape? this is the first time im seeing it
what if i set it to a blendshape that doesnt actually do anything?
will the mouth just stay on the last viseme update?
no, it is usually an empty blendshape
it wil go to 0 for other visemes ie closed mouth
oki thanks :P
How can i make a bow shoot i know how to do it with a gun but not a bow
surely it's the same idea with just different animations
I have it so fist shoots but with a bow u have to pull back with arrow idk how to do that
stretch a pysbone
i have some weird glitch where anything that isnt parented by an empty game object wont be seen by the animation thingie
trying to make a world constraint spawn animation, so i got the constraint down, but what I want to do is have it spawn where I am when I load/ reset the avatar. Right now everytime I turn into the avatar it just spawns at the world spawn and stays there
nvm apparently renaming the armature caused this
put a physbone on the bow string, the user grabs it and you use the stretch parameter to see how far back they go
How would it work can u explain more like wouldnt me doing that cause it to shoot before stretching it
I'm making this up as I go, you use that physbone to do the grab and stretch thing, then when you let go, it fires
yo has anyone else had issues with gesture manager just not showing up?
not showing up where
in my unity project at all
like its enabled in VCC (and in the project manager thing) but its not just in my project when i launch unity
you need to add the package to your scene in unity
im guessing its in the top bar? i havent seen it show up there
please refer to the documentation https://github.com/BlackStartx/VRC-Gesture-Manager
oh i see
thanks :3
is there any hand referances for how splayed my avatars hands should be in blender on index controller my hands are uneven with my pinky and finger sticking to each other and index and outer finger also sticking to eachother making a sort of V in my hands
sorry for the late response but I want to say thank you. this fixed it for me. Making sure all the visemes are occupied
Hello i have this problem with all of my avatar
and someobody said on the complains on the download site that i need to load in poiyomi shaders first then reapply them to all the pink materials but idk how
Have you imported the poiyomi shader?
Then you look for materials of your avatar and change shader to PoiyomiToon shader.
How do i do that
bc normaly the poiyomi i got is the pro one
that why i don't understand
and also i don't know how to do it
Just look for material files in the project panel.
Yeah i have it
Inspect and change shader.
im here
you want to look at the materials, not the shader itself.
Im realy new on unity could u help in vc with a screen share ?
not at the moment, sorry - I do suggest watching beginner tutorials though, so you're familiar with the basics
you bought poi pro
?
That is a material, yup. Click "unlock shader" at the top
i just need to unlock all now thanks
Also on the avatar i need this
but idk how to download the rfx4
i tried something but didn't work
I don't know what this is.
ok
does it not install like other unitypackages?
hey just wanted to know if there's a way i can put a password for my avatar if i want to sell it and avoid people trying to rip it, is there a tool for it?
lots, none of them are real security
is there a way maybe i can make it a password for each avatar bought to have a specific code different than others?
would love if u could share me some 🙏🏻
its not impossible to guess/find it
ive made some random pw things
I don't have any links to them because they're mostly useless
how can u find out tho?
im sorry i dont have perfect knowledge can u please teach me how exactly?
vrcfury have a basic? one i think, it was messy when i last looked at it
you'd need to have a pretty good understanding of how unity and vrchat avatar creation works to work this out - perhaps start with the basics
i do know about unity and avi creation its just i didn't get the debug mode spam part
It's the in game avatar debug menu. You just have to spam the password and observe how the avatar state change.
made one that relied on a contact attached to spine that had my user uuid in it (but we cant detect that on avatars so it was just a fancy bool) , did funny things at distance ( if it doesnt exsist = all uv were wrong )
okay but what i meant was i needed a way to find the person who leaked my avatar if i released it
or any tool might help me protect my avatar
You won't be able to find anyone who leak it.
not really a thing you should care about its not hard to nab anyones
if visible
🥲
Just for clarification, how you're going to sell your avatar?
my tests was more about sharing a av to some friend or im bored wanted to see how to set one up
on payhip
unity file of the avi attached
I meant, in what format? As in you sell the unitypackage, or rent your avatar in game?
unity package
Then it'd be pointless to put any protection because it can just be removed easily.
Also the problem isn't about ripping if you sell avatar package.
so in ur opinion what's the best solution if u worked hard for months to make an avatar and someone could easily leak it :/
or leaking it or reselling it for cheaper price
do u recommend maybe i only make uploads for the avi?
Just keep updating your avatar so the leaker can't keep up with the update package.
i see thank u
theres a way to protect it
but youll have to have a payhip or gumroad account
updating and avi wont affect leakers at all btw, they literally leak free avis even
i can dm u the info if u want
yea sure
sounds fishy
bruh
many other creators
its the magical fix 
wouldn't it make more sense to share it with other avatar creators too? besides it's fishy for someone who has no dms in their bio, to go to dms XD
bruh
it takes one peek to see my sites
obviously not fishy
Alright, so I have a really odd problem:
My default blendshapes for the avatar are not set to 0 because I want the face to look a bit different.
I use write defaults on, and on the FX menu I have added some facial expressions tied to hand gestures.
Everything works fine if there is no gesture layer: if, instead, there is ANY gesture layer, then all the blendshapes that have been modified shoot to very high levels like 200, 300 etc. etc.
What could be causing the issue?
multiple animations affecting the same blendshapes. Try to not do this.
one thing you can try is to have a "reset" animation in your FX root layer that just sets all of them to the defaults you want.
it'll handle doing weird things in the editor accidentally, and may help here, but still, don't poke the same blendshape from more than one animation.
That is very dumb though given it's something I've had no problems for in several years, and something I see a lot of premade avatars use.
I don't think I follow your train of thought either to be honest.
which part?
default state for all blendshapes before changed, set to 0 (dont do it on visemes) , only need it if i you doing something wierd in other animations stacking
wd off can do funny thing if you dont have it
this is my current setup for various expressions. Also note that I said some blendshapes are not to 0 by default since I wanted to change how the avatar looked
WD Off is another fun adventure, yep
I use WD on all the time
Even in this example
of course your base defaults don't have to be zero
Is this needed even for WD On?
Possibly not, but it was really the other part of my first statement that was more relevant.
u could just use hai's ComboGestureExpression
Hey i need again help for this one its only a dlc with more clothe but once i publish it i don't have the dlc on
help with what exactly?
So when i try with gesture manager i don't have the dlc
"the dlc" - what exactly?
Clothing
so toggles don't work
I think its because of the crate with a +
certainly not
then what do you thing it is ?
You're not showing any of the submenus. Stuff is added to "outfits" and "appearance" which both exist in your root radial
but you do not show the contents of those
okay so does anyone know if "Gonso System" is legit?
Huh
Can i come in vc to screen share
its realy much more easy for me
bc im french
even in vc i would just say the same thing again
But like u show me what i need to do idk
they are literally in your menu
so we can see if they have animations/submenus assigned
is this normal? I can't see the additive or gestures here
this ?
no
set the rig to generic, apply, and set humanoid again, apply
it sometimes glitches like that
it should fix it ig you do the rig thing again
Thank you, I'll try that!
you don't have parameters, that would be a first issue, i think
you need a paremeters list
I could try that too it's true, but i honestly dont like the end behavior
yeah i tend to just use the simple kind where its only 1 hand that controls it when using CGE
which im not sure if thats the norm, i rarely ever buy avis to know whats common
I don't remember how to open the parameter list
the second file in the assets here is the parameters
and if you look top right you have parameters there set to none
i'd check if you even have the parametes list assigned on your avatar (although it could work differently if done by vrcfury, i'm not sure)
hii hellow
i have run into a small issue where the stencil for the eyes / eyebrows dissapears if the shaders get locked
is this a common issue or do i need to make the compare values higher? (theyre currently sitting at 74 and 75)
whats the accurate thumbnail size for an avatar?
also wondering if there is a way to set the tracking state for mouth (visemes) to "animation" (disabled) by default without using animations
since im trying to disable it on avatar load (since i have a face mask) and then enable it back when i toggle the face mask off, but it seems to get stuck on visemes enabled
1200x900
it looks stretched still, thats the thing
this is driving me nuts
this isn't my first avatar with a face mask, and with the other ones (which have an IDENTICAL setup) it works fine. But for some reason, on avatar load (or reset), it refuses to set viseme tracking to animation unless i toggle the mask off and on again
vrchat have many wierd aspects of the same image size depending on where you look, webpage/ingame/clicked on ect
i don't think so unless you animate your visemes yourself. for some reason tracking control doesn't seem to work until after a few frames, so I'd have an animation on start that's at least like 10 frames long, then transition to another animation with exit time, this one has the tracking control to disable visemes, then from there set up the toggle as normal
something like this
i had the same issue with tracking control, only difference was trying to disable finger movement
instead of visemes
the thing is, i have another avatar which works completely fine with the same setup i have currently, but for some reason it doesnt want to work on this one
I'll try the delay thing though, good idea
i just did it and it still doesn't work...?
for some reason with this avatar, the viewpoint keeps going to the side instead of being between the eyes, I put the viewpoint between the eyes and it still does this
got another camera on the avatar? Don't.
av/origin at 0.0.0 ? no wierd viewpoint at valuehere.0.0
should not have a value here, viewpoint doesnt move sideways so you should have av at 0.0.0
values here are fine , some need or you look inside your own avatar or go tippy toes
sorry for screenshot i dont wanna type this again 😭
i joined the unity server but they sent me here
gang i need help i keep following tutroials and im starting to get fustrated 😭
it seems like it may not be weight painted properly by looking at the first error
or
at all
im not sure how to fix it because i used a premade rig from the riggify addon
and automatic weights
yeah it lit looks like this on blender
hmm, there's something on the feet for sure
im following a tutorial but it says nothign about this
oh one thing, unrelated to that error, but you'll need to fix it, you have too many bones
VRChat uses the unity humanoid rig set up
and you can too many bones in the chest area
should i delete the rig?
no
you can just delete the additional bones and re-weight paint those areas to the rest of the bones
this a bit better?
you can have max 4 boes
hips
spine
chest
upper chest
i'd make it three to be save
sometimes unit doesn't like not having a chest bone
should i delete the one on the bottom?
which one do you mean?
right when i go onto weight paint and click a bone it shows me where its been painted
yes
this is how i'd rig it
as for the errors, do you have vertex groups?
here in blender
usually i get that errors when vertices aren't assigned to those groups
ive just used the trianglate modifier and its took the errors on unity from 4 to 1
so it got rid of 3 issues
im not sure how to find out which vertices arent assigned
no idea what this error is so i can't help
i genuinely have no idea ive never used unity before
Hey would some one be willing to add me and go into a call with me to help me add phis bones to my avatar
you literally click add component and select physbone script on the bones you want (or an empty and reference the bone inside the script)
exactly
gang I'm seriously about to give up and just ask of someone can put her in the game for me I have no clue what to do anymore 😭
I've literally done everything google and people are telling me it's just not working
Alr I have it at the tail root
nice
Is that all I have to do or is there more?
you can change the settings if you'd like it to move more or less
Would I add phys bones all down the tail or just the beginning or the root of it
if you add it to the root it automatically adds it to the children
I... appear to have forgotten to attach something. instead of a tshirt, i made a very precarious apron! oh well, easily fixed

I think it's fun