#avatar-help
1 messages · Page 64 of 1
poorly attached edgeloops, looks like i double duped the mesh and then attached one to the first copy, which i did move to the other side, and one to the the second copy which stayed where it was
easily fixed though!
Im having a minor issue right now, i made an animation and in unity it works fine, flawlessly, however when i go to test in game, it doesnt work. And i have no idea why
you doing it in wrong controller or animation tracking not set
Thing is, i only have 1 controller
and i havent messed with animation tracking
tbh idk what that is
you cant animate humanoid bones in fx if its there
theres no bones
is this a generic thing
quick question, how many polygons u use for raw model? like without clothes and then for clothes? to be still in range for good quality?
1st image, how its supposed to look. 2nd image, in game
Okay, so theres another copy that i seem to have discovered and now need to delete, thankfully it seems like the back version is untouched, so i only have one side to deal with!
...i dont even know how i got to this point anymore, this is so far from how it should be its hilarious
i need help from an expert
i spent 64 dollars on an avatar, uploaded it, it seemed fine until i played with quest friends and it all went to s**t
if anyone could help me out i'd be ever so grateful
That statement leaves a lot to the imagination
if they crashed it's most likely not optimized at all for quest
define "went to s**t"
it's all desynced across platforms and i have no idea what to do because it's an avatar designed for pc and i've optimised pc avatars before with no problems but now it's horrible
and i wanna cry
i just need someone who can donate their time to help me
like parameters don't work properly?
they need to be in the same spots in unity to be synced
i don't know, i barely know anything about unity
i have no clue what i'm doing
i removed a few things from the quest version to bring the size down so it would upload
can anyone help me fix this?
and i think it ruined it
that's what ruined it
the spots need to be the same
you can have empty toggles
to take up space
but spots for toggles that you want synced need to be the same
so my hours of work were for nothing
i can't believe i did something so stupid
this one mistake has made my avatar unusable in public worlds and with anyone on quest
i don't want to go into detail here
it's nothing you can't fix
remember when you deleted toggles in the menu
i deleted a few things in the side thingy on the left
right?
you need to add a couple of toggles to the quest version so the toggles that need to work are in the same spots
can you help me out?
i have trouble with these things, i need someone on a video call pointing things out
don't have to talk or anything
but i need someone to see what i'm seeing because unity is overwhelming
yeah sure
you're not a judgemental person when it comes to avatars are you?
nah
there's a few things on it i need to explain
i bought it not realising some of the stuff was on there
i'll have a look
okay, guys. I got this three asset that I'm trying to add a texture change too, but I can't seem to be able to animate it at all. I can change the texture easily, but it doesn't save as recording an animation, it just changes the texture. I've never added assets like that, so idk what i'm supossed to do. It a thorwable snowball
Can someone help why dose my head bop when i move i never had this before
And my friend said it is the update vrchat had
But other Avis don’t do
That
Someone please help
🥺
Anyone help
Please 😭
I neeed help please
Is there something wrong with the SDK?
You talking to me
Because look
It bops so bad😭😭
Why are my physbone colliders not working at all?
no
can someone help me with this?
I went into FBX & changed the rig to humanoid but it's still saying "Non- humanoid"
do you have them selected as collidders in the phsybone component?
does it do this if you drag another one of the .fbx's into your scene?
Is there any shader that supports an UDIM workflow? Optimizing an avatar and UDIMs would make my workflow much more consistent
i dont think the unity version even supports it natively
yeah
even if I don't
like the FBX is already set to humanoid
so idk what the issue is
I believe it has worked since 2019.3, but could be wrong on the exact version- thats just what I was working with while in school and substance painter for school projects
But I do have a few addons that make the process a bit easier
set it to generic and back to humanoid?
oh
is the prefab unpacked?
Is there a easy way to find out which assest have what hight of MB‘s ?
Thry's Avatar Performance tools
is it possible to have a particle that emits other particles as it travels? i know about sub emitters but none of the emission modes really fit my usecase as they only emit once at a specific point. i want to make a particle that emits other particles continuously as it travels
i'm trying to recreate something like the magnet sphere from terraria
wait how do I check that?
I can try
fro some reason when i have my eyes normally/ not editing them they look fine but then when i get ready to create the eye rotation states in the VRCDesc. they rotate sideways and no way i rotate them fixes it
are the eye bones straight?
to begin with in editing the rotation states, no. but thats normal for me because usually i have to rotate them -80 on the x axis to make them look straight but as for the bones themselves they should be? i thought it was something wrong in blender so i threqw it back in and applied transforms on everything but the issue persists
the bones are pointing directly straight for each
that isn't right. vrchat expects your eye bones to be pointing directly upwards
whaat
weirdd, okay one moment
its getting worse each time 🤣
oop wait no!
ayy thank you thank you
its fixed in the sense that i still have to give it a 90 rotation but theyre aligned properly now <3
they shouldn't be
they should be straight up
im not sure how id show you my eye bone rotations in blender
this is what the left eye looks like?? i re added a new bone for the eyes so that the rotation would be normal??
is there a way to show you properly or is that screen shot it
I'd move them a bit so the bottom part of the bone is in the middle of each eye
you got it, they're good in that photo
How do I use it ?
that actually worked :0 thank you thankyou everyone
What exactly does this mean? I dont get this warning on my quest or optimized version of the same avatar
anyone know a easy way to add sitting down emotes and other dance emotes with no audio to your current avatar?
can i move a bone connected to a model for animation
Yes you can
roger
Every avatar even the test dummy avatar vrc comes with refuses to upload its super slow and says clearing temp files after a long wait then says upload failed check console for more and when u check it it just says times out I’ve tried multiple avatars even ones thats uploaded before and none work
You might need to reomve all the vrc scirpts thrrough the creator compaion
Like through the packages tab of ur project
It dose this with every project
then add them back in
U might have the wrong version of unity
I’ve tried multiple projects and get the same issue
I have the right one I was able to upload avatars just a few days ago
U may need to update the creator companion
It’s up to date I thought about that already
Mind if we move this into DM's?
idk where to put this but, im making a avatar and it wont import to unity. i drag the fbx into unity and it will start to put it in there and then would crash my pc slowly ive tried reinstalling unity, getting more storage, importing it a diffrent way idk what to do (sorry if it was copy and pase i just saw it was in the wrong channel)
it could be to large
May be to large of a file, can u open it in blender?
its with any fbx i do this with
its only 18mb fbx
ive had 30mb fbx work fine before so
also when i tried to do this in a new project i got this
so i think its a unity issue and not a fbx issue
It says no space left on device
cause i also asked a friend to see if my fbx works for her unity and it worked just fine
ah hm
how do i fix that (english is not my strong suit
DId you try restarting your computer
yeah, let me see if i can get rid of some stuff
I think it is a glitch
Someone said that deleted the "package.json" file fixed theirs
package.json?
Yeah hold on im looking for where that is located
Someone on the unity forum said "To solve this problem go to Help>Reset Packages in Unity and problem will be solved.
If not then delete the <Project-Root>>Packages>manifest.json file. So, unity will auto generate the new file."
@wooden zinc
currently looking for it one moment lol
Ok lol no problem just wanted to make sure you had saw the message
lol its okay, thanks cause i needed to re read it lol
im going to see if it is my storage cause i just got rid of alot of stuff
and if that doesnt work ill try this
best to try then be sorry
Yes youre right
Okay then it could be a possibility lol
Im having this issue with my avatar when i do the victory gesture, my body texture disappears. Help?
<---my pc looking at me
Like your body goes invisibile?
yeah
Its isnt the bounding boxes, the textures just disappears.
And its only when i do the gesture.
On PC
yeah
Just victory?
yup...
I DID IT
Check if the victory animation is somehow effecting the materials
Victory is one of the default animations that are when you dont have a custom menu right?
If im thinking of this correctly
wait what kind of change like fully change the material or make it dark?
Im assuming it turns purple
The peace sign yeah
No just Transparrent.
Ohhh ok so go into the hand gesture controller on your avatar and look for the victory slot, click on it and youll see the victory animation, click that then double click the animation in your project files and it will open it up and scroll through it
maybe screenshot it
It worked?
help 😭
What should i be looking for?
Send a screenshot
of it full expanded
like I did
i got her workin
Yay awesome
i deleted some stuff in my unity and my other storage drive
That looks like your FX layer
This is the one you want to click into
The Gesture one
Yeah, Its the base one.
Look for your gesture layer instead, thats where you want to be
Will check
I just... dont know.
Dont know what
whats wrong.
Ok so click on that proxy_hands_Peace with the blue triangle on the right side and it should take you to a folder with a bunch of animations in it, and highlight that one. just double click the one it highlights
Then expand the tabs so you can see all of the animations in it
It only seems to be animating fingers
Is there any way you can take a picture or video of it actually happening in game
yeah hold on
im so confused
And the mesh is ENABLED?
it thinks it isnt a humanoid rig when it is??
yup
sorry does anyone have a clue whats happening to us here
While keeping the victory emote on can you click on the body mesh and take a screenshot of the entire thing
Did you configure it
Try switching to generic then back to humanoid
No problem also make sure after doing that its still configured correctly
alright
Where it says materials on that tab, click the arrow down and take another screenshot of the same thing
Do all of those listed seem correct?
Yup.
?
nvm i figureed it out
wait.
is suppose to?
Id say turn it off and try
trying
Do you have access to the blender files for this avatar?
Nope...
Ok im assuming backface culling didnt work?
sadly.
If it didnt, I would try to turn on "double sided" in the poiyomi shader setting for the body
trying...
No dice.
If you switch the body shader to a random shader and try it, what happens?
will do
Nothing.
Turns out its the shader.
Thank you!
No problem, did you fix it??
Ill remake the shader, then get back to you. but hopfully.
Okay, hoping it works 🤞 good luck
I think its because im using cutout in poi
Most likely
I don't know that much about cutout
is there any way i can like overlay the mouth like a decal over the head texture on the face while having them on different materials/textures
does anyone know how to gen fix this its gonna make me tweak and videos arent helping me 😭
What needs to be fixed?
well his arms are bent and idk what i did that made it that way...
I think the bones are fine? but it's just bending rlly weird
Was the model originally doing A-pose?
yes
Do you edit in blender? Have you tested with pose mode in blender?
no i haven't lemme try rn
how do I edit my fbx and not make the physbones freak out
When exporting fbx, set option "Apply Scalings" to "FBX All".
would anyone mind helping me here
everything seems normal in pose mode
Then check how many vertex groups that's assigned to the arm that does drooping.
I did, got the same result
i was looking through the default parameter list and was curious if anyone knew what the PreviewMode parameter actually means
description just says "Returns 1 if the avatar is being previewed, 0 if it is not"
Preview mode is where the avatar is shown when you're selecting in avatar menu.
oh so i can set up a custom animation to show in that menu?
Probably.
wym probably?
I haven't tried it myself.
oh
i mean its probably possible
ive seen some avatars with it just thought it was some weird SDK stuff
Previously they just use TrackingType parameter to check whether it's in preview.
huh interesting
well i do gotta get my avatar optimised to work on quest before i can mess with animation stuff
damn you 3mb over the uncompressed limit
may someone pls help her
even with d4rk optimizer getting to just 10MB can be annoying
what is d4rk optimizer?
could import a different image and mix it with the main texture (i would send an example but all my projects that had it have been updated with baked textures)
the main thing i see people do is have another mesh on the head (seperated) that sits on the top of it and uses shape keys to move
its hard to explain but look at really any protogen model and thats what im refering to
problem with the first solution is it will only work in blender unless u do it in a very specific way which is usually not much easier than the other one
if anymore info is needed or u want me to explain better just dm me cus i dont wanna fill this chat lmao
it's a really good optimizer for basically all avis (it will do most of the optimization work for you & compressing)
for better optimization, I recommend you do Andriod override & change the ASTC from 6x6 to 8x8 or higher (the higher the more compressed and reduced it will be)
make sure to reduce those textures!
i mean
given my avatar is more or less complete and i dont plan to update her any more i might just ... leave it once i get it to less than 40 on uncompressed
its currently at 43
ohh I see
i still have a decent amount to do like fixing the hands cus the proxy animations hate deira
the left hands fingers just dont work as they should
i have fixed it on her previous version i just dont know how
that may take awhile
wym?
Been having a weird issue with animating my avi's left ear with it resetting after animating it. The right one works like normal.
Would anyone have a clue what this weird issue is due to?
anyone know how to fix locomotion not working on Quest/ limbs not working? it seems it to be an issue where if I move around on quest the avatar legs don't seem to move. looks like I'm just floating around or hovering around & the locomotion doesn't work.
do you have locomotion enabled in settings?
hi guys so when i prone, it is set by default to sit cross legged, how do i set it so that this toggle is off by default?
that's gogo loco, all of those set the parameter VRCEmote, which is 0 by default.
ooh thankyou ill have a look
Is there a way I can make a submenu a toggle at the same time if that makes sense
no, theyre two different things
there's a variable that submenus can set when you're in them though
What exactly does that do
it tells you when you're editing a menu:
when opened the (parameter) is set to (value)
when closed (parameter) is set to zero
did i click on the right thing ? sorry im not experienced with this
Is there any way I can make it so when these two are toggled on, it toggles on the outfit too and all three are toggled until an individual piece is taken off?
use a parameter driver on outfit to drive the subtoggles on
I did but I originally had them all as one INT. Should I make the individual pieces bools?
Because I have to keep them off when the dress is on
you can make all of them bools
Is that less optimized in any way
But how can I make it so that when i click to turn off for ex, the corset, it turns the outfit toggle off too
it would be a ping pong
so say you turn on "outfit" and that toggles both the skirt and corset. thats fine right.
then imagine you make that when the skirt is toggled off, it toggles off outfit as well. but outfit toggles off both subtoggles. see the problem here?
youll create yourself a loop like that
Ok so what im getting from that is its not really possible
I see what you mean but I just wish it was easier lol
you could make a toggle that has corset false and skirt false as conditions to turn off the outfit toggle i guess
so if you turn off all components, why not turn off outfit bc thats the same thing in the end
I just felt like the idea I had was visually appealing and made sense
it does
is there a 3d hand referance anywhere for this?
because the splay on my hands is wrong
How do I make it so it’s only public for some people but also private?
Unfortunately not possible
Maybe through VRCfury you could add a passcode to unlock the avatar and just tell the specific people you give it to the passcode
Thats the best workaround I can think of
Oo! I might try that!! Tyy!!
usually people will pass on passcodes anyway though
what
chest and hip bones are not optional and must be mapped in the unity rig configuration in order to qualify as a humanoid rig
is there a way to skip some animation state sequences for the players who have just loaded my avi, but have them played and viewed by the players who had my avi already loaded (some long animated sequences between states i would not want to be seen every time avi is just loaded but to make people still able to see avi's condition this animations lead to)
Can someone please help me with Blender! im very new to making avatars and got myself a model to practice on and edit instead of starting from scratch.
Im trying to figure out how to make things bigger on the body. Wider hips, butt, breasts etc. Anyone know how I could go about that? Im also trying to figure out how to make the arms a bit thicker as well. Any help would be insanely appreciated!
i would use sculpt mode for that, preferably sculpt on a blendshape so you can always revert your sculpt without "tainting" the base shape
ok would you use the inflate tool or?
Ive tried using it a bit but it keeps inflating other stuff like the nipples with the breast, also cant quite figure out how to make it inflate symmetrically
in many cases yes. i like to set the smooth brush to surface instead of laplacian as well to smooth out a few bumps that happen when inflating a lot
if its not mirroring right, then you have unapplied transforms
nips are hard to work around, i usually make a "nips flat" shape and then inflate the breasts. also, if your avi already has a shape for that, you can simply set the shapes maximum higher than 1, which allows you to go over the old maximum
in terms of unity, blendshapes will be capped at 1 even when not capped at 1 in blender so youd want to create a new shape from mix to make your new max be 1
ok Zero Im gonna be real with you. You very much know what you are doing and me and my wife are trying to learn this together and are newborns trying to learn quantum physics. Would you be happy to hop in a VC with us and give us imbeciles a hand? XD
i can totally do that, yes, but can you wait like 30 minutes to an hour? i am starving rn and id like to make and have lunch
i been there and done that so i can relate, no worries. you asked so nicely, how could i refuse anyway
ill hit xou a message when im back
Awesome! got us excited! Appreciate you SO much again
happy to see someone solved their problem
here's mine: how could i turn on a object for a CERTAIN player in the room? or is that even possible?
I would like to make a particle system so that specific players hit by the particle system can see specific objects.
'yes' but both avatars would have to be made so they have senders/contacts and local only very limited range
that sounds not a good news for me
I believe I've meet sb using their crashing gun to make someone had shot crash, and other player seems like fine
or am I misremembering
use param driver and 2nd synced byte parameter. you toggle normalToggle=true manually - it goes to long animation, after that it goes to static final state and drives 2nd param, noAnimation=true. initial state has shortcut that goes to final state if noAnim is true. disabling toggle manually goes to empty state that drives noAnim back to false and then exit or init state.
long anim should have condition like normalToggle=true and noAnim=false, shortcut normalToggle=true and noAnim=true
I just invented same scheme in my head! ))
thank you anyway
i have a problem about an avatar i want it to get banned
maybe blendshape sil is with open mouth?
what LipSync mode is chosen in avatar descriptor?
try to change it to viseme blend shape
and see if mouth is still open
most likely it controls jaw bone, you can check it also by comparing jaw bone rotation transform with test mode and without
and in blender with all shapekeys to 0 it is closed?
maybe it is opened in base shape?
...ok
would unmapping the jaw bone in rig configure fix that? if you're not using it for speaking it's kinds useless
i'd just unmap from the rig it tbh
that's how unexpected problems starts )
hello , when i use gogoloco to lay down or sit sometimes something like this happens , is there a way to provide it from happening ?
this? what's this?
Hi ya'll, so i've made this poison bottle with a liquid shader / script from MinionsArt
Everything works in unity however when i try to upload my avatar im told to delete the liquid script - Its a pc only avatar
Are there any liquid systems compatible with vrchat? Or is there a way to make the one im currently using be uploaded?
Heres the one im using rn: https://www.patreon.com/posts/quick-game-art-18245226
Nope. You can't have custom script on your avatar.
you'll have to find a liquid shader specifically
usually done with liltoon or an entirely custom made shader
yo is there any way to optimise an avatars uncompressed size that preferably isnt remove textures or decimate the heck out of it?
also somehow decimating and merging meshes increased the uncompressed size by like 18mb can someone explain why?
gogoloco can let u change them to different animations
oorrr if u want more customisation for more work and wanna make custom ones u just plug em in here in the avatar descriptor (under playable layers)
you can set aa custom animation for those states
The Shoulder downward tilted
are your bones straight in blender?
gogo loco just moves the sceleton
if it's not straight it will be weird looking with gogo
is it tilted even if you move a bit? I sometimes have it happen but it straightens out if I move even a tiny bit as it resets my bone placement
Quick question, I tend to work on avatars from the same game etc., is it wise to have multiple avi's in the same project or would it be better for each their own?
I generally do one project per base, with scenes for the variants.
how do i fix these problems
try to unlock and re-lock the shader
the errors though don't mean a whole lot by themselves unfortunately
got this after unlocking and locking them
hmm not sure what that's about - you do have Poiyomi in the project right?
You may want to ask on the Poiyomi discord
i have poi in and the one that was asked to use by creator of avi
Does anyone use Modular Avatar to create submenus?
I'm having a problem where I create a submenu and its children toggles are cloned in the top most hierarchy of the selection wheel.
Circled is the children toggles and arrow indicates the submenu it is supposed to be in. They are cloned to the top most hierarchy.
not sure how that works but for VRC Fury you put a slash in the menu name if you want it in a submenu: SubMenu/NewMenu
I might have to change modules then if I can't find a solution 😅
Also is there a way to disable/select certain parts of the avatar in impostor mode? Some clothes dont render and it's sort of inappropriate if I have it running around in public
I think the impostor is based on the default way your avatar looks in unity
right but you can use this too:
https://creators.vrchat.com/avatars/avatar-impostors#vrcimpostorsettings
Just found out I could just delete the impostors, thanks for the help everyone!
oh that's interesting
@whole mason as itve been pointed out, if your impostor is too close to nsfw, your main avi might be as well with the animations disabled, so you want to check/fix it.
hey do you think you could help me out with something?
Please don't ping me for new requests, just ask in here, and if I'm around and can help, I might do so
oh sorry I didn't know it pinged you I think the @ was on
yep - no worries though, I'm around at the moment 🙂
I playtested my avatar and turns out it was JUST THE ARMATURE.
I am starting from scratch
thank GOD i have the model and textures saved
OKAY, so. I fixed the armature thing.
What do i do about this???
Also, can i fix the "bounding box" thing? If so, how?
in right image, click "configure", verify bones are correctly aligned (especially that the root one is the hips bone, not the armature itself), then click done
bounding box size encompasses all mesh/props you have on there, if you have a big thing, then it's big
It's all green
Looks good to me.
You clicked "done" at the bottom then right?
Just did
Nothing changed
ah you may have to set it to generic then back to humanoid
Didn't work
not sure what it is then
that should have your avatar in it, yes
did you unpack the avatar prefab or something?
Hi, did you get it working or are you still taking advice?
Can i have help instead
great 👍
I read the messages
did you try importing the avatar into a new project and setting it up again?
it's that big because all parts of your avatar, enabled or not, are at least that big
Why can we not quickly google this and watch a tutorial
I already did that, And THIS time, it's actually using the model.
using the model?
It used the skeleton.
ONLY the skeleton.
Without the model.
oh, it wasn't weight painted or patented properly, I see
if you search your assets is there an avatar file that you could put in?
But i got THAT to work, it's actually using the model.
Searching
Nope
Itll make one if you configure the rig. I dont understand the problem
The blue man figure
mhm
So how do i fix this
but that avatarman in the avatar slot
the second one here
Right
that should fix the problem
that is a great name
i did that a while ago
I already did that, and that CAUSED the red things to appear
BEFORE the red things, it said THIS
do you have your bones parented correctly?
that's the only thing that comes to my mind
yeah
..Is it correct?
I feel like you overwrite the fbx and since then this is happening
that's why I suggested a new project, but apparently they've already done that
(also you probably don't want to import lights from Blender)
So do i delete the lights?
i don't see anything on that screenshot, and even with the previous rig configuration screenshots you cut out the important parts
better to just not export them
Tell me what to screenshot
I'd suggest completely reimporting it from blender with the correct settings and only the avatar (no light!)
Id delete the fbx from unity and export a new one from blender
I'll get to that then
That's gigantic! no wonder your box is so big nevermind that's a different mesh(?) I'm confused
export it again
and import it again
at the least, in the FBX export window, only select "armature" and "mesh", set "Apply scalings" to "FBX All", turn off leaf bones under "Armature"
Trust me, I'm confused too.
So i removed the camera and lights in blender
Do I do ANYTHING else before exporting this?
apply scalings to all objects, and also make sure it's the size you want it to be in Unity.
From what I remember, It was just SLIGHTLY bigger than what it should be.
So how do I make it smaller?
scale it
you probably want to set the 3D cursor to the origin and use that as the transform point, so it doesn't move off the floor
yup
Hi there
Where do i find that?
Seriously
(I also like to set Smoothing under Geometry to Face, but then you want to import blendshape normals - up to you)
nods to Zero
you sort of need to click it to do the action
just putting your mouse there isn't enough
Sort of
sort of
You what
parenting bones is greyed out for me for some reason. Any clue why?
you most likely just blindly went export in the corner without looking at any settings
are you in edit mode?
on your armature
not the mesh
edit mode too? lemme try
Alrighty then, so i did whatever you said in the screenshot
you can't edit an armature without being in armature edit mode
yes
yay, learning!
great, export it and import it to unity again (delete the previous model, don't override it!)
redoing my model with a new outfit so I have to readd everything, but creating my medium was successful, so ty guys ^0^
i would delete the animation. I assume this is a mixamo rig?
Delete THIS?
yes. your avatar
or start a completely new project
without the old one there
that's up to you
?
relax please
you clearly have not watched any basic avatar setup videos.
first start by clicking autofix on those 2 errors
Right, yeah.
it'll fix the integer limit showing on the triangle count
did you set the rig to humanoid? and is the avatarman in place?
Yeah
and show the rig set up not cropped out like previously
hm
can you print that error to the console and show it
From what I can tell, everything looks fine
Alright
I tried to remove that animation
Couldn't figure it out
you can disable import animations in that checkbox
someone said you should delete the animation from blender
could be that the animation is somehow overriding the rig. Idk I've never used mixamo
yes. just the animation! not the armature
you currently have the armature selected
and the animation
delete only the animation
I clicked "clear animation data"
oh actually I was wondering, is that bipedal pony you were showing a paid or a free avatar?
Hi there
try importing it into unity again
if you have a question ask it. This is the second time you just said hi xd
ah alright
it's also against rules to talk about ripping
bravo, so it must've been the animation, since deleting it fixed it
isn't getting a paid Avi for free ripping? 🤔
or am I misunderstanding what that means
that would be just normal piracy
ripping is reversing the AssetBundle that VRChat provides to you that holds the avatar
This is how i felt going through this:
basically ripping what the game gives you instead of using a pirated/leaked version
Embed fail....
ah okay I understand now
Anyone that knows about constraints, a little help
- Posed extra arms
- After toggling to constraint on then off the hand idle overwrites the posed hand signals and location as showin in pictures
What do I do?
Most of what's there is that, yeah
Materials
does anyone know how to get unity 2018.4.20f1 running on Raspberry Pi 5?
VRChat doesn't let you upload on that version since 2 years ago. Use the latest recommended version which is 2022.3.22
on your mesh renderers!
If you didn't create your own they're set inside the fbx, although I recommend creating yours
oh, there's something I noticed. Did you move the view point to be in between your eyes? cause that looks like the default position to me and I just wanna make sure you won't need to reupload it again
you need to make a material
I almost forgot about that
and set your texture on it
Yes, that's a material, not a texture.
you need to change it's shader now
How do I change the shader tho
I don't have a slither of an idea of what you're talking about
when i double click it it opens 3d viewer
idk how your material is set up
mine is usually it's own thing in the assets that I can click
idk how you set yours up
greyed out = embedded in the FBX, you can't edit.
swap it
or you're editing the wrong one
he is
that's material.004
you're supposed to edit betterworkingtexture.mat
it legit tells you where it's in in the assets
Right yeah
Found that
the right one
change the shader to something like standard lite or toon lit
bravo 👏
Hihi sorry to interupt but could anyone help figure out whats wrong with my face blendshapes? Theyre fine as shapekeys in blender but they break(specifically the labret) when i send it into unity ^^"
do what?
nothing is really happening
you need to move it
turn on gizmos - globe icon in the upper right of the scene view
It's view position right
honestly to me they look the same, but, make sure all shape keys are set to 0 in blender when exporting
yes
When i press edit literally nothing happens
when i move it i move the whole model
I can't see it either
the white balls need to be between our eyes
gizmos turned on?
turn them on
...
I saw that
saw what
and I'm done helping
I'm not your friend to joke with like that
does the freeze to world constraint option sync with late joiners yet
curious here-- My avatar has really tall boots, but the heel part is in the ground. Is there any way to fix that? also want it so if I toggle the boots off the height would change too
I've seen it before I think?

I've run out of bits for parameters, this is actually so sad
sadge
think vrcfury has an unlimited params thing but its local maybe? unsure how it works
it has a sync thing that basically disables the params of certain objects so that only you see them, so yeah they become local. technically, one of my gadgets is for my benefit only, im the only one who can see it, its an fx, but i assume disabling the params would stop other people being able to interact with it hence it not showing for me?
kk so this is an issue i've had for ages, every time i upload an avatar the viewpoint is in the mouth instead of the eyes, even tho i set the position right
any ideas?
you should be able to just move the hip bone up in the rig configurator in unity
is the scale of the avatar 1.1.1?
jezus
that would be the material itself to modify
you need to use a shader that supports transparency
Does anybody know how to do something like this
i need help with some physbones, i bought this scarf but i cant get the physbones to work, please help
post your physbone component
i want kind of a anime floaty effect
where is that? im still kind of new to this stuff
no idea where you put it. Possibly on the root of the scarf's bones?
yeah - though note that screenshots are easy and not blurry.
wait, you added bones?
sorry
in what, Unity?
bones or physbones?
physbones
well this is where you start messing with the various settings
maybe increase stiffness?
i have been, cant figure out which it is
tried every setting ive seen
its very blocky and glitchy
there
i also want to get rid of the ears and tail, but its not my priority right now
ooh this one plays - weird. Anyway looks like your pull and spring are too high, spring especially. Though .2 seems low already
so should i put it back on simple settings?
unless you need the advanced, simple is simpler, but it's all about whatever works. Maybe try increasing "immobile" to dampen it some
hi, I'm trying to add hair to my avatar using modular avatar, but it says "setup outfit failed to process" and that the hair isn't parented to the avatar, even though it is. It was working all day and now no matter what I try to attach, to any avatar, I get this error. Please help!
how many componenets did you add?
one for each highlighted segment
every single component is stacking on top of each other causing it to freak out
the root
so on mine which would that be?
the top one since its the literal root bone of the chain
holy shit that worked thank you so much
whats with all of you scammers and using the same copy and pasted everything
"root" as in the root of the tree
I really need help with this, I have no idea why it's happening
is there a discord for modular avatar?
If it's hair, you just only use Bone Proxy component to parent the hair bone to head. No need for armature merge.
i need help adding shoes to an avi because i tried vrcfury stuff and i think i messed something up
it's not just hair, it's literally anything I try to add, including clothes and bodies
Then you'd try to reverse your process and try to find what you added that broke it.
it happens across multiple projects, so it dosen't seem to be one thing I added?
What the error actually said? Screenshot it.
and it is placed inside the avatar!
Does the avatar actually have avatar descriptor?
I don't know, how would I check?
Just inspect your avatar root object.
I don't see anything that says avatar descripter, but I might be looking in the wrong place. It was working fine earlier, I don't know what changed
and it happens with everything
Then you likely doesn't have avatar descriptor.
Avatar descriptor is the absolute requirement to make the avatar.
okay I used build to add an avatar descriptor and now it gave me this, saying there are no hips when there are hips literally right there.
It's asking for Armature of your added body object.
You see the Setup outfit try to link 2 armature together. But your "body" doesn't have its own armature.
okay thanks!
wait it's happening with non body objects, with things that are meant for the same avatar, like hair
Hair isn't "Outfit" so you shouldn't be using Setup Outfit for it.
As I said before: use bone proxy.
okay
You only use Setup Outfit when object you want to add have matching Armature with the base model.
okay thanks!
I need help adding a seat to my avatar
I got the seat working but I want a button to be able to turn it on and off
And also a way to adjust its position on the avatar
put the seat on a game object, toggle that object on and off.
move said object to the place you want it
Anyone good with avatar materials can give me a hand?
that is not really helpful at all
You have to set material render preset to transparent or cutout.
yeah i have but somethings applying a white looking color over the portion i have mask for
Screenshot how you set the material and how it's look like.
okay putting it transparent just made it all go black
Hey guys, how can I connect clothes to my armature within Unity without using VRCfury?
Attempting to make my avatar VRM
There are instructions in their website.
I meant to say without
Then you have to unpack the cloth object and move cloth bones into matching base armature bones.
is there any way i could get a avatar made for free igot no money
Learn to make one is free.
Can you help me find a tutorial?
how u think u can help me
https://www.youtube.com/watch?v=0wxpUsqxpAY Checking this one out
Can't do.
I can't help you hand-on.
oh
Depending on what the avatar you want is Vroid is a good program
i sent pics of what im trying to get made u think its possible to make it'
Try the VRC traders server, they have a room for asking for freebies
i just ask in there
It's a link containing info.
oh
thank u
Try trans clipping instead. Also try disable other shader feature like "Detail".
Is there any tutorials on how to replace a colour on an avatar asset?
For example, I want to change the hair colour of an avatar in Unity, but I don’t know how. Someone told me something about it needing a new pattern applied to it but it wasn’t explained very clearly.
be careful as you're likely going to receive some major scam DMs from users in here
might want to delete any messages talking about getting stuff made
but why not? I'm not sure what else you need
i need to now how to add a button to turn the seats on and off and how to add a way to adjust the seat’s position in game
for the button it's just a standard toggle, right? there are lots of video tutorials on that
as for adjusting position in game that's waaaaaay harder, you'd have to use a parent constraint pinned to the world position then animate moving it. it wasn't clear that's what you meant from the initial request
what controls the state of objects and blendshapes while I'm doing fbt calibration?
afaik it should be the state the avatar is in within the scene upon upload
it seems to be some mix of that and the existing state
blendshapes are going to the state they have in the scene, but object active just stays the way it was before calibrating
I think
Maybe someone knows what the problem is? The texture seems to be there, but it is not displayed.
man i love fishing
woah
does anyone know how to fix this? i did try going to the configure avatar to check but everything there is normal, when i t pose its normal but when i dont the 2 fingers contort
are you using vrchat default hand animations or did you make your own
im using default
have you tried setting the rig to generic and back to humanoid?
nope not yet let me try that rn
just did it and its still broken
even if i remove all the playable layers it still acts like that
maybe the bones are in weird spots?
yeah im hella confused, all the bones are in the proper place
idk why its doing that tbh
if you drag in a new fbx, does it still do this
just tried it and yeah
it might a blender issue maybe? but it looks normal on blender too so idk
is it posed perhaps?
posed? like in unity?
either or
on blender and unity its just doing a basic t pose model if thats what you mean
i didnt have to touch anything on the posing
what export settings do you use in blender
so its an xps model that i used export to fbx
xps models have these wierd bones, merge to wrist
yeah the ring finger and little finger might have an issue since the rest of the fingers work fine
gonna experiment more to see whats wrong but yeah thank you guys for the ideas
thulen just told you what to do
merge the weird mid wrist bones to the wrist bone bc xps models have too many bones in the hand which vrchat does not like. vrchat expects one wrist/hand bone and the fingers on it, not 5 writst bones
not sure if you ever fixed this but might be a case of the normals being flipped
I checked this and answer yes and no, ahah
now just gotta do the right, it was the fucked up bones on the wrist
I just export it with emotions on, and it worked
yeah idk why but blender decided to give those 2 fingers that were f'ed up 4 finger bones
while normally you should only have a distal, proximal and intermediate
If i moved bones and reimported fbx, what is the easiest way to update new bone positions and rotations inside my avi? Cause i have to add new prefab and copy transforms from it to my avi for every bone i moved in blender
Just don't unpack your prefab and it will update automatically.
it is not possible for me, maybe there is another way..
pity, that mass copy-paste to bone tree isn't working
but i was sure i manage to make mass copy work somehow before
it was unpacked long time ago to move some things inside it
and changed too deep from then, so now not much left in the same condition, still using same meshes
hey did anybody have this problem before? Im trying to set up my eye look in unity. The face looks normal until i go on to preview mode. The eyeballs just go black when i'm trying to test out the Rotation States even though it shouldnt do that for "Looking Straight". There is like a "flat" eyeball inside the head visible but its completely bugging out idk 😭 and when i am trying to rotate its just making it worse (works fine in blender)
is it possible on quest materials to change the tiling and offset for one material and not all materials
Yes. With a condition where it has to be separate objects.
Im gonna end it all
I can do 2 skinned meshes tho I think
im targeting medium
Need this to be at least somewhat close to the pc model ;3
little clothes switching thing that I wanna keep between quest and pc, poiyomi is smart and lets you seperate material names dont know why unity or vrc shaders cant
are your eye bones straight in blender?
hmmmmmmmmmmmmmmmmmmm can I upload a slightly modified shader file or is that not allowed because I think I could change the name of the thingy in the shader a little bit
ha no
dies
ive made some avatars using tilesheets for quest, you need another material for uv shifting
pretty straight lol
ah okay
better than nothning I guesssssssss...
pc have waay more options you can just use a decal animated 
didnt do that on pc because poiyomi only gives me 4 decals, and the flipbook renders over the decals I already needed
I have a question about uploading Avis
If I buy an avatar that has audio link features, generally, is that something that is already included in the avi? Or is that something I need to add to my VCC/Unity project? Like how you have to add a shader?
audio link doesnt require any avatar package to just upload, only worlds or to test stuff. from avatar point its just shader keywords on material
but overall just read readme for avi
does anyone know why when i close my hands into a fist, my avatar's middle finger deforms like this
also for some reason one of the polygons around my avatar's eyes is messed up? i have no idea what could cause that
The parameter is working between the Contact Sender and Receiver, but is not driving the parameter in the Animator.
Why?
it wont have any clue what to talk to if you leave it none
does it look fine in unity?
could be several things, hard to say without more info
yeah, it does
the avatar has a physbone, if that's any help
have u checked to see if its a weighting issue?
I tried putting it on an avatar's FX, yet it still does not drive the animator layer
hang on, let me check
alright i think i may have found the problem
for some reaon theres 2 copies of the same vertex group and one of them is empty
I cant figure out how to work my face tracking on my avi others work just not mine idk what to do
does the avi have the correct blend-shapes and logic for it?
I have no idea
well without that it won't work so you'd need to find out
Its my first time setting it up so im not sure what I need
docs and such are at https://vrfct.io and there's a discord specifically for this too, but you need a compatible avatar
I have the face tracking stuff on the rindo avi
Just gotta figure it out
Thank you!
Ah, the website cant be reached
oh sorry, it's just http, not https
it bounces you here anyway: https://github.com/benaclejames/VRCFaceTracking
Thanks a ton
if there anyone know if player can be a collider for particle system collision setting?
hello people! im having some difficulty with unity particles. so basically im trying to do that thing where you can make like a gun for your avatar and make it shoot by making a gesture. i have the unity animation and when i play it in unity it shows the particles being active, but in game nothing happens. and when i use gesture manager to try and test it, it seems to work but again nothing happens in game. any help would be appriciated. Thanks!!
im pretty sure i have the animator setup right too
for clearence, the gun shows up, its just the particles that are supposed to shoot that arent showing up
Can u send an image of the hierarchy? sometimes particles need to be in a game object aside from other things, also there was a setting that made the particles not show up in play mode / vrc
I got some bad news, my WiFi just went out like 5 minutes ago 💀 lemme take a look at my unity and text from my phone

lol
I gave my avatar a custom Gesture layer but its not using it in game and just uses the default one, how would I fix that?
does your FX also have hand gestures?
No, its just the GoGo Loco Beyond FX layer
ah alright
so it should be okay assuming you put it in the gesture layer and have correct masks assigned
I guess I could just remake the Gestures in the FX layer
did you have the gesture layer yourself or did you copy it from the sdk files?
@tall dock don’t wanna be one of those annoying kids that ping for help all the time but I just wanted to make sure you saw this
Ah dw, it doesn't annoy me
And i don't check much this channel so pings actually help
Ok lol, just checkin
Alr i recommend all the particles/subparticles be a child of an empty gameobject
because hiding and revealing the particles themselves in animations sometimes tend to break
and check what the other guy told you too, if the particles aren't hidden in some way on the settings
Ok so what should I do for facetracking when it tells me I have too many 406/256 bits
Idk how to work this
I see them when I click play, unless it’s something with the sdk, lemme put them into a game object now. Where should I put it?
Hey what’s the mb limit when uploading to pc?
memory limit i think it's abut 500

