#avatar-help
1 messages · Page 65 of 1
I copied it from the SDK Files
also I tried to test the gestures on the FX layer and its still using the default for some reason
the video aint loading up
wait me a sec
Aight

hey so why does my project seem to stop loading at this point?
okay nah it ain't loading
sometimes it takes more time than usual
i could say that
if it happened now and you've worked inside it normally
Prob my end, lemme take a new one and see
same
i'll try to keep waiting and see what happens ;-;
that's what it happens when a video doesn't load or render in discord
if after 15-30m didn't load
maybe check something on the vcc
or loader
Someone ping me or something when someone knows how to help my issue imma troubleshoot till then
Even in the gesture Manager in Unity, its not using the right ones (the one I edited has the thumb over the fingers, and I checked the layers and it IS using that version, but it still shows this
does the animation itself show the edited fingers?
i've had my animations not save sometimes
@tall dock
Bouta crash out Lmaoo, that’s so strange -I can see it fine
yeah this is what its supposed to be, also I checked the debug for the animator states and it says UNKNOWN
omg my wifi is back
@tall dock lets hope this one works lol
bruh
what the heck
maybe its the server
no its not, whats going on
wait maybe i can make it a gif
Welp I figured it out, I edited the default proxy gesture animations and it doesn't like it, but I copy and pasted all the settings into a new animation and now it works just fine...thanks vrc XD
I'm looking at an avatar and I was told that I might need shaders onto of the existing file in order to make it work correctly, however I'm not sure if this avatar has the shaders installed with the files already, or if I need the shaders separately; And if I need them separately, I'm not sure where to get them or if I need anything else.
Could someone look over this and help?
It mentions the shaders used but I'm not sure if it's included in the files or not 
I have a shader problem in VR that only appears in the right eye. I would like to debug this in the editor, but I can't change the game view from "Left Eye".
Is it possible to get stereo rendering to happen in the editor?
usually shaders aren't included with the avatars, so i'd assume you need to get liltoon separately. It's free on booth
Okay, thanks for that!
Which brings me to my next question.. Does anyone have a link for the shader?
I’m looking at booth right now and there’s so many options, obviously it’s one of the ‘3D tools and system’ options, but which one is the official one haha
The author would be lilLab, wouldn’t it? 
yes
if you wanna make sure to specifically get 1.7.2 you can get it off of github
in case the newest one doesn't work for some reason
but it should work
I’m so sorry if I sound stupid lmfao I’m still learning and was advised to mess around with pre-made models before making my own from scratch
The avatar I was looking at does specify 1.7.2, however I don’t know what to look for on GitHub with it
I have the author’s GitHub but I don’t know what to download for that version
if you press releases on the side, you'll get a least of all of them
Pfft, seems obvious now. Thanks, I found it :D
There is a download link in the lilToon README
if you get the first one you can just import it into unity by dragging and dropping it into unity's assets
Was there anything else that I'd need? It mentions ModularAvatar, I assume that'd be something else I'd have to find?
oh i didn't see that part
i never used it but you can get it from the website
https://modular-avatar.nadena.dev/
hey so i have been watching some tutorials and like i dont have the "vrc_AvatarV3LocomotionLayer" do i instal it somewhere or
vrc_AvatarV3LocomotionLayer is a file in the sdk packages
path for it, you can also search in the search bar above assets
found it thanks
So, I have all of these files, but I’m not sure how to put them all together in Unity...
I’d export them into Unity, as a start, yes?
import into unity is usually the first step
then it depends what file your avatar is
but you also import it too unity
it's recommended for the avatar to be the last thing imported (after shaders and other needed stuff)
So I have ModularAvatar and the liltoon shader, as well as an outfit for the avatar itself.
I’d put in the tools (shader, modular) then the avatar itself, and the outfit last?
yes
lmfao I didn't even import anything and I already broke it
Is there anything in the list there that shouldn't be?
just click ignore
may be worth taking a peak at in safe mode
Please explain in marker sniffing terms how I go back to my original scene 😭
I double clicked this and idk how to go back to my shit 😭
you may have saved over it with your edits
if you still see the same thing after opening it
yea
Thank god
how do you fix that when i hit looking straight on eye tracking they look behind me in unity, what needs to be done in blender to them?
Lucky for me, I made a prefab last night 😎
are the eye bones straight up?
should i move them up like that
im bad at explaing but basically i wanted to add a custom idle but it puts the proxy idle when i go to play mode
also i use vrcfury and GoLoco
could someone tell me why the colors of his undershirt(mint) are being affected by the cuffs of his jacket(pink)? I can't tell why it's doing this- nothing on his UV map is overlapping as far as I can see
this is in substance painter btw
Am I doing something wrong, here? I hit ‘built and publish’ yet nothing is happening. I’m aware my PC is on the low end, but surely it’s not that horrid…
Nothing seems to happen after I hit ‘build and publish’, and the progress section doesn’t show anything outside of ‘building avatar’.
The tutorial I was reading mentioned that it would pull up another window, but there’s no other window that was pulled up (plus the tutorial looks outdated..)
There are some validation issues but this avatar was a paid one so I don’t believe I have to fix it? unless I imported something wrong
is your vrchat rank new user or higher?
and what unity version are you using? cause you mentioned an outdated tutorial and vrc recently switched versions
I’m a known user, and the authentication section of the SDK menu says I’m able to upload
I could upload a world just fine, but this is the first time I’m trying an avatar
Also, I am using whatever version the VCC tells me; Unity 2022.3.22
The tutorial I was referring to was an articule that said this menu would pop up, which was from I believe 2023?
yeah this hasn't been a thing since early 2024 iirc
I did 
hm, the only thing i can suggest is closing unity and opening it again
maybe it's just stuck
if it get stuck Loading... check console (might see its failing to connect) / relog or restart unity , failed connection can cause that thing to get stuck loading..
It says something about an error with an avatar it doesn’t own and clearing a blueprint
I’ll see if I get the error again after restarting Unity
then you have some other errors above it , 3-4 top red ones matter most
blueprint error is super generic i can generate that just by doing a offline since its not using the blueprint it throw that error
I restrated and tried to upload again, it's only giving me this error 
it does have these validation ones, but I'd assume these are fine as it's pre built and paid
There was a few errors that I auto-fixed when prompted that haven't popped back up
OH, WAIT.
Maybe I used the sample file ratehr then the paid file, I was given two. That might be it 😭
you paid for a vrm converted in unity?
(this is why its 0 angle and so many materials when it could be 1-2 max)
No no, I mean I paid for the avatar I'm trying to upload. The author gave me two files of the avatar but they aren't labelled as to which to use
(Unless that's what you're saying, I don't understand
)
that's what Thulen meant, that you paid for a poorly made avatar (a VRM converted in unity instead of blender)
because that's what the file looks like it is
based on those stats
Ah, I see.. I got this one off of BOOTH as I liked the sample already in VRC (except for the annoying ‘buy now!’ logo attached to it at its feet lmao)
oh god the other file had a tutorial attached, I think I was using the wrong file the whole time LMAO
….I needed both files.
This is my introduction to avatars. 
Both are Unity files, I’m not sure what type outside of that - it’s uploading at the moment, gimme a sec to let it run and check after
man it feels like forever since i've seen that upload screen xD
Those are def mapped
are they parented properly?
They should be! I didnt mess with any of that </3 i used the built in meta rig in blender
if it added you an animation (maximo does to my knowledge) make sure to delete it from blender before exporting
Is there a way to manually bake a Poiyomi material like you can for Liltoon?
Where would i see that ?
bake what specifically?
Anyone know why the eyes are messing up when I enable eyelook? second pic is how the eye bones are setup in maya
How do I check if my avatar has WD on or off?
avatars 3.0 manager
VRLabs > avatars 3.0 manager > WD
and look there
it's a package you can add in vrc creator companion
if you dont have it yet
Alright, what if WD is on at some points and off at some point
So like gestures is off
But FX has some on and some off
i force it on for everything, there should be a button for that somewhere in the manager
And changing WD to all on won't mess up anything? I'm using Sylvafen by Joltsie but wanna ensure I don't mess up the expressions
Am i not able to upload an avatar using SDK 3.7.6-beta-1 ? I ask because because i can't access the login window on the SDK control panel.
done some uploads with it
idk i've never used it
I got it!!
I got working
for some reason I can't get my toggles to work/change anything in game they're there though
is this generic and missing avatar mesh in animator , testing those in unity work, will never work in vrchat
Can anyone help me? I'm trying to make a cave torch with a fire effect that stays upright, could someone help me?
currently having trouble with constraints
My toggle is in the game but doesn't actually do anything. It works in unity but not in the game
what's the toggle supposed to do? and did you make it manually or with vrcfury?
The files are just listed as unity package files
Not sure if I'm looking at it wrong or not
I did get it to work though! Now it's just... Trying to make it work with quest like the sample does
I heard you could crate a quest compatible blueprint then merge it with the pc version so PC sees everything while quest only sees what it can handle, but I'm not sure how to do that
Opening both, turns out one was the model and the other was a quick setup wizard type of file to edit the material without affecting the model itself. For easy colour changes and such
yeah, i hope you'll be able to get it to quest without changes
Hope so too, but it might only work the way the sample does - with the base model showing and every other outfit toggle being pc only 
Is there a way to hide these? It's hard to see my rescale and allignment with them in the way
gizmos toggle
Thank you
Hey I could use some help. See... I'm very new to avatar creation, and I'm trying to learn how to create an avatar through YouTube videos, but there's this one part I'm struggling with concerning the animation component:
What is it I'm supposed to drag into the avatar box - the part I circled? I tried dragging the mesh into that area but all I get is that red "no entry" sign. Am I supposed to export it from blender as a specific file type?
if your avatar is humanoid that should grab nearest mesh , they look like this in fbx
Oh ok. I think I may have found it.
scuplting?
I suppose I could do that, but I believe there is something within the modelling tab that can do it. Just curious if anyone knows how :o
Hey does anyone know if I can make my Avi not clip through the floor when wearing heels
What would I have to do to keep the color of my eyes through the stencil?
is there any easy way to control the volume of an audio source based on the distance of something to a contact receiver
Hi, do you know how I would go about putting armor made for one base, onto another? Full body suit
nvm chatgpt helped me
that'd be done in blender, you'd likely need to sculpt it to fit the body and mess with bone names/weightpaint if its not made for the same base
I dont know how to use blender 😭
always a great time to learn :>
I've tried so many times I don't get it
donut tutorial!
to be fair, it's a lot. I'm getting really good at it, and still learn stuff most days.
Ok, simpler question then, how would I remove the tails and ears from an avatar, or just replace them? I don't like the hyena look
Using the yeencore armor for hyenid for reference
edit the body mesh, select the faces you want to delete, delete them.
it's not separate on the hyenid though so you have actually select the right faces and delete them
Fk... how i do that
you'd need to learn some blender basics
yeah blender is kinda a requirement for editing a model
"The Donut Tutorial" for general blender, and someone named "Rainhet" does stuff that's a bit more avatar oriented
or to get real specific to your case look up "how to enter edit mode in blender" "how to select verts in edit mode blender" and "how to delete selected meshes/verts in blender" all three of those searches should help
I'd do it in Blender, but there are lots of options
For some reason, the tail is spinning all the time in a circle, and the toggle to active a pokemon, his chest and mouth looks like that, Anyone know why is this happening? there's nothing active in the moment, just the toggle for the pokemon
checked around unity like 4 hours, with gesture manager too, and all is good, problem only happens in vrc
got physbones on the tail? Can you show the component?
not sure why the ignores are in there, but otherwise that looks okay, maybe a bit high on momentum, but immobile should help.
inmobile higher or less? also am standing still and its still spinning
oh that's weird
usually that happens with misplaced colliders but you don't have any specified so that's not it
I do can say that, activating a couple of toggles/animations, it does "fix" the tail and the look of the pokemon, but when turned off, it does looks messy again
like I said, it does not happend like that when using gesture manager, works perfect, but ingame its the trouble somehow
I even remade the animations with parameters, menu, but still
ok who uses gesture manager
if there's another option, I dunno, I use that to check wat I've made before testing them ingame
Does anyone know how to make avatars that are PC and quest compatible with Unity?
I’ve been attempting to follow this tutorial on how to combine two blueprints, one being PCVR and the other being Quest, however anything I do always breaks the Quest version because it seems to take the PCVR version as the main file.
I know toggles won’t be the same between the two, as one model has a light and the quest model does not — But I’m lost on how to combine the blueprints into one avatar
they need to share the same blueprint IDs as each other
Copy one blueprint ID, paste it into the other
you also need to be properly uploading them so PC to windows and Quest to android
The tutorial mentioned making the PCVR first, then making quest and uploading the PCVR blueprint into quest. Is that right?
Or does it not matter what blueprint goes into what so long as it’s the same
yes that sounds right but it can go either way, generally people just do PC first
I havé no idea what I did but it uploaded 😭
Thanks to everyone who helped me today :D eight hours of head banging and im done for the night LMAO
Heya! I can't seem to upload this avatar, and I've already chcked that no other avatars have this issue, its just this one. Any advice?
If anyone knows a resolve, ping me please, really struggling to figure this out 😭
just curious but how do i add more emotes to this menu since i followed that tutorial in question
https://youtu.be/_GDpWlKRA-8?si=ZLnPe8mUGd9Cgd3n (basically i followed that, made me have this little menu here or smth idk)
What controls the gesture to finger movement animations?
On some of my newer avatars, the fingers don't move at all for fist, point, metal horns, etc
I upgraded gogoloco and deleted parameters and controllers off the avi to do so, and since vrcfury puts those back on at build time I can't see what it's replacing and what it's not
Update: I am turbo dumb, it's literally labeled "Gesture" and had a missing controller warning on it
anyone know how to fix this kind of clipping on clothes?
does anyone know if it would be possible to have two seperate head meshes that both work with facial tracking? for swapping between heads !
Possible. But take more works. You might have to use animation repath to another head mesh by using vrcfury component. There might be some other methods too.
ooh thank you ! <3
Will it mess up my avatar if I turn WD to all on? Right now the Gestures are off and the FX are mixed
It depends on how the animations and states are made.
I don't really know how to check, I'm using Sylvafen by Joltsie but I doubt that is of any help
Doesn't help much. Only way to know is to actually try it.
Alright, I'll just upload 2 varients then, one normal, and one with WD all on and see if anything breaks
is it possible to have another person grab a prop from your avatar?
somehow my avi disappears for others after i change avatar height from quick menu!
and reappears only after reload or rejoin to world
Haihaiiii! Having some trouble building
Error is a missing script with Flare by bambi(clone)
except.. there is no flare by bambi(clone)
you have some script components
select prefabs object and look into inspector window
if the script is broken, then most likely you have something not installed, like shaders, preafbs etc.
meh just deleted the component and it worked
-# prepare for unforseen consequences
-# possibly
Now.. anybody knows anything about my avi becomes invisible for other players upon changing avi height? (i have used an animation that diasbles all my meshes, but its condition wasn't triggered, and adding IsLocal 1 or 0 to it changes nothing about situation, so i don't think it is involved somehow. I still can see my avi, others can't.
also, i don't see avi disappearance on height change in gesture manager (both IsLocal true or false)
I try to install gogo loco but I keep getting this error, even when i install it from GoGo>GoLoco>Prefabs>VRCFury
And all the files are there
You could try uninstalling VRCF, letting Unity refresh, and reinstalling it
Same with GoGo, just in case
Didn't seem to fix it, still getting same issue
It keeps saying i'm missing the menus but here they all are, Right in the directory where it says they aren't
Is this the newest GoGo version as well?
Yes
Huh.. that's interesting then...
I assume you don't have another copy of GoGo in the project somewhere, and the path the popup talks about is correct
I had this issue earlier - I’m no expert, but my issue was caused by using a prefab rather then the actual avatar. If you’re using an avatar you paid for, then try looking for a prefab file and another file without the prefab.
Another thing I found helpful when it happened for me was removing the earlier blueprint - I believe the location is in the ‘inspection’ tab on the right, at the bottom alongside where you input a blueprint. Try and see if there’s something to detach (I’m new to this myself and don’t know the terminology yet, sorry if this is confusing)
I checked files, avatar parameters, etc. couldn't find another copy of GoGoloco anywhere in the project
Now that's odd...
Have you tried deleting the GoGo prefab from the avatar, and then adding it again?
Yes, I even tried doing regular GoGo and then tried Beyond after removing regular prefab, still didn't work
Do you have the right version of gogo that’s compatible?
sorry to butt in 
I mean there is not much variation with GoGo :P
Both are even PC and Quest compatible
I believe so, the avatar didn't come with GoGo loco on it so i just tried to add the latest version
But fair question, yeah
Okay, so i moved the folders in GoLoco to assets and then moved them back and that seemed o have fixed it, but now there's a issue with Parameters, since I added GoGoloco afetr i added some assets it's now 429/256 parameters when it tries to add gogo
Because GoGo apparently adds almost 200 parameters
Wait.. did you not have the GoGo folder already in the Assets?
And no, this is defeinitely not right
I did, but VRCFury wasn't reading them so i moved them somewhere else then back and now it lets me use gogo, so it was probably just my unity buggin, but like, I ain't got no room for gogo
How much space do you have without GoGo?
That is my space without GoGo
Ah.. yeah then.. you'd have to optimize your avatar's memory a bit
You could try VRCFury's Unlimited Parameters for hue shifts, if you have any for ex.
And how exactly do I do that? Cause most of that space is addon weapon assets like guns, swords, magic, etc.
So do you not have multiple hue shifts / adjustment sliders?
If you mean parameters then yea, sorry, i'm new to unity so I don't know that much, the one I'm selected is a hue shift
It's fine if you are new
Let me see if I can find the Unlimited Parameters docs
What I meant is actually called "Parameter Compressor" apparently, and it is listed here:
https://vrcfury.com/components/other
how do i fix this, it happens for most avatars i try to upload, i cant upload anything cuz of this
I tried it and it didn't do anythign I'm pretty sure, parameters still look the same
But can you upload the avi?
Pretty sure VRCF only does stuff when you are uploading an avi, or when you are entering play mode with either Gesture Manager or with Av3 Emulator
You could try either play mode, or uploading to verify
Can you show the TailRoot bone and it's children bones?
In Hierarchy
That's wrong bone then. You have to put a bone that's a part of Tail Armature bone of the new tail you added as physbone root transform.
could someone help with adding clothes to my avi because i did all the vrc fury stuff but than in game it looks like this
What bone you put it as root bone now?
Can you show in hierarchy again?
Put the Tail.ROOT bone instead. Or you have to move the phybone component to Tail.ROOT bone and unassign the root transform slot.
I'd assume you need to add toggles for them, unless there's a different problem that I'm not seeing
Put putting physbone on one bone and assign it to another root bone is only causing more confusion for you.
Of course.
Drag that arrow in the scene.
Didn't you want to do that?
physbone is just an extra component of the bone. So you move bone, the physbone move with it.
hey guys so i've been having issues with my unity i think, my rig hasn't been importing right, like not at all there, any suggestions, i use blender 2.43!!!
what are your export settings?
and did you apply transforms before exporting?
stl
?
ah yeah, i can't help with that. Usually people export as fbx for vrchat avatars
alright hold on
i upgraded to 2.59, thanks for the help
i never had an issue before, cant believe this is happening now
That's almost prehistoric.
this is the only one my computer can handle
wow
btw delete the lamp and camera before exporting, cause you can run into issues because of that
if you won't run into issues because of ancient blender
Can it run unity?
when merging armatures, which bone do i assign shoes to? they are connected
Foot, and toes most likely
Foot would be the main one
But if it is boots that are higher, then lower leg might come into play too
right. i get that i have to attach sandals to a foot. but then theres 2 options: left or right. thats where im confused
do i have to seperate the shoes and assign to each foot?
Yeah
makes sense ty
As soon as weight painting is done, you can join them back together again
wait it has an armature!! then why is there an option on the left "attach to"?
recently the merge function in cats unoffical has been experiencing bugs
according to their discord server
it's fixed in the dev branch
oof. that sucks. should i just attach to one of the feet and hope for the best?
or merge it manually
idk how to do that ._.
also whas dev branch version?
can i download it and would that be a better option?
tysm!
You can find the addon for other versions in their repo, if you use something else
mhm
its doing the same thing and i restarted also >< still asking which bone to attach to even though theres a whole armature for the asset
You can do merge all bones as well I think
ty!
See the weird thing is, I took the model from blender, into unity, and set it all up myself, there also isn't even any blueprint ID
Okay, update, I literally just reinstalled unity, the vcc, and unity hub to see if it was that, spoiler alert it wasnt lmfao
the "an avatar we do not own" message? thats just a symptom fyi and caused by other things further up in the error list
Just tried uploading the sample bot, this is the message i got
you seem to be timing out , last error rarely matter
check the yellow error if it says something about asw time out
can test uploading a cube if you get same error your isp is flaky
This is the message for the red error, and the yellow error
im not really super sure what it means
white should also say a bunch of stuff about connecting
request finished = uploaded , might want to try vpn/cloudflare warp thing
Okie dokie time to beat my head on the wall for another eight hours today
I uploaded an avatar with both quest and pc compatibility, yet the avatar is showing up in VRChat as ‘security checks failed’.
The avatar was fine in both versions, until they were combined and uploaded. Is there something I’m doing wrong?
All I did was built the PCVR version, then build the quest version (with far less items mind you) and attach PCVR to the quest’s via the blueprint
what are the stats?
if you are using vrcfury ect you dont know the size until you have it buildt , recommend doing a offline one and see build size/compression/uncompressed , vram is strict on quest ive seen people upload with older sdks and fail cause its over limit
okay, i have a question. Is there a way for a radial animation/blend tree to only change things if a different toggle (bool) is set to true?
of course
how? cause i'm struggling to find info online
you could have that variable be a float in the animator and use it 0/1 in a 1D blendtree which has your blendtree as a sub-tree
or just entry -> choose -> blendtree if true, no blendtree if not true
I often have blendtrees with sub-trees with sub-trees with...
it's my first time using blendtrees and i'm very confused XD
this is very useful:
https://vrc.school/docs/Other/DBT-Combining/
uhuh
one sec
Changing "Toggle" varies between the "If False" and "If True" blendtrees.
Of course you don't need the false one, it's just here for show
Unity converts your bool avatar parameter into the animator's float automatically, and then you can use it for blendtrees.
oh yes, you have to make a new float, you can't convert them
Could some one help me with this? The expression works fine in unity but when i upload it to vrc. the eyes dont work?? Anyone got a fix for it? It also does it to some of the other expressions btw
@somber sequoia sorry for the ping, but it's not working
should i edit the bool animation to use the new float or what?
cause i'm a little confuse
d
no problem with the ping, we're discussing 🙂
I’m not sure
It’s the same avatar I was dealing with before — The author gave me both a PCVR version and a quest version, both of which upload just fine in their own, so I’m unsure as to why adding one of the blueprints to either model from the other version screws it over. I’m not even getting any errors in Unity for it, it’s fine until it goes to VRC’s end
I'm not sure what you have here. You use the "new float" as the on/off toggle for the sub-tree, and it should be the same name as the bool you use in the avatar parameters list.
ah right, the name
yeah it must match
it automatically adds a 0 after it
where?
to the new float
no I mean what does?
you can't name a varaiable the same as an existing one, in the same animator
delete that bool
I'm not sure what "bool animation" you mean?
okay!
oh - if you're doing the boolean check in an actual animation state, rather than in a sub-tree, then it should have worked fine from the start
sorry, distracted elsewhere, one sec
sure sure
ok your first blendtree there is a 1D but it only has one state, so that won't work. It needs two motions, an off and an on
Yep, and note the "threshold" value - that should be 0 for off and 1 for on
(since it's a bool converted to a float)
it's a new floar, i deleted the bool cause it wasn't there when i tried to pick it
idk
Right, I mean that unity will convert the bool in the avatar parameters into a float for the animator
so it'll be 0 or 1
(details on that are here: https://creators.vrchat.com/avatars/animator-parameters/#mismatched-parameter-type-conversion )
the good thing is that nearly anything about avatar creation can be redone 🙂
that is so true
eeh , rarely use that , its a extremely simple way of doing this on its own layer
that one
Always experienced this to some extent when taking horns/ears from other avatars and putting it on my own but why do my ears/horns from other avatars flicker when I move my camera and I can't seem to click them?
Yeah - I do this kind of thing because I do most things in a single layer with a direct blendtree. But this Thulen's is the way I'd suggest if you don't already do DBTs
But also, learning is good too
i'm so confused xD
newer avatars i start doing blendtree's until it need multiple conditions then my brain explode
haha, yeah it can become a lot
is there a youtube tutorial for that? Xd
I don't know, I learned this from that vrc.school page I linked
and the Unity docs
i'm so lost
Looks ok so far?
looks like i guess it should but it doesn't work like it should
it changes colour but i can't disable it
the on/off isn't working
it's permanently on
show the inspector for that first tree?
i manually typed in the name of that bool i have cause i assumed that's what i had to do, cause it wasn't in the drop down
in the parameter box on top
That variable should be in the animator and a float. If it's not both of those, this isn't going to work
having to type it means it's not found or not valid for that slot
then i don't understand what you mean with the bool to float converting
cause i can't have both be the same name
In the animator it's a float. Only.
In the avatar parameters list it's a bool or a float.
For the purposes of a toggle, a bool is easier
I linked the page on how unity automatically converts a bool variable to a float of the same name in the animator at runtime, you don't have to do anything for this to happen.
this is too confusing xD
So if you start over, you make a float for the toggle in the animator, a float for the radial in the animator.
In the avatar parameters the radial is of course a float and the toggle variable can be a bool.
ah, if you're using floats in conditions, probably note that they're not very accurate, so if you want to do an on/off based on one, not in a blendtree, set that greater than check to probably about 0.2
I've been talking about doing this entirely in a blendtree, one animation state. You've got two there now, which is fine, but I'd use an actual bool if that's the method you want to use.
Sry to break the conversation but I'm trying to add a glowstick that lights up the vrc world on my avatar sort of like a flashlight but all around, can someone help?
So like a avatar toggle
note that lights make you Poor at least, and aren't supported on quest.
but otherwise it's just a normal toggle - enable some game object with a glowy mesh or light or whatever you want
Idk how to upload avatars to quest anyway lol
you just change the build to Android when you go to upload it
How would I do that?
watch one of the many many video tutorials about making toggles
I tried that on an avatar but it just kept loading then crashed so idk
most likely too large
I can make toggles but idk how to add the lighting effect
i kinda think of it like a highway system or railway, that makes it easier
Add a realtime light if you want to be obnoxious, or a material with emission
they want it to actually light up the world around them so they'd need realtime light
so i delete the previous bool layer and do everything in the one with the blendtree?
or to add a light source bound to the asset itself
that's what I would do, but you can do this either way just fine
I don't wanna be a troller I just wanna make this glowstick actually glow lol
emissions are better for that imo
Yeah I'd go the emission route too. maybe with a trail render too
so best bet is realtime light on the emission's shader
i mean you can add lights on quest but it isn't officially supported and also super annoying bc it's laggy and bright.. i'd recommend using additive transparency to create a glowing effect around the glowstick, and using emissions for the glowstick itself
could the Poiyomi emission's work?
yea
dont mean to interrupt, but its urgent, cause there is an event comin up and we really need it to get fixed, please? Having the problem of vrchat failing to upload avatar
also additive and emissions will look bright in any world, realtime lights tend not to work in cartoon-style worlds since they use flat shading or unlit shaders
if there are errors, paste the first 2-3 messages here.
yeah it's not playing for me - and this is way easier
it says timed out worker
wow that's low-quality but that timeout message suggests networking issues
and trying to upload an avatar you do not own
likely that's a side-effect
yeah looks like network issue, try uploading on a different network if possible?
you could try using phone hotspot maybe
yeah the network issue seems to be what it looks like because the final step in the SDK of uploading it usually doesn't take that long
here is a functioning video, I hope
Gonna tell him to try
okay, i deleted the bool layer and make the bool a float,
it's not working,
i assume i have the blendtree stuff set up wrong somewhere
If the top slider supossed to do anything when moved? cause the bottom one changes colour, but the top one does nothing. How do i add a toggle there? cause i assume that's what's missing
WAIT
I got it
oh my god that was a horrible experience
never again
I'm having an issue that I can't remember how to fix. 
So, I have a vape system (specifically Jamie's) that locks your hands to hold the vape depending on whatever hand it's on. But, for some reason the opposite hand ONLY does the open hand gesture no matter what gesture is being activated? (does for both hands by the way)
https://gyazo.com/5ece68e7da9d1b14906ac177b8bd318c
does that happen only when the vape toggle is on or all the time?
only when the vape is toggled on
here is my states on the gesture layer
each hand gesture having the same state w/ the correlating number ofc
How would i go about making a toggle that can toggle multiple items at once?
or is it possible to have a seperate model as a toggle, im making a spider-man avatar and want to have a suitless toggle
hooray!
when recording the animation simply activate multiple items
thank you for your help!
You're welcome!
is it possible to have a seperate model as a toggle?
my friend had one but it didn't have bones
but i don't see a reason to why it wouldn't be possible
to have a movable second avatar
just keep it sepeate mesh?
yes but why, swapping avatar is simple enough and doesn't double your poly count
ive had some
id just find it easier to have everything on one avatar
usually transformers like a g1 grimlock i had that had fully rigged different models
this isn't easier at all
now that i think about it i saw one once
not in terms of making it
Also you can only have VRChat run visemes and blinking on one mesh object
i mean itd just be nice to toggle it real quick and have it tgere
can anyone help me figure out why my textures are like this in Unity? 😭 I literally just imported it so it MUST be something I did in Blender.
The legs had to be rotated around since they were facing backwards in Blender initially, but the textures are now doing...this. How do I fix this?
I could just mess with the culling, but then the issue would persist on the Quest version.
Looks like flipped face normals on that object, and you're seeing the inside
ah. What do I do to fix that?
it could be that the bounding box on the ears is too small
flip them back in Blender
How? I usually don't mess with textures in blender so I genuinely don't know, sorry!
select faces, mesh -> normals menu, flip. There's a setting at the top-right of the layout view under "viewport overlays" to show face orientation - blue = outside, red = inside. Generally on an avatar you want everything blue
yep, they're both red. I flipped the normals but they're still red.
then you didn't flip the normals
oh damn,I'll try again
edit mode, select red faces. You can also select all faces and try the "recalculate outside" option, it'll probably work for most things
(it makes educated guesses, doesn't work for everything)
Think I transfered the part badly by doing it by itself instead of also moving the spine
was able to fix it because I noticed the bonding box didn't appear bc of what I did @.@
issue fixed, thanks!
excellent!
Now I have this issue--its saying that they're not parented, but I checked in blender and they are? What am I missing here?
better picture sorry
you need a chest bone for the shoulder stuff to work right
in that slot. Yes, Unity thinks it's optional
so like how exaclty do i do it
export your models from blender together, but with each body a separate mesh object, toggle one off. but you'd have to setup animating visemes manually.
Or merge both meshes but use clever tricks like UV tile discarding to hide one
they need to be one model?
cuz i have em as like seperate rn
technically you could join one via some method like VRCFury's armature link
2 seperate blender proejects
but if your armatures are different this is not going to work well at all
you could use two and a pile of rotation constraints, but now we're getting into the "why are you even doing this" level of difficulty and annoyance
probably just gonna upload seperate then
exactly
Does anyone know why I can only see the particles I put on my avatar in a mirror and not locally? Everyone else can see them but I cannot, it's a really weird issue
For added context, the particle system is connected to the head, so depending on where you look is where the particles will be fired
Are they bilboard particles oriented facing away from you with a shader that's only doing one-sided rendering?
I had some particles that would not show up in the mirror until I realized the opposite of this was the issue
They are Mesh particles that are using the poiyomi shader. with back faced culling.
Try turning off the backface culling then
Weird thing is if I put the same particle system on another avatar it works fine
Try logging out and logging back into the SDK
the process ends itself after taking too long. Try saving and reopening unity and see if that fixes it.
didnt work
already did that and reinstalled it too
Sometimes reloading the SDK works aswell. Or as Malwere wolf said, restart unity.
cant even upload a test avatar
huh weird...
Didn't work, still invisible for me. It's really weird that it works fine on another avi
weird, not sure what the difference is then
did you try uploading through a VPN? It sometimes might be an ISP issue
btw, it's giving me a new error for that bone parenting thing, I created a chest bone that's parented to the torso, but Unity says they aren't parented. Any ideas?😥
not without more detail
heres a pic
seems clear to me, it's not a child of torso
meanwhile in Blender...
yep, that looks correct
So wait, what's wrong...?
not sure
it worked, ty
no problem
Heyyy nice!
Man I am so stuck with this particle system though, I cannot get my head round why it only appears in mirrors and for eveyone else but doesn't appear locally
the sound affect plays, and can be heard locally
I fixed it! For some reason it kept selecting the torso mesh instead of a bone.
ohhhh yeah if you have a mesh named the same as a humanoid bone.. that isn't going to work
I bet you now have an error about it
I mean, I don't have the error anymore, will it still cause an issue?
you mean the SDK? Because the only questionable thing it's saying is that it's "not imported as a humanoid rig and won't play vrchats provided animation set"
ahh okay gotta fix that first
Alright, how to?
I don't know what's wrong from here
do the rig setup you just did, verify all the required bones are mapped, save it
so this one specific part of my avi becomes pink/red when it is not supposed to be, and I do not know why. The blue and the pink is the same material
the mateiral is just flat blue n white
I don't know why this is happening pls help
Still throwing an error, saying I need a left hand
quest shader?
yeah it is
You may have vertex colors on that object
you do need a left hand
darn
I don't know what that means...............................
how do I get rid of them
i got an issue...so when i upload avatar to PC..yeah it works fine and all..but when i upload it to android...the android thing don't pop up..it only shown windows like quest wise i meant for android.and i look at my VRChat web to see if it is a bug or some and it is a bug but my PC Security check fails when it happens so. i am using the 2022.3.22 but it's just for some reason it has many issues for it..
but now you have something to look up - you can remove them in blender or I think with VRC quest tools, it's been mentioned a bunch in here, probably searching for 'vertex colors' will find you a real answer
mm okay, thanks
sorry I don't have a link handy
someone tell me how i can make a simple gun prop that shoots only a muzzle flash and emits sound? (perhaps with vrcfury)
any tutorials somewhere
How do I stop this happening on my avatar?
looks like missing textures
it's okay it was like 4 buttons in blender lolol
Yea but It works fine on gesture manager
but in game it's broken
ahh, I wasn't sure if you wanted blender or unity help - but glad you found it!
I <3 blender
When building an avatar I keep getting an error and it fails to enter play mode @.@
any errors in the console?
always show the first 2-3 in the list, many of these are side-effects of previous errors
errors that is, the red ones.
It's specicifally the Jiggly Milltina that fails but reading this apperently both are now
no idea what is trying to put stuff into that _DT_Generated directory, but that seems to be the issue
lol Im back again with another Herculean trial, I finally got the bone issues for the humanoid avatar fixed, but when I hit apply for rigging, my character went from this:
to this:
Im guessing its a Blender issue. What could I have done wrong to get this result?💀
Your right! I tried to open said file and my whole unity broke, so I restarted my unity and the file was gone but everything was fixed
huh!
Going to retry all of this in a new clean project and hope to either resolve the issue or find out what it is specifically o.o
Anyone know why the mesh does this?
does it move properly in blender?
oh, good luck btw, I've had a similar issue b4
lemme check
you didn't already? Always make it move properly in blender first - rigging, weight painting, etc.
It might be Dressing Tools! DT
I had to double check. Everything still looks the same as it did when I first made and exported it, in which it all moved good.
yeah that was my guess, I know nothing about it though
Just a tool that lets you organize clothes and create/manage toggles for them. Not using it though so disabled!
yeah random add-ons/plugins can do weird things like that
but yeah, things look clean.
looks normal when I leave the rigging mode...hope it's fine.
Question but how do people add all those super cool effects to their avatars? I can’t find any tutorials on it anywhere and I’d so love to play around with that stuff
@glass condor replying here 'cause this is the right channel, but try "enforce t-pose" under "pose" in the rig setup screen
oh sorry, I just jumped channels for visibility, I'll try that as well.
yeah doing that leads to multiple conversations for the same thing though
yeah fair.
T-pose looks normal! I applied it.
Hello People! i just have a quick question. ive managed to make this bow and was wondering if there is any way to like reverse a "look at" constraint? it does what it needs to, just backwards
you can try to make the weight a negative number
(you have to type it, the slider won't go there)
haha yeah it's funny like that
genius
did that work?
yep
excellent
Alright Im back, and uhh...
I built and tested my avatar. I am stuck outside the wall of the world and my avatar is invsible. Wth
this is what happened in game
Any ideas, anybody?
your avatar is at 0,0,0 and all transforms are applied, right?
the second one is a blender thing, right?
I tried doing that to the rig and my avatar's body mesh breaks up from its og shape
the avatar's mesh comes in little pieces, so if I move the meshes back into position and apply those transforms, will it be fixed?
I can't answer that without understanding how it's set up
you can try applying transforms to child objects before to their parent
@somber sequoia so sorry to bother you again but you seem like you may know what to do. when my wight is positive it works in uniform but when it goes negative, even at negative 1 it just messes up. here is what happens
I was just guessing with that
alright I fixed the avi, went back to unity and ...it's doing the same as this
but I can see my avi at the top of the green bounding box, so I'm guessing there's something that's making it super long???
Actually, let me post this thing I found on the internet:
what is FBX Units Scale
FBX export dialog in blender, set "Apply scalings" to "FBX All" or "FBX Units Scale"
(then adjust all physbone collider sizes if they're now teeny)
Hi! Having a problem where random Shape Keys have been edited when I removed this avatar's tail. It seems like all of them have been changed. Is there an easy way I can revert these changes? Such as copying the original placement of the vertices that aren't supposed to move and pasting their positions to correct them so they don't move? As an example, I have shown the base with no shape keys, then blink, Jaw Open, Paw Size and Back Fur. (the images are in reverse order, stupid Discord)
mesh edit mode, select vertices in question in whatever shape key you want, menu: Vertex -> Blend from shape, in the dialog that comes up at the bottom left, select Basis and uncheck "add".
it should reset those vertices back to whatever's in the selected blendshape, in this case Basis, which ought to be the default.
You can also go to basis, select verts and in that menu "propagate to shapes" to push those vert locations to all blendshapes, if you prefer it that way
you can make fun new shape keys this way, or apply them at any level to other shape keys. it's very useful.
I love you so much, I will try this soon
😄
Which shape key do I select in edit mode when starting that dialog box, just the Basis shape key?
In the dialog box it's the one you want to pull vertex data from. You should be editing the target shape key already
"Basis" is the default so probably that's what you want here, but do whatever you need 🙂
Ahhh gotcha ty!
guys how do i make the material show from both sides? 
If this avatar is for PC, you can use a shader on the material that doesn't have backface culling (or can toggle it)
im using poiyomi tool but cant find it
Does VRC use the toe bone at ALL?
thank you pookie, youre my savior
Tysm!
Is there a key command for vertex?
Perfect ty ❤️ I can't spell haha
I was just wondering what 'vertex' meant without context 🙂
Hey, a little more help. Trying to apply the same consept but to an ear flitter. I'll give a different example to simplfy it. Lets say I have a blink shape key and I wanna split the eye blinks into a left and right one. I've duplicated the shape keys but when I go to remove one side from the blink, both eyelids get removed, or rather set to the same as Basis whereas I want one setting. Change all the eye parts to be the ear moving or fluttering and thats the issue I'm having
Ill record it quick
I updated my drivers today and now I cant upload avatars- I keep getting an error that says something about System 32 timeout, what should I do??
hello im having trouble with my menus again was wondering if you could help me it is for hand piratical i think i set everything up right but when i test it dose not turn on and off
Your GPU drivers? What vendor and which version?
Did you check the animation itself?
yes as far as i know it works
Did you add that FX Controller to the VRCAvatarDescriptor?
Its NVIDIA and I updated to v572.42 which was released today
you have mirroring on, is that the issue?
Which GPU is it exactly? 572 drivers are really unstable, but unfortunately the only ones you can use when you’re on the 50 series
If you’re on a 40 series or lower I’d go with 566.14
yer
im so lost tried what i could think of
Maybe the parameters aren't attached to the avatar? Not sure what else it could be really
i have attached them thank for trying
i might be doing something wrong but i imported maybe 5-6 outfits and dragged onto "god magician" by godfall. but in play mode none work. i installed poi toon and vrcfury, the blendshapes change when i turn stuff on but they outfits do not appear. is there more i need to do?
idk what this is please
something definitely missing, not clear what - any errors in your console?
it does it when im trying to upload an avi, i used to just restart on a new project bc it would just make a prefab over and over again
idk tho
mb had low disk space all good
ha, that'll do it
You seem to be a blender expert. If I weight paint for example the left arm, can I duplicate that weight for the right side? If so how do I go about it? Tried having mirror mode on but it didn't copy over
Please don't ping me for new questions others can also answer, and note there's #3d-modeling .
But since I'm actually here anyway.... I try to paint with mirroring on, with perfect symmetry of the mesh. Anything else hasn't really worked as well as I'd like.
No worries, I'm sorry for bothering ^^'
'sokay, I'm semi-watching in here right now
could anyone help me with my menu toggles they are not working and sure i did everything right and i did check the animations they are right
Oof, they've really changed the Expressions Menu since I've been gone. Your animations seem working as well as your peramiters. Maybe its something in the expressions menu? Idk, not used this new one
Which method would work best to mimic vrchat's eye look but with 100% 2D driven by uv offsets
I may just work with contact sender and receivers
Godfall has a discord for help with their models so if the outfits you added on are on of their offical DLCs you should probably ask there
there also isnt much to go off of since you didnt say how you setup the outfits/how they're meant to be added on or show what any of your setup looks like :P
put an empty on the eye bone and pull it forwards. Use position constraints on contacts to constraint their position to this empty on their respective axis
you should have a contact sender and 2 contact recievers. Their radius should be 2x the distance the empty is away from the eye bone, and both should be offset 0.5x their radius from the contact sender on their respective axis. Both should be set to proximity contacts
this will give you X and Y coordinates for the eyes that can then be animated
Here is an avatar I recently made that uses this same method, feel free to look in the mirror with contact overlay enabled to see how it works
https://vrchat.com/home/avatar/avtr_1c310cfd-5a1e-4544-b188-d377518e342c
for the animations themselves, I would create 9 of them, one for the center, one for each cardinal direction, and one for each diagonal, then place the diagonals at 0.71, 0.71 in each quadtrant within a 2D freeform blendtree
(-0.71, 0.71), (0.71, 0.71), etc
this will just help the eyes look like they can look in a circle rather than a diamond
you should only need to do this setup for one eye bone, which i would recommend not using in the avatar descriptor
instead I would recommend creating 2 empties for your eye bones and setting the rotation to 30 degrees for each direction, then rotation constraining the eye bone with the child used as a target for the contacts to the eye bone of your choice and setting the global weight to 3
huh I was thinking about doing exactly this, nice write-up
this will make it so using it without eye tracking will make the eyelook move naturally instead of being moved very easily
it also just makes the contact setup easier since your target bone will move exactly 90 degrees
if you set the eyes in the eyelook to move 90 degrees they move around like crazy without eyetracking lol
thank you :3
unity is suddenly not letting me update my model, it gets stuck on 100% then gives me this error, ive tried detaching the id but i get the same results
all the validations are met
ive been working on a sealine avatar. figured out i cant use vrcfury or questtools at the moment. been having issues with the blueprint ID, this that and blah blah blah. im working on just a blank model now. no extras, no goloco. i only added one of the base hairs and messed with the body blendshapes. been having the same ol issue for HOURS without any breakthrough
i know they mentioned poitoons for the shaders but im a questie and have no idea how to use it anyways. i doubt the textures would have anything to do with this but i dunno
you'd get a different error if it were shader related
thats what i figured
that looks like networking issues
ive watched so many tutorial videos, even talked to Soap themself about it and a few others. NO idea what to do at this point
im so ready to crashout
(photo before i had to rework EVERYTHING. i miss the nose ring..)
i did talk to someone and i fixed it! i had to toggle everything ON in unity.
you could try relogging into the control panel
ive done that, had the exact same issues over and over
why is one leg shrter on my model just a little i dont notice it in unity or blender
How in the world do I set up a conditional toggle? Like x is toggled, y turns off (I.e socks turned off when a different pair of shoes are toggled)
Is there a tutorial anywhere? I can't seem to find it when I look anything up? 😭
you can use VRC Avatar Parameter Driver to set other variables in an animation state
Yo guy is there a way to make switch body part female to male by toggle?
is it possible to have 2 heads on the same avatar? i mean i know its possible. but then u have to set up descriptor where it asks u to select lipsync. so thats where i have a problem.
You'd have to create a custom fx layer to control viseme manually.
how would the manual part look like?
use the Viseme parameter
You can do it with one mesh instead, you'd just have to do some fancy hiding/showing parts. It's a bunch of work to set up
so its better to make 2 avatars
are you trying to swap parts?
heads
yeah, I mean you want to swap between two different ones, not run both at the same time, right?
It's easier with 2 separate avatars.
right
yeah I'd do two unless you reeeeeally want to make things complicated for some reason, like a fun animation or something
just uploaded the updated model and for some reason hands and feet arent in the right place? why?
thamks you
i was playing vrchat so i didnt get to see it
just got done with the 3d modeling of my OC, but the thing is, i'm trying to get the armature to only move his pupils, how do i do it?
weight paint the parts you want to move to the eye bones? You seem to have weight painted much of the head to those bones instead
ok i i'll fix the whole weight painting stuff
Having a problem where I added clothes to my avatar with VRCFury and when I toggle them, they are on the group for some reason
Appears to move with the avatar still
Can someone explain to me, why my friend avatar been block from my pov
Content Gating.
Can you explain how to turn off or allow it me to see
https://wiki.vrchat.com/wiki/Content_Gating read the Content Filtering section.
thank you ❤️
anyone know where thumbnail pictures get saved on the pc
if you using a capture is not save it, only 1 time to be your pfp avatar
😭
is ok, you can use a snip&sketch crop the area you want
just put on edit and resize it
I fixed the problem, in the FBX rig settings the hip was set to Armature instead of the Hip bone.
so i bought these textures thinking there was heterochromia eyes but theres not anyway know how to do this and can send a video explaining it?
sorry what
you just gotta edit the texture
most of these come with a psd, which you can open with krita (free program) and just hue shift the layer of one eye or hue shift a selection (if you must select one eye)
ive never edited a texture before sorry >.<
sounds like you need a basic tutorial like this https://youtu.be/sXeGpQM-AoY
note that symmetry may or may not be necessary depending on your uv/texture layout
also you do not need to put the texture in blender, you can put it straight into unity
you can also use hue shift like this https://youtu.be/MyBnNppQh-g on the eye color layer
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
Making my avis for android too but vrhat/mobile shaders turn them red. any fix?
remove vertex colors
I made a video about that too
anyone know anything on why the head band is always out fo focus?
Tried fixing bound boxes, Ancor of lighting. not sure what else to fiddle with
anyone know how to fix this?
better weightpainting , remove/hide things under clothes / other would be checking if you have wierd bonesetup on chest (blender) having 2+ more make chest move differently or some wierd bone attached
uv discard make that easy
Or blendshape the part of the body that's clipping
why r my feet sideways? newly uploaded
are your bones straight?
woah, why's there so many?
dresses
ah, makes sense
i marked legs
with vrc fury, how do you make a blendshape slider?
Bone rotations maybe ?
wdym
im confused what roll is. legs and feet are straight as shown on screenshots
should be close to 0
You can check in edit mode
legs are feet are 0
hm ok
i think i had the same problem when i made my first avatar. it kinda just went away by its own idk what i did but im making this second time and dont wanna experience any problems in the future
thanks
got an issue where my avatar base (milltina) has 2 different blendshape categories. got breast scales for wearing a bra (which basically squishes them together) and one without. the issue i have is that i want to have toggles for 2 different outfits but one only fits one of this scales whilst the other works with the other. honestly struggling to find a way to be able to switch easily between these 2 and it doesnt help im new to VRCFury
This is a bit more complex. How are you switching between those two outfits currently ?
well at the moment its the default outfit that came with the avi and one i bought. the default one uses toggles that arent done with VRCFury so i dont quite understand how they work yet. the bought one im just using object toggles to turn them off and on. got armature links and blendshape links set up on the bought one too. since there was already a breast slider done, my plan was to have a second one for the other blendshape but the issue i ran into is that the default breastslider at 0% doesnt actually turn everything to 0% but activates another blendshape that returns it to normal size but in the "bra" shape as seen in the image below
so even if i did manage to change the slider to go to true zero so as to not influence the "no bra" toggle slider it would still screw up the scaling of the defualt outfit since it uses that slider
forgot to reply to ping you, oops
Yeah there's no way I am answering that easily. This is a bit complex especially if you do not have both of the outfits setup
yeah makes sense. im probably gonna have to find out how to delete the default toggles and do them over. is there any risk to changing everything to vrcfury? like does it ever break with new updates and you have to wait for vrcfury to get updated to work or should i absolutely just convert everything?
You can do it either way I think
cool
face gets stuck in an expression how can i fix this ?
is the Blendshape on my default?
Thank you!!!!
how can I make it when I leave the 2 axis puppet it goes back to normal state
question
i've seen it in avatar showcases but how can you simulate the avatar walking in unity? or is that in a different program :(
you could certainly make an animation to do that. Probably just grab one from mixamo
😭
what, that's not hard
it just feels like smth the basic SDK SHOULD be able to do, simulate the basic animation movements in VRChat or something. I want to make sure I put Gogo loco on correctly and such yknow?? 'ok these rotation constraints work'
well gogo loco works fine in unity
i am talking about the bug
where depending on the avatar and how you install it
gogo just takes away your leg movement
but otherwise, maybe put a suggestion in canny for this
and makes you glide around lmao
huh, I've never heard of that one and have been putting it on avatars for a while now
older avatars like to put up a fight sometimes
... im not the one making them
oh I see, you mean already uploaded with old stuff
but its why on older ones, like from Inkypop and such, you hear them say their older models don't work with gogo (which personally I think is more of a skill issue-)
put out a canny for it tbh
like how in Gesture Manager you can see if your fingers work correctly along with your toggles and such yknow
yep
Please help me
what packages?
Here ill send a comparison
All the vrcsdk stuff
looks like a different project?
Yes
But thats just comparison
What i mean is i can't access gesture controllers or anything vrcsdk related
okay... it looks like stuff was deleted, or just never installed in this project. so I guess, install the SDK? Or make a new project?
Nothings working
making a new project isn't working?
no
I'm not sure I understand how
are you picking a template?
so install the SDK and whatever else you need?
hi!
could you tell why all models have feets half in the floor now?
origin point too low maybe?
yes
even public avatars
ahh
it’s the hip bone position
should i move it up?
if it's happening to public avatars you didn't make, you can't fix it
yes, unless you made custom ones
yes
its okay on preview but in the game its like this
ok
custom ones go in that folder
idk whats going on
yeah u gotta go in unity and fix it
vrchat got small update today and today i notice that problem
The update today is a beta, if you have issues with that, go to #open-beta-discussion
r u in open beta? it might just be actin funny
is this normal to
#creator-companion maybe?
i use just regilar version of vrchat
I didn't update anything
today when i start the game i got smal auto update 60mb size and got that bug
before all works fine
in unity testing all works fine too
in gesture manager
hmm, probably just a bug (i haven’t been on vrc all day so it’s kinda hard for me to say)- go to configure avatar
and check if the feet are below the grid
try moving the avatar up so it’s slightly floating above the grid (select the hip bone and move up and apply) - if that doesn’t fix it , it’s more or less a vrc bug