#avatar-help
1 messages · Page 69 of 1
Like, the emission as well, it's exactly how I want but I don't know how to like.. translate that into a material or texture
it should already stay that color if its not a toggle
if you edit the material directly
I'm so confused 😅
Its all hue shifted from the original
This is the default that I want to change
yeah but you did it inside the shader right
I used gesture manager
er
and hue shifted it
it wont stay that way
go into the material settings and hue shift it to white
So i switch the emission color to what I want?
you need the hair emission map to make it not make the entire material glow btw
yep
Do i hit override base colors
either should work
Okay, now what should I do
test it
I mean, how would I get the texture to match the material
cause the texture is still default
now the material is good on terms of what i kind of want
wdym
does the hair look how you want it
I mean, it could be whiter but I don't think I can do that
Could I just open the texture into photoshop and make it black and white and reimport it?
ye
drag a new texture into the slot
o
lol thanks
Okay
So this is what it looks like now
Now would I just.. publish or
is there something else I should do?
hii! can anyone help, my sculpting in blender doesnt clip but when imported into unity it clips. im really new to blender and just started a few days ago, its not a shapekey issue so im really not sure. the placement is slightly off in the unity picture but even when adjusted to the same exact spot in unity as it was in blender, it still clips. first picture is blender, second is unity.
are they connected or seperate
1 or 2 objects
2
idk, when i have stuff that clips i just size it up/ move parts until it doesnt
could someone help me? i was down to like 1 error but now its 8... and i cant figure out how to fix it
its basically saying stuff is missing that other things are trying to reference/use (i think)
scripts that are missing prob
is it for quest?
i want it for pc and quest
if you go to the sdk and its fine to upload to quest then it should be fine
the errors arent that important if they dont mess up the upload
my console has like 45 errors
why am i getting these black spots on the pants for this avi im making but only on the quest side?
quest be like that
someone else in a diff server said my avi "is not nearly close to ready"
i have to finish this today its a birthday present for a friend whose birthday is tomorrow 😭
what the freakk
if it uploads and does what you want i see no problem
idk how to upload it becuase i cant even build and run it
you mean you cant press play?
oh wait no i can that just normally dosent upload the avi???
do you get an error when pressing upload
is that the only error in the console?
no
paste the first 2-3 then
that one says "an error occurred", so not very useful by itself
Okay but for the quest version how do I get rid of the cream color
it's supposed to be white
full screen to better understand
Again, post the first 2-3 errors
delete the scripts labeled in console
which scripts?
the ones at the end of the \
in that last image there, those are all referring to parts of the VRChat SDK, you don't delete those
here are the first 4
cant stop me from doin it
?
i mean you could reupload the sdk if it breaks
maybe its the EnvConfig
aw man
i wanted to do a funny
embed fail 😔
what i do now :<
what'd you do to cause this?
all i did was reinstall all my stuff
like i closed unity and redid the add ons through cc
ive been trying to figure out this blendshape thing for like 3 days
I'd probably close unity and delete the whole Library folder, letting it rebuild on start
are u saying... to restart . . . all over
your avatar and such is in the Assets folder, it's safe to delete Library
wait wha
all i have is assets and packages
windows, linux, I don't know what you use
okay so like... do i just make a new project or someshit?
no? not at all what I said
I'd probably close unity and delete the whole Library folder, letting it rebuild on start
(the Library folder in the project folder)
im so confused on what im ment to do
but for some reason i have a toggle that uses a blendshape which does not exist
but wtv
I'm happy to try to explain the part of what I said that you think is unclear
(within limits, I can't teach you how to use a computer, etc)
computer go vroom
tutorial complete
im just confused on what you mean by deleating the foulder in my libary, because that sounds like im deleating to project in the cc and just making a new one
no
I did not at all say that
I said delete the folder named Library, which is in your avatar project's folder.
oh like my computer foulder?
when you open the project again it makes a new one
You figure out where that is and how to do it
(make backups if you're concerned, etc)
im just stupid... i thought you where on about some unkown folder somehow in the cc, but no. its just my computer foulders i had to look at
i think deleting system 32 would help
Don't do that, that's not cool
okay so i just deleat the libary foulder all together?
especially not with someone who clearly is new here.
Yes, the folder named Library in your project is full of stuff unity creates on start and it can get corrupted. You can delete it safely while Unity is not running.
get wiped computer (dont delete this)
cheers
you may need to reinstall the VRC SDK now (via VCC)
no
what do i do then
the SDK is not located in the Library folder
... "you may need to reinstall the VRC SDK"
unless you literally removed and installed the SDK in VCC then no, you didn't do it
re-opening unity has nothing to do with installing unity packages
i dont think so
You can only use those in the VRChat/Mobile folder, and even then only a subset - one sec, I know the list is here somewhere
(probably just pick Standard Lite unless you need something specific)
Is the lowest point of the avatar based on the origin or bones? I'm kind of stuck with my wife's model, she wants heels and the body base she wants has blendshape for heels, but to take them off would make her floating.
still got this even after doing that
if you clear the console, does the build work now?
I've no idea what that .dll issue is
eyes move in blender and unity but not vrchat how do i fix it
Should I worry about any of this..?
Just auto fix the red octigons
that first red one you can't autofix - check your rig setup, probably got bones in the wrong slots
Autofixed the stuff I could, these two are still pestering me
Will try to work something out before someone else gives me a solution
the taller than avg doesnt really matter
I found the perpetrator for the missing back
(SOLVED)
should i worry about any of these
you need to fix the first at least
well the second ideally too unless you meant to do that
Alriiiight party people, everything* should be done. Just wondering if this error is needed or not.
(I DO have a neck bone, but its optional as listed in the menu)
unity thinks it's optional but vrchat requires it
im having lots of issues that i cant even explain while doing animations, so here:
You select the missing property and press F2 to see the path object path it's pointing to, you also as well change object path to the correct path.
i am so confused... its just showing me the thing which im trying to toggle off..?
Screenshot what's showing.
here you can see it at the bottom left of the ss
One problem is you must not use slash / in an object name, that's causing animation to confuse.
huh, that explains a LOT cuz i had the same problem w another one of the assets of this avatar which had a slash as well
thanks i wouldve NEVER guessed that this was the problem!
Have to tried other materials that came with the cloth?
Then I'd guess it's missing matcap texture. So check in the material and find matcap section that's enabled, and see if matcap texture is assigned.
You have to put matcap mask texture too.
I know this is probobaly a common question, but what would be a recommended starting point to learn avatar creation? Iv'e started learning Blender, and I have a little Unity experience, but I'm having a hard time finding resources that arent just assets or pre-made character creators
imo start with finding a base you like to edit in blender/unity bc it can be hard to start without much modeling experience
unless you arent trying to create a human rig, then probably more self modeling
You sounded like you wanted to create models from scratch. Any 3D modeling tutorial would work since almost all are the same principles.
I was going to do something like that, but I felt that getting a solid base of knowledge first would be a good step to start with
like weight painting, toggles, etc?
Ive started with Blender Guru's vids for beginners so far
i mean if you can find a free avi that you want to practice on for things like adding toggles type of base knowledge then that would work for that aspect
I'm starting with the basics of general modeling, then i'd move onto stuff like that, yeah
I'm just doing like the absoloute basics rn
Never used blender but I have some experience with stuff like tinkercad and fusion 360, which are more manufacturing oriented, so it's definitly going to be a switch
I'm also moving soon, so i'm not putting in much effort right now, because I won't be able to do anything for a bit
I definitly will be later though, I fully expect this to take a long time
Also, thank you
and thank you too
Hey so I'm trying to install Unity and the installation is hanging here
you only need the editor and base android build support
visual studio and the submodules of android build support aren't needed
we testing it
Is my Avi ID Screwed?
i think thats the preview not the actual upload
could be wrong
now that my net is back i'm trying to upload and ☠️
is there a time limit for this
nah wait why he fall like that 😭
how did you manage to do that
No... no it is the reap avi, in game
Real*
IDK HOW
so you figured out how to not make it unload when exiting the menu, and it has colliders with the world or smth 😭
he just be flying through space
no you dont do that it should automatically collide with the world
but i meant the mini version shouldnt do that
i mean the mini menu version shouldnt fall out either
i have no clue
it affects others too it they get close to me as well
Anyone know how to fix this? Even closing and reopening the project didn't fix it.
Please @ me if you do.
My issue appears to be identical to this person, based on the image they provided, so if anyone has a solution, that would be nice.
hey so i'm trying to update the materials on the mesh and i don't know how
update what it looks like?
yeah so i just imported my fbx from Blender
so it has default mats right now, so i wanna implement liltoon
i can't, it's grayed out
does anyone know how to fix this stuff?
lemme see
dragging and dropping onto the model got me to change one of the materials
well the triangle part is bc smth is broken
but i can't drag and drop into the inspector to update the other two
should i reimport the model then?
no
its a messed up script or an asset
you have to delete it
okay
i think making a new material and re-inserting the texture should fix the shader part
also how do u add an animator?
this i think
alr thanks
-I imported the FBX
-I created a set of new Liltoon counterpart materials in Unity
-I assigned the textures to the appropriate materials
-I can't assign the Liltoon materials to the FBX
wait its an fbx?
i thought u can only use dae for models
i didnt know that u can load fbx's into unity
never heard of .dae
does it not allow you do drag/drop it onto the model?
.daez nuts?
in the scene
yeah i can drop into the scene, but it only updates one mat
i can't seem to target the other mats
so you did this right
yes
it should let you change the shader type when you create a new mat
so they all have liltoon as the shader
yeah
so then whats next
so my Body mesh utilizes 3 materials
yeppers
i can dragdrop one mat to update one of the materials
the other two are just grayed out
because they're still using the mat that came with the fbx
the two grayed out ones
did it revert it back to standard automatically
or were those the ones that you couldnt get liltoon on
those aren't the mats i created
i can't apply the liltoon mat onto those
those are the "FBX mats"
the ones that came w/ it
or already active
wtv
the grayed out ones are the ones that came with it
oh god i should've atlas'd everything...
so you made a new mat, put the texture here in liltoon, and then it doesnt let you apply the new material onto the avi section that you're trying to update in the scene
yes
can you send a video of you attempting to drag the new mat into the scene
I'm trying to figure out the basics of the creator companion and Unity, and right now I'm failing miserably
I'm trying to switch over to the Quest model avatar (~13k tris) and it's not switching
Also any time I try to move around with right click and WASD like the tutorial I was watching said, I just end up fading the model in or out rather than moving the camera
I tried starting with the Quest model in another project and it was stuck on the Quest model instead, I couldn't find a way to get the control panel to target the PC version model. Also the movement issue with right click doesn't exist in the other project.
I'm like 99% certain I'm making a rookie mistake that's easily solvable, does anyone have any idea what I'm doing wrong?
does someone know how to fix this
Make the bounding box of the mesh smaller
how
Its on the mesh
i dont know what mesh it even is
I would know even less since its not my model
Does anybody know how to make a model do a walk cycle like this while in Unity?
https://cdn.discordapp.com/attachments/1155973994118393878/1341527138381074532/2025-02-18_16-49-00.mp4?ex=67b65202&is=67b50082&hm=436e9438209c256b021ec6b2f329d8bb98edbbe2e793a6e593d87c5bc5d2f7da&
Just check the meshes
i think you can use gesture manager to do it
or find the walk cycle animation and play it in play mode
at least thats what i did in the old unity version
You can just stick the animation in a layer with it by itself as the default state
so for the record, you update the mats here lol
Just delete it after so it doesnt do it in vrchat
other way to do it
there's another way?
the way i do
but im gonna gatekeep 😎
ok buddy
:)
I dont know where to get the animation though
Unity asset store, gumroad, etc
is there away to get the runtime animator controller????
wait WHAT
turn on read/write in the fbx import
this number is the integer maximum, it assumes that wrongly as it cannot "read" this data
@fallen vault i think you could use this too?
Uh idk I just used the package resolver and put the 2 main packs to beta and it fixed
Can someone help me? I’m not sure what I’m doing wrong.
Someone else here posted what worked for them, worth a try
is there a way to limit how far a physbone componet goes down the root?
The root it the root, the first bit of the bone, so no. You can only skip a bone and put the script one bone higher. It does sound like youre trying to do something that does not require that though - what's bothering you here?
i figured it out as i sent it lmao
its was the addon from somthing else messing with the physbone
i fixed it by using ignore transforms
I’m new to unity, how do I do all that? I honestly don’t know how 🥹
%appdata% is a folder on your pc, has nothing to do with unity
So I need to re-weightpaint some things
Is there an easy way to like, replace the old model in the scene with an updated one once I re-export?
or do i have to deal with placing a new object and reapplying the mats and avatar descriptor, etc
the answer depends on whether or not you unpacked your avatar in unity
if avi is not unpacked, just overwirte fbx (but create backup of project first, you may mess it up beyond saving if you do smth wrong). if it is, import your new model alongside and use pumpkins tools to move most of the stuff between old and new version. And never unpack it again.
Should I ever unpack it?
no
Someone PLEASE help :[ every time I try to upload different avatars, I get these errors.. even in new projects. I don't know what to do!
Unless you exactly know why it had to be unpacked.
https://github.com/rurre/PumkinsAvatarTools these pumpkin tools?
Thank you!
Pleasee someone 😭
Look like internet connection, so try with different internet, such as mobile hotspot.
wrong channel #1138520828556890214
So I bought a model but Aparently I can't somehow get the textures on the model to work
I got it as a .Blend File
made it into fbx
but unity is being a pain
I extracted the textures from blender
but only the socks wored
define "worked" and "didnt work"
what it should like
you need to make materials in unity anyway so dont rely on embedded ones from blender
YOU ARE AMAZING!! This has been stressing me out so bad! Thank you!
as in example like material with the texture image on it?
i dont understand the question
yes, materials have textures. yes, import textures youve got an make unity materials from them and apply them to the model
Question-- how long does Unity 6 normally take to install? I'm running on Windows 10 or 11 I believe
Not sure
unity 6?
ye but why
you should use the vrchat creator companion
it will tell you exactly what supported options you have and you can manage addons through it easily
Mkay
Is there a way to prevent a model's face from squishing during a head turn with a rig? Or do i have to fix that through weight paint?
it looks like its weight painted to something else as well which would explain this
I fixed the Textures issue now I need to fix this
the inside part of the skirt is transparent
from blender
thats normal, its called backface culling. to remove it, you must use a shader that supports that and set culling to none or off
What- how do I fix this? Tried reopening the project and even restarting my computer and it still says it... I don't have anything else uploading, I'm confused-
The console
I gave up tryin
it was supposed to be 2 different colors
i dont understand what your problem is. whats there to "try". If the mesh is one sided (flat) you must turn backface culling off via a supportive shader. If this is indeed mesh that has thickness (2 layers of vertices, a blanket for example) then it might be the case that your faces are inverted from the inside. Youre not showing us the mesh so i can only guess that its one-sided and therefore seethrough from the inside
If its on quest tho you’re basically SOL unless you copy the mesh, flip the normals and join the two, but that doubles the polys
Otherwise, Zero’s solution should work for you just fine
imma work in it later since the model was meant for animating
it had this with it aswell
should've pinged me gangy
its just the server
gotta wait a few hours until it timeouts and then try again
does anyone know how to do a join sound in unity
how should i model honey's hair?
Hi, I have an animator with a single layer inside, and only 1 parameter. it is all Write Defaults on.
It animates a blendshape. The blendshape is at 0 when On, and 100 when Off.
When my parameter is set to off, and I calibrate in VR, the blendshape goes back to 0, the default.
This is despite it being write defaults on.
So to reitarate: My blendshape goes back to the default when I am in the calibration state. I would like to stop this from happening, and the blendshape to keep its current status.
mixamo - there are TONS of great animations there, reasonably easy to use in Blender or Unity.
Set it to whatever default state you want in Unity.
(i.e. the animator isn't going to be running at calibration time)
Im aware that this is a solution, but I specifically dont want that, for other reasons.
I somehow was able to fix it before, but now? impossible
yeah I'm pretty sure that's the way to fix it.
what reasons?
Help?
Quest Uploads but PC won't
check console like it says
@sudden ginkgo
if it's because of imposter: generate imposters with the version you want, then update and don't regenerate imposters
if it's because of the 3d thumbnail/turnstyle in the menu: there is a parameter you can use to animate it
if it's because of how your avatar looks for people before it's loaded the animations, i'm not sure there's a solution for that (but this is usually only a problem if you need your default avatar to be naked or smth shocking or innapropriate like that)
and ofc for the default state of the avatar, that can just be controlled by your default parameter value in your expression menu
It's a server side lockout
It just says upload failed for the reason it states
you'd really need to paste the message or provide other data, it's difficult to help with no information
have you tried closing and opening unity?
That
Cash Clear
Different Project
Still server Blocked
The Log doesn't say anything
Besides Avi ID Upload Failed
unfortunate
maybe restart pc?
Did
No ball
It's Server Side
I cancelled the Upload at just the right time and now the Avi ID can't update PC
reinstall unity?
Why would that work?
i'm throwing options
if you cancelled at the correct time, maybe something in unity crashed and refuses to work
did you try putting it in a new unity project?
I guess no one knows more than me for this one
The best I can hope for is for the Variable to have a Timeout and reset
...
Even tried
SDK 3.0
I did see someone suggest to use vrcx to update the name and/or picture, maybe that could help? I'm not sure
Tried before
That updated and didn't fix
Is this a public avi?
Yep
Priv Pub didn't fix it ether
Just wondering bc if it's supposed to be private there's no harm in just uploading to a new id
But I understand if it's public and so you don't want people to lose the avatar when it's been spread to the public already
It public
Probably a few thousand people have it
According to my thingy a 200K+ people have it
Dam
Huh? How do you have analytics
Hey really quick thingy, i just did an avatar update but all of the toggles are stuck as on and i cant get the menu to torn them off (not as in the animations are stuck in the on state but the actual toggle in the menu is stuck as on, same with a button)
hey ya'll, the legs on my manuka model are all crunchy. I've gotten almost everything down when it comes to basic avatar creation, but getting a model with cronchy legs haven't been on my list of experience yet. Any idea how to fix it?
Do you have a photo? o.o
Sounds like you encountered clipping prevention blendshapes, double click the body so it’s highlighted in orange, in the inspector make sure blendshapes are expanded and visible, and look for blendshapes that usually have “X” before their name or “Shrink”
Presumably this is something I'd do in Blender? Or is it possible to come across in Unity as well?
Unity
alright let me check
These also will definitely be animated in the FX layer with the clothes toggles as well
Gotcha!
here's the inspector
if you'd mind pointing it out
Click blendshapes to expand the list
oh I thought it was expanded already lol
Wait how do you see that?
that makes much more sense
Also I think the best thing to do at this point might be to talk to vrchat support
So in here I'll easily be able to crunch blendshapes for my own optimization purposes as well?
Blendshapes aren’t a thing for optimization
Mhm, alright, so they don't affect the avatar optimization?
just clipping prevention for clothes
They effect performance for each of them that are above 0
But it’s not as bad as vrchat is on unity 2022
nvm i figured it out
im just a dumbass
I have just one last question and it won't be long:
Any idea how to give the hair more life? it looks very plain and lifeless as if it's missing maps, but I'm not sure what.
There is the highlight material/texture as seen in the image, but I'm not sure where I'd import that exactly. Other than that I'm not sure.
I'm using Poiyomi Toon shaders if that changes anything.
Hey is anyone here good at weight-painting? I have mostly everything done but could use some help in the minor cleanup from automatic weights
hello, im new here and kind of stumped with an animation controller problem. also im at work and can take screenshots when i get home, but this has been on my mind since last night and wondering if anyone can give me a quick answer before then.
I have an FX layer animation controller being integrated with VRCFury (full controller), and one of the layers of this controller has a waiting state, that transitions to a blend tree with a parameter that varies between 0-1. I'm trying to set it up so that if the parameter is 0.01, it will only play the animation at 1% weight of the animation's full effect, and play full when the param is at 1. from what I'm reading, this should be possible with a direct blend tree, and I'm trying to follow everything according to this page. https://docs.unity3d.com/Manual/BlendTree-DirectBlending.html
The animation itself animates the position and rotation transforms of several non-humanoid armature bones of an object.
The problem is the animation plays at full weight if the parameter is anything greater than 0.
When in play mode, i observe and force the parameter to various values between 0-1, the blend tree looks exactly like it does in the image, except its just one motion and one parameter (not 5).
When the parameter is 0, the line connecting the blend tree to the animation correctly is gray and does not play the animation, and when the parameter increases from 0, the line connecting starts to turn blue, and appears to correctly send the value of the parameter to the animation. The line becomes more blue as it increases from 0, and reaches full blue when the param is 1. But still, the animation insists on playing at full weight, regardless of the parameter value being sent to it.
Am i misunderstanding how this direct blend tree is supposed to work with animations that animate armature transforms?
i feel bad for my long message so i want to make sure your message isnt missed
I appreciate it lol
i bought an oldish avatar and it says (When using DynamicBone, please purchase DynamicBone from the asset store and import it in advance.)
i ASSUME that means if i want dynamic bones (Or...phys bones? idk the difference) i need to buy the plugin. am i correct
no, db is useless for vrc avatars now, what you want is to get dynamic bones stub (free) and press convert to physbones in sdk menu
Make sure write defaults is checked ON on the state that contains the direct blend tree. This is a great resource for learning more about direct blend trees for vrchat use https://vrc.school/docs/Unity-Animations/BlendTrees/#af73ae6839474624b626a2f401b9a8a4
@silent dragon show some blendtree and animations themselves
i will as soon as i get home!
also whats the difference between 2022 avatar project and 2019? and for a avatar made and released in.....2020 should i use the 2019 one?
@wooden moon use 2022.
cool tysm
Can anyone help with weight painting?
How do I make my avatars blend shapes change when a toggle is equipped using vrc fury, I got an armour set for my avatar base but the fingers poke through and the clothes creator said to decrease their size idk how to do It through toggle though :(
Im sitting here wheezing but pissed cause this model just wont cooperate [i tried weight painting, adjusting bones, fixing topology so idk lmao]
i had a hell of a time figuring that out for myself. the problem is that vrchat overrides hand, finger, feet locations from locomotion i think. and i had to change this in the base layer, not fx layer. gogoloco does the same thing, and all i did was create a new animation controller and added it to the vrcfury full controller component that gogoloco uses. i can explain and help more when im at home later. send me a dm if you dont get help before then.
Will do thank you so much omg <3
the other thing is i havent yet figured out how to have it take control while also in VR. I only have used it in desktop mode so far, when i tried it in VR, it didn't work. Maybe someone else here can advise on what's needed for that.
hm, I can get the clothes and stuff on my avatar it's rly just the fingers size and a material toggle on the hands alone
I dont see what blendshapes have to do with the vrc default hand animations
finger size will be a blender thing, material toggle idk
not animation the size through blendshapes
i was thinking there weren't blendshapes for the fingers. @lone flax are there blendshapes for finger or hand size? because if not, you have to hide it probably with scale/transforms.
you could make it into a radial
instead of a toggle
There are for my avatar
Radial takes more space
I guess
wdym?
Wdym wdym
well then that's just using the blendshape action in the vrcfury toggle. that should be easy.
Radial = 8 bits
Toggle = 1 bit
you just type the name of the blendshape in the option for the action you add to the vrcfury toggle
there's also a search, so you can be sure it's the right one.
hey is there an easier way to find where the hell this shader is?
does the select button not select it?
it selects the avatar
i c
Check the materials folder
I usually delete half the meshes on my avi, see if it goes away and do ctrl z til i found it
50/50 method
i do the same with mods for my games to figure out which one is broken xD
search t:renderer on your hierarchy and look through the results for the object using that shader
Oop
thank youuu
I can do it without VRC Fury but I only know how to use VRC Fury
anisotropics - there's a lot of discussion in the Poiyomi discord for doing this - it can be complex because you have to have a UV map setup specifically for it if you want it to look right
Thanks!
could anyone point out where the menu in this photo is?
that looks like shader settings, but not one I recognize
Assuming it's not poiyomi, which it doesn't look to be, where would the equivalent be?
the shader? like poiyomi shader, or just shader in general?
cause it looks different for me in that case, unless I'm looking at something else
it's not Poiyomi
yeah I figured. where would the equivalent be?
It's a manual for how to apply a gradient to my hair model but I don't exactly understand it
it would be on whatever material is using that shader
oh I see what you're asking
I just have muscle memory for most of this
probably it'd be best to describe what you're trying to do... possibly in the poiyomi discord
though poiyomi should have a LilToon translator now in the Toon (Free) version
That sounds like it's similar? If you care to explain
I found it just from clicking every single option available and looking at names lmao
thanks
help :(
I have an animation to disable 2 objects and enable another, and the contacts to play the animation recognize each other, but the animation doesn't play
are your params named the same on the param menu and animation params
idk how to word it
Yes
you have a script trying to access an object that isnt there
I have a game object that I world drop to act as placement for the bomb, and when the bomb is within range in will disable the bomb in my hand, and the bomb placement, then enable the actual bomb where the bomb placement was dropped
But the animation never actually ever happens
Wait I may have used the wrong animation 🙏
I was using the wrong one, but still have the same issue
Website Inspector
Dam
VRC support said in a nutshell
L Bozo
To be expected
Heyy is anybody familiar here with unity?🥲 i have a problem with a avatar and the textures of it🥲
This slime should look like this but it doesnt and i am so unfamiliar with this
you'd have to show the material on the object
should look like the 2nd?
cant you add exceptions in physbone ignores
Yeah, "Ignore Transforms" slot
no not that
exceptions to the ignores
bc i have a bone i need to ignore but not one that it has as a child
er... I don't think so?
ig ill just make it its own then
how do i find where an animaion is used?
cause i have these three animations that i work in the controller and can be used but i dont know where the actual blendtree is in the fx
you can search the animation name in project tab
wheres the project tab? and does that let me find it in the fx?
should have one on the bottom like this
i cant find it
or you can open one
nvm not what i thought you meant
i dont know how to use that so nvm
yes it should look like the 2nd
if the solid material doesnt have any transparency, you should be able to add a transparency amount somehwere in the shader settings
try transparent
most of those are not materials, they're textures
or masks
(which are textures)
don't confuse "texture" the generic term with "albedo texture" or "main texture"
texta
i forgot, are there some settings i absolutely need to be aware of when i'm exporting to an fbx out of Blender?
set "apply scaling" to FBX All, probably turn off leaf bones under armature.
need, no, but probably want? sure.
could that be why the outlines from the shaders of the avatar's default mats are crazy
the apply scaling part
without seeing it I have no idea what you mean, but usually this affects actual scaling, things like physbone collision radii
thank you!
so i took the avatar into blender so i could fit new clothes and hair onto her
i exported her with the default export settings (so not FBX All scaling and with leaf bones checked)
and when i brought her into Unity and used the default material the avatar comes with and the outline part of the shader explodes lmao
uh, I'm not sure what I'm looking at, what the brown stuff is
^
ah
the scale of the armature in Blender?
1
is it still 1?
it is still 1
something sounds off then
is it because i didn't do FBX All transforms on the export?
i can just edit the shader outline no problem, i'm just curious what i could've done to cause this in the first place
it's just the FBX scaling option in the blender export that'll effect this
ok so maybe not having it set to FBX All might've caused this
fixed thanks
how do you import an asset into unity with an intent to replace/overwrite an old version?
continuing from this Q previously #avatar-help message
overwrite the FBX
if you didn't unpack the model packed FBX in the hierarchy, it'll work fine
yeah how? when dropping the FBX into Unity it's added as a copy
renamed with a 1 next to it
set your blender export path to the same path of the asset (FBX in this case)
you can export directly into unity projects
oh, duh
This prefab icon (outlined in red) should be what you're seeing in your hierarchy
it will turn red when i overwrite/
i have the gorilla model fro manimal company can someone help me turn it into and avatar?
that was just my editing so people don't mix it up
yeah it looks like this rn
cause in that state, it'll constantly reference the model file and making changes to the model file will instantly reflect onto it making it 1000x easier to edit your avatar's FBX
ah so it's more of a pointer than a separate instanced copy
for example if you added more bones/meshes to the avatar FBX without it being in that packed state, it won't show up in the scene/hierarchy. You'd have to start back up and copy things over if you constantly unpack the prefab
tl;dr saves you a bunch of time, and there's no cons of keeping it packed
TIL lol
thank you!
man i did so much more unnecessary work on my old unity project lol
the avi?
do avatars have to be at position 0,0,0 to work properly when compiling them to test/upload?
cus i unpack stuff like clothing to add things to it
you don't need to unpack to add things to a prefab, only remove. If you're removing things, do them in blender
when you add things to a prefab already in a scene, it'll just be touted as an override
new fact learned
Nope, the SDK handles that when packaging it and making a prefab out of it behind the scenes
well the stuff i unpact is unrelated to the avi so it wont break anything
but i digress
so if i was working on multiple avatars i can safely throw them around the scene for organization and such
yeah
only reason to place it at 0,0,0 is to get the SDK's built in eye viewpoint gizmo to properly be positioned
without moving it that is
will moving the avatar after setting the viewpoint break the setting?
nope
cool beans
the gizmo just never got fixed ever since it was added when SDK3 was a thing
it's just locked to the x0 world position
hrm, now i'm thinking about some optimization because lmaoo i'm using like
10 materials
10 material slots?
oh god it's more than 10
is that what atlasing is?
i think i saw something like that in the cats plugin
oh i see
there should be a link to get it in cats if you haven't already
if i atlased the clothes for example, does that mean the clothes will all use one material?
depends
what matters is material slots
so if all of your clothes are one object, than yes, it would be one material slot
but if they're more than one, than it would be however many material slots there are
even if there is only one material
the clothes are three meshes?
the pins are the optimzation breakers i'm aware lol
every box you have is a separate mesh and has their own material slot/s
i see
lmfao this is awful
it's fine i'm learning
this is my first stab at custom clothes at this kind of level
i feel like atlasing might be a step you do close to last
i still want to muck around with colors for the clothes
yeah, i atlas at the end of blender work, and always make a back up before just in case
i always save a separate .blend file every significant step i take LOL
treat them like super undo buttons
yee
Ok, sorry I didn't ping ya, I didn't know if you'd be ok with such.
hrm, i could probably join the meshes of the pins to the jacket
does anyone know how to skinmatch
good idea
i be strugggling
anyone know why with poiyomi thr face is brighter then the body
not me xandre sorry mate
no worries!
ah yeah, that's a think that happens
i know a kind of fix? but idk if it's recommended to do XD
oh oopsies
oop
idk how to explain that then
ope
did u at me
is there an activated light like a certain poi addon
i did
that wasnt turned off
thats one thing i can think of
Where is that
it'd be somewhere in the heirarchy if its an avi you own
Face is using sdf map
Its not in there
if its not a light then its the texture, idk what the problem would be tho
Hello. I don't suppose someone here could help me with an issue I have? Well, two at least. I was setting up toggles for changing my model's expressions in-game. They work in Unity... but not in VRChat for some reason. I looked over my animators, inspector, everything and nothing seems wrong. It also only allows me to upload the cloned model of my main avatar while trying to upload the main one gives me a failed avatar validation.
Ah
If I may ask, sorry to intrude.
But did you set up an anchor override?
Its a genshin model
Whats that
no problem
On every part of your model outside Armature, make sure you set up an Anchor Override so the lighting over your avatar is consistent.
Typically the chest.
Let me check
I'm sorry if that's not a full blown guarantee but thought you could try
So change it to chest?
Drop the lighting tab
Click the arrow to drop it down
Oh sorry
Under Probes. (My eyes fail me)
Oh hold on
I hit test upload so ill show it after
So in my case: Body, Clothes, Fur, Hair, Tails, etc.
U mean root bone right
My model is a bit... unorthodox compared to yours. So if it's hips/root bone, use that transform instead and see how that goes.
Still does it with chest
Hips does it too so idk
Its weird my zzz and honkai models dont do it
Might have to mess with the head's materials or textures instead if it's not consistent.
But sorry if I wasn't much help.
Can normal textures cause it too?
Not sure. When I updated my own textures to poiyomi materials, I didn't have much issue.
Ok
Hello, it's me again; back with another question
How would I apply this Body Texture to a Quest-friendly Standard Lite shader?
(RESOLVED)
put it in the first square
Thank you wise wizard
If anyone has a moment, I'd still like to ask for some help or some thoughts on my issue whenever it's possible.
What errors are you getting in when trying to upload the main avatar?
Why did an avatar fail security checks on pc
when im in unity it doesnt note anything is wrong
My duplicate avatar used for animation uploads fine, ironically enough.
No idea why.
Hoh boy, I might've caught this error too late.
Some of the faces on the head part are inverted (inside showing).
Can this be easily solved in Unity, or do I have to go back into Blender and fix it?
could be flipper normals
not sure id have to go on and check
to fix in blender
Hey guys, i’m currently trying to making an object appear and dissapear after a certain time, i can achieve this by making a animation for it right? or are there other ways
regarding this whole thing earlier, i was able to fix this by setting the animation layer back to override instead of additive. not sure if that really fixed it. but suddenly today, i got home, changed that setting back, and suddenly its working again. i dont feel like turning it back on (the additive) setting, jsut to see if that makes it not work again :)
i have a new question. is it possible to use a blend tree to determine the weight of an animation, BUT use the inverse of the parameter (parameter = 1 means NO animation of the blend tree motions, and parameter = 0 means 100% animation of the blend tree motions. )
In addition to that, would it also be possible to set a custom range as 0-1 for the motion, such that the parameter value 0.15 means 0% animation, and parameter value of 0.00 means 100% animation?
idk if this is av related, but if i uninstall and reinstall pc vrchat will my saved settings stay or no
settings are a cache so if you got rid of the cache then they would be reset
why in gods name is this happening
my guess, emissions over the whole texture
happened to me before, i was very confused
camera & light got imported ?
You might wanna uncheck these
huh?
this is a fresh import all i did was put the texture for the skin in the albedo slot
Could someone give me a crash course on contacts and animations? I can't seem to get my contacts to do animations lol
hep me 🥺
the avatar is fine after i reuploaded it, not sure what happened
The parameter is named the same as the target parameters on the receiver, yes. The receiver does acknowledge the sender, and does get set to one (I'm using bool), but the animation never actually plays
Sorry, what's the issue?
images 🥺
Alright, open the avatar in the hierarchy and delete any lights you find
Or disable them
Looks like missing textures
How many material slots do you have?
its not missing textures, its all under one material for the avi
misaligned UV maps?
My next guess ^
nope they're fine in blender
thats why i included the blender image to begin with
double check if you're using the correct texture in unity
there's only one image file for the entire avatar
what shader are you using?
standard
no, just standard
okay
did you export it from that blender file looking like this?
i dont follow the line of questioning
maybe it freaked how having this many things in that project. You have like 5 different armatures and at least 3 meshes.
ah
which makes me believe that that avatar has more than one material slot
could be just using the wrong one
i just pressed A, which doesnt pick up any of those
or atleast it shouldnt?
let me try
Removing them
when youre exporting the FBX from blender make sure you check the box for only selected items
Could it possibly be face orientation or overlapping vertices?
?
inside blender, click these options and if your mesh appears red then the program sees it as "inside-out" youd want to press alt+n with all your mesh selected to flip the faces.
nope it's blue
hmm this seems frustrating, i think i would save incremental and try to clean up the blender file before exporting again, i do notice that your characters arm position is in a different pose in unity vs blender so i think that might be an indicator youre exporting the wrong mesh but i might be reaching with that.
yeah thats a reach, its just rest vs pose position
honestly, I know that sounds stupid, but I'd switch the three textures you have for some random colours, pink, green, yellow... just to see if they're even being registered and where they're being registered. If you know what I mean
nah thats a good idea, just the unlit > color shader to see where the materials are going.
Alright, this might be my last message. I just have some questions.
2. Why is there a green box around my avatar, even if it's not seen in public?
oh man where di those rainbow colours come from lol. its hard to say if its UV cause the white face in unity shows the seams you made for the face right?
static texture
yep, it showsv the seams for everything properly
did you accidently change any of these settings here?
no
somehow im wondering if the material chose the wrong UV somehow?
though i dont even know how i would mess with that
Ok; one question answered
this is the test version, which is local only and can only be built to the platform you're testing on. The green box is the bounding box, which is shown in the turnstyle preview of the test avatars
basically you didn't upload the avatar
you just built it
so what you did was create the avatar, have the file packaged up for vrchat to read, and then kept on your computer. So YOUR game can see it, but it isn't on VRChat's servers
this is used for testing purposes
Ok, is this where you can say what platform the avatar can be on?
Thank you
I have not been able to get 'Build and test' working for a long time, every avatar I use it for just shows up as the error avatar
yes, make sure when you upload the avatar that you click "build and publish", not "build and test"
You are just the most helpful person today, thank you
windows = desktop + pcvr
android = quest + android mobile
ios = apple mobile (currently closed beta)
Oh cool, I found a bug 😄
Build and test does NOT work if the avatar game object has a '+' in its name 😄
you can report on vrchat canny if you haven't already
I literally just figured it out, been an issue for me for a long time I just never felt like caring enough
So, I have been trying to figure this out for a bit, I havent really been able to find any tutorials on it, but I am trying to swap hand gestures on an avatar I bought, but I can't seem to get it to work
the actual avatar hand movements, or the avatar facial movements caused by IRL hand gestures?
Im looking to swap the rock and roll hand gesture for a middle finger one lol
I have the animation, I added it into my animations folder in unity, I swapped out this with the name and the new animation, but it still doesnt work, is there something else I am missing?
which animator are you working in there?
Having an issue with my model where even when I apply physbones to certain bones they don’t work?
For this one in particular I’m trying to add phys to her chest
Any reason this could be happening? 
Adding it to any chest bone just doesn’t work
specifically which bone are you adding a physbone component to?
yeah don't put physbones on humanoid bones
I’m trying to add it to her left and right breast bones
Just using vague wording sorry
Just isn’t working though?
yeah here is a case where being precise is important 🙂
show the component of course
Mhm
Also probably the bone chain - is it one bone or multiple?
Each breast bone is made up of 3 apparently
And the left and right is just the root(s)
k, sounds good
But applying a phys to any of them hasn’t worked for me
Just hoping it isn’t a blender issue since my only blender focus is fixing her shorts weightpainting 
you mean this?
Yes, I meant which animator is that? FX? You don't do hand gestures in FX, you do them in Gesture.
In FX you have the "hands make face expressions" animations. In Gesture you have the actual hand gestures.
sure are a lot of masks there, interesting. But that looks like an FX animator based on what else is in it
Yeah you don't have one - you'll need to make one
How can it have gestures if it doesnt have one?
(to be specific about terms: menus are different - these are animators)
it has the default ones VRChat provides if you don't make one
Can i get help pls
where "this" is what specifically?
I don't use vrc fury and there is a discord for it, but in reading that it seems clear - you can only install gogo loco via VRC Fury if you don't also have the gogo loco animators installed. probably you want to remove those, or install gogo loco the manual way
what do i use to make an avatar
idk ive never made one but i wanna try to start so i can make my own
can i use blender
You can use blender to model and rig and animate, but you need Unity to make your 3D model into a VRChat avatar
alright i will probably try to look up aq youtube tutorial
good plan
Trying to take these ear pieces but they're attached to the whole clothes set and every time I delete the bones the model turns into a giant. Kinda lost on what to do or how to @.@
Thinking that the clothes were actually part of the avatar
edit that mesh, select all faces you want, 'p' to make it its own mesh object, use that however you like.
not sure about the giant part, probably you have un-applied transforms, you probably want to apply them first
got it o.o
Got the parts I wanted, what was the bind/tool to center the fbx so it doesn't have a strange placement when I bring it to unity? >.> Sorry I never blender
there's a discord for VRCFT, that might be the best place to ask
I cant unless I want to make an entire forum post about it. I dont feel like this question is nessecary for that lol
#avatar-general message (anyone got ideas)
I tried searching for if anyone had said they preferred one over the other but as far as I saw nobody had
hey does anyone know how to fix this issue?
change the heirarchy so that the hand is the child of lower arm, and lower arm is the child of upper arm
i believe
might be wrong, not an arm nerd
Personally I've never had these cause problems.
Though to fix them, without unpacking the model, you'll need to rename the bones in blender that are parented to the Arm and Leg bones so the first letter is later in the alphabet than the humanoid bones.
So if it's twist bones for example, you'd name the bone z_ElbowTwist and it'll be put below the Left/Right Elbow bone
omg ive never had this problem before, but whenever i go into play mode using the gesture manager, it puts my avatar into the bike pose like if i was animating it, please someone help i have no idea what i did
👍
yeppers
Can somone teach me how to upload
do you have the gesture manager object selected when you go into play mode?
yes
how far have you gotten?
So I have unity dowlpded
I have cc downloaded vrc fury downloaded
I have everything downloaded just don’t know what to do
I mean I have a general knowledge I think I’m stuck on making the avi file a unity project
like i can do hand gestures and whatnot, but toggles dont work, and the avi is constantly in the bike pose....
I'm trying to replicate it currently. When in play mode, in gesture manager>debug>Avatar>Tracking Control, is everything set to tracking or Animation?
tracking
Create the avatar project with the Vcc. Ensure you select the 2022 avatar project from the options
As long as it’s 2022.3.22.
What’s the file type you have?
Hmm, I can’t seem to replicate it myself. I’m not super familiar with the technical side of gesture manager. I’ll keep trying, see if I can manage anything.
Have you tried deleting and adding the gesture manager again? Or tried it with a different model, like the example,please robot avatar?
This is good. You want to import this. What errors is it giving you?
This is what I’m stock at
double click the unity symbol
i already tried deleting and adding gesture manager again, havent tried w the robot avi, lemme do that rq
it should open a complete scene and all you have to do is upload


