#avatar-help

1 messages · Page 70 of 1

rough night
compact dust
bright silo
# rough night

Yellows are only important if you’re developing something. You can ignore them

compact dust
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i dont think those errors are important

compact dust
rough night
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I think I missed a step

bright silo
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You only need to care about the errors if you click the "Clear" button and they don't go away

rough night
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Sooo

ashen crane
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seems like the avatar dynamics robot avatar works when adding gesture manager, i have no idea whats going on with MY avi

rough night
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So

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Rn

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What’s I’ve been doing

bright silo
# rough night

So, you can click Don't Save on this. Open the sdk control panel from the Top toolbar menu; VRChat SDK > Show Control Panel

rough night
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Uhhh now it looks different

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I don’t see a don’t safe

bright silo
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more than likely it's reverted to the upload state the creator set it to

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For now, lets just go through the upload process. You can make edits to it after that all you want

rough night
bright silo
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Can ignore that

rough night
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It’s not even showing up in unity anymore

bright silo
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Sign into The VRChat SDK Control Panel if you haven't already.
Under builder, Select the avatar you want to upload
Give it a name and a thumbnail
Then you can Build & Publish

rough night
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I don’t see that

bright silo
rough night
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Idkkkk

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I’m so lost

bright silo
#

This is unity 6

rough night
bright silo
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Open the Vrchat Creator Companion

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You'll want to make all your projects through the Vcc. It'll handle the unity version and packages you'll need

rough night
#

I did that

ashen crane
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found the problem LOLLLL, the Animation controler was in the wrong playable layer, it was in Base instead of FX

bright silo
# rough night I did that

Well, the project that is open is using Unity 6 instead of Unity 2022. Uploading will never work with Unity 6. Not for a few years I'll bet

rough night
bright silo
bright silo
# rough night

Lookin good. When you click the Open Project in the top right, what opens?

rough night
#

That’s

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What happens

bright silo
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The sdk imports in an order that causes errors but works itself out by the time you get in

rough night
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Ok

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I had to re open it

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Now what

bright silo
rough night
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How

round comet
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You can drag in the package or double-click it in your file explorer and it’ll load in :3

rough night
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I’ve triedddd

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From that

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Now what

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The avi isn’t showing up in unity

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Now I’m here

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It says I must fix the issues

compact dust
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itll show you the issues

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you can just press auto fix

rough night
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It just says that

compact dust
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oh

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i think that means the avi is missing this component

rough night
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Idk how to do that

compact dust
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click the avatar, then click add component in your inspector window

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then search animator

rough night
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I don’t see the avatar

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That’s the point

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I think something i did was wrong

compact dust
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is it not in your scene heirarchy?

rough night
compact dust
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did you double click to open the scene that has the avi in it

compact dust
rough night
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There isn’t one

compact dust
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do you have an fbx then

rough night
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Idkkkk

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Okkkk

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I finally found it

compact dust
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yep thats it

rough night
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Now what

compact dust
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click on the avi name in the heirarchy which should be on the left

rough night
compact dust
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whichever of those 3 you want to upload

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under the 'normal version' line

rough night
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Alll of them?

compact dust
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yeah but just pick one for now

rough night
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Full

compact dust
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probably just the full version

rough night
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Ya ya

compact dust
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then in the inspector tab on the right it should have a tab named animator

rough night
compact dust
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yep

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the animator controller should be filled tho

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so click the circle next to it and find the name of the avi

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it should say smth like "outrage full"

rough night
compact dust
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search outrage and make that window wider

rough night
compact dust
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usually in my experience its the one with the most clips

rough night
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Idk what that means

compact dust
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you can see how many clips in the little info section

rough night
compact dust
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since yours has 3 you might have to test all 3 in game to see if its the right one tho

rough night
compact dust
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yeah i'd assume its that one

rough night
compact dust
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thats a lot 😭

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test that one first

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you know how to upload?

rough night
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I think so

compact dust
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yep just press the box on the bottom to accept terms

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then build/publish on the bottom

rough night
compact dust
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go to your console

rough night
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There was a auto fix button I pressed it should I try again

compact dust
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yeah

rough night
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Trying again

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Failed

compact dust
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go to your console then

rough night
compact dust
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press clear to get rid of the useless errors

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the red stop sign lookin one should be the only one

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unless there's more bad errors that is

rough night
compact dust
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weird

rough night
compact dust
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ok so the red ones are the issues

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yellow are fine

rough night
compact dust
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i think its just the assetbundle one on the top, but idk how to fix that

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yt tutorial to the rescue

rough night
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Okiii

compact dust
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search for smth like "vrc assetbundle not built error"

rough night
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Oki

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So

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Update

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I didn’t have the full version clicked

compact dust
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updato

rough night
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Now I do

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We shall try again

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Also looked up the error

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No help

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I’m so confused

hearty elm
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How does one have a transparent Plane with a Emission face texture on it?

In better words i have a couple blend shapes for faces that pop in and out but One of them is a 2D Plane that is mainly transparent except for the Actual face part which is an Emission. When i tried to do this, it just makes the transparent part the surrounding Colours and what not.

there's also black in the Main Solid texture for the avatar so im not sure on alpha to work. D:

brave viper
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does anyone know what "PB" means in this context?

rough night
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I really think something’s missing

compact dust
rough night
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Idkkk

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I give ups

rough night
compact dust
# rough night

if you dont plan to do anything nsfw with that avi you can delete the thing it's talking about

rough night
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Perfect

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How

compact dust
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cus it seems like its a different problem

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just delete the folder named "wholesome"

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thats where it should be stored

rough night
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Ok

compact dust
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now the problem is bc vrcf is trying to mention smth that isnt there

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if you can find the script that is trying to mention it and delete it then that would fix that

willow carbon
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probably a version of the hair with and without physbones

cloud ore
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Hello everyone!
Sorry for a dumb question but an hour of searching didn't help. Is there any way to get rid of part of skinned mesh geometry (not entire) of FBX without reimporting it into blender? I tried direct import and through CATS and unfortunately it imports with errors and completely breaks rig. Or is there some tricky way of opening FBX in any 3d editor that doesn't break it?

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The FBX itself is OK (at least for Unity) it's definitely the importing process that breaks it.

ornate stump
cloud ore
ornate stump
cloud ore
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It was like: ErrorKey: Armature. And objects hierarchy was completely messed up. Like mesh objects under armatures and vice-versa

ornate stump
cloud ore
hearty elm
fair bane
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i know this is for avatars but uuhhhh yea. are are there any videos to help make worlds not laggy for quest i cant find any real tutorials only the things to do

night ember
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Culling
Optimize your materials and meshes
Dont use realtime lighting at all

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Also

fair bane
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Okay, ill look into it thanks

fair bane
timber wharf
compact dust
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what would you do for the bones on smth like this
(ive literally never made bones before)

lime rover
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Hello, I need help, I don't know why when I transfer my blender model to Unity and add the humanoid rig, the fingers move away from the rig of the original blender rig and it makes a smaller armature. Does anyone know what I could do? Don't know if it's a blender issue or unity issue. I don't know if someone who makes models can help me pls!

cloud ore
lapis jungle
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I was wondering if anyone could help me re-create this kinda hair for an avatar im working on, im not asking for the modeling end but the texturing. im going to bed shortly so arranging a time tomorrow would be ideal but I can make any date work really

compact dust
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i hate bones/weight painting
what happened 😭

gritty tartan
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its literally the only mesh in scene

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😭

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what do you mean its 2 morbillion tris

ornate stump
compact dust
gritty tartan
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that would make a lot of sense

compact dust
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the only time that mine did that

gritty tartan
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so 2 billion tris means i fucked up somewhere?

junior void
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2 million and some is the maximum integer. it assumes this wrong because in the import settings, they did not tick "read/write"

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hence it cannot "read" the actual value

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and assumes max

gritty tartan
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thank you

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🙌

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preem guys thx this is my first avi im like properly building myself so

digital cairn
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I'm looking for a vest resembling the one on the right. I've looked through Jinxxy and Deviantart, but I can't find a vest like this. Any help is appreciated. Doesn't need to be rigged, but it might work better(?)

desert sky
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I built a new computer and CANNOT find this custom hierarchy for the life of me. If anyone recognizes it PLEASE let me know I need this back Dxx

timid kite
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i dont know if i can post the pic here (even censored) so ill just explain. the boobs with default phys bones go INSIDE instead of being outside and bouncing. ive already replaced the body file to ensure i got the clean thing but the problem remains. help. boobs dont go inside with custom phys bones but u can notice some weird stuff with the skin a little bit

sharp oasis
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Are physbone parameters like _grab and _stretch synced across the network? Or if I'm relying on motion time with the _stretch float, I should set up an IsLocal false side of my animation with some Net parameters???

fathom lintel
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is it possible to set up VRC parent constraints without having them snap to the bones they're directed at?

heavy zephyr
heavy zephyr
heavy zephyr
fathom lintel
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the problem i'm having is i want a bone to move like it's parented to two different bones, without it actually moving because of the change in target object weights

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when i try to swap the object it's targeting, it moves away from it's rest position

heavy zephyr
fathom lintel
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i have two sets of bones that move independently, and the bone with the constraint is just there to carry the weight paint.
said constraint bone's position is snapping to the target bones, but i want it to keep its relative offset

sharp oasis
fathom lintel
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about the only thing i can think of would be adding yet more bones, parented to the moving bones, and positioned at the constrained bone's rest, just to correct what should realistically be a simple toggle option

heavy zephyr
fathom lintel
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not exactly. the two sets of movement bones have different origins, so a simple rotation constraint wouldn't work i'm afraid

#

literally just,
"maintain relative offset"
that's all i need

heavy zephyr
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Right, let me go fetch smt then

fathom lintel
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oh?

heavy zephyr
fathom lintel
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thanks, i'll have a look and see if i can use it

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welp, afraid not, but i appreciate the help

brute-force armature solution it is 💪

heavy zephyr
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Ah, sorry that didn't help

fathom lintel
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you're all good hun, i appreciate you trying

sly dust
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apologies for the dumb question

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but is there a way to do corrective shapkeys in vrchat?

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or is there a way when the arm is rotated down activates this shapkey?

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from this to this?

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or could i use senders and recievers?

somber sequoia
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that's the usual way, yeah

sly dust
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so senders and recievers are the best way to go about this?

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got it thank you

somber sequoia
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I'm not going to say 'best' 🙂

sly dust
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what would you do if i may ask?

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or just avoid that type of clothing?

desert elk
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i just make blendshapes to completely make slipping parts smaller when wearing a specific outfit

simple inlet
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Does anyone have an animation clip that can be used to test for clipping in Unity? Just a mocap of someone moving all the joints that are the usual culprits for weight issues?

desert elk
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can't you use pose mode in blender?

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but if unity, for me the gogo loco stuff is enough
and gesture manager that can simulate stuff like running for example

simple inlet
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I'm mostly looking for specific things like clipping in the armpits when swinging the arms back and forth, clipping in the butt when bending over etc. I guess I could try gogo but ideally I want something that I can just hit play on. pretty sure I've seen an anim floating around on twitter or something but idk

somber sequoia
sly dust
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thank you guys for the help/suggestions

somber sequoia
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that's a difficult area, don't be discouraged if it takes a while to get it right 🙂

civic bone
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how do i make my avatar go to ground level because it says the feet are in the floor

desert elk
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raise it up

civic bone
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how

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i dont use unity

desert elk
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in blender
and set the origin to be on the in world centre

civic bone
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im not using blender

desert elk
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no unity? no blender? no fix

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easy

somber sequoia
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you'll need to use Unity, so....

civic bone
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im on unity

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i ment i dont use it as in i dont have experience

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-_-

civic bone
desert elk
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well it wasn't very clear

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not my fault

somber sequoia
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sorry, yeah, it wasn't clear what you meant, so I assumed

desert elk
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same here

civic bone
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not my fault either that im not good at communicating cuz autism is great

desert elk
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well, people can't reach each others minds
when i saw "i dont use unity" i assumed "i don't use unity at all and will not use it"

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same with the blender

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anyhow

desert elk
civic bone
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im using unity

desert elk
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idk if just moving it up in unity would fix that error

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you could try

civic bone
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how do i do that?

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also sorry i wasnt trying to be rude

balmy barn
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if your origin is like this on your avatar its going to throw that error 'feet are in the floor'

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should be more there

desert elk
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that's why i said blender

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probably the origin needs to be fixed

civic bone
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welp time to download blender

sharp oasis
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I want to build an inventory systm with an integer to count how many items there are in a backpack. But I also want those to display inside the backpack.
I assume I can't just create an array and have one object duplicate itself, but, what are some decent ways i oculd go about having the number of items appear in slightly random positions around the backpack?
And also is there a way to increase and decrease the number of objects that exist without having LOADS and they just being hidden?

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maybe... a static and permanent particle generator??

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I'd likely cap it at 10 anyway, if that gives any ideas.

somber sequoia
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A friend mentioned she was thinking about doing something like this the other day, we did some brainstorming and figured a grabbable thing on a physbone (to reset its position when dropped) with a particle emitter and a basic billboard renderer was good enough for what she wanted, but you could do a mesh particle too

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you don't get arrays on avatars of course

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so it'd be... a challenge to do a real inventory system

sharp oasis
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the physbone was to make it grabbable? Was there a reason you didn't use a constraint to the hand?
By mentioning a phisbone and then particles, I guess only one item was grabbable, and the rest were "dummy" items?
And also, what's the main difference between a billboard render and a mesh render? is it that one is 3D or something else?

somber sequoia
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no this was just all theory - a constraint would probably work, but the idea was to use the stretch value to figure out if it's in or out of the bag

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a billboard particle is just a 2D sprite that faces the camera (or other direction), a mesh particle is an actual mesh object spawned by the particle

sharp oasis
sharp oasis
somber sequoia
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yeah the idea here was to spawn the items when grabbed and throw them, not have an actual inventory

sharp oasis
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I guess I could do it similarly. Have one "real" item, and then whenver there should be more than one, the rest are fake particles that appear and dissapear as I add or remove

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worst case scenario I may jsut add 10 and be done with it, and toggle them on and off...
Quesion reguarding performance: Would it be better to have 10 separate identical game objects with the same material and toggle their visibility? or, 10 joined into one object in blender and a shrink/hide blendshape for each?

somber sequoia
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one object means you can do one material slot and thus one draw call, but you have to deal with hiding others.

#

UV tile discard could be useful here too

sharp oasis
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I will definitely be looking into throwable particles because I want to make a throwable survival sandwich

sharp oasis
# somber sequoia UV tile discard could be useful here too

considering I only want a stack of cans and a stack of bandages, I'll probably just do two stacks of 10 into one object with hide blendshapes and keep the UVs overlapping to keep the texture small. In fact could probably fit them all into the same texture

somber sequoia
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yup

glass geyser
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I'm not developing an avatar but how do I disable the 200mb download limit cause as a result even the some people that are within my avatar limits won't show cause of it

timber wharf
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you dont

somber sequoia
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you don't

timber wharf
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200/500 is a hard limit, same as 10/40 on quest.

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those people shouldnt be able to use those either

timid terrace
alpine flax
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could someone tell me why my tongue mesh is deforming when imported to unity?

junior void
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Either it is posed in blender and the "real" rest pose is seen in unity or you weight painted the tongue in a way where weight stripping in unity becomes problematic

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in blender you can test weight stripping by going to weight paint mode, weights-> limit total and set the limit to 4. Unity does this automatically

alpine flax
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thank you!

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....ah, that didn't change the position to match unity's. It still looks normal in blender

green tinsel
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Hi there I was wondering if someone could show me how to make color changing material for hyper form for my Sonic Avi

somber sequoia
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which shader do you use?

green tinsel
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VRChat/Mobile/Stander light

somber sequoia
#

limited options there, but iirc you can change the albedo color at least

green tinsel
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Should I make shader From scratch or something else i can do

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All I wanted is the color changing/light

somber sequoia
#

you can't use a custom shader on quest, if that's the goal. But you can animate parameters on that shader

green tinsel
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I'm on Pcvr

desert elk
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so you can use pc shaders

glass geyser
somber sequoia
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yeah you can do lots of really cool stuff with a PC shader

deep pilot
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So on a beelzebub avatar mainly the honey hair/stomach it’s see through right? Can someone help me try to do that for any object pls?

deep pilot
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Yee

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Not likes glass transparent tho but to where you can see the inside of the object from the outside

balmy barn
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opaque while tail is transparent (or use a shader) different rendering queue

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seen some shaders that uses the blob lava lamp similar thing

deep pilot
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Opaque makes it transparent but I want it to be like a one way thing, it’s confusing

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Okay, How do you get an outline on an object?

somber sequoia
#

outline shader

compact dust
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also how do you auto weight paint smth

pastel nest
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i am adding capsule colliders to my avi's legs cause i have a cloth component but now when i walk or jump i think its interacting with those coliders and my avi is spinning out of control

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is there a way to make my avi ignore these coliders and have them only work for the cloth?

compact dust
pastel nest
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no

compact dust
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then nvm.

pastel nest
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its the normal coliders cause the cloth components only work with normal colliders

balmy barn
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disable the thingie on colliders so they dont collide and send you flying ( i forgot what its called gimme a min )ratl

pastel nest
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yes please thanks 🙂

balmy barn
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set is trigger

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or it will collide with your av and you fly

pastel nest
#

so is trigger

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thank you so much will test this now

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cause my avi keeps escaping gravity

balmy barn
#

cloth is terrible btw , all local so no one will see what you see

pastel nest
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my wife saw my cloth move

balmy barn
#

turn around (culled) turn back its now flopping around

pastel nest
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i dont need it to be perfect

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its a gimmic

balmy barn
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99% of the time i see cloth its stuck to some collider

pastel nest
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yeah i get that too but for this usecase that is fine

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i pull clothing off my body and then its in my hand and its cloth

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and i drop it to the floor

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so doesn't have to be perfect but i need to be able to interact with it with some colliders while its flopping around in the hand

junior void
#

are you making a stripper avi xD

pastel nest
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yes

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🙂

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but no naked

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still has underwear on

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never going naked on avi

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doesn't even have the nude parts

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thank you so much for the help let me go test it

somber sequoia
desert elk
somber sequoia
#

without context that seems reasonable, if you want that many bones?

desert elk
#

i guess

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i was just asking

manic jungle
#

I'm hitting a weird issue with a model I'm working on, and I've hit my wits end trying to figure it out solo. Here's the issue:

I've set up a material swap triggered by a contact receiver acting like a button, the system works perfectly fine locally, but for remote users the material doesn't change and just appears to be set to transparent instead of cutout as it should be. All other animated parts of it work correctly, so it doesn't seem like the shader is at fault. I'm using Poiyomi 9.1 on the materials. Any help is massively appreciated!
(Please ping me or hit reply if you do chime in!)

shrewd onyx
#

Can someone help me with marshmellow pb? Seems like I can't get the collider big enough to match the size of the body part I'm applying it to

somber sequoia
shrewd onyx
#

I've followed the documentation, but it seems to reset the size of the collider by itself, even when I change it in the build package

manic jungle
somber sequoia
narrow holly
#

I've been having this issue for a while. But I still get the default claw hands. All facial animations seem to work just fine. I've removed all masks, the gestures are on their own gesture layer, my sdk is up to date, and the bones are configured properly. No clue what I should do.

compact dust
desert elk
#

it depends what it's supossed to be. How big, how much interaction to you want with this objects and how specifit do you want those interactions to be

desert elk
#

i'd just give it 2/3 bones and call it a day

compact dust
#

kewl, but idk where

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id assume less bones would make the auto weight painting work better too

desert elk
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idk how auto weight painting works so i can't help with that

somber sequoia
#

put bone joints where you want the mesh to bend

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Consider your own bones 🙂

compact dust
raven ore
#

I got this avatar, her clothes are like shiny, they are suppose to be, but I dont want them to be, so I am trying to edit the shader to be shiny, I've turned off the reflections/specular and the glitter/sparkle, why is it still so shiny?

somber sequoia
#

likely roughness/smoothness

raven ore
compact dust
#

if its poi you can use the search bar

somber sequoia
#

yeah without knowing which shader you're using, there's no way I could guess

raven ore
#

sorry yeah its poi

somber sequoia
#

Shading -> Reflections & Specular. The Poi docs are pretty good, I always suggest using them too 🙂

compact dust
#

gogl

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:D

raven ore
#

I mean I've done a lot editing on other avatars before and like I said, I've turned off reflections and specular and it still super shiny looking

somber sequoia
#

Yes but I'm suggesting to lower the smoothness value

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shading type could come into play here also, and possibly other things too (clearcoat, stylized reflections, etc.)

desert elk
ember escarp
#

anybody know if theres a way to prevent my hairroot bone from moving when needing to use the multi child type option in my phys bone script?

somber sequoia
#

Ignore Transforms slot in the physbone component

ember escarp
#

i have tried this option but it seems if it worked properly then it should also mute all the root's children too because the options description says "ignored transforms automatically include any of that transforms children"

turbid vault
#

can someone please tell me why this is happening or even tell me how to fix it (im very new to avatar making and i dont wanna use blender but if i have to then i will)

upbeat basin
#

how do I transfer one hairstyle from one avi to another?

desert elk
#

separate the hair in blender (aka delete every mesh and bone that's not hair stuff, you can keep the head bone for easier attachment) and export as fbx

import the fbx to your avatar in blender and use the cats plug in to merge armatures (or do it manually)

upbeat basin
#

oh I can't just throw it there in unity?

#

rip lol

merry kernel
#

I'm currently struggling with making a avi, I have zero clue what I'm doing and have gotten miscellaneous help from some friends and now I'm at a point where the viewpoint is scuffed and the jaw is wide agape

desert elk
desert elk
# merry kernel
  1. Is your avatar at 0.0.0 position?
  2. What are the coordinates of the view point? Does it look good in unity?
  3. Are you using the jaw bone for anything? If not, unmap it from the rig configure menu in unity and that should fix it
merry kernel
#

1: avi is at 0.0.0
2: its lined up with the eyes pretty good
3: i really only plan for the jaw to move when i speak, ive never made avis before and get confiused easily

desert elk
#

usually speaking is done with visemes. Do you have it set up with them or with the bone?

desert elk
# merry kernel

another thing that could be causing the view point being messed up is the scale. It's recommended to have it at 1.1.1

#

you can scale your avatar down in blender and apply transforms before exporting

#

and have it at 1.1.1 in unity

merry kernel
#

1.1.1 tends to make it GIANT

errant comet
#

Change it's import scale instead of it's transform.

merry kernel
#

would if i knew how to do so :\

desert elk
errant comet
#

Select model, change scale

#

you'll need to increase the transform scale to match

merry kernel
#

thing is i didnt make this in blender, a friend did and published it with correct everything but handed me all ythe resources so i can learn how to do it myself which is going horribly and have had to been guided by other friends about 6 times now

errant comet
#

Note that this isn't going to fix the view position

desert elk
#

at least you should have it

merry kernel
#

i do

merry kernel
#

i have the scale perfect currently

errant comet
#

You want to set a lower number, so for you maybe change the import scale to 0.15 to match how it's scaled for transform

merry kernel
#

juist the veiw is not great

errant comet
#

then change the transform scale to 1

desert elk
#

okay, and I'm telling you that it should be caused by the scale

#

it's recommended to be 1.1.1 otherwise the viewpoint may freak out

#

it happens sometimes

errant comet
#

What can also be the problem is that the model is not actually in a tpose, which it should be if it's set to humanoid unless you are previewing an animation (I'm pretty sure)

#

Is it actually set as a humanoid rig and the bones mapped correctly?

merry kernel
#

its mapped and set to humanoid

#

and the scale is alredy 1 in blender

desert elk
#

that's not the same

#

you could try enforcing tpose

#

in unity

#

in the configure menu, should be somewhere at the bottom

errant comet
# merry kernel its mapped and set to humanoid

can you show what the import settings are for the model in unity? If it's not 1 to 1 then the scale in Blender is using different Units or it's just 1x1x1 because it's not being transformed

merry kernel
#

originally just said 1, i added the .1 just now

errant comet
#

Well you don't want it's import scale to be more than 1, but it was exported with the same units at least. So it is probably big in Blender too but you don't have anything to compare to. Select the model in blender and look at the Dimensions.

dark saddle
#

Did vrchat change the mobile physbone limit?

#

I thought it was 8

#

and its still letting me upload even though I have 13

desert elk
merry kernel
desert elk
#

I'd suggest just making it smaller here. after that CTRL A and apply all transforms. So you can avoid having a weird scale in unity.

#

delete the light and camera before exporting because they cause issues sometimes

errant comet
#

That's a different view and isn't the same info I am looking at for seeing scale. the little arrow here on the separator line, click that and then select item and select the model in the 3d view

proper depot
#

Hello! Would anyone have any idea why my materials only turn pink when locking? They are not pink unless they are locked in? Im using Poiyomi Shaders

balmy barn
#

id delete this folder , set material back to whatever they are using (poi 9) , locking should behave

merry kernel
jovial yarrow
#

Hello, I'm on vrchat pc, I plan to switch to quest, but I would really like to be able to create my avatar however I didn't succeed on my side, could someone help me please? (I am French)

desert elk
merry kernel
#

i dont know what you mean, i pressed crtl a and nothinh happened

desert elk
#

a window should pop up

merry kernel
#

just popped up

desert elk
#

maybe that blender version has a different short cut for it

errant comet
#

ctrl+a should show this

jovial yarrow
merry kernel
#

got it, pressed all transformations

desert elk
#

what would you like to modify?

#

unity is very broad

#

and it's hard to just explain everything

turbid vault
desert elk
#

my first guess would be unconnected meshes or some weight painting issue? it's so weird to look at

jovial yarrow
desert elk
#

if you want to make an avatar from scratch or from a base you will need to use blender first

jovial yarrow
desert elk
#

you export an avatar from blender as an fbx and import it into a unity project made with the creator companion

#

that's how all avatars work

jovial yarrow
#

Okay, thx

merry kernel
#

wouldnt reputing the model in make me have to add all the stuff over again or am i being paranoid?

desert elk
#

it depends

#

did you unpack it?

#

If not, you can just open the unity assets in an explorer window and override the fbx and hopefully everything will be preserved properly.

#

If yes, you're cooked. You need to re-do everything

merry kernel
#

i dont know, i havent understood about 70% of what im being told, i dont understand most of this cause ive never done avis before

#

ive made 2 cardboard cutout avis and both of those took a day

#

i dont even understand computers :[

desert elk
#

top is packed, bottom is unpacked

#

in the hierarchy

#

in unity

merry kernel
desert elk
#

dude

#

you should never unpack your avatar

#

idk if you did it or your friend

#

but you should never do it

merry kernel
#

i was told to by a different friend

desert elk
#

why? what was the reasoning?

merry kernel
#

idk, all my hope and motivation for this avi is gone. i dont even remember

desert elk
#

yeah, don't unpack avis

merry kernel
#

i think im just going to go back to paying for avis

#

avi making has hurt my mental health in just a few days

desert elk
#

it's a hard thing to do

merry kernel
#

thanks for trying to help

#

still a teeny peeved my friend couldnt just hand over the project instead of throwing me in the open with just these assets

compact dust
#

i figured out why the auto weight painting wasnt working

#

why is weight painting so blegh

somber sequoia
ember escarp
#

anybody knwo how to prevent the hairroot bone from moving when using a phys bone script that needs the Multi Child Type option enabled?
a workaround ive considered is a phys bone script for the start of each hair strand but that seems inefficient and im assuming might cause performance issues.

merry kernel
#

So I put the veiwmodel at the back of the head and it WORKED @desert elk

ember escarp
#

First or Average seem to both work, just cant be Ignore.

arctic ginkgo
ember escarp
#

yes, lots of hair strands that split into multiple strands.

#

onyl the hairroot bone needs to be muted or else the scalp shifts forward awkwardly

arctic ginkgo
#

you could try using curves to affect the forces on the root bone

#

i would set immobile to 1, then use curves to set it to whatever you need for the rest of the hair

#

then also use angle limit and do same thing, have it set to whatever you need and then use curves to set it to 0 for the root bone

#

this way it can't be moved by motion and can't be grabbed

#

basically physbone settings that don't let it move

ember escarp
#

hmm im not familiar with curves yet, ill play with that setting to see if i can get something to work how i want to, thanks for the idea.

gloomy flint
#

reposting from dynamics- did you try opening up the prefab, creating an empty parent for the hair but making it a child of HairRoot, and putting the physbone on that?

arctic ginkgo
gloomy flint
#

HairRoot is its own bone in your avatar's armature, so putting the physbone on that will ofc make that bone move as well, so what you'd want is to make an empty child for Hairroot on your hierarchy and put all the hair pieces in that

arctic ginkgo
gloomy flint
#

ive done it before for ears and such to bring physbone count down

#

idk why yall are overcomplicating a hair physbone 😭

arctic ginkgo
#

it really isn't that complicated tbh

gloomy flint
#

but they arent trying to optimize it theyre trying to fix their hair from wiggling on their scalp

#

and it solves the same purpose though

arctic ginkgo
gloomy flint
#

it changes nothing just having a child for the hair pieces to go into under HairRoot and moving the physbone component from HairRoot to HairRootChild

ember escarp
#

ill seperate the optimization from getting it to work how i want in the first place, ill give both your ideas a try.

#

and sorry for the same question in both channels, initially didnt realise there was a dynamics specific channel.

arctic ginkgo
gloomy flint
#

it will though?

arctic ginkgo
#

so if you have multi-child type set to first or average (which is a requirement for the hair to move correctly) it will move the root transform

#

right

gloomy flint
#

let me draw this real fast

arctic ginkgo
#

so even if it doesn't wiggle whatever is weight painted to the hair root bone (assuming that is the case and it's not just weight painted to the head), it will still move

#

so the beginnings of each strand will move in position instead of just rotating along their own origins

#

so same problem but it just looks slightly different

gloomy flint
#

unless its rigged poorly which can happen as well

ember escarp
#

i dont think its rigged poorly 😦

gloomy flint
#

things happen

#

ive seen people rig up avatars and then find out after selling it for like 2 days on jinxxy that one bone is fully inverted or smth lmao

arctic ginkgo
ember escarp
#

also i did play a little with the curve and it FEELS like its going in the direction id like, hard to tell if its exactly how i want cause i cant noticeably see any small shifts when im throwing the avatar left and right to see the physics lmao. im gonna keep playing with the curve

gloomy flint
arctic ginkgo
#

this is why

#

the left is before rotation, the right is after

#

top is how the physbone was before, bottom is your solution

ember escarp
#

with the hair root child you told me to try creating, wouldnt that still throw the origin points of the hair strands around

arctic ginkgo
#

yes exactly

#

that's what i was trying to explain

#

it won't move whatever is weight painted to the hair root bone, but it will still move the hair strands

#

which you don't want

#

those are supposed to stay in the same position relative to the head

arctic ginkgo
# arctic ginkgo

those purple spots are supposed to be stationary, your solution would keep the blue fluff (the hair root) stationary, but not the origin points of the hair strands (purple spots)

#

@gloomy flint

#

and maybe that looks fine to you, but that's not the solution that realhamood seems to be looking for

gloomy flint
#

i'm just offering the solution that's always worked for me since through all the work i've done with it, never seen an issue on my end

ember escarp
#

i do have weights assigned to the hair root and i think if those purple points youve highlight were shifting ever so slightly it could still mimic the physics of hair cause hair is still a little random

#

i appreciate the multiple solutions too

arctic ginkgo
arctic ginkgo
gloomy flint
#

,,,

arctic ginkgo
#

and have you looked at it with physbone overlay in game?

gloomy flint
#

🥹

#

I used Ignore

#

And they worked fine

#

🥹

ember escarp
#

cant be ignore for me here

arctic ginkgo
# gloomy flint I used Ignore

yeah that's why i said we weren't overcomplicating it, the ignore multi-child type can't be used, so we need another solution

gloomy flint
#

let me scroll up a bit and see what happened when you used ignore-

ember escarp
#

playing with the curve did show immediate effect too, im just gonna try to make sure i actually know what im doing with the curve lol

arctic ginkgo
ember escarp
#

i have some long strands of hair that split into multiple strands, so having it set to ignore makes it so the long strands will stay still in space

gloomy flint
#

may i ask what happens if you tried my method with ignore?

arctic ginkgo
#

the other solution to this is to add extra bones so there's an unweighted parent bone for each multi-child bone that is a child of that bone but that's completely unneccessary and adds multiple extra transforms rather than just the one

gloomy flint
#

mainly because it sounds like the issue comes from the Hairroot itself

gloomy flint
#

i said using my solution-

arctic ginkgo
#

because the setting applies to the WHOLE physbone chain

gloomy flint
#

why tf it never do this to me

#

😭

ember escarp
#

it would still make the strands that have multiple children be unafffected by the phys script

arctic ginkgo
#

because if you're not paying attention it could look fine, especially if you have lots of bones

#

but it makes it stiffer

gloomy flint
#

i'm just lucky ig when it comes to physbones-

arctic ginkgo
#

since one bone isn't being rotated

arctic ginkgo
gloomy flint
#

unless it shows 0 issue, which usually it doesn't show any issue...

arctic ginkgo
#

i'm explaining the issue

#

you can see it most obviously if you enable physbone overlay in vrchat

gloomy flint
#

i'm not blind or anything, and i test before and afters, its more than likely that the physbones its ignoring jsut weren't actually important to the physbone chain itself

arctic ginkgo
#

well i did say that was an option, but you'd had to have done that intentionally

#

adding an extra bone for each multi-child bone

#

as like a proxy bone to be ignored

#

but again that is a really unoptimized way of doing it

#

curves are the best solution

#

because here are your solutions that keep everything running the same:

  • use multiple physbone components
  • use extra bones
  • use curves to affect movement of first bone
#

the first two reduce performance, the last one does not

gloomy flint
#

ive tried myself messing with curves but its so annoying setting up a curve and then opening up play to see how they work while learning it

compact dust
#

chat what would you do to attach earrings

#

:D

arctic ginkgo
#

i'm gonna be honest it sound like you don't understand physbones too well and just haven't noticed the issues caused by your physbone setups because they were very minor issues

#

it's fine bc you're learning

#

but if you don't know what you are talking about it's better not to try and teach someone else

gloomy flint
#

i stick the earrings under the bones they need to be (Head for human, Ear bones for furry/elfs/etc) usually and they work

arctic ginkgo
gloomy flint
#

if you dont' want them attached to the armature I'm p sure you can use VRC Parent Constraints to do it too

ember escarp
#

i think how youre explaining it would work like this, michael? excuse the hastily drawn image but im also wondering if my understanding of phys bonee/hierarchy is correct.

compact dust
#

cus blender is not my friend 😔

#

i was thinking parent constraint but it didnt work how i wanted

arctic ginkgo
# compact dust unity

okay then yeah what micheal said will work, it's probably best to add it directly under the bone so it scales correctly

gloomy flint
#

what did you set the parent constraint to? if you're fine with losing the model to the Armature in the hierarchy though just do my first option lmao

#

goodbye earrings, ill see you the next time i open the head bone in the hierarchy,,,

#

😔

compact dust
#

im not putting them on human ears so its a bit more awkward

arctic ginkgo
arctic ginkgo
gloomy flint
compact dust
#

is it normal for the earring to move the parent bone tho ._.

gloomy flint
#

are the ears furry ears bc you just pick the bone that correlates where you're going to put the earring and put it under that

#

like if Ear Bone 1 moves the base, and you want it at the base, put it under that bone and align it, if you want it in the middle of the ear, Ear 1.2 would work, etc

arctic ginkgo
compact dust
#

ok it works correctly now

gloomy flint
#

i'm goofy silly i just figure things out by throwing them at a wall for 14 hours straight until i find a solution that works

compact dust
#

probably shouldnt have tried the parent constraint first

gloomy flint
#

lmao, valid

compact dust
#

but i believe i have to add bones to the other part bc it does not connect

#

the part with bones does 😭

gloomy flint
#

huh-

#

can you show your hierarchy-

#

😭

compact dust
#

nono i mean add blender bones

arctic ginkgo
gloomy flint
#

the most i do is google

compact dust
#

bc its 2 seperate models, one doesnt have bones

gloomy flint
#

i am nothing if not stubborn

arctic ginkgo
#

i've learned a lot from reverse engineering free prefabs like gogo loco and vrlabs' prefabs

gloomy flint
#

i will find a way or die trying lmao

#

i figured out how to reverse engineer a screen dimming prefab for my avatars

#

i dont like having my emotesss but i dont have a server boost to get my brainless dancing emoji bac

compact dust
#

see what i mean by "the part with bones doesnt work"

#

prob cus it has no weight painting either

#

sigh

gloomy flint
#

Dance nevermind i got it back

arctic ginkgo
#

it will just move with the game object it is parented to

compact dust
#

hrm

gloomy flint
#

i will probably call my helping short here tho bc i'm incredibly sick and one of the issues is light headedness and that's not fun when ur trying to think lol

compact dust
#

yeah ive no clue

#

maybe i could just make it one mesh instead of 2

#

how do you do that in blender :D

arctic ginkgo
#

are the earrings one mesh currently or are you saying you want to make them one mesh?

compact dust
#

its 2, the upper ring and lower antler part

#

the upper ring is just the mesh and nothing else

arctic ginkgo
#

is it not doing that?

compact dust
#

nop

#

its not

gloomy flint
#

show hierarchy pls

arctic ginkgo
#

okay can you send a screenshot of your hierarchy?

compact dust
gloomy flint
#

ok are you putting the earring at the very END of the ear?

compact dust
#

yeh

#

its where the bone is

#

the lower part moves w/ the ear but upper doesnt

arctic ginkgo
compact dust
gloomy flint
#

it looks like the earring has multiple parts-

compact dust
#

like i normally test physbones

arctic ginkgo
compact dust
compact dust
#

actually wait i have an idea

arctic ginkgo
# compact dust yeppers

select the bone with the physbone component, then in the "ignore transforms" list increase the number by 1 and then drag the earring into it

compact dust
#

yeah thats what i was abt to do

#

although the pbs are set up weird, they have no root transform

#

but meh

regal brook
#

is it nor possible anymore to scale the radius on the a phybone with an animation anymore?

arctic ginkgo
compact dust
#

oh

dark jay
#

How do i fix emotes that have leg issues with vrcfury

compact dust
#

new physbone fact learned

somber sequoia
dark jay
#

I know if i changed out the emote in actions and turned on ik foot it might fix it but i dont wanna do that

compact dust
#

alr ty its not messed up now

dark jay
#

i use vrcfury to add it as a emote

somber sequoia
#

okay... and what is the issue?

dark jay
compact dust
#

the legs supposed to move more i assume?

somber sequoia
#

...what about the legs?

#

people, please actually explain your issue, don't assume we'll immediately see what you see

dark jay
dark jay
somber sequoia
#

... I'm done

gloomy flint
#

show.

compact dust
dark jay
gloomy flint
#

Then show how it's broken.

compact dust
#

we cant help if we dont know what it's supposed to look like vs. what it does to you

gloomy flint
#

Words.

compact dust
dark jay
compact dust
#

there u go

dark jay
compact dust
#

ah

dark jay
compact dust
#

erm

#

idk

#

im not an animation nerd

dark jay
#

maybe i should ask in another server

somber sequoia
#

there's #animation but really it's "update the animation to look how you want it to look"

somber sequoia
# regal brook ...

some parameters you can change via animation if you first disable the physbone component

regal brook
somber sequoia
#

huh I didn't think that ever worked, but maybe it does

naive ferry
#

how do i make avatar seats/stations on quest

inland pumice
#

how do I import a 3d model from a game into vrchat? I want to have my fav dead by daylight character in vrc.

#

is there a yt tutorial somewhere?

somber sequoia
ornate stump
somber sequoia
#

ah yes, I provided generic info on how to get a model in - the game part varies.

gloomy flint
compact dust
#

yeah some games actually have their models for download

#

i think zzz does for example

gloomy flint
#

All hoyo games do

somber meadow
#

really?

gloomy flint
#

yep, official mmd file downloads as thats the file they use.. apparently

somber meadow
#

I mean, they already know their stuff's gonna get ripped. Why not give it out already

gloomy flint
#

nnnnah they do it for community stuff

#

like hoyofair creations

#

that way people have a safe, legit, and easy way to use models for artistic stuff

#

Wuthering Waves on the other hand I DON'T think has their files for download?

#

if they did i would have seen if anyone could make a Jue handpuppet already bc damn,,,

#

cool dragon,,,,

#

Or if WuWa does give out the files, they're hard to find

gloomy flint
#

its so SAAAD i want more avatars of my lovely and my ONLY limited 5 stars,,,

compact dust
#

ive tried finding some to make a 3d print of one but i couldnt find any

#

anyways, anyone know of a way that i could have a constant animation that moves objects or nah

gloomy flint
#

looks like no official posts of the models, just people using Unreal Viewer

compact dust
#

i have no idea how i would do that

#

i have an idea to make a set of earrings like this but have it so their physbones allow them to spin when moved/ touched

somber sequoia
#

make an animation clip, set it to looping, put it into a layer in the FX animator, done

compact dust
#

that would make it a constant animation tho right

ornate stump
gloomy flint
#

yeah

#

i was gonna say- 😔

compact dust
#

that would prevent them moving in a circle and not falling or anything like that

#

so they wont freak out :D

#

right

ornate stump
compact dust
#

smth like that?

#

idk how i would setup the blender armature tho

#

why do i have to come up with complicated ideas 😔

somber sequoia
compact dust
#

instead of when moving/touched

ornate stump
compact dust
#

so itd be kinda like a wind chime yk?

ornate stump
compact dust
#

cool idea but kinda weird execution (to me at least)

ornate stump
#

And since it's an earrings which are really small piece of accessory you'd need only one bone for the chain. More than that is just excessive.

compact dust
#

so this (blue is the main bone)

#

red or green as the child?

#

or neither.

crimson pendant
#

In all of my avatar projects, the left leg's default animations are crooked. This happens across multiple avatars. Any fixes, or are the default VRC SDK animations just fucked?

compact dust
ornate stump
compact dust
ornate stump
compact dust
#

close enough

#

ikwym

crimson pendant
#

I'm having this same issue. Was this ever fixed?

ornate stump
compact dust
#

does the tail need to contact the ring btw

crimson pendant
compact dust
#

and would each ring need a seperate bone

ornate stump
compact dust
ornate stump
compact dust
#

i should probably create the model first ngl

crimson pendant
#

The default VRC animations are messed up, I think having a digitigrade setup just emphasizes those errors

#

looking through this chat, here's another example

hearty elm
#

Afternoon smart people of this community, I have a bit of a predicament with Avatars scaling. I made an avatar and tested it on PC and it worked well, but when i went to test it on my Quest, My hands where Way too big and i couldnt reach far infront of me. I couldnt rly put my hands togethor and have it sync perfectly either as they would phase into One-another.

The actual bones on the character are a bit small due to how its made since it visually has no arms and is just floating gloves... Any way to fix this?

brave viper
#

i'm going crazy, i accidentally hid some bones in blender but only in Object Mode...?

#

alt-H isn't unhiding them

compact dust
#

blender makes me go insane too 😔

left wren
#

im currently working with a model that has 6 fingers, and i need to figure out how to animate the 6th finger for the hand gestures. How would i go about this for sdk3? standard recorded motions dont translate like they did in sdk2, so im stumped.

#

(i could in all honesty just combine the 6th finger bones the the 5th and be done with it however for future note i want to know if it is possible)

hearty elm
left wren
#

i want it to animate with the standard gestures. the problem is if i recall correctly, the animations for gestures require the bone/bones in questions to be mapped to the animators armature

#

i dont use finger tracking atm so i just need it stock animated

hearty elm
#

if thats what you are refering too?

somber sequoia
brave viper
#

i don't even know what that is

#

so probably not

somber sequoia
left wren
#

part of the issue is i need to reanimate the fingers, however whereas 4 fingers work fine 6 cant as the humanoid avatar rig only supports a standard 5

hearty elm
somber sequoia
#

hah well that works great too! I did that on one of mine

left wren
#

so the problem becomes how do i animate something thats not on the humanoid rig to gesture animations

hearty elm
#

Hell you can have gestures that make you taller if you do it right

#

but i see what you mean

left wren
#

i already have the animations set up they do not currently work

#

the fingers that i did animate follow their respective animations, however the 6th finger does not

hearty elm
#

hm.

#

Odd.

left wren
compact dust
#

so many fingies

left wren
#

see? its animated but in game the 6th finger sticks out

#

im sure its because its not on the humanoid rig

hearty elm
#

you did use the vrc_avatars gesture thing right? and assigned the new animation to the state correctly?

left wren
#

yes

hearty elm
#

shet. yeah im not sure then..

brave viper
#

i

tall dock
#

Blender question, what tool or how could I make the connection between lowerleg and upperleg like a corner? As shown in the drawing

(I'm sorry it's a drawing but I like to make doodles of how do I want to modify an avatar u.u")

brave viper
#

somehow unhid the bones

hearty elm
somber sequoia
hearty elm
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Guessing you used the sculpt feature?

somber sequoia
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er, I meant to reply to the OP, sorry

hearty elm
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xD

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all good

somber sequoia
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haha "mofo" 🙂

tall dock
hearty elm
compact dust
#

petition to celebrate kazin for putting up with this channel

somber sequoia
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sculpt mode does have sharp tools, if you want to do it that way, though you'll probably have to go into the normal edit mode eventually

somber sequoia
hearty elm
tall dock
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If it isn't much bother I would like to ask for help somewhat frequently since I don't know how to use blender really u.u"

hearty elm
hearty elm
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✨

tall dock
tall dock
hearty elm
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or how i do it atleast.

somber sequoia
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yeah - blender is the tool 🙂

tall dock
tall dock
somber sequoia
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I know what you meant though, and that can be learned

tall dock
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But it's a tool you gotta discover

somber sequoia
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yep

tall dock
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Im trying to do my best on it

somber sequoia
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I feel like I find something new every time I use it

arctic ginkgo
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how bad are grabpasses for performance?

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i found a cool pixel shader i want to use but it does use a grabpass, idk if that'll cause any issues

somber sequoia
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I generally only use them on avatars for brief fun things, not like always-on

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you in a world by yourself though? whatever

arctic ginkgo
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yeah i'm definitely going to make it a toggle just for fun, idk much about shaders so i'm not sure how much i can do to edit it, but i do want to customize it a little bit

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i already frankensteined it with the vrhchat/mobile/toon lit shader so it has parity with quest (aside from the pixel part)

tall dock
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There is more than one edge on the smooth part, Im confused

arctic ginkgo
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i didn't want it to be unnecessarily bright because the only options for the shader are unlit or cel shading if you pay for it

arctic ginkgo
somber sequoia
tall dock
somber sequoia
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is this a robot or something? People (including furries) don't generally have sharp edges 🙂

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but yeah grab and edge and move it where you want. Subdivide faces if you need.

tall dock
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Im having the problem because there's edges, if i subdivide it i think it would make it harder

tall dock
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It's like a chimera of some sort?

somber sequoia
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well whatever it is, I'm not sure what problem you're having "because there's edges"?

tall dock
somber sequoia
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yeah I guess I'm not really sure what you mean

tall dock
tall dock
somber sequoia
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ah okay, glad you solved it 🙂

tall dock
potent roost
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heya, quick question for anyone that may know. what might be causing these error when my friend tries to build they're avi?

somber sequoia
tall dock
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And thanks to host for the help too ^.^

potent roost
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okay let me get them to get a full screen shot

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thats the full list

somber sequoia
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"scripts had compile errors" seems to be relevant, but it doesn't show what

inland pumice
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i just uploaded an avatar and my cam is buggy, how can i fix that?

ornate stump
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Also the light.

inland pumice
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should i completely delete these?

ornate stump
compact dust
potent roost
inland pumice
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oh i found it haha

somber sequoia
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is that packed into the avatar prefab?

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sus.

compact dust
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how dare blender do that

ornate stump
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It's usually when exporting from blender and user didn't delete the default camera and light.

somber sequoia
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yeah the other names there are weird, but definitely go back into blender and don't include those when you export

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(probably just delete them from your Blender scene unless you're using them for some unrelated rendering)

inland pumice
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nicee i fixed it, now i need to get the textures

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how do i get the textures from blender to unity?

somber sequoia
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textures are just image files, put them into your Unity project

inland pumice
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ok ez

spring ember
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i downloaded a middle finger anim, how do i change the rock n roll gesture to it?

somber sequoia
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Find where it's used in the Gesture animator and drag the new animation into the place where the old is

spring ember
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where do i find the gesture animator

somber sequoia
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it'll be listed under Playable Layers in your avatar descriptor

spring ember
somber sequoia
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ah you'll have to make one then, there's probably a tutorial somewhere for this

spring ember
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im just confused bc hand gestures play still when i test it in gesture manager n stuff

somber sequoia
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yeah - without one there it uses the default

spring ember
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oh shit my bad i didnt read it my brain just went "nothing there = nothing happening"

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when i search up how to change hand gestures i get results like how to add expressions to gestures and whatnot

inland pumice
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quick question, why is the hat getting invisible when you look down in unity? in blender you can see under the hat

inland pumice
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yes

spring ember
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nice im making one too

somber sequoia
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rough guess: it's one-sided and your shader is only rendering one side

inland pumice
somber sequoia
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nice

spring ember
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figured it out

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middle finger work

somber sequoia
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yay!

spring ember
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tutorials for THAT were outdated so what i did was search up how to fix the motorcycle pose, which lead me to where the default hand gestures are

hazy sphinx
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can someone teach me how to rig a vrc avatar?

hearty elm
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Is there anyway to have the character in unity when animating NOT go in a hunch mode? Im tryna make idle animations and what not but im worried the hunch animation will get in the way

somber sequoia
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nope, I do those in Blender instead.

compact dust
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:D

hearty elm
somber sequoia
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absolutely! you export them in a .FBX file

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then just copy them out of it like you would materials and such, I found a tutorial at some point

hearty elm
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Thats the thing... I setup the FBX file in unity fully with all the bones assigned and blend shapes assigned which took me a couple hours since im still fairly new to this... ;-; So going through all that again for this would rly suck.

somber sequoia
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a) you can overwrite the existing avatar file just fine, if you didn't unpack it.
b) you can export animations in a totally different .fbx and extract them

hearty elm
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aka will it work on the model if its imported seperataly if it finds the same bone name its using?

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Eh it doesnt rly matter. i got some things to fixed

somber sequoia
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bone names don't matter, the rig setup handles mapping them properly

night ember
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You can usually find a tpose animation to use

balmy marlin
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How do I move the tail controller menu to "GoGo Loco" and delete the "GoGo Locomotion" menu and submenus? Somehow duplicated it and none of the animations work inside of it. I don't understand the hierarchy in unity and I'm afraid to do anything because of how unity works.

night ember
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Its just in your menu thats containing that stuff

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Menus dont really have hierarchy's

crimson pendant
night ember
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Thats not a bug?

compact dust
crimson pendant
night ember
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Thats just how the idle is animated

crimson pendant
compact dust
night ember
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But its not a bug that you can "fix" by just changing the animation

crimson pendant
night ember
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Then do that

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You arent forced to use it

crimson pendant
somber sequoia
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I've used digitgrade legs and it's fine, but I also use FBT and so I'm not sure I'd notice anyway

compact dust
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do you mean like this?

crimson pendant
crimson pendant
crimson pendant
compact dust
crimson pendant
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part of the sdk itself

night ember
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Then just duplicate the file

compact dust
night ember
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You can literally just duplicate the default stuff and suddenly its a nonissue

somber sequoia
crimson pendant
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that's what I'm saying lol

crimson pendant
night ember
crimson pendant
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I'll have to duplicate several likely

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but regardless, none of this should be necessary