#avatar-help
1 messages · Page 70 of 1
sorry but -11 is wild ðŸ˜
Yellows are only important if you’re developing something. You can ignore them
i dont think those errors are important
listen to this person they're the smarter one
I think I missed a step
You only need to care about the errors if you click the "Clear" button and they don't go away
Sooo
seems like the avatar dynamics robot avatar works when adding gesture manager, i have no idea whats going on with MY avi
So, you can click Don't Save on this. Open the sdk control panel from the Top toolbar menu; VRChat SDK > Show Control Panel
more than likely it's reverted to the upload state the creator set it to
For now, lets just go through the upload process. You can make edits to it after that all you want
Can ignore that
It’s not even showing up in unity anymore
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
I don’t see that
Did you open the Control Panel through the VRChat SDK menu at the top of your unity?
Open the Vrchat Creator Companion
You'll want to make all your projects through the Vcc. It'll handle the unity version and packages you'll need
I did that
found the problem LOLLLL, the Animation controler was in the wrong playable layer, it was in Base instead of FX
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
Interesting, I'll have to keep that in mind
Lookin good. When you click the Open Project in the top right, what opens?
Hit Ignore every time it comes up.
The sdk imports in an order that causes errors but works itself out by the time you get in
Now you import that Avatar unitypackage you have
How
You can drag in the package or double-click it in your file explorer and it’ll load in :3
I’ve triedddd
From that
Now what
The avi isn’t showing up in unity
Now I’m here
It says I must fix the issues
scroll down in the top part
itll show you the issues
you can just press auto fix
Idk how to do that
click the avatar, then click add component in your inspector window
then search animator
is it not in your scene heirarchy?
did you double click to open the scene that has the avi in it
the unity symbol that either has the name on it or says open me
There isn’t one
do you have an fbx then
yep thats it
Now what
click on the avi name in the heirarchy which should be on the left
Alll of them?
yeah but just pick one for now
Full
probably just the full version
Ya ya
then in the inspector tab on the right it should have a tab named animator
yep
the animator controller should be filled tho
so click the circle next to it and find the name of the avi
it should say smth like "outrage full"
search outrage and make that window wider
usually in my experience its the one with the most clips
Idk what that means
you can see how many clips in the little info section
since yours has 3 you might have to test all 3 in game to see if its the right one tho
yeah i'd assume its that one
yep just press the box on the bottom to accept terms
then build/publish on the bottom
go to your console
There was a auto fix button I pressed it should I try again
yeah
go to your console then
press clear to get rid of the useless errors
the red stop sign lookin one should be the only one
unless there's more bad errors that is
weird
i think its just the assetbundle one on the top, but idk how to fix that
yt tutorial to the rescue
Okiii
search for smth like "vrc assetbundle not built error"
updato
Now I do
We shall try again
Also looked up the error
No help
I’m so confused
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:
does anyone know what "PB" means in this context?
peanut butter? :)
if you dont plan to do anything nsfw with that avi you can delete the thing it's talking about
cus it seems like its a different problem
just delete the folder named "wholesome"
thats where it should be stored
now the problem is bc vrcf is trying to mention smth that isnt there
if you can find the script that is trying to mention it and delete it then that would fix that
physbones
probably a version of the hair with and without physbones
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?
The FBX itself is OK (at least for Unity) it's definitely the importing process that breaks it.
You should just use File -> Import -> FBX to import fbx file.
Did exactly that and got a couple of python errors and missed some bones as well as all blendshapes for all meshes. Tried Blenders 3.3, 4.0, 4.0+CATS, 4.4.
Can you screenshot the error?
It was like: ErrorKey: Armature. And objects hierarchy was completely messed up. Like mesh objects under armatures and vice-versa
Better get the exact error detail.
Will come back to my PC in couple of hours and will share. Thanks.
nvm im dumb, standard lite doesnt have a transparency option >:I
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
Okay, ill look into it thanks
ok im just blind than lol
also #world-optimization
what would you do for the bones on smth like this
(ive literally never made bones before)
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!
Nevermind. I've just found "Better Fbx Importer & Exporter" addon that did the trick from the first attempt on default settings. Kind of black magic. Highly recommend.
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
i hate bones/weight painting
what happened ðŸ˜
its literally the only mesh in scene
ðŸ˜
what do you mean its 2 morbillion tris
The number means it can't read the mesh data.
its bc theres a broken script or part of the mesh is messed up
that would make a lot of sense
no...
so 2 billion tris means i fucked up somewhere?
2 million and some is the maximum integer. it assumes this wrong because in the import settings, they did not tick "read/write"
hence it cannot "read" the actual value
and assumes max
thank you
🙌
preem guys thx this is my first avi im like properly building myself so
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(?)
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
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
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???
is it possible to set up VRC parent constraints without having them snap to the bones they're directed at?
They are not synced by default. I would reccomend doing any checks involving physbones or contacts locally using IsLocal = True and then driving a synced parameter for the remote users to follow on their own branch using IsLocal = False
Like with normal unity constraints, you can animate the weight of a VRC constraint source to have your object go from one source to another smoothly. Alternatively you can set it so one source is the objects itself with weight 1 and the other is your destination with a very small weight (like 0.005) and that will dampen the movement at all times
Hard to answer without knowing what your physbone settings are
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
when i try to swap the object it's targeting, it moves away from it's rest position
Define "move like it's parented to two different bones". Because rn I read "I want to constraint an object but also not" so I'm a bit confused
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
thanks. I've done it with contacts but wasn't sure whether it was necessary with bones. Thanks
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
Oh I see, then you don't want a parent constraint, just a rotation constraint no?
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
Right, let me go fetch smt then
oh?
https://github.com/VRLabs/Offset-Constraint This should be exactly what you want if I understand correctly
thanks, i'll have a look and see if i can use it
welp, afraid not, but i appreciate the help
brute-force armature solution it is 💪
Ah, sorry that didn't help
you're all good hun, i appreciate you trying
apologies for the dumb question
but is there a way to do corrective shapkeys in vrchat?
or is there a way when the arm is rotated down activates this shapkey?
from this to this?
or could i use senders and recievers?
that's the usual way, yeah
I'm not going to say 'best' 🙂
i just make blendshapes to completely make slipping parts smaller when wearing a specific outfit
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?
can't you use pose mode in blender?
but if unity, for me the gogo loco stuff is enough
and gesture manager that can simulate stuff like running for example
yeah but when the whole rig is moving it can help to catch things I miss in pose mode
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
If it's for sale, I'd probably reshape the clothing and do enough weight paint so it doesn't clip. If for myself, I'd do some UV tile discarding on the body below there.
thank you guys for the help/suggestions
that's a difficult area, don't be discouraged if it takes a while to get it right 🙂
how do i make my avatar go to ground level because it says the feet are in the floor
raise it up
in blender
and set the origin to be on the in world centre
im not using blender
you'll need to use Unity, so....
i hate when people dont understand wtf i mean
sorry, yeah, it wasn't clear what you meant, so I assumed
same here
not my fault either that im not good at communicating cuz autism is great
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"
same with the blender
anyhow
this should fix it
im using unity
if your origin is like this on your avatar its going to throw that error 'feet are in the floor'
should be more there
welp time to download blender
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?
maybe... a static and permanent particle generator??
I'd likely cap it at 10 anyway, if that gives any ideas.
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
you don't get arrays on avatars of course
so it'd be... a challenge to do a real inventory system
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?
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
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
As a possible aid to your theory, I've seen that adding a sender to the item itself and a reciever in the bag is a nice way of checking whether it's inside or not, in addition to the usual constraints and stuff for moving
considering I want cans and packets, the mesh would likely be best for me.
yeah the idea here was to spawn the items when grabbed and throw them, not have an actual inventory
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
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?
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
I will definitely be looking into throwable particles because I want to make a throwable survival sandwich
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
yup
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
you dont
you don't
200/500 is a hard limit, same as 10/40 on quest.
those people shouldnt be able to use those either
Instead check you textures resolution and lower it with this tool
https://www.youtube.com/watch?v=0zvNokic-fQ
could someone tell me why my tongue mesh is deforming when imported to unity?
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
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
thank you!
....ah, that didn't change the position to match unity's. It still looks normal in blender
Hi there I was wondering if someone could show me how to make color changing material for hyper form for my Sonic Avi
which shader do you use?
VRChat/Mobile/Stander light
limited options there, but iirc you can change the albedo color at least
Should I make shader From scratch or something else i can do
All I wanted is the color changing/light
you can't use a custom shader on quest, if that's the goal. But you can animate parameters on that shader
I'm on Pcvr
so you can use pc shaders
Ok then
Oh i see
yeah you can do lots of really cool stuff with a PC shader
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?
making any object transparent?
Yee
Not likes glass transparent tho but to where you can see the inside of the object from the outside
opaque while tail is transparent (or use a shader) different rendering queue
seen some shaders that uses the blob lava lamp similar thing
Opaque makes it transparent but I want it to be like a one way thing, it’s confusing
Okay, How do you get an outline on an object?
outline shader
@somber sequoia would you happen to know the problem
also how do you auto weight paint smth
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
is there a way to make my avi ignore these coliders and have them only work for the cloth?
is it colliders for a physbone?
no
then nvm.
its the normal coliders cause the cloth components only work with normal colliders
disable the thingie on colliders so they dont collide and send you flying ( i forgot what its called gimme a min )
yes please thanks 🙂
so is trigger
thank you so much will test this now
cause my avi keeps escaping gravity
cloth is terrible btw , all local so no one will see what you see
my wife saw my cloth move
turn around (culled) turn back its now flopping around
99% of the time i see cloth its stuck to some collider
yeah i get that too but for this usecase that is fine
i pull clothing off my body and then its in my hand and its cloth
and i drop it to the floor
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
are you making a stripper avi xD
yes
🙂
but no naked
still has underwear on
never going naked on avi
doesn't even have the nude parts
thank you so much for the help let me go test it
please don't ping me for new questions I'm not already helping with, I have no idea what this is in reference to and am working on my own stuff.
my first question would be is there is a reason for so many bones in there?
without context that seems reasonable, if you want that many bones?
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!)
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
are you using a synced parameter?
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
I forgot to check the box- tysm I was running myself in circles and totally blanked on checking that! Hopefully this does it!
sometimes it's the simple things!
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.
i know nothing of making bones so i assume its supposed to go throughout the whole thing
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
earring 🥺
i'd just give it 2/3 bones and call it a day
kewl, but idk where
id assume less bones would make the auto weight painting work better too
idk how auto weight painting works so i can't help with that
liquid bones
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?
likely roughness/smoothness
What setting is that under?
if its poi you can use the search bar
yeah without knowing which shader you're using, there's no way I could guess
sorry yeah its poi
Shading -> Reflections & Specular. The Poi docs are pretty good, I always suggest using them too 🙂
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
Yes but I'm suggesting to lower the smoothness value
shading type could come into play here also, and possibly other things too (clearcoat, stylized reflections, etc.)
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?
Ignore Transforms slot in the physbone component
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"
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)
how do I transfer one hairstyle from one avi to another?
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)
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
you can if it's a separate file I think. But I'm not sure cause I've never attached stuff in unity like that
- Is your avatar at 0.0.0 position?
- What are the coordinates of the view point? Does it look good in unity?
- Are you using the jaw bone for anything? If not, unmap it from the rig configure menu in unity and that should fix it
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
usually speaking is done with visemes. Do you have it set up with them or with the bone?
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
1.1.1 tends to make it GIANT
Change it's import scale instead of it's transform.
would if i knew how to do so :\
that's why I said scale it down in blender, apply transforms and bring it back to unity
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
Note that this isn't going to fix the view position
you still have the fbx file in the assets and can import it to blender
at least you should have it
i do
its at 1 already
i have the scale perfect currently
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
juist the veiw is not great
then change the transform scale to 1
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
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?
that's not the same
you could try enforcing tpose
in unity
in the configure menu, should be somewhere at the bottom
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
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.
Did vrchat change the mobile physbone limit?
I thought it was 8
and its still letting me upload even though I have 13
yeah, like I said, you will need to take it to blender
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
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
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
id delete this folder , set material back to whatever they are using (poi 9) , locking should behave
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)
ctrl a
apply all transforms 
i dont know what you mean, i pressed crtl a and nothinh happened
what problems are you having?
a window should pop up
just popped up
maybe that blender version has a different short cut for it
ctrl+a should show this
I don't understand anything about the unity interface and I haven't been able to modify anything, I'm a beginner, so I don't understand how it works
got it, pressed all transformations
what would you like to modify?
unity is very broad
and it's hard to just explain everything
do anyone know why this is happening
my first guess would be unconnected meshes or some weight painting issue? it's so weird to look at
🥹
That doesnt work unfortunately
I want to create a personalized avatar from A to Z (it can be taken back and modified no matter)
if you want to make an avatar from scratch or from a base you will need to use blender first
Okay but how will it work with the SDK?
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
Okay, thx
wouldnt reputing the model in make me have to add all the stuff over again or am i being paranoid?
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
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 :[
dude
you should never unpack your avatar
idk if you did it or your friend
but you should never do it
i was told to by a different friend
why? what was the reasoning?
idk, all my hope and motivation for this avi is gone. i dont even remember
yeah, don't unpack avis
i think im just going to go back to paying for avis
avi making has hurt my mental health in just a few days
it's a hard thing to do
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
i figured out why the auto weight painting wasnt working
why is weight painting so blegh
yeah none of the auto stuff except this works well, and even then you always have to touch it up a bit:
https://github.com/sentfromspacevr/robust-weight-transfer
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.
So I put the veiwmodel at the back of the head and it WORKED @desert elk
what do you need it set to?
First or Average seem to both work, just cant be Ignore.
you have children of physbone affected transforms that need to be affected as well?
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
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
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.
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?
the X axis of the graph goes along the whole chain, and the way it affects the physbones is by taking the value from the left side of if you divide it by the length of the chain
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
and this is based on the longest chain for multi-child physbone components
ive done it before for ears and such to bring physbone count down
idk why yall are overcomplicating a hair physbone ðŸ˜
optimization
it really isn't that complicated tbh
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
so for example if you have 2 bones, then the Y value at X = 0 is for the first bone and the Y value at X=0.5 is for the second bone
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
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.
but the bones have to be children of the root transform for the component for it to move..
it will though?
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
let me draw this real fast
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
i dont think its rigged poorly 😦
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
yeah this isn't going to work
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
worked for me before
this is why
the left is before rotation, the right is after
top is how the physbone was before, bottom is your solution
with the hair root child you told me to try creating, wouldnt that still throw the origin points of the hair strands around
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
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
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
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
yeah if you want that then go ahead, just was explaining that it wasn't what you originally asked for
was this with either the "first" or "average" multi-child type?
,,,
and have you looked at it with physbone overlay in game?
cant be ignore for me here
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
let me scroll up a bit and see what happened when you used ignore-
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
the reason ignore can't be used is because the hair strands have their own children (who's parents shouldn't be ignored) and the setting applies to all transforms affected by the physbone component
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
may i ask what happens if you tried my method with ignore?
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
mainly because it sounds like the issue comes from the Hairroot itself
@gloomy flint
i said using my solution-
this is the same either way
because the setting applies to the WHOLE physbone chain
it would still make the strands that have multiple children be unafffected by the phys script
you probably just didn't notice that your physbones with multiple children were being ignored
because if you're not paying attention it could look fine, especially if you have lots of bones
but it makes it stiffer
i'm just lucky ig when it comes to physbones-
since one bone isn't being rotated
no you just didn't notice the issue
unless it shows 0 issue, which usually it doesn't show any issue...
you just didn't notice it though
i'm explaining the issue
you can see it most obviously if you enable physbone overlay in vrchat
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
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
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
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
i stick the earrings under the bones they need to be (Head for human, Ear bones for furry/elfs/etc) usually and they work
depends how you want to do it, are you trying to add them in blender or unity?
if you dont' want them attached to the armature I'm p sure you can use VRC Parent Constraints to do it too
unity
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.
cus blender is not my friend 😔
i was thinking parent constraint but it didnt work how i wanted
okay then yeah what micheal said will work, it's probably best to add it directly under the bone so it scales correctly
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,,,
😔
to the ear bone nearest to where i wanted the earrings
im not putting them on human ears so its a bit more awkward
this works fine, just adds an unnecessary transform for every multi-child transform which isn't good for performance and especially on quest can restrict how many physbones you can have on your avatar
it's probably better not to use constraints unless you have a reason to; it won't move the exact same way as a child would. I would just parent the earring gameobject to the ear bone
ive had my method put on ears before, where I put both ear bones into an empty parent I made, and just copied over the physbone from one ear, changed the root transform to my newly made parent, and both ears worked fine so thing
Head
Ear 1 Ear 2
Ear 1.2 Ear 2.2
becomes
Head
Ear Root
Ear 1 Ear 2
Ear 1.2 Ear 2.2
alr ill see
the parent constraint made it all wonky
is it normal for the earring to move the parent bone tho ._.
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
no, but maybe you have your pivot point set to center rather than pivot which might make it seem like it's moved
ok it works correctly now
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
probably shouldnt have tried the parent constraint first
lmao, valid
but i believe i have to add bones to the other part bc it does not connect
the part with bones does ðŸ˜
nono i mean add blender bones
it's good to talk to others to learn and to frequently reference docs and other's work
the most i do is google
bc its 2 seperate models, one doesnt have bones
i am nothing if not stubborn
i've learned a lot from reverse engineering free prefabs like gogo loco and vrlabs' prefabs
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
see what i mean by "the part with bones doesnt work"
prob cus it has no weight painting either
sigh
nevermind i got it back
if you have an object with a mesh renderer on it there is no weight painting, that doesn't mean anything to a static mesh, only skinned meshes have weight painting
it will just move with the game object it is parented to
hrm
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
yeah ive no clue
maybe i could just make it one mesh instead of 2
how do you do that in blender :D
why do you want to do that?
are the earrings one mesh currently or are you saying you want to make them one mesh?
its 2, the upper ring and lower antler part
the upper ring is just the mesh and nothing else
okay so that should just move with the bone it's parented to
is it not doing that?
show hierarchy pls
okay can you send a screenshot of your hierarchy?
ok are you putting the earring at the very END of the ear?
how are you testing this?
play mode w/ moving avi
it looks like the earring has multiple parts-
like i normally test physbones
do you have physbones on the ears?
2 meshes yeah
yeppers
actually wait i have an idea
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
yeah thats what i was abt to do
although the pbs are set up weird, they have no root transform
but meh
is it nor possible anymore to scale the radius on the a phybone with an animation anymore?
not weird, that's only needed if the physbone component is not on the root transform
oh
How do i fix emotes that have leg issues with vrcfury
new physbone fact learned
what does that actually mean?
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
alr ty its not messed up now
okay... and what is the issue?
The legs
the legs supposed to move more i assume?
...what about the legs?
people, please actually explain your issue, don't assume we'll immediately see what you see
heres how its supposed to be
the legs are broken in the emote
... I'm done
show.
rip ðŸ˜
Then show how it's broken.
we cant help if we dont know what it's supposed to look like vs. what it does to you
Words.
https://www.youtube.com/watch?v=sVtQqqOo_DY this is how its supposed to be
there u go
i sent it earlier and it got deleted
ah
how can i fix it
maybe i should ask in another server
there's #animation but really it's "update the animation to look how you want it to look"
...
some parameters you can change via animation if you first disable the physbone component
including radius, cause i remember being able to do that smoothly before
huh I didn't think that ever worked, but maybe it does
how do i make avatar seats/stations on quest
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?
lots, including this one I just saw posted in this server earlier:
#avatar-general message
Problem is when you take a character out from other games is called ripping. Since it isn't a condoned action, there aren't many known tutorial.
ah yes, I provided generic info on how to get a model in - the game part varies.
unless of course, you're in the fnaf fandom /j
yeah some games actually have their models for download
i think zzz does for example
All hoyo games do
really?
yep, official mmd file downloads as thats the file they use.. apparently
I mean, they already know their stuff's gonna get ripped. Why not give it out already
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
i do not believe so
its so SAAAD i want more avatars of my lovely and my ONLY limited 5 stars,,,
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
looks like no official posts of the models, just people using Unreal Viewer
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
make an animation clip, set it to looping, put it into a layer in the FX animator, done
that would make it a constant animation tho right
Then add contact and use contact parameter to control speed.
that would prevent them moving in a circle and not falling or anything like that
so they wont freak out :D
right
It depends on how you create physbone chain hierarchy and have IsAnimated checked on physbone.
so like if all the rings are tied to a center stick in the heirarchy, and the stick is attached to the ears
smth like that?
idk how i would setup the blender armature tho
why do i have to come up with complicated ideas 😔
sorry, I was replying to your comment here, I forgot to do a reply: #avatar-help message
yeah i gotchu, it'd still make it constant though right?
instead of when moving/touched
What part of it you want to make it spin?
all the rings on it
so itd be kinda like a wind chime yk?
Then you have another child bone with bone head at the center of the rings. And weight paint the rings to that bone.
cool idea but kinda weird execution (to me at least)
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.
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?
example, probably wont do one this complicated
Main objective is having child bone head at the center of the ring. Then its tail direction isn't really matter.
the head is the shorter part right
Head is the fatter part in blender bone.
I'm having this same issue. Was this ever fixed?
You should screenshot how it look like.
does the tail need to contact the ring btw
mine's a bit hard to visualize, in this example my legs are digitigrade, but the highlighted transforms are ones from the plantigrade legs
and would each ring need a seperate bone
Not necessary unless that makes it make sense for you.
well i want it so that each ring can spin seperately
Then you create different bone on the same position.
i should probably create the model first ngl
the message I replied to before has more references, their issue is the same as mine
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
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?
i'm going crazy, i accidentally hid some bones in blender but only in Object Mode...?
alt-H isn't unhiding them
blender makes me go insane too 😔
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)
wait how would that work with smth like finger tracking?... eh nvm. Is it like you want it to be animated with gestures aswell? and doesnt rly matter with finger tracking?
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
I have a rig rn with 4 fingers and i figured out how to reanimate the hand gestures to support 4 fingers. since Rock n Roll wouldnt work since that uses the pinky finger and mine doesnt have it.
if thats what you are refering too?
did you move them into a hidden bone collection?
ditch the ring finger instead of pinky
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
Nah, i just replaced hte Rock n Roll animation with a flipping off people animation since i have a blend shape with a smug ass face
hah well that works great too! I did that on one of mine
so the problem becomes how do i animate something thats not on the humanoid rig to gesture animations
I dont particulary think it really matters on how many fingers you have. if your able to change the gesture animations you can animate any real bone to work
Hell you can have gestures that make you taller if you do it right
but i see what you mean
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
so many fingies
see? its animated but in game the 6th finger sticks out
im sure its because its not on the humanoid rig
you did use the vrc_avatars gesture thing right? and assigned the new animation to the state correctly?
yes
shet. yeah im not sure then..
i
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")
somehow unhid the bones
so like... to not make it as smooth and a sharpish corner?
Exactly!
go into edit mode, grab an edge and move it? Optionally mark the edge sharp
Guessing you used the sculpt feature?
er, I meant to reply to the OP, sorry
mofo why you be replying to me? >:I
xD
all good
haha "mofo" 🙂
Indeed I did, I don't really know how to really use blender so i'm tryna learn
My methods wouldnt be the best for it but id just go in edit more and mess round' with the vertix on the leg until it works lmao
petition to celebrate kazin for putting up with this channel
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
haha sometimes that's how it is
Understood
im still a bit stumped on this, do i make the bones longer??? like. blehg
And ty
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"
Well for a sorta beginner, it does look quite good :) good job man
see #3d-modeling or the Blender discord
✨
I mean I just grabbed a base and started modifying, I wouldn't know where to start in making something of my own nor have the tools to do so..
Alright, ty very much
Thats how you would normally do it xD
or how i do it atleast.
yeah - blender is the tool 🙂
We the same hahaha ^.^
I mean, that's true
I know what you meant though, and that can be learned
But it's a tool you gotta discover
yep
Yep!
Im trying to do my best on it
I feel like I find something new every time I use it
how bad are grabpasses for performance?
i found a cool pixel shader i want to use but it does use a grabpass, idk if that'll cause any issues
bad, avoid if you can
I generally only use them on avatars for brief fun things, not like always-on
you in a world by yourself though? whatever
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
i already frankensteined it with the vrhchat/mobile/toon lit shader so it has parity with quest (aside from the pixel part)
There is more than one edge on the smooth part, Im confused
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
what are you confused about?
I'm not sure I understood what you're trying to do here?
Sharp edge on the connection between upper and lower leg
is this a robot or something? People (including furries) don't generally have sharp edges 🙂
but yeah grab and edge and move it where you want. Subdivide faces if you need.
Im having the problem because there's edges, if i subdivide it i think it would make it harder
And kinda
It's like a chimera of some sort?
well whatever it is, I'm not sure what problem you're having "because there's edges"?
No like, the problem is that since there is 2 edges and no middle part connecting and smoothing, it may be harder to sharp it if i subdivide
yeah I guess I'm not really sure what you mean
Ahhh I'm sorry for being too confusing, wait me a sec
Welp by experimenting I got the result I wanted, combination of sculpt's flatten and smooth vertices, this is what that was about
ah okay, glad you solved it 🙂
Ty! Anyways thank you for the input, that made me try and mix things up with both modes
heya, quick question for anyone that may know. what might be causing these error when my friend tries to build they're avi?
if that top one is not the first error, paste the first 2-3 instead
And thanks to host for the help too ^.^
"scripts had compile errors" seems to be relevant, but it doesn't show what
i just uploaded an avatar and my cam is buggy, how can i fix that?
Remove extra camera from your avatar.
Also the light.
should i completely delete these?
That's the scene light and doesn't matter.
nah that's just for unity, does nothing in game
yeah that's what we've figured as well we've checked that all the scripts are working and we haven't found any broken ones
oh i found it haha
blender camera/light getting yoinked 😔
how dare blender do that
It's usually when exporting from blender and user didn't delete the default camera and light.
yeah the other names there are weird, but definitely go back into blender and don't include those when you export
(probably just delete them from your Blender scene unless you're using them for some unrelated rendering)
nicee i fixed it, now i need to get the textures
how do i get the textures from blender to unity?
textures are just image files, put them into your Unity project
ok ez
i downloaded a middle finger anim, how do i change the rock n roll gesture to it?
Find where it's used in the Gesture animator and drag the new animation into the place where the old is
where do i find the gesture animator
it'll be listed under Playable Layers in your avatar descriptor
ah you'll have to make one then, there's probably a tutorial somewhere for this
im just confused bc hand gestures play still when i test it in gesture manager n stuff
yeah - without one there it uses the default
oh shit my bad i didnt read it my brain just went "nothing there = nothing happening"
when i search up how to change hand gestures i get results like how to add expressions to gestures and whatnot
quick question, why is the hat getting invisible when you look down in unity? in blender you can see under the hat
lol is this dead by daylight
yes
nice im making one too
rough guess: it's one-sided and your shader is only rendering one side
nicee
thanks, i fixed it
nice
yay!
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
can someone teach me how to rig a vrc avatar?
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
nope, I do those in Blender instead.
:D
Shucks. anyway to import the animations for mblender to unity?
absolutely! you export them in a .FBX file
then just copy them out of it like you would materials and such, I found a tutorial at some point
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.
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
Oh alr, will B work correctly if the bones are named accordingly?
aka will it work on the model if its imported seperataly if it finds the same bone name its using?
Eh it doesnt rly matter. i got some things to fixed
bone names don't matter, the rig setup handles mapping them properly
Animate the guy not hunched first
You can usually find a tpose animation to use
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.
Its just in your menu thats containing that stuff
Menus dont really have hierarchy's
https://feedback.vrchat.com/bug-reports/p/bugged-leg-positions-for-default-vrc-sdk-animations
It would be appreciated if this got some attention
Thats not a bug?
ive personally had no problems wit legs being messed up
are your legs digitigrade?
Thats just how the idle is animated
it's not apparent with normal leg proportions
ive had no problems with ones that are digi either
But its not a bug that you can "fix" by just changing the animation
you could, literally just make it symmetrical lol
I'd like to see the setup for this, if you could, then
I've used digitgrade legs and it's fine, but I also use FBT and so I'm not sure I'd notice anyway
do you mean like this?
until the sdk updates and you have the replace it again
that's pretty similar
it's a default animation
fbt for the no strange tracking win :D
part of the sdk itself
Then just duplicate the file
that's just the idle animation in that pic

You can literally just duplicate the default stuff and suddenly its a nonissue
right
yeah I was wondering about that
that's what I'm saying lol
replacing the animation means replacing the animator, since it too would be overwritten with updates
Literally just duplicate the file