#avatar-help
1 messages · Page 72 of 1
Although that wasn't the file they gave to me I can show you my experience with them if you wanna take a look at it
Sure, I think my dm is open
Obj files can be imported into blender and exported as an fbx. If you purchased an avatar, you should not have gotten just a .obj file
Ah, I'm very uneducated with blender.
Okay I'm gonna dm you now
two animation questions
First of all, for conditions, is greater than 0 ACTUAL greater than 0? or is it equals or greater than?
If my int == 0, int greater than 0 won't allow through, correct?
My second question is reguarding animations with Loop Time turned off. When a transition enters that animation, it'll play from start to finish, then sit and do nothing until the exit transition conditions are met? Also will it always play to the end before looking at the exit conditions or will it interrupt itself if the conditions are met part way through?
Thanks
- Actually greater, not equal.
- Animation stops at the end of animation clip.
- It transition right away once any transition met all the condition. Unless Exit Time is specified.
much appreciated
im making this mario avatar but i needs neck and it doesnt have a neck bone how do i fix
Check in the fbx file rig configuration menu.
yea i mean i could make an empty game object for where the neck would be but idk
to have a transition that only has a % chance of working, what would be the best way?
Is there a chance or random feature or should I just have an int with a parameter driver random and then the transition just checks if isgreaterthan % I want
Doesn't work. You have to edit to add bone in blender.
i mean will the avatar still work even if i dont map the neck or will it just break
You won't be able to upload without the required bones.
Anyone that can help?
Some reason i cant upload my model to VRC (first time)
But im doing everything my 2 friends tell me to do and they say its correct?
When i click the build and publish the progress bar do not come up at all like theirs to :/
Yes im on the right version i litereally have everything in settings as my friends do that can upload same model.
Youre in prefab mode
You cant upload from there (blue background window)
Top left has a return arrow above the hierarchy to go back to the scene
omg.... I sent fullscreen pictures to my friends and they said NOTHING about that 🥲 And they done models for years are u kidding me. I used 4 hours yesterday on this 
it do be like that..
thank you so much tho. Such an easy fix to my many hours of frustration 🥲
If you always only strictly follow tutorials, you wont know. It takes Initiative to try things yourself to find such things out
But its as such important thing 🥲
cause i double click her
i dont drag her in as i just figured u can lol
Im just saying your friends probably never tried that
I feel least one of them knows about the blue bg. He made models for years haha
thank you so much tho ! ❤️
Will head out of the discord again ❤️
How can I make a chance transition between two animations? As in, there's only a 10% chance it transitions to one, and a 10% to another etc
What is the rest of 80%?
yall why is my mamehinata like this hhh
You haven't imported shader package.
Well I want to make an animation that only sometimes happens when I close my fist. So small chance of A, small chance of B, and then rest of the time nothing
Shader package?
Add parameter driver to fist state and random parameter. And you animate the other thing in another layer depends on the randomized parameter.
The package that contain shader the avatar is using.
So I need a Parameter I use to generate the randomness. Okay thanks
now I think about it, couldn't I do it in the same layer?
A wait sate that has the driver in it and that transitions to a check state when I close my fist.
If the percentage is correct, it moves on to the rest, otherwise it goes back to the wait state and generates a new parameter for next time I close my fist
You'd have to consider syncing too. You can't drive parameter with randomness to be the same for other player observing you.
Therefore, the solution is random locally by you, then sync randomized parameter to other player, then have them react to the parameter in a different layer.
oooh ok. So randomness is not local, each client generates its own random parameter... I see
So i could have a random generator, and then a "storing" parameter which I copy its value to? The storing one is synced but the generator one is local only.
That would function correctly, right?
That's a lot of parameters just to generate some randomness. I see why it isn't done often
It's just one int parameter. Driven and synced.
wait I think I'm missunderstanding something.
So if I create an INT in my parameter VRC Expression Parameters file set to Saved and Synced, then in my FX layer have an animation that drives a random parameter between 0 and 100, that parameter WILL or WON'T be the same for eveyone else??
That will. That's how you should do it.
ahokok. I got confused as you mentioned this
I guess that was in case I decided to make it only in my FX Layer's Parameters list?
Animator only parameter doesn't sync.
right thanks!
So as long as I used a synced parameter, this would work, right?
It should
The result should be in a different layer.
Why? I could see it working in one layer, but is there a reason I'm missing?
I admit I mainly do most stuff in single layers..
One layer is for driven parameter, another layer is for reacting on the parameter. Remember, consider syncing.
but it is synced though? I've made the parameter in the vrc parameter list
And yes I can do it in two layers without issue, but why is one layer incorrect? Is it a performance thing or just a good practice when making animations like these?
Gesture parameter and driven parameter have different syncing speed, so one may arrive at remote player in different order, resulting in incorrect value.
ah I see, so because I'm using my gestureright 0 to generate the RNG parameter, there could be delay?
That's the point.
I seee thank you!
If I were doing it differently, lets say, instead of closing my hand it was a radial menu button to generate, this would be fine?
Just changing transition condition to the parameter from the menu.
you can check that "local only" button if you're syncing this anyway
you both keep mentioning syncing. I'm not taking any steps to sync this other than having the parameter in my VRC Parameters list...
When the parameter is in the list, should I instead have drivers set to be Local???
And only not local only when the parameter exists only in my FX?
according to that bit of help text on the parameter driver
syncing is putting it in the parameters list and checking the synced checkbox. that's all
but I don't quite get why I should set the driver to local only?
maybe it's in the docs, I'm not sure
between reloads of the avatar, so yes, between worlds too
ah ok
sometimes you don't want things saved.
like say you always want to spawn in with a piece of clothing on, even if you had it off before
(you can imagine this is quite useful in some cases)
ok. Saved keeps info between worlds and switching avatars, but resets when you press the reset avatar button?
reset will reset to the default values
oh I guess that is called reload, I didn't mean to make that part unclear 🙂
considering this avatar is designed to be used and then reset I guess nothing needs to be saved
back to the parameter driver though, from what you are telling me, if a parameter is synced in my vrc params list, I should set the driver to Local Only. Right?
and if it's a parameter that exists only in my FX layer, I should not set it to local only. Right?
What about parameters generated by physbones or contact recievers?
you can also read that text on the parameter driver, I was just pointing it out
So setting local only to ON, will run the driver locally, but the effected synced parameter WILL remain synced for everyone. They simply see the parameter change and not the driver happen?
and the answer to the others is "it depends". if you want it synced, then make it synced
I'm assuming based on context that doing random locally means you don't make other players also generate random numbers then just override that via the synced variable (which certainly will be slightly delayed). With it local you generate the number then that number is synced to other players.
no need to make your friends computers do unnecessary work 🙂
right!
I get it now
quick question reguarding transitions between empty animation states.
I have the yellow warning saying Cannot preview transition, must at least have a motion on either source or destination state.
Is this fine??? Or will it ignore this transition and jam my animation lines?
If so, creating an emty animation or an animation with a missing keyframe (yellow text) fixes this right?
That window is to just preview the transition between the states if they both have motions
states with empty motion slots do behave weird exit time (if you have exit time enabled in your transitions), so you could just disable exit time or use a animation with a missing keyframe
I've dissabled exit time and duration so they're instant. Just wanted to make sure it won't be ignored
If it's an empty into an empty, it will lock up, from what I remember.
I know if you have no condition or animation, it says it will ignore it
I know of this one
I just give it some exit time
My concern is this one
says can't preview. So it'll work, just wont show the blend between the two animations because there arent animations to blend?
yep
cool that's what I wanted to check
I have a bunch of empty states just for logic, I wasn't sure whether I NEEDED empty animations in them or if it was fine.
can anyone help? im getting this error saying my avatar isnt set to humanoid when it is in the rig settings
expand the "Import messages" at the bottom
I may be wrong but I think I've had this before
I think just closing and re-opening unity fixed it for me but it may have been a different error I'm thinking of
It's best to check errors before going around them.
I know the vrcsdk sometimes freezes with some errors but reopening unity makes it realize the error was fixed
This usually is just 2 objects named the same thing
aaaaa, its because i have mesh named head as well as a bone
yeah
thank you!
I do "Face" for the mesh usually
Wait, can you see the future?! 
LOL
we just get used to the common errors haha
that worked, thank you, i totally forgot
I don't think I've seen it be anything else
Personally when I name a mesh, I always add suffix like Mesh to it.
Hello, I have been trying to make My avatar but every time I upload It. It turns to a bot and Idk how to fix It. And Its A bot for only Quest
does it tell you that it failed avi inspection or smth like that
No
does it give you any errors?
are you sure it meets quest reqs
Yes
Yes
maybe show the stats in the SDK's build window, often this happens when the avatar is very very poor
Hi! What's the best plugin for creating simple outfit toggles?
Stop using custom SDKs
How do you get Rid of blood born?
yeah that's not gonna upload to quest anyways, doesnt meet reqs
Yeah there's your problem
you can try deleting the package files for it, then you might need to reinstall the SDK. Why are you using bloodborne in the first place?
Probably just copy the contents of your Assets folder into a brand new project, not using it.
yeah that might be a better idea tbh
I wouldn't trust that you can cleanly swap to the official SDK after that's been in there
Iv'e been useing It for 2 years and My other Friends use It too
it's clearly against the terms of service
why? your friends told you to i'm guessing? it is blatantly against the tos. The only reason you'd need it is if you're making malicious avatars or you don't know what you're doing
prob option 2 for reason
id assume
No When I started to make Avis My Friends Teached me how to make it and they gave me Bloodborn
yeah so exactly what i said. Well you don't need it and shouldn't use it. Again, it's totally against vrchat's TOS and can get you banned
There is also no reason to use it
and there's literally no reason to do unless you don't know what you are doing or are intentionally making malicious avatars
I'm trying to upload an avatar and its not showing up ingame for some reason even when it shows up on the website, says "uploaded successfully" shows up in the content manager, I'm using the same base I've used for years, don't think I've done anything different besides using a new shader on accessories, tried changing into the avi from the website but it just shows as an error robot ingame, please help
What Unity version are you using for the project
22.3
VRChat is hardcoded to not load Unity AssetBundles that are above Unity 2022.3.22
Your issue sounds like you're using a higher Unity version than what's recommended
Ive been using this version just fine though ;-;
could you send an output log of a game session with you loading the avatar as an error? Press Windows Key + R, paste in %localappdata%low\VRChat\VRChat, click OK, and send the latest log file in this channel
if you are using Unity 2022.3.22 for the project^
alright ill do that thank you
also ill try to do this
a log won't be needed anymore since you used a higher Unity version
ah oki
the SDK will load and work properly since it's just a bugfix version, but the game client is hardcoded to not load the bundle
Is a here who speak german ? I need help with a Avatar 🙈 and have many questions
Nach dms zu fragen ist hier sehr gewagt
So I'm trying to get into 3d modeling my own personal avatars for VRc but I'm a standalone user. I have gravity sketch, but no PC so I can't use blender. Can anyone think of any solution for standalone?
you'd need to run Unity to upload an avatar to VRChat, so you'll need a PC (or mac)
Im trying to set up eye tracking "Correctly" for the first time in the many years ive had eye tracking,
I know I have to use the 'Additive' layer to animate humanoid bones (IE eye bones) but if I have the eye bones assigned in the rig config for the avatar, I still cant animate them, as soon as I remove the eye bones from the rig I can animate them on the FX layer just fine.
Ok , kannst du mir eventuell weiterhelfen ? Wollte ein Avatar erstellen , hab auch 2 Avatare , ein von Daz Studio und ein von Vroid , und wie bekomme ich diese in VR Chat rein ?
Is unity weird and not allow the same animations to be used for humanoid bones as for "non humanoid" bones??
Es gibt mehrere video tutorials auf youtube die dir zeigen wie man vroids in vrchat avatare umbaut. Wichtig ist das format, was für vrc fbx sein sollte. Sobald du das hast, kannst du dir ein ganz normales setup tutorial zum thema vrchat sdk ansehen.
ok versuche es dann mal 😉 danke
huh I don't really speak German but I know enough that I got much of that. context helps of course.
is gesture fist (1) the same as weight 100?
I'm having unexpected results with some grab zones ingame and was just wondering, because Gesure Manager sets weight to 100 wehn you click the fist test for example
gesture weight tells how tight your fist is, when gesture = 1
depends on controllers usually
wait but like... tonge out and eye closed animations are often on trigger pull
that's gesture weight
really depends on what your controller does
now I think about it, I don't think I've ever had the squeeze work in vrchat animations. Only for grabbing physbones and stuff
Hi all, is there any way to make the controller haptic buzz when touching part of an avatar? Like booping a nose etc.
Avatar Touch Haptics is a setting in game
I mean for a specific part of an avatar, not just when touching any part of someone
for instance, if I press my own nose, it would be good to have my controller buzz
idk, but itd be a contact of some sort
They'd need that option on either way
anyone know how to get unity 2018.4.20f1 working on a raspberry pi 5
does it work on arm computers
that's a weird version to be asking about here
yup
but if you look in their download archives, it'll be there if available. I would be surprised though
hm, i tried it again still no luck unfortunately
I somehow managed to do this with trying to fix my avi stuck in the animation pose in editor and my armature isnt lined up anymore in play mode now

Pumkin's tools has a way to reset that
lmao
can you give repository link?
if you search for that exact spelling it should come up
(it's what I'd need to do anyway)
Alright ill try
- Github: https://github.com/rurre/PumkinsAvatarTools
- VPM Repo: https://rurre.github.io/vpm/
i dont know if this is something anyone here can help with but im having this issue where some edges marked as sharp become detached in unity, any idea if its fixable? i couldnt really find anything on google but im also just bad at searching on google lol. just splitting the edges instead of marking as sharp has the same effect
if i increase the scale of the object in unity the gaps become smaller, but exporting the fbx at a bigger size then scaling it down just brings the issue back, same for exporting at a smaller size and scaling up. i guess its just some floating point error thing, but its visible in game so i would like to fix it if possible... obviously i cant upload a gigantic avatar
Could be duplicate vertices. Merging by distance would be my first fix attempt
thats what sharp edges does. if i dont have them marked as sharp it looks terrible because it all becomes smoothed out
Sharp edges duplicates vertices?
yes
im like 99% sure atleast
theres no duplicate vertices there in blender but its impossible for this to happen without duplicate vertices
I could very well be wrong, but I thought that marking an edge as sharp changed the normals to adjust how it appears under shading
thats what i thought too, but looking around online i read somewhere that it just duplicates the vertices
when exporting i mean
Hmm... Not that I've used the sharp modifier all that much, but I've never seen this quirk in my own work when exporting
Very strange
yeah its my first time seeing it too, but ive barely used sharp edges before
the vertices should have the exact same position so no clue why it ends up like this
guess i could try filling up the hole with an outline to make it less visible but an actual fix would be nice
it can take a while depending on what youve got going on on your avatar
Alr ty
is there any reason my older avatars are now error bots? (they're from about 2-3 years ago if that helps)
probably because the limitations were lowered
idk if the pc ones were, i think the quest ones were (i might be wrong tho)
rip 500mb avatars
rip my like 1.2gb avi
not actually.
i think it was like 1.2m vertices or smth like that
it's a pc avatar, 18mb
idk.
rip </3
im actually having that too with avatars that were definitely not over 500mb, but those are sdk2.0 avis so i think its more likely because of that lol. still a bit weird that some are broken but some arent
probably smth about the older sdk/unity version
but not my field of expertise
all i know is physbones.
vrchat being vrchat i guess
like i have older avatars that arent broken but newer ones that are? its kinda weird but well shrug. kinda sad to see my ancient avatars gone but it is what it is, if i cared that much id update them lol
it shouldn't really happen, a game as big as vrchat shouldn't be having issues like this icl :/
in your case it is pretty weird yeah
i dont really see it as an issue if they update their limitations, version of software, etc
i mean it's not like its hard to update avis
idk, I don't think some of mine are over the limitation which is why I'm confused?
I can't see any limitation that my avatar has gone over
not necessarily the 'limitations' that would be the reason
could just be older version of unity too
which is what im saying shouldn't be a big issue for a game as big as vrchat
its not an issue if they use two completely different versions of a software tho
if they're updating unity versions they should try to make sure things are cross compatible
if it is a 3.0 avatar (and i am assuming it is) it should generally be compatible afaik
Hello!
Does anyone know why an Armature that has all its transforms to 0° in Blender mysteriously has a -89.98° Rotation out of nowhere once put in Unity?
I tried to :
- Apply Transforms on everything
- Export using different settings including the experimental "Apply Transform" option
Nothing is fixing it; as soon as I put my .fbx into Unity it gets a rotation value making it impossible to merge with anything else.
thats normal
at least for some things
idk things i've put into unity have had that too but it didnt rlly do anything
vrchat gets mad at me for using materals in my avatar?
how do i fix this?
what am i suppost to do
have my whole avatar be 1 color?!?!
is it for quest?
yes
Well I'm happy it didn't do any problems for you but for me it makes it impossible to merge with anything unless I reput the whole avatar in Blender which I'm trying to avoid.
Can't merge 2 armature that has different rotation.
does it not let you change it back to 0?
If I change it back to zero then the item moves.. ^^
its a rotation
Yes, and editing a rotation value on an item makes it.. ..rotate.
????
hey does anyone have a fix for when I go to Build & Test or Build & Publish it gets stuck on building avatar step with little cpu/memory usage?
Maybe it's easier to understand like this..
Which is why I'm trying to export without that weird -89.98° coming out of nowhere because my current avatar Armature Rotation is 0° so it doesn't match.
can you use smth like modular avatar to attach it?
I can solve this many different ways including just putting back everything to Blender and exporting it as a whole; my question is more about why this is happening.
Was wondering if anyone knew 😛
it happens bc unity / blender :D
sometimes they just kaplooey
makes more sense than "unity/blender kaboom"
haha yeah
Uploading an avatar for a friend for quest, it is 10.04 MB
What and how do I lower it by .04 MB to upload it?
lower texture size
or that
How
i mean its playing some sort of anim, bc it doesnt pop into existence but comes down
weird
After stretching a physbone, there's now a large long area where it can be grabbed from.
Is there a way or workaround to make only the tip grabbable and not the length of the bone?
dont believe so
i think it'd have to be a seperate script
the anims plays for the whole avi despite me editting just the cone transform
is there any prefab thing that helps u check what is taking the mb in the avatar
actually unless you change the heirarchy to make the tip not part of it
but im not sure
look up Thry's Avatar VRAM Calculator
its super useful
ok i have a propper skeleten, all me bones are named, how do i paint properly?
I keep getting this error when i upload
the places that bend have the heaviest painting if im not mistaken
you can also use autoweight painting to get an idea
your best bet is to look up a tutorial for weight painting as it's a lot of small steps. Or look up how to auto paint
auto i believe is select the mesh, then the armature (at the same time) then ctrl p to select auto paint
and then select the mesh and shift tab, weight painting
i may be wrong
How doth one lower texture size in unity and with what/where?
click on the textire
should be in the inspector
somewhere
I don't have my laptop open I can't screenshot
textire 🥺 ❤️
At the bottom
too much weight painting
unfortunately
I assume it's the same if it's quest? I see the andriod symbol there so I'm assumig yes
yes
when making anims for objects, not related to the avatar, do I still have to create an animation on the avatar or just the object?
this keeps happening?
Now no anim plays when I toggle, lol
you can do global change, or if you want like high quality on PC and low on Quest, you can do them separately
just object i think
you'd need to merge the FX layers anyways, so I don't think it matters (idk how it works with vrcfury though, so don't have my word for it)
Hello.
If I add audiolink to a poiyomi shader, shall I add a toggle to make it turnable off? If so is there any way to animate the shader parameter or the only way to do that is to separate the audiolink into a new material and animate the material?
yeah there is
vrcf has a material toggle section i believe
or when you create an animation, press the red record button and press the on button for the audiolink
that should work
Aha, so effectively we can animate material parameters. Great, thanks!
yeppers
I figured it out, I made a parent so I had a pivot to scale the cone from, but the animation doesnt play when I animate the cone when its organized like this
anyway to fix that??
it doesnt work when I give it a parent but by itself, I can animate it and it will render
(i just gave the prefab FISH CONE a parent)
guys i'm dumb why is it darker
Question, how could I add extra arms?
I tried cutting the arms mesh and duplicating it on blender but It doesn't work much good to be honest, I would love some input u.u"
that's pretty much how - though you'd need to duplicate bones also and rig them to the second set of bones
Oh damn
Should I make them a separate mesh? Because withouth unifying them into the main body with merging vertices I think whenever I move them It would leave a hole
I'd merge them at some point, yeah
Uh, how do I somehow disable these backfaces?
how do i fix these blocky hair?
no real reason to have body parts separate
Alright alright, well first then duplicate and put in the right places the mesh
Then duplicate arm bones and put em in the new arms
And only after rigging unify the meshes
Sure. Then in Unity, do rotation constraints to the main arms, or some other animations
Yeah, ty once again for your help!! i may come back cause of rigging but we'll see u.u"
-# Gruah‼️‼️
it's not clear which faces you mean are backfaces? but maybe make sure your face orientation is right in Blender and make sure backface culling is off in your shader
I’m using the quest shader, which doesn’t let me operate the back faces
oh, then they wouldn't be showing anyway, so I'm not sure what parts you mean
why does my animation onlywork in preview but not play testing
In Unity, the abdomen piece has clear back faces showing, not sure how I’d describe it
kinda looks like flipped face normals
Any idea how I’d fix that?
is there a way to make a physbone only grabbable on one specific child of that physbone? having spazzing issues on subsequent bones past a certain child
in Blender make sure the outside is outside, and if not, select the wrong face, then "flip" in the mesh -> normals menu
one of the view overlays is "face orientation" - blue = front, red = back
guess that's a no then
do i need to edit something in blender?
are you using the correct hair texture for that
it looks like it's a plane-based hair
which usually uses transparent textures on square planes to create shape
how do i use the transparent texture?
yes
then you should be able to just use that texture with any shader that has access to Cutout
OR if it uses an alpha mask
ok i´ll try it
use that instead
if you have an alpha mask, use the alpha mask
if you don't, then there's alpha already cooked into the texture, which means cutout's your guy
if that's not it either then it means you're kinda fucked and need to go into blender because your texture isn't the one meant for that hair
so you'll need to cut the shapes into the hair planes instead
I don't think you can do that, but you might try making a curve for the radius and shrinking it everywhere you don't want it grabbale.
i love ALL the great help im getting here /s /vu
At my wits end with a avatar I wanna upload, what does this mean? 
entitled much?
you need to pick one way to install go go loco
either vrcfury and delete the layers from your avatar
or leave the layers and delete the vrcfury prefab
so its taken hours and i cant publish an avatar cuz its taking too long to build this normal?
can't you still grab 0 radius physbones
I'm not sure without testing, but I was thinking it might make them harder to grab
wouldn't fix my issue
my issue is i have a Funny Stick™️
grabbing the middle of the Funny Stick™️ works just fine
however, for some ungodly reason, whenever i try to grab the Funny Whacking Stick™️ past the midpoint, the physbone SHAKES ANGRILY
so making the front half harder to grab doesn't really fix the issue
obviously the real solution would be figuring out why my funny whacking stick for hitting people with is angry with its own existence if you dare touch it past the mid point
but i've no fuckin clue on how to do that
Alright, I thought you were talking about something entirely different for the past 6 messages
no blanke i am not in fact talking about what you think i'm talking about
it is a Funny Floppy Stick™️ meant for whacking people over the head
but the flop isn't really as fun when half of it isn't usable for grabbing and flopping around angrily
because instead of flopping it fuckin ksp krakens
ah. okay. i found the issue
i accidentally created a duplicate bone
which was causing the physbone to make an infinitely small physbone between them
which, from my experience, REALLY do not like to exist
is that the transparent hair texture?
that's the alpha mask
it kinda looks like it
the alpha mask tells the shader what to cut out of the texture
you use the alpha mask in conjuction with the hair texture
Duplicated bones, and meshes and made them separate armatures just in case, now how do I rig because I tried with ctrl + P and automatic weights but nothing
where should i put that?
try #avatar-rigging
Alr alr, ty
Alpha Map
hair texture goes in Texture
alpha map goes in Alpha Map
fuck with the cutoff until happy
if unhappy kill god
(twice)
okay thanks, i´m sorry for asking simple things, i´m new to that stuff xD
it's all good
OH SO IM ENTITLED FOR WAITING 30 MINS AND NOBODY HELPING ME AND IF i didnt say anything my question would be drowned out in the chat
it's better to ask simple things and take simple answers than be an incompetent dimwit for 5 days straight who can't read "inspector" on the right
when told to click on the obvious button in the inspector tab
you are not entitled to help
wuts goin on ._.
some guy's freaking out cause no one came to help him within 2 minutes
hahaha
wat the heck is /vu
as if putting a question here's some kind of SUMMONING RITUAL for an experienced avatar creator
and not just a gamble that someone who knows how to fix your issue is around to tell you
im mean you'd THINK THAT IF YOU ASKED A question in the help section you would get help, or am i wrong?!
google helps too
yes
but if no one answered that means the people who know how to fix your issue aren't around yet
blame timezones and very few people being actually literate in Unity Bullshit™️
the tm 😭
yeah I was wondering that too
hey at least it's not the Udon Tumbledryer®️ where it just picks you up and throws you against the fucking wall over and over
yeah i know nothing abt udon, not gonna try
y u p
unity and blender are enough
anyways @feral dagger if i saw your question correctly you're having optimization issues?
??
common joke regarding random links to unknown websites
AHH I see
bro really needed a whole document to explain that vu means very upset
yeah I didn't click
me on my way to use an abstract tone indicator instead of just saying i'm miffed with my current circumstances
strifed even
nay, bewildered at the sheer lack of aid in this barren land
Unfortunately, you're not entitled to anything here. You shouldn't expect everything to go your way
yet so flourishing with life despite the clear unabundance of assistance at my particular peril
Let people get to you if they choose, no one here is obligated to help. This place is just user-to-user support
doubtless, i am to yell at the king's peasants
for they will surely listen to my pleas if i yell insultingly enough
nay, pray tell, i know not what is wrong with my approach
anyone know why some of my old avatars are now failed, or failed security checks?
properly because of lowered limits
the old avi fails is weird cus ive yet to see anyone say anything abt it until today
it's been happening since the limit was lowered
havent seen anyone say anything abt it
people just didn't notice at first
any way to fix it?
damn....
upload it using new unity version, probably within the new limits
that fits the new limit
well i doubt you need the new unity version
I noticed cause I was hopping avatar worlds and avatars that were fine before now turned into the failed ones
the creator does uploads only to accounts, and they are not gonna reupload my edited version
you kinda do if you wanna upload (at least to my knowledge)
does it not work anymore w/ old?
I'm not sure
i thought it does since they still have the 2017 on the vcc
2008
cause server side checks change.
If you didn't upload it yourself you can't fix it
if I'm understanding the message correctly
@compact dust anything goes, just in new one itd warn you
yeppers
2017 cus i was thinking of a unity tutorial about spinning
i member
I see
i digress
yeaa..im choppeddd
did you know jeff the landshark has toe beans
also anyone know what to do with like vrc input lag
@hollow bronze if it gets security check failed, it wasnt supposed to exist in the first place, embrace it and move on.
are you doing quest connected to pc?
@trim tiger i´m so thankful, i just learned a new thing. i tried so much things to fix it TYSMM<33
move on. i get the gist buddy. the avatars an old avatar and i used it for 2 years straight
yeah quest 3 airlinked to my pc
@hollow bronze doesnt mean it wasnt trash🤷♂️
id assume thats why
?
airlink can be pretty weak sometimes
instead of pinging just reply to bro
XD
ive used airlink this way for 4 years and have only had minor problems
maybe smth with internet then?
grow up my guy. i asked for help and got my answer. if youre not gonna help then dont @ me
@hollow bronze i said you the exact answer, then you be like "was fine for two years", it was not, it just was not tracked properly.
yeah the minor issues ive had before was the same thing and it was with me being on my 2.4 wifi instead of 5.0 and it fixed it, im connected to 5.0 which is where im confused. but ill experiment more on this ty
yeah smt its just a little slow
" @timber wharf "okay thank you for your input, youre very helpful thx thx
@hollow bronze your welcome
if i could send a gif i would
you're 🤓
damn
not nice
i was going to send this emoji too lmfao (in all caps)
anyways
anybody need avi help 🥺
Does anyone know how to make radial menu with a blendshape, with vrcfury
theres ur answerr^
i think you can make a radial and then select what you want to change
not sure, i only use vrcf for normal toggles
typing the declaration of independance ive almost lost interest
poor unity
no problemo, love helping people
dam alex...he got you too, no yelling
we all feel that way sometimes
hate unity
what is this guy typing
@compact dust better than being you, your posts completely out of place half of a time, learn stuff or dont comment and use it as a chance to learn when you have no idea what youre talking about, you act as an ai network that tries to provide an answer despite being clueless.
...
you took way too long to type that
was that really necessary?
@compact dust ye, typos
XDD
you missed some words tho
or at least 1
also im not clueless
i have unity specialties
kinda
i mean eli and michstan helped me more than you...sooo..
you just recycled what they said and added an insult
"the problem could be etc."
not "your avatar is trash"
they helped me understand WHY my avi was "fixed" numbnuts
instead of telling them "f yourself, your Avi sucked" we explained why it got security checks
also told me how to fix the issue not to mention
and not the "it was never meant to exist" that's not how it works
my nose itches
itch it
no.
@compact dust i never said "your", i guess whole problem was about avi not being their
VRC lowered their limits and that's what caused some avatars to turn into security check robots. It's not the case of "improper tracking"
which is something that I explained btw 😉
it was a paraphrase 💀
exactly
i was already helped and was on a whole different subject before you even tried to help XD
Weird question but when I’m in gesture manager my avatars clothes aren’t attached to its body, any suggestions?
man im just tryna make my jeff model
they could be connected to the wrong bones, armature not setup correctly, etc
couple things
yup
honorable. ur cooler than me ngl
<3
Ahhh thank you 🙏🙏
well thank you for helping again and ill leave TheMostLeast helpful person in your guys hands, good luck lol
you could try a tool called Modular Avatar, thats what i use to connect clothing
@compact dust also if the internet thing doesnt work in a little bit when i try it, i will seek aid
works with full sets better than small stuff
it has a button that just attaches everything, and can make toggles
good luck luciii
although i reccommend vrcf for toggles
Thank you!!
This I do have,,
yeah its kinda a basic need, but if you didnt know they did toggles too is wim
I wouldn't call it a basic need tbh 🤷
it's helpful if you don't know how toggles work
but not a basic need
anyone know what causes an avatar to have randomly laggy locomotion animations
its got the default locomotion animation set
Should I only put modular avatar on my project or add the other 2 that came with it as well?
Is it possible to Multiply the Throwing Force of the VRLabs Rigidbody-Throw prefab? I want to be able to send the object across a room rather than limply dropping it in front of me. I also don't want to piss missle the thing IRL, risking me throwing my controller too
i only use modular, but idk what other 2 you mean
gtg tho so
-w-
this one logo keeps goin' upside down and I don't know why
Probably the UV island needs flipping
assuming it's not its own material or decal that you can work with in unity
What do I make anims off objects for? Im making a contact receiver on a pipe to make a sound but it doesnt wanna play in the play mode despite the parameter being 1
The sound doesnt go active when the parameter is true weidly
I somehow fixed it by moving the bounding box above the avatars origin, putting this here incase someone comes across the same issue
How to make more girly popping cute? I added hair and made face disproportionately small.
Front
How does the exit time and fixed duration work in the animator?
Unity docs are pretty good for stuff like this:
https://docs.unity3d.com/2022.3/Documentation/Manual/class-Transition.html
yep
i have a question, my avi works perfectly but on the quest version the texture under the hat is invisible and you can see trough, how do i fix it?
Create faces that face that direction, you can't use double-side rendering on quest. You could simply duplicate the existing ones and flip them. In Blender of course.
oh okay
i think thats too hard for me, i just leave it like this
Can anyone give me some pointers on what I am doing wrong here? I have an object on my right hand that has a position constraint so I can freeze it in the world and then pick it back up again with a simple toggle. I also only want this object to be able to rotate around the vertical axis ie it should always stay parallel to the floor. I tried also adding a rotation constraint with the X and Z frozen and then I referenced an object outside the scene as my source similar to the world origin trick. The object both in may hand and when dropped in the world is still able to rotate in all directions based on the orientation of my hand. Thoughts? Thank you!
how do I flip it?
i think that moving the hair down could help more (could just be me)
ive uploaded before but im both extremely new to modelling and avatar creation, and ive tried a few things but i cant seem to get the cord of this tail to line up with the microphone when i use physbones. i dont know what to do, i dont think i messed up any weight painting since it bends as intended in blender
my avatar is still trying to build after 4 hours. what am i doing wrong? there are no errors in the console either
could be mesh? not sure
ive had an avi do this but never figured out a fix
ive done an avatar with a tail with a similar shape before and found no issues so i dont have any clue how this one is causing me a problem 😭
is that microphone a separate mesh object than the tail?
it is a seperate object but i did try to combine them together at one point and it didnt work
You're in a prefab scene, click the back arrow on the hierarchy and drag the prefab into the hierarchy instead of double clicking it
ok if it's a separate object, the weight paint on the vertices that touch needs to be perfectly matched or it'll move differently. Personally I'd join it.
ill see if i can join them and adjust the mesh itsself
K I'll try that
i have a problem with the mouth, in unity is the mouth closed but in vrchat its open
it instantly worked thanks!
my mic is muted btw
unmap the jaw bone in the rig setup unless you're using it for speaking
everytime i see you ask for help its a different avi lol
so many
i clicked bc im a rebel
i live on the edge
im edging
you're edgy? I hear that's what the kids these days are
im an edgelord
ive tried just joining them together and that didnt work, then i tried to kind of piece the edges together and that kind of worked but the tail is still disconnected it just brings the faces with it
idk why i decided to use a raspberry pi as a main desktop but here we are
you'll definitely have to do some weight painting no matter what - this image makes it clear you didn't 🙂
definitely edgy
im optimizing my avatar so i might need help with something later, any tip btw?
watch many tutorials 🙂
my avatar is like 300mb rn, i deleted some accesories i dont rlly use and now im lowering textures
and most animations too
idk why most of my avatar has duplicated items now
like 2 shirts etc
animations arent really much of a worry honestly
it should be? idk if i did anything wrong but straight after i adjusted the planes i went back in and weightpainted it again, it still bends as intended in blender
id focus on ur mesh memory, texture memory and drawcalls
remove unused UVMaps, unused vertex groups, bones, meshes, delete overly fine geometry like mesh chains
lower textures, learn how to do packed texture workflows for ur mats, like rgba masking and global masks
u can use Thry's Avatar Performance Tools to see what textures take up the biggest size and same with meshes on ur avi
well now im having a trouble with VRCFury
idk if u guys can help with this too since its out of vrc commong things
i think my avatar broke
so im gonna start over
nope, my avatar somehow kinda broke i think
most of his clothes are duplicated
also, how do i unlink an avatar (as an example, i duplicated my avatar, but when exporting that new avatar, it exports like the old one)
see
wow I see why that's so big
idk why, it wasnt like this last time i checked
it randomly decided to duplicate all
now idk wich one to delete since i cant enter play mode
ur fbx is still "generic"?
where do i check that
go to ur fbx model in the assets folder and go to the inspector
ok checking some of my parts of the avatar, most duplicates have a red texture
to set the rig type to humanoid
ye its generic
went back in and redid the weight painting on the tail completely either way and the issue still persists in unity
that doesn't seem unreasonable from that pic
if the weight painting is fine in blender but not unity, i'm thinking either
- your bones are somehow in the wrong position
- you have too many vertex groups assigned to some vertices (can't have more than 4)
try using pumkin's avatar tools to reset the pose of your avatar
I keep forgetting about #2, good thought
so i managed to get seat working on my avatar but everytime my friends sit on the seat, they're always way above the seat prompt button and the 3d cube to help me see also makes them be floating when seated, how do i align it properly?, @ me when you have a response ^^
man im stressing out
now most of my clothes rig doesnt work and since i did it months ago now i forgot how to link them again
wdym by that
idk why but my avatar got duplicated objects and most components got ruined
im trying to solve this with chatgpt
ctrl = z
fck it im gonna start over 😭
just like me fr
does anyone know how to make a "fortnite loop"??
i got hatsune miku's emote on a pack and it came with 2 animations
the start and the loop
is there any way to make the emote start with the "start animation" and then continue with the loop?
2 animations that are activated by the same trigger
the start ends, and then the loop starts at the time that the start would end
ex. start goes from 1-1:00
the loop would start at 1:00 to (blank)
that'd probably work
yeah
okay now what?
1s
im building an example
so like this
it doesnt actually need to be 2 animations
yeah but that's how you'd setup the animation
vrcf would just be the toggle
least that's how i'd do it
yeas 💔
you can move that all to like 1 minute
or however long it takes for the start to actually finish
ok so then you'd put the start of the loop at .22
ok done
then they'd be activated by the same toggle
most likely
it stops there
is that the end of the start anim?
ye
just in case
wait nvm thats the loop
this
not sure
technically my idea would work (in theory)
unless smth went wrong
can you do a preview and play the loop to make sure its working?
loop only?
nah the loops looks fine
can you send a ss of both anims
how can i use thyrs avatar performance tools to see my stats?
i can hop on vc if you prefer (sadly i cannot use mic rn, its 7am)
im not rly seeing how i run the package
is it in the tools section at the top of the window?
let me restart and check
for now its not
it is not
i only see it in my packages section in my project
wait wait i found it
i wanna use it to see why my avatar is failing security checks
the sdk is allowing it to upload but its failing checks still
you think contacting support it worth a shot?
ive heard they dont really care about this type of thing
try searching fail security checks in the search bar here first
someone probably said a fix
i think there are a couple of reasons that causes it
i was thinking it might be a result of me using alcom
but im seeing windows users with the same issue
Are you using latest version of sdk?
hi ren
i am
it even showed me the updated size limits
and im within them
Does it show uncompressed size as well?
no it didnt show uncompressed
the avatar is just a basic manuka model but i changed the hair and the outfit
Can you screenshot to confirm sdk version?
where could i find the version?
In VCC.
i love how chatgpt isnt helping at all saying to add an animation controller when im using vrcfury
Is it failed security check on quest or PC?
pc
Asking chatgpt without proper prompt and context isn't much better than asking an 8-ball.
i tried my bestest best into getting an answer
but betweeen im not rlly used to unity and the fact i dont understand half of what they saying
even when i ask for a simple explanation
On PC it should be fine. There is still a chance of security check failed randomly. You could try uploading it as a different avatar. If that works, then you could send support ticket to vrc and have them see why it failed.
well
The problem is you aren't familiar with using unity then.
It's too advanced for vrcfury to handle.
then is there any way to manually do it and add it to the vrcfury menu?
What kind of animation you are making?
one last thing. could this be the problem
Im doing a fortnite aniumation (miku emote) so i want it to start with the start animation and then loop
it doesnt let me select windows as the selected platform
That's strange. What OS you're using?
actually couldnt you just copy/paste it so it repeats (but it'd be really long?)
im using macOS
I'm not sure how to work on macOS.
maybe
well im complicating myself too much i think
ill just leave it like that
im thinking of opening up the vcc on my pc and giving it a shot
i hate how it doesnt match correctly even when outside play mode it does
this is why i dont mess with animations like that
too much brain power for me 😔
hey, I'm gonna need some help with this net pattern. I wanna use a camera space effect for it and I know how to make a custom script for it on pc but I also want this avatar to be quest compatible. Is there a way to achieve this effect on android?
i dont know if vrc allows custom scripts
least didnt let me use one i made earlier
I'm not making a custom script, just a custom shader which is completely fine on pc but not on quest unfortunately
sorry, my bad
np
anyone got any idea on how to lose 2 more mbs for quest, I lowered all textures to as low as I could, removed outlines on mesh, put mesh compression on all meshes and removed audio sources and stuff
vrcfury blendshape optimizer if your mesh(es) have blendshapes that you dont use in animations
ill try that out
which one do i click there are nuke options
what
There isnt a blendshape optimizer anywhere
where are you looking
you could try thrys avatar performance tool to see what takes up the most
in some cases you just have no other choice than deleting items (additional hairs, clothes etc)
i cant upload any avatars anymore, it gets stuck on uploading file 4%, has anyone experienced this?
anyone know if this is a fine bone setup?
i think the chain could just be one bone but hrm
how big is that keychain?
mesh wise?
if its a small keychain, i dont see the use of most of the bones. to see them wiggle youd literally have to put the prop in front of your eyes
its an earring but yeah
so 1 it is
doesnt matter which direct it faces except for weight painting either does it
if its a small earring, i mean like a few cm/inches then i dont see why you would need that many bones
jeff needs physics 🥺
you cant even interact with each individually
if the chain is too long for what im doing i could shorten it to make it bigger
although the 3d model upload took like 40m
lol i guess, but it would just be a bunch of bones for something you can barely see
im also uploading it to a server for others (if the owner lets me)
probably wont even see them all move separately
to me just one or two bones for the chain (3 if you really want) and one or 2 more for jeff, body and tail
i also need to texture him but idk how that works in blender, more yt tutorials for moi
does the body rlly need one tho
i mean now that you say it, not really, just one in the tail would be good
now i see
im kinda dumb when it comes to bones
too bad my blender is frozen from trying to compute weight painting
no dont say that, not dumb, just inexperienced, you can add 500 bones to a single hair strand if you want, but that would be a nightmare in terms of being optimized
the hair would move wonderfully, but would anyone even notice
yeah but i just now realized how bones work 🙏
concerning physbones at least
hahaha, good luck then, hope it turns out great
<3
if anyone can help my with this i'd appreciate
are you getting any erorrs??
chups
tried with other avatars, even used my phones network with usb thethering and nothing
yay my weight painting painted itself
yelo jef
why is his tail not painted even with the bone
shouldnt it be red/orange
weights show based on what bone or vertex group is selected
please watch a weight painting tutorial that just goes over the basics
no
then suffer the consequences
there are no consequences
ok nevermind, with my phones netwotk it worked just really slow, but my isp said nothing is wrong
why is that weird?
Hello.
I have two avatars in one unity project. Each avatar shares the same material. I created toggle animation for the material shader parameter and then used it in animation controller and made a toggle in expressions menu. Both avatars share the same animation controller and menu. But for some reason the toggle works for the avatar where the animation was created and doesn't work for another. By the way the default state in the animation controller differs from the default state of shader parameter and the avi (that's having troubles with toggle) looks like successfully gets into default state of the state machine (that corresponds to playing animation and custom shader parameter value). So at least we know that the animation controller works for that avatar. But I don't understand why the toggle works for the first avatar (triggers state transition to not-animated state) but doesn't work for the second. Any ideas?
Hah! It triggers the transition. But for some reason the material values stay customized. But for one of two avis only.
The first model (OK)
The second model (not OK). Value 0 is being set by animation. Default value at the material is 1. So that means that animation has successfully been applied by animation controller to the material. But for some reason it's not being restored to the default value when animation controller stops the animation (goes into On state)
Can anyone help me out with trying to get a base done for a avatar?
It seems the avatar creator I have doing my bases is struggling so I was gonna get him advice
He can't do eyes.
He made the base from the bottom up, but doesn't know how to make eyes.
And how to make the eyes work.
don't send me friend requests. If i will help it will be in the server
He's not in the server sadly.
and how does you being on my friend list fix that?
it doesn't.
he can join the server or you can pass the advice along to him
So I can make a group chat with you and him lol
... geez alright sorry for sending the friend request
yeaa, that's not really something you do out of nowhere
"make eyes work"
are they weight painted to the eye bones?
eye movement is set up inside of unity, the irises must be weight painted to vertical eye bones
the roll of the eye bones must also be 0
So he's hooked the eyes up to the bone.
Added player tracking
But the design isn't properly done.
what does that mean?
Ok so
He didn't make that lol
He actually put a inverted sphere inside a inverted sphere XD
He is learning how to do that tho.
@desert elk I got him in here
E
yes
than, can you explain which step are you having trouble with?
so i have added bones to the eyes and placed them into the avatar
okay
Just in case anybody is interested: fixed that by adding animation that resets the shader values to their default states. So it seems like some Unity glitch that prevents shader values change to defaults on transition to a state having none animation.
i did the eyetracking, i just forgot to weight paint
yeah, that's needed
ill get back to you once i test this out
For some reason my imposter avatar won’t generate, is there a place where I can look up any logs for this by any chance?
can anybody share tail phys bone settings so it doesnt wiggle in every direction like it has its own life?
Put on Limit setting.
ive never fucked with it so a bit more help would be appreciated <3
I've added RadialPuppet menu item and corresponding layer into animator. Facing the problem that all values from 0% to 99% work fine. But when 100% is set then seems like animation position resets to the first frame. Is there some trick to make 100% in the RadialPuppet to use the last keyframe ?
I'm controlling emission intensity with that menu item so it's highly inconvenient that emission is being disabled when the control reaches 100%.