#avatar-help
1 messages · Page 73 of 1
if u dont understand his legs get shifted upwards
Hey, I'm trying to make a glass material using poiyomi but the whole thing goes transparent. The model I'm using is the Nervegear from SAO so I wanna make the glass part slightly transparent please help
I'm an idiot, forgot to disable looping.
try a alpha mask (mask out he part on texture/uv you want to be transparent) or put transparent things on a different material , rendering queue can be fun
can someone help me
How do I do that?
blender - seperate the things you want to be transparent , give them its own material, merge meshes & export over fbx in unity (if its not unpacked)
other would be a texture for masking
masking , gimp/photoshop ect , figure out where on the texture you want to be transparent (having uv exported as texture from blender is hand) , new layer make things on it white everything else black , thats a mask you can use in the material setup for a alpha mask
why in some worlds my skin looks super dark?
World lighting
how do i optimize my mamehinata avatar (without using the quest version) until the point it can be uploaded on quest
idk what the stats are but the general, less toggles, less polygons, smaller texture size
Uh
Gonna need more details than that bud
Is it avatar size? Shaders?
blender, fix rotation / straighten out bones
if your legs does wierd things when you look up/down try moving viewpoint
too far out i think cause it been ages
bone roll values?
yes?
Its not exactly that weird for avatars with no knee bend
ohhhhh no knee bend, yeah that makes sense
Unity's rigging does fuck all when it has perfectly vertical bones
that one was when i tried to bend it abit
it does fix some things
but not all
they meant in your rest position as configured in Blender, not you moving in VR
wheres that if u dont mind me asking
i
thats kinda what i meant
knee goes hurgh
is this another case where you could easily look something up but aren't?
each bone has a roll value that you can see in blender in edit mode, in the "item" tab of the "n" pop-up menu. This ought to be 0 for most humanoid bones and eyes.
(the first hit on google for "blender bone roll" is to the Blender docs on the subject)
i dont use blender, i thought you were referring to like unity. i kinda thought you'd tell me where it might be
any idea why the same set of clothes looks messed up when i changed from poiyomi to standardlite for quest?
does anyone know how to find all animators? i think i have something there that is playing an audio each time i enter play mode
Vertex colors
they're listed in your avatar descriptor
frig
its empty
i think that might be it actually
cus its like 0.000014
on the bones
not sure how that works then
wait found it
Audio plays automatically if its enabled by default
i think
I'd think that would be close enough to 0 that you wouldn't see anything weird, but hey, maybe.
The knee angle is also an issue
it was an audio source inside the package
I should just let you answer this morning. Or drink more coffee.
huh
i thought i bent the knee so it doesnt have a problem
Man I am sleep deprived as shit
saaaame
oh now that I look at that again, maybe that's enough
Ive also spent too long dealing with unity shit
i know this may be too specific
but does anyone know how to converd mmd animations into unity?
Blender if it isnt already an anim file
holy fuck my right eye is very itchy
also the feets and hands have like 90 roll
why?
Could someone help me, I'm trying to upload an avatar but I keep getting this error and I'm unsure how to fix it
thank you
"missing script" - you need to install all the pre-requisites for that avatar. Something is missing.
sorry, forgot to reply, that one was for you
I installed everything for this avatar which has me confused
seems not, somehow
it does tell you where the scripts are though, so that's helpful
Fair that is helpful, just am unsure what I need to install
Think it'd be a good idea to reupload everything?
really couldn't tell you from here, unfortunately
Did you change the rig in unity after
wym
You need to redo the humanoid rigging after editing humanoid bones
vrchat requires shoulders and chest
yes but i dont know what im meant to be redoing i thought it looked fine before i redid it
Armature isnt meant to be a bone
idk if its named that or if its actually the armature
ooh yeah, that's a problem I often see. That's the actual armature, you want to put the hips bone there
whatever the top-most bone is under the armature object
this presumes that your armature is setup correctly - the upper-leg bones should be direct children of the hips bone
i put it under hips and its still saying the same
unless it has to be the same case in blender
you cannot edit the armature in a useful way in Unity, so don't try
noted.
also that looks unpacked - don't unpack your avatar prefab or you can't update the avatar from blender
so when i do that it wont twist anymore?
I didn't say that 🙂
so you're saying that isnt related to the twist problem
alright
this is the result btw
I'm saying that I can't say anything for sure from here, all I can offer is suggestions of things to look at
I need help with an mmd blend shape. My regular visemes work but not the mmd lip sync for an mmd world and i have the mesh called body. If you can please dm
fair enough then
trial and error for now then. im kinda hoping this one works though
it does look like the armature coulda caused the twisting
what help do you need here? do you have the right mmd shape keys?
holy shit morty it might be working
creates blendshapes thats most commonly used in jp mmd animations https://github.com/ShyWolf42/Copy-to-MMD-Visemes , and hope animation isnt translated , you wont know unless you see the animation file
yay!
ty for pointing the armature thing out bro
you're welcome!
anyone knows a workaround for cloth components breaking whenever your avatar gets reloaded since the new update? (for example fbt calibration, turn locomotion on/off, switching avatar and then back, rejoining a world...). it's very annoying because it breaks my skirt and i dont want to accidentally flash my underwear all the time
welcome to how unreliable cloth is 
question, the viewpoint wont change sides when i try to move it z cus its offset on the left of the cam
how do i change it so its in the middle of the eyes
mhm it can be quite annoying at times. and the bug were it puts your nametag faaaaaaaar above your head too. but it works far better than physbones for me with my skirt having so few verts
ty
cloth is local side, others will never see what you see so its definatly not reliable - most of the time i see them stuck on some collider
physbone is much better for that
yeah i know it's not exactly for others than for me. but i messed around many hours with multiple devices to make sure it doesnt get stuck somewhere from other players viewpoint. it was a pain xD
but if nothing helps with the new bug and if it doesnt get fixed with another vrc update i probably have to change to physbones anyways T_T
Is there any way to test how Safety System fallbacks look (for ex. shader fallback) without creating a twink account?
There’s a toggle to see fallback shaders in the action menu options
i got this animation where the character is supposed to move more, but hes not doing it
So effectively the only option is to have another account or a friend...
quicklaunch start 2+ clients stare at your other account (pconly)
what i mean is his position btw
like, hes standing in the middle when hes supposed to walk around
If you have the avatar in unity, you can use LilAvatarUtils instead
you converted vmd animation in blender? wont work
hips wont do much
yeah 😭
shakira was wrong, hips do lie
you can grab blenshapes from blender but motion you can convert using unity and some odd program
updated mine some days ago
and is there any way to convert it correctly? i also have some issues with the legs tho
look up VRChatAvatarToolkit
comes with a vmd to unity animation conveter using a pmx
will not grab blendshapes you do that from blender
the page is on japanese/chinese
this page is so comp`licated
Is there any way to manually setup parameters of Standard shader on fallback from poiyomi ?
guys how do i test audiolink on the editor?
Then as soon as you add audiolink prefab into your scene you can just start game mode and you'll hear the music 🙂
btw do you know any cool aura for audiolink? i would like to find like to find one to match
Explain the issue you're having with fallback shaders instead
so i made model recently and uploaded it, but for some reason my tracking for fbt does this, where it shows my feet trackers under my model
have whatever you dont want to show hidden by default , if you toggle it to hide its wrong (ive seen people with excactly same problem when their animations are off)
Albedo and Normals are correctly falling back from Poiyomi Toon. But not Metallic and Emission.
how do i do that?
and wouldnt toggling it not work then?
Fallback emissions are on emission 0. Make sure you’re using that
Pretty sure masks don’t work however
Seems like emission strength in Poiyomi and Standard are used differently. Because in Poyomi it's 0.03 to get and effect I want and in Standart the same look is being given by 0.3. So 0.03 in fallback looks like nothing. And Poyomi doesn't have direct analog of Merallic at all so I use Reflections & Specular to get similar effect.
It's strange that we're not provided with any possibility to manually specify fallback shaders in any way. Could be just some fancy VRC component...
how do i make something hidden by default?
in your parameter look for the one that u wanna have off by default and check the box off
but what if its a float?
and already 0
and not saved
my avatar is missing his earring when i enter play mode, could someone help me fix it please
this is how i got it
wait isnt it suposed to be a bool if its a toggle
crazy work posting that to the official vrc discord
where else wouild i get help from?
sorry for the kinda spam but, this
Why don't I get a prompt to upload the avi as a fallback? It just uploads as regular avi...
upload pc & android av on same blueprint (both must be good rated) fallback option appear on android
can someone help me fix the earring of my avatar please, it dissapears when i enter play mode
I did that but still not getting any prompts on build for android.
What am I doing wrong??
my guess would be this
No, it's about the previous PC build.
i wouldn't be surprised if avatars who exceed those limits weren't allowed to be falbacks
ah okay
i never uploaded avatars from the same project, didn't know it does that
If I open the build dialog after uploading the quest avi these warnings disappear.
Does it appear when you close the sdk and open it again? or does it still not allow you?
You mean when I close the Unity?
It doesn't help. Quest avi just uploads as usual and no fallback upload prompt appears.
i see
hi chat
Any thougths? On the video:
- I build and upload a brand new PC avi having Good rating.
- Copy ID of the newly created avi
- Change Unity build settings from PC to Android
- Set the ID into the Quest avi desctiptor
- Build and upload the Quest avi having Good rating.
No prompts for fallback appear.
i'm uploading a test myself to see if it works for me
huh
for me it worked normally
hmm
the only advice i can give would be to log out and log back into the sdk
or reupload only the quest version
maybe that warning somehow got stuck in it?
and uploading without it could fix it
hi Michstan
Tried reuploading. No changes.
yippee
only the quest version?
Yes.
quest issues?
fallback issues
ah
avatar doesn't wanna set itself as fallback
even though it meets requirements
isnt fallback req the same as quest
fallback needs to be quest excellent or good
so a little bit less than max
this model is so not good for my pc
i press undo to move smth and it takes a minute to move it 😔
ouch
how big is that earing?
storage wise or what
yeah in blender/unity it is buts not meant to be
for some reason in blender/unity its huge
but 3d printing these models its less than a cm big
smh
would anyone know how to fix this? standard lite gives my avatar weird lighting😭
vertex colors, as usual
its not that much detail, it wont let me lower the triangles much more
jeff is such a fat shark
takin up as much storage as he possibly can
the triangles are wow, crashy
any edits on jeff makes it buffer for a while 😭
if that was only an earing in those stats
i think the reason its taking so much space is bc its huge
size wise
not my expertise tho
how the heck did you get exactly 10k triangles
Or polytool )
i never heard of it
sounds like a nerd tool
so i tried to upload avatar and i followed instructions perfectly but i get this error when uploading
any kind of help is greatly preciated cuz i dont know what im doing at all and just following steps from the modeller
gogoloco at it again
did you import gogo loco?
go to your avatar descriptor and check the idle animations for gogoloco ones
that may be what it is
and put the preban in the correct place
no, because they're using vrcfury
those should be empty while using vrcfury
yeah but i helped someone yesterday who had that
it wouldnt let them upload bc their idle anims were gogoloco anims that didnt exist
smth like that
i suck at verbal instructions, are one of you down to just vc and i just stream it or somethin, totally fine i you dont wanna
well, if you're using vrcfury to install gogo loco, it does it automatically and you're gonna get errors if the files are there
are you sure you imported gogoloco files in?
i'd check that location to see if the gogo loco files are there
the assets/gogo/goloco/controllers
this what my tabs lookin like
check the controllers folder if the controllers are there
and if they're named the correct names
hm that's weird
ive removed the project and refollowed all the steps
no idea what it could be
dam....
it looks like a vrcfury issue and i don't know much about it
like i said, i can stream myself doing it and i feel i did everything right cuz i just followed the text doc
@compact dust any ideas
XD
lmao
any connections you got that could help?
or which other chat should i try to ask in
idek what's goin on
wut error
☝️
delete gogo :)
XD
idk anything abt gglc cus i no use
cus fbt
fbt/ovr i dont rlly have a reason to use it
i see
heya, so i want to have a spinning ring that can be spun and physically rotate around a chain attached to it. is there a good way to do that?
ive already tried that
but no clue besides a unity script
unless you make it a rotation animation ofc
you can't use scripts on avatars, so yes, animation
you'd make an animation that has a rotation transform basically
i'm looking to make it rotate dynamically with the player's movement, like how you'd physically spin something like that
could tie it to a gesture
Physbone might work
yeah physbone magik
when i look down i see inside of my body (vr) but on desktop its fine. how to fix it? i already moved the eyeball a bit and it made very little difference to the point that i wouldnt move it more bcoz that would cause a whole another issue
unfortunately the tail doesn't carry the momentum of the chain, just slowly follows the path the rest of the chain was going.
wut
so like how you'd spin a chain or something like that around, the centirpetal force of the movement makes the chain straight while spinning
but with physbones, the chain will just sway around, like a snake.
you can fix it by going to your graphic settings in the menu and scrolling to the bottom, the bottom option should fix it bc it makes it so that things closer to you dont phase out until like 1mm or smth like that
couple inches, idk
you'd have to mess around the the pull/momentum/etc settings
or use an angle constraint on only the chain
its not about things disappearing. its about seeing inside of my body
angle constraint?
yeah which would fix that, bc the chest area is disappearing bc its too close
that setting (should) can fix that
fixes it whenever i need to
could also be a height setting thing but idk abt that
angle, hinge, one of those
you'd have to mess with it tho cus im not sure about making smth spin around a pivot point besides an animation
how do you also make it fall with gravity in a realistic way?
gravity setting
dont make it super high tho cus otherwise itll just stay mostly down if thats not what you want
although you might be able to make a spin animation that's activated by a physbone component change
then it would only activate when a specific minimum is met while the tail physbone is moving
It becomes more and more crazy. I deleted everything from the project except this Good Quest avatar. It even writes in the builder that it can be used as Fallback. Aaaaaaand... nothing.
I'm loosing my mind...
looks like the other avatars being there was somehow messing with it
it can be set as a fallback now so you got it working
here if you didn't see
Oooops 🙂
As I've told you. I'm loosing my mind )))
me too buddy
For a prefab for a character, I'm unable to change out materials since the toggle / default is still the original material. Where do you go to change the VFX to be the new material for existing toggles? Or is it easier/faster to just delete existing toggles and make new ones for material palette switches for clothing/skin/eyes/hair/ect?
I'm sooo happy that I highly sure of what I want from my avi and I won't need to go through this crazy 30 hours of DIYing anytime soon.
I'm absolutely not an expert but as far as I know it's either several animations and corresponding states in animator layer or one animation with several keyframes controlled by a state parameter in animator. In both cases you have to change corresponding animations.
im weight painting and this is happening?
idk why my physbones suddenly dont work
if it's on quest and you have more than 8 components all of them will be deleted
can't really tell what is going on here, can you explain?
i rotated the arm and the body rotated as well
Just wondering, any advice on importing R6 models as avatars?
I have the model imported from Roblox Studio, but currently unsure on what to do next.
((NOT looking for comms just how to do it myself lol))
is the body weight painted to rotate with the arm?
no
pc
I also have the IDs of all the items but I'm unsure if I can export them seperately
probably can tho
sure looks like it...
you will need to add an armature and rig it
idk why because they worked before
ahh ok
would it be better if I exported all the parts seperately then parented them after rigging the base model?
i really dont know what im doing
everything needs to be rigged (base and clothes and hair). It's your choice if you do it separately or all together
considering it's all combined into one model rn it'd probably be best to avoid deformation
not sure if that's entirely necesary tho
would someone willingly weight paint my avatar?
surely you don't mean for free, in which case the VRC Traders discord is a good place to commission people
I've made a shit ton of roblox avis into vrc avis. It always made it easier to rig stuff if I seperated everything first
is there a way to make emissions when the intensity increased not emit light that's blinding I tried global illumination changing it to none and it did nothing
or would i have to make the texture
ah alr
p sure all I need to do is rig/weight the character and all the accessories right?
then put it into unity and all that stuff
I'm having a very weird shader problem on an avatar project that I received from a friend.
Every shader is rendering correctly in my left eye, but it's rendering totally wrong in the right eye
Pretty much yeah
It kind of looks like both eyes are rendering the exact same perspective, except the right eye's image is offset quite a bit to the right
okkk thank u!!
I feel like the shaders aren't being compiled for XR properly
it happens to everything, including the Standard shader
i might come back here later on bcz idk anything abt what i'm doing lmao this is kinda my first time making anything for this game haha
Bet bet hope you have fun! Good luck!
That's interesting I've never had this problem in the 3 yrs I've made avatars 
Ah, hang on, I might be onto something
I got an error about an unsigned .dylib when first opening the project. I think macOS was upset about me downloading random assemblies from Discord
I removed it and then used the vpm to add the avatars and base packages again
But I don't think that actually did anything! I removed the packages completely and re-added them
oh, yep
find Packages -name '*.dylib'
Packages/com.vrchat.base/Editor/VRCSDK/ShaderCompilerPlugin/Plugins/MacOS/arm64/libvrc_shader_compiler_plugin.dylib
Packages/com.vrchat.base/Editor/VRCSDK/ShaderCompilerPlugin/Plugins/MacOS/x86_64/libvrc_shader_compiler_plugin.dylib
The first one wasn't there before I did this
that's gotta be it
it's also spending a while compiling shaders now, even though I'd just run a build
What shader are you using?
Poiyomi Toon, mostly, but it was borked on Standard too
and it's fixed now!
Without the library being present, I don't think Unity actually knew it needed to compile XR-compatible shaders
hello! i am needing help with an avatar that i am making atm in unity. i want the the avatar to have 2 different viseme blend shapes work at the same time for lip-syncing. one is for the face and another is for the mask (which is a 3d mesh in a 2d style). if anyone knows how to do this, it would mean a lot to me, as i look all over for this and nothing was being specific enough for me to understand-
To do this, I would make the mask apart of the body mesh and have it work on the desired blend shape
To make the mask a toggle, make a new blend shape and shrink the mask down as small as you can into the head
If you make the blendshape on the mask before joining it but name it the exact same as the one you want it to work with on the body, it should merge blendshapes for it easy when you join the two meshes, making them work at the same time
There might be some way to do this with vrcfury but I'm not sure
it gone
when i go into fbt, my view is in my neck but fine in half body. i set the avi and my user height to my real height. idk what to do.
is it an avi you own
yes
yes
what fbt are you using
vive
Hey, I uploaded an avatar recently and noticed that when turning on the avatar overlay the hitbox for interacting with others avatars or whatever is extremely large. I don't know what the actual term for this part is and I cant figure out how to fix it, if anyone could help that would be amazing! (had to take a screenshot of the camera bc it wouldnt show up when taking a photo)
ah
2.0 trackers
i cant help cus idk how to troubleshoot vive
ah
it could just be a tracker thing and not the avi
ok so i've been having this problem since yesterday, I just can't upload anything
I did this with another avatar and it didn't upload. I tried looking up solutions, but none seemed to work
The blueprint ID is empty and my internet is fine, I really don't understand why it craps itself at the end of uploading
there are some parameters that do not exist that are trying to be used
delete those from the controller
thats a start
Ill try
good luck!
didnt work
these are now the only two errors
I'm sure this error is common. What causes it and how does one fix it?
cause: objects trying to use a script that doesnt exist
i think the fix is removing wtv is trying to use the missing script
if im right, you just click the prefab and then delete the missing script part
Huh, I got the ordering of the errors wrong.
You're right, it's filled with "missing script". That's weird, I just bought it and there's nothing about that in the readme. Could be avatardynamics, but it's weird if that broke. Unless it's avatardynamics from a different SDK version?
I mean phys bone
or the versions are different from what you are using and what the avatar was built with
physbone wise
Hmm, it has phys bone with the right settings. I have no idea what those scripts are
Each finger and bone joint had a script except the end bone, so I had to select and delete one by one... But now the problem is fixed.
Thanks for helping me out!
Question: will this show up in-game?
the border?
no
thats just so you know what you're selecting (if thats wym)
Yes and i have the model as one mesh render BUT it is called body
You're just seeing a bounding box of where the game will stop rendering the selected mesh if it goes outside the camera
in unity my shaders show up as normal but when im in vrchat they show up as pink im using standard lite
what operating system are you using Unity on? (Windows, MacOS, or Linux)
Can you put that in fortnite terms?
Pretty please 🙏🏻
pew pew
windows
okay im back can someone help me out with this? his shoulders shouldnt be that sunken inside the body

anyone got insight why a properly animated blendshape on an animation would do absolutely nothing???
im tryna shrink stuff so it dont clip, i made the blendshapes, keyframed it, tested it in unity, ingame it doesnt work
Last weekend I was trying to figure out how to customize a VRChat avatar, and I made headway in some areas (e.g. managed to retexture and upload just fine) but one thing I got stuck on was I couldn't figure out how to have the PC-optimized and Quest-optimized models in the same project, then upload the two as one avatar - I'd always either get a 48k tri model PC and 48k tri model Quest upload, or a 13k PC and 13k Quest upload, never 48k and 13k.
Also, if I add toggles to the PC scene (which are both PC and Quest compatible), will they automatically translate to Quest? Or do the two scenes need to be set up manually
How'd you test it in Unity
also what are you animating the Blendshape value to?
they are two avatars with the same Blueprint ID, unless you're using the beta SDK, you upload them separately. They can coexist just fine in the same project, and that's usually good - you can use the same avatar parameters list and not have to worry about that being out of sync
You basically select which to upload at the top of the build window
(or just have only one enabled at a time)
kazin save me after him please 😭
sorry for the late response, is it okay if i dm you about this as well?
ive been waiting a while
So what I was doing was I had the unity package of both in the project at the same time, and what I was attempting to do with them was
- select the PC scene
- set up the build window to target PC
- upload
- select Quest scene
- set up the build window to target Android
- upload
But either I misunderstood how to do that in the tutorial, or I was missing a step, or something, because it kept doing what i described above
value of 100, and i tested it with the animation
you need to assign them with the same blueprint id in the pipeline manager after uploading the first build. You can get the ID from the content manager
Are you using Gesture Manager?
no
You'll need to if you want to properly debug an avatar within Unity
You most likely have something else in the FX layer that's animating that blendshape
(or AV3 Emulator)
So this might be overcomplicating it, but I would mostly know how to do it at least - would it be possible to have one project with the PC-optimized avatar, one project with the Quest-optimized avatar, and then upload them to the same avatar online?
yes
If you post a pic of your armature maybe something's obvious, but otherwise without seeing how it moves, no idea
it doesn't need to be the same project, it just needs the same blueprint ID assigned in the pipeline manager component that's under the avatar descriptor
wait ur right
the generic-humanoid thing always stressing me
lets test now
i quadrupple checked, theres nothin, im gonna delete my toggles in fx and make them with vrcfury and see if that works, if it doesnt only thing i can think of is the blendshapes themselves are like currupted
or blendshape optimizer is baking them into the mesh even though their animated
VRCFury's blendshape optimizer won't bake if the animations are properly working
Turn off all animation layers except the one you're working with and test in play mode to confirm that works
(via the weight parameter)
i wanna cry it still sunkens
When I’m in blender the model with textures when in the render option are pretty transparent which ruins the lighting. Anyone know how to fix?
Remove whatever's driving the alpha socket of your main shader node
or set the alpha to 1 if it's not attached to anything
Can you explain how to do this? (I’m a new blender user)
What blender verison are you using
2.93.0
Is there a specific reason why it's that low? I'm guessing the outdated CATS plugin?
yep
There's a project that keeps CATS in more up to date Blender versions, which I would highly recommend instead
so what version would you recommend to use right now?
If you want a stable less "buggy" version that'll be supported for a while, use the 4.2 LTS
or you can do 4.3
you'll need legs, but I was hoping for a look at it in Blender
oh lemme open it rq
kk ty!!
the model came without so im cooked i guess
wait it has legs
Can you show only the body in wireframe mode with the armature visible?
ideally directly from the front
this looks reasonable though
the model's body or the jacket
oh - I guess I don't know, which is the thing that isn't correct, just the jacket, or the body too?
the jacket
oh then probably the issue is weight painting
the shoulders are way too low to where they should be
i dont think so since it only gliches in play mode and it moves normally outside there
okay
okay im gonna try filling all the armature parts that look as a must
like legs and head
nope still the same
okay think i realized where is the problem
the shoulder bone of the avatar is smaller and down the jacket one, so when i do the armature link, it shrinks down (like the left shoulder i made manually as example)
ahhh, that's why
IMO use one armature here, if you already have it in Blender just swap the jacket to use the avatar's armature. Which will be some work since one is A-pose and the other is T-pose.
yeah thats what i was doing with an addon i found that transfers influences
but ill do it tmr since its 3:43am lol
yeah not time to start new projects
Hellooooooo, sorry to ask such a basic question but would anyone be able to put me in the right direction to get this nose ring to have a function physbone? (and also having that physbone be constrained to a specific axis?) I've tried using youtube and the documentation for VCC/VRCF but I want able to get anything going with it. Any and all help appreciated. I made sure when I modelled the ring it does have a bone, and it is correctly rigged and all that. New to using unity so again, sorry to ask something so basic
set the limit type to angle
change the yaw, pitch, wtv the third one is, until you get your desired angle
Trying to upload an avatar and its telling me that i do not have a pipeline manager - but i do. however there is another error that says it will automatically remove it. autofixing does nothing, and theres no blueprint id to detatch. this is the only thing stopping me and ive spent hours troubleshooting
ty ty
do you have the right avi selected (idrk)
yea
everything is (theoretically) set up correctly but its contradicting itself for no reason
What Unity version are you using on this project
and what SDK version is being used
2022
it says it on the 3rd
Have you already tried clicking the "Reinstall all packages" button in the project on VCC
no ill try that now
ok now auto fix button literally does nothing and wont allow me to even attempt building
got past it - same error. "this avatar does not have a pipeline manager" while it does
hey guys, would it be possible to have a toggle between a high heeled version of an avatar, and a flat footed version?
yeah
im assembling the avatar in blender currently and not sure how to approach this
the toggle would switch off the heeled, switch on the flat
and the other way around
or you can do it using blendshapes
what if the avatar doesnt have blendshapes for that?
then you'd make them
i think the blendshape one would use less storage too
how would i make them?
i assume you would just highlight the feet vertices and rotate them to the desired heel angle
and make it into a blendshape
wouldnt that just distort the foot? if im understanding you right
idk
im not blender pro
the only thing i know how to do is bones, and i barely do that
is anyone with blender knowledge able to help me?
are you gonna try just rotating the foot before ignoring my advice (if you havent)
🥺
did you highlight all of them?
not just the heel
you'd also have to move the bone to accomodate
yes i did, i dont think its a practical solution for what im trying to do
i mean if you're making it heeled to use a shoe
then it doesnt really matter what the foot looks like
just as long as its not clipping
its more about the height changing, and i dont know what kind of shoes the person who wants this avatar will use, they could have the foot exposed
Question, if I buy off an avatar online can I go through a process of uploading it on my macbook? If not, is there a way someone can upload it for me? I dont know how this shyit works man 😭🤟
btw it's more performant to export the fbx without leaf bones and instead use an endpoint in the physbone component. Functionally this is identical, but this will remove a physbone affected transform and bone from your performance ranking statistics. This can be especially important on quest where there is a limit of 64 physbone affected transforms)
i dont know what to do, i cant upload avatars anymore it always stops on 4%
Is there any errors in the console
no errors
and it happens with every avatar not just one
each avatar is a different % but the same everytime i try to upload it
just updating the image uploads it just fine
Can someone who knows better give me a rundown, when animating objects, do I animate the object directly, or do I click my my avatar in the hierarchy and record from that instead?
Ive had issues where if I record from the object, and then put the animations in my FX, it does not work
But if I animate from the avatar, and put the animations in the FX, it works
Maybe im not getting it right?
Maybe explaining it like this is also better? If I put a animation on a object that uses a contact receiver to make a sound, despite it being a object (not directly part of the avatar), I use the FX animator controller for the avatar and not make a new controller for the object im animating.
is it under the avi in the heirarchy?
Well, its in the hierarchy of the avi, but no in the armature ofc since im using vrcfury and modular avatar
As shown here
the armature shouldnt matter for an animation, could be wrong
Oh okay, just wondering though yeah, this animation is for an object, but im using the FX controller in the avatar to control it
shown here
I dont know if thats the right way or not
so are you making an animation that plays a sound and animation when activated by a contact?
Yes
It works, but I dont know if I should be storing that animation in here:
the FX
wut does the fx do again
its for the geastures, I think
tho... the Gesture one ALSO has this
so idk the difference
neither do i :D
if its a contact "toggle" then it should be fine, i dont think it needs to be in there
you could just make the contact into a toggle so that you can turn it off or on, ifykwim
Yeah
I think I could do that with vrcfury, there is a global parameter option
Im trying to think if I could do it driven parameters, ie, making a random float when a contact is sent
but idk how
im new to this but im already doing stupid crazy shit that is probably too far out of my scope

animations are confusing smt
Ive already seen lol
I dont know how THE FUCK people made avatars and crazy toggles with the stock animator without vrcfury
bc they actually knew what they were doing 😔
😔
this was the most I bothers doing with the animator and it already took a few hours to figure out why it wasnt working
(it was unity jank making it not work)
real
How come whenever I add a vrc avatar descriptor for this model, it isn't adding the playable layers for Additive and Gesture? And how do I add them? Because the other model in my unity package has them, but not this one
dont know why its not adding them, but i believe vrc would set it to default if thats fine
I have gogo lock controllers for those slots and I want to use them, but its not letting me
not sure
My left hand mirrors my right in game for gestures only.
Oh also, I tried to make a new animator controller for my new model, but the FBX does not have this thing in it:
It has it on the old one, but not the new one
model isn't being read as humanoid
oh ok so how do I fix that?
select the fbx in your unity project. In the inspector, change to the Rig tab and set the Animation type to Humanoid. You might need to Configure it afterwards; adding chest bone, removing jaw bone
Oh I don't have a jaw bone on this model, but thank you!
Same, but sometimes it tries to fill that in for you by adding ear or hair bones from the head
Is there a way I can paint directly on the model itself, or identify where on the model a part of the texture will go when it's not visually obvious? I'm trying to recolor particular hair tufts by guessing and checking right now and I am certain there's gotta be a better way
i enabled api logging and saw these errors
blender texture painting probably
hey ive run into an issue with my avatar where when im in vr on my headset my avatars head looks up a little bit when im looking foward. i was wondering if anyone knows a fix for that?
might be the eye view is messed up, smth is rotated, etc
i doubt its the eye view
ive tried to adjust the eyeview however it doesnt fix the avatar looking up
ive also tried rotating the head to look down in unity but it still corrects it to look up again
same issue here, if you find an easy fix lmk pls
How do physbones act? im trying to make this base of the cone static, it is in blender but not unity
probably missing something simple
Ima try to take the proxy animations from another avatar and see if that works. Try restarting pc tho

Physbones simply rotate the bone
Are there bounds you can make that doesnt affect certain areas of the fbx?
Weight painting
I have a slight idea what im doing but still kind of clueless so sorry if im not understanding you correctly lol
Physbones dont mess with the mesh at all
Ah, should I manually paint the weights on just the top area but not bottom?
They only cause the bone to rotate which so happens to usually make the mesh move
Paint it to the bone you plan to physbone
Ok so I'm trying to add an emote to my gogoloco and it's only playing the first few frames before stopping. I've tried everything but I cannot get the full emote to play at all, but the other two work just fine with the exact same settings :(
Hello. JFYI I found a way to manually specify each and every fallback shader parameter but the process is a bit tricky.
- Download standard shaders as described here: https://docs.unity3d.com/Manual/StandardShaderMakeYourOwn.html
- Open Standard.shader file in text editor.
- Look at "Properties" section in the file and copy those lines that correspond to parameters that you want to specify for a fallback shader.
- Paste copied lines to the very end of Parameters section into file of a custom shader you use.
- The parameters will be shown in Unity shader parameters menu. Specify them to your taste and their values will fallback into standard VRC shader.
Some warnings: there's significant chance that your custom shader has some of these parameters already declared in it's Parameters section. There're two possible cases:
- You don't use this parameters in the custom shader and they're being excluded on locking the shader (you can check that by locking the shader and then opening generated shader file in text editor). Then everything is ok, the 5 steps above is all you need.
- You use some of these parameters. If so then these parameters will fallback into Standard shader as is and if you OK with their values for the Standard shader then no further actions required. But if you want different values for these parameters to be specified for the custom and standard fallback shader then the only valid option is to manually rename these parameters in the custom shader and also replace all of usages of the parameters in the shader code. It not as hard as it sounds, just use a lot of searches in the custom shader file and keep your brain active. After renaming the parameters you can use the 5 steps above to specify fallback shader parameters value.
I've just tested it with poiyomi toon shader to provide fallback shader with Metallic texture and specify Smoothness. Works like a charm.
You don't have the rig setup as humanoid
Okay, I just isolated the first bone and then added a physbone component to the second bone
it worked
now the first bone isnt affected by anything and is separate
Floppycone.........
I notice since last month suddenly everytime Im in the default world my feet looks like that, it is a Bug? because in other worlds it is fine..
Sure!
I got the files for a VrChat avatar, but when i open the project in Unity 2019 through VRChat creator companion, i can't find a VRchat SDK Tab to upload it
I belive we've updated to unity 2022
Does anybody know where can I find VRchat standard shaders? PC ones.
I mean shader files.
Standard shaders come with the vrcsdk
If you're looking for shaders that make your avatar look pretty, most commonly used are poiomi toon or lil toon shaders, and you can find those with a quick Google search of their name!
SDK ones. Do you know where are they stored?
You can make a material that goes onto your avatar to access them, typically when making a material, it will be the standard shader by default
I need the file itself. I'm modifying poiyomi shader to specify fallback parameters
So what do I do? Should I install the specific sdk for this avatar or just upgrade the avatar to the latest vrc?
If you make a material, there should be a way to select the shader it's using and it should bring you to what I assume is the file for it
Check the store page of the avatar you purchased and see what unity version it uses. If it uses 2022, you need to upgrade your unity via your vrchat creator companion to unity 2022. You may be able to update the project itself aswell afterwards, but it might break it! I find making a new project is better
It uses Unity 2019, I downloaded unity 2019 but when I open the project, it doesn't have the Vrchat SDK tab
Are you using the vrchat creator companion?
Yes
Did the avatar have the SDK in the package with it?
Yes
That might be ur issue
It has it in the Assets folder
You can't import 2 sdks ontop of each other it will break
I removed the SDK folder however in hopes of it being fixed, no change
You may have to remake the project
And be sure before importing the avatar, you can see the vrcsdk and everything to make sure it's not a unity issue
And when you import the avatar, uncheck the vrcsdk before importing
You should always be using 2022 even if an avatar specifies 2019. We use 2022
Can it work with SDK 2.0 avatars?
i dont even think you can create 2.0 avatars anymore, its pretty easy to convert older avatars to newer stuff atleast though
But the only shaders I see in VRChat category are Mobile ones
The standard shaders are part of Unity
would anyone know how to fix my little problem??
my friend gave some animations to use, i also got my own animations so i can have them as emotes
but I put them in the copied over action layer but it doesnt work :(
does it just stop at 8? do i need to make another layer in the action fx to fix this??
Also check the transition condition that into PrepareStanding state.
😢 it seems normal as far as i know
You're looking at the state, not the transition that's getting into that state.
thank you!!! it works now!!!!
also does anyone know how to fix this pausing issue as well? I want my avatar to do the emote when pressed and not wait
i dont know what to do, i cant upload avatars anymore it always stops on 4%
here are the api errors
I could be wrong but you might need to cycle your router 
the thing is, i already did that multiple times
Hi, I hope you could help me. This is my first avatar I’m working on for months. I’ve never done something like this before. So I have no VR headset and use PC, every time I grab an object her hand goes to her face and I have no idea how to fix it. (But she is still „holding“ the object) I checked Blender the bones are parented and named right, I even replaced them a few times but it’s still the same. Dance animations work well, it just happens when I grab something. Any idea what it could be? Is there a way to adjust it in unity?
I’m confused as to what specifically you mean by leaf bone? Is that just a normal armature object in blender?
Basically saying to not use a bone in the fbx and just have the entire mesh attached to a physbone component in unity?
I guess I’m a bit confused
leaf bones are bones added to the end of normal bone chains to signify the end of their parent, they're not really needed in vrchat except can be useful for physbones in some cases
i got the pausing to stop
the only left i need help is how would i make the emote speed go back to 25% whenever i exit the radial puppet?
could someone help me fix this audiolink? my idea was the soundwaves flowing from the back to the arms
lemme send the material
probably you want pathing if you want it to flow
pathing?
guys im a little stupid .. how exactly do u like paint edit textures in blender
on the top part of the menu (my blender is in spanish but i guess you can find it easy)
thank you
Pintar texturas
do u have any tutorial or something?
I don't, but the documentation is decent, it explains how to use gradients to map out the flow
where can i find it then?
... poiyomi.com?
ohh okay
moar questions.. can i dm you .. the video i used to showcase is kinda weird cus it has some nsfw stuff in it but nothing too bad
sure but idk if i will be able to help too much, im not that good
its probably something stupidly simple
i am trying to build somethign akin to a grenade and i want to throw this object so i am thinking i should do this with a particle that spawns with the mesh when i let it go and give it gravity but how do i give it the velocity of my hand?
could use the VRLabs throwable thingy
where do i get that?
but also i was trying to just build everything myself to learn
i assume this is the one you are talking about? https://github.com/VRLabs/Rigidbody-Throw
yep, that one
I am a trusted user and it says im not allowed to publish avatars!?
are you using a steam or quest account?
STEAM
it needs to be vrc
yeah don't - convert it.
whoops caps
offial vrc account
oh thanks
hey would anyone know how disable avatar animations that is automatically done when adding an animator, i cant remove it or my avatar is considered null (like walk animations and all other stuff)
i do have an offcial vrchat account
are you logging into the correct one in the sdk?
yes
are you getting any other errors while uploading?
no
Idk what it could be. If you have a VRC account with New User or higher rank, you should be able to upload.
that's visitor
and your safety settings
your rank
safety settings that affect other players with those trust ranks
im stupid
it's okay, happens to the best of us
you need to play more and ger new user or higher
the game should automatically send you a message saying that you're allowed to upload content now
leaf bone is the one called "Bone_end". It's not there in blender, it's put there by your export settings
you have 2 bones: "Bone" and "Bone_end"
you only need the first one, just disable "add leaf bones" in the armature section of the FBX export settings before exporting
I have a problems with blendshape any can help me 😢
what kind of problem?
i cant switch my avi to be pc and quest. any help?
im trying to play the scene but every time it stops at "importing assets". i havent had this issue before. so far ive tried closing unity and vrcc with taskmanger, and restarting my pc aswell as trying to open other projects and then going back to this one
hi erm i have no idea whats happened here any ideas??
try enforcing tpose
tryna do face but material does this
sorry for the ping but how does the addon work? its on chinese and the page didnt helped too much
or does anyone else know how to import mmd motions to make them animations?
im using a blender addon rn but it doesnt save position so my avatar is in the middle and doesnt walk around
Hey so. I can't see the viewpoint at all on my avatar?
I was making an avatar and I got to the edit viewpoint but it didn't show? I checked an older avatar that worked and the viewpoint isn't there? I tried reimporting it all and reloaded the sdk
Unity is throwing this error when my friend tries to build their avatar, anybody know what's causing this?
The popup is useless but int != bool makes sense
I'm guessing it's some issue with the Animator?
Yes, a parameter defined is set bool somewhere and int somewhere else. Int is a number while bool is true/false
Time to go through all the toggles D: Thank you! <3
do physbones changed through animations just
not update
i've got a physbone that changes its properties based on an animation
but whenever the animation plays the physbone locks in place
and in play mode with the gesture manager, it only updates once i click on any of the physbone settings, causing it to update
Bump for those who haven't seen, I'm STILL having this issue
Here's what all my animation / controller settings look like in case something here is wrong, but I just can't see why it isn't working for this one, yet it works for the other animations. Maybe the animation itself is bugged? I don't think so, but it could be a possibility
Are there easy ways to add textures to backfaces of fbxs? (not going to into blender)
I have poiyomi
so it's only a pc solution
This avi is already like 150k polys and a bajillion physbones, no way I want to try and optimize for quest
lol
quest can't use poiyomi anyways
but thanks for the answer
Poi has backface option
so either the hood will be invisible on quest, or you'll need to use blender
blender , fill and just move it back behind head 
Its not for quest, this is a PC only avi, lol
Yeah, all good
but yeah, poiyomi has a backface option
so ive tried making new projects and tried deleting parts of the project to trouble shoot. atm i think its either my vrcc being fucked so any new projects i make doesnt work, because older projects are still able to go into play mode or that its the unity package for the avatar that is broken, but im not even sure how that would be the case since ive tried deleting parts of it till all that was left was the base body and armeture, aswell as removing connected parameters and menus incase that was somehow the issue
okay yeah I fixed it, you meant to say, turn culling off
thanks tho
for my shader is says "Cull Mode:" and you pick what you want. So i just say set culling to off, cause that's what my shader says xD
Can you have more than one exclusive tag with vrcfury?
Update, but I found these errors, and maybe that might be why my emotes are not working... But I turned write defaults off on ALL my emotes and it's still showing up...
Or should I have them all turned on?
ideally make that decision globally, but you have to do quite different things depending on whether that's on or off, so be sure you know which you want.
hey kazin, any clue on how i can make physbones actually respond to property changes via animation?
disable the component, then make changes
so if i wanted a physbone that adjusted on a radialpuppet, what would i do
add a button to quickly disable and re-enable the physbones for a sec?
sure, that could work
any ways that don't require an additional input?
deal with it in your animations, or animation layer
don't radial menus have another parameter they can control whilst the radial is open
oh yeah
i could probably use that to disable the physbone while it's open couldn't i?
Yeah it's still giving me this issue, I'm thinking about just scrapping this animation altogether
sure, that's definitely a way
is that fucking charles entertainment cheese
yes, you mean like a blendshape?
Don't judge but yes
what exactly is the issue here
I'm trying to make Charles Entertainment Cheese III crip walk
I'm trying to add the animation to gogoloco and it's only playing the first few frames
tracking control
I have it set to the same settings (basically) as the gmod dance and the family guy death pose
any walking animation's gonna get disabled
by the foot tracking
as soon as you move even an inch
(once it's in gogoloco)
is your toggle set as a button.
no
nope
there must be something turning off the parameter for your toggle considering the menu updates to off
how do i get my unity to keep me signed in so i dont have to keep signing in into my projects
And here's the settings for the gmod dance to compare
- have one project you make all of your avis in
- have a starter project where you're logged in and copy the whole folder when you're making a new avi
It could be that or maybe it's something messing up with the animation loop? I tried with both looping turned on and off and they both still have the same issue of where the animation starts, then immediately ends less than a second later
the fact that the toggle itself is being turned off means it's the parameter
OK yall im genuinely wondering about this issue-
how come if I MANUALLY convert a material to say. VRChat/Mobile/Etc, the colors will just go wack.. Like say a black texture suddenly turns yellow?
but if I use VRCQuestTools right to convert it then, the colors come out fine
ive had this happen several times with multiple avatars
where manually changing a material just fucks it up royally and there isnt even a rhyme or reason like the TEXTURE wouldnt even be yellow for context
its a black texture on a material that doesnt change its color type deal
remove vertex colors if your mesh(es) have them | questtools probably remove them for you
(never used it)
yeah if it's unexpected black texture that's often it
no kazin its black texture turns random ass color 😭 but i see i think it is vertex colors thats abysmal,,
oh I see
cursed to deal with vertex colors, born to convert
I wonder how much time I've spent today waiting for Unity to compile shaders.
mood
when i switched from poi 7 to 8 , unlocked every one to avoid old files (1500+ materials) , then change the shading on every one - then lock it again with 8 , took awhile
Here are my parameters btw
Anyone have a nice lip gloss matcap or glitter setting?
Alright so I replaced the toggle with a different value for VRCEmote to test another animation, and it worked flawlessly. So it's not the toggle that's broken, but maybe the animation itself?
Which kinda makes me realize: There's not a lot of public crip walk animations for unity...
I was only able to find one, and it's not even working with my setup
I've tried with write defaults true and false, I've tried removing the loop, I've tried changing settings on the animation itself, I've tried the tracking settings, and still NOTHING is working...
i'd assume if it's not crispy in blender it's something to do with shader settings. Normals maybe?
maybe normals
also, this bad topology maybe could be the issue 💀
damn
That is.. impressive
i know (i didnt made this btw)
Ah
Can you show a screenshot with only that mesh visible?
the arm one looks good because it was made with a skin wrap
oh right
You can do ctrl+N, and set normals from faces with all faces selected
yeah, to fit the body type because it was a woman bodysuit
it makes me do a new folder instead of normals
looks fine
That’s face orientation, which looks good, but the direction of the normals could be screwy
how do i see that?
maybe i could re-make the top doing the same method with the arm? what do u think
this is what i meant by the set from faces
i think there is a way to see the normal vectors, but that is not needed as the effects of normal vectors are visible as they control the way the shading is applied on an object
well i already made it
is anyone able to answer this?
the normals thing
I’m confused by that statement
this
Ah.. also did you set it to shade smooth too?
yeah, sure. You could do that with blendshapes or meshes. I'm not sure how it would work with height changes though
ye
I considered the blendshapes or meshes but don't know how to deal with the height
Yea it may need to be redone… the very close lines may make what appear to be seams
Even with smooth shading
I uh imported an avatar that's SDK 2.0 / Unity 2018, i upgraded it to Unity 2022 and imported it, i however couldn't update it because of the scripts / VRCSDK files, so i removed all scripts, now it's saying "You are trying to save a Prefab with a missing script. This is not allowed."
Unity 2022 should tell you the object that the missing script is on in the error you're seeing
hi, so im very new to blender and tried rigging some tech pants and everything looks and feels life, works in unity as well:
i attach the clothing using vrcfury and upload the avatar, but the clothes disappear when i try wearing the avatar in-game,
i tried checking the tag and messed around with toggles yet nothing really worked
been on this for about 2 hours trying to look find a solution and im super desperate at this point 😅
wondering if anyone can help me out, cheers!
what do u think?
that is a much better topology, you did well
i just made my own avatar, cloned and cut the parts
.