#avatar-help
1 messages · Page 74 of 1
visemes are blendshapes usually, if none of the blendshapes on the new objects actually does anything you care about, you can delete them
they do
they keep the shape of my avatar's body
ah...
Here is all I can provide for the animation, and I still do not know what to change or remove to get it to work...
il just install an addon that let me apply it even with blendshapes
Is there a way i can vc with somebody? this is hurting my head
Either i import the avatar with the scripts and the Vrchat SDK doesn't open or i don't and the prefab doesnt save cause it has missing scripts
got the files from some old Vrchat avatar creator, stuff was made in SDK 2.0
if i import the scripts i get this
I opened it in Unity 2018 which is it's version, the Vrchat SDK Tab just disappears
people told me to open it in 2022 Unity, i did, but the scripts just break it and i can't open the vrchat sdk control panel no more
my goal is to port the model to be quest compatible but i can't even get it to save at it's current state
are the verticies in the middle merged? or is it still split in two halves?
they are merged
Could someone please help me figure out why my new animation will not work but the others will?
so, what it could be?
im in class rn, will help later
should i try convert tris into quads?
ok srry
Are you using VRCFury to apply GGLC? If so just drop the dance animation in a VRCFury toggle and it will just work ™️
looks like a normals issue to me.
you said it's merged in the centre, right? so you can drag a vertex away from the middle and both sides come with it?
first thing i'd do is check if the faces are facing the correct way. (in blender top right. 2 circles overlapping. show face orientation) faces should all be blue on the "outside".
if not, select problem faces, alt + n > flip OR select all > alt + n > recalculate outside
also try selecting all > alt + n > set from faces. (could use alt + n > average, and see if any of those in there helps)
my brain is about to explode, did anyone else really not have this issue 😭
this?
I am not using VRCFury, perhaps I should..
How do I go about installing that?
I am having a weird issue, I uploaded an avatar, I was removing some toggles bc I didnt want the glasses, but I cant find the glasses ANYWHERE in the armature, and when I uploaded her, she has glasses now?
Oh wait I already had it installed, I just don't know how to use it
Add a toggle component on your avatar, give it a menu path like "Dances/Crip Walk", add an animation action and drag your animation in
you need to go on the vrc creator companion, manage projects and enable vrcfury
Remove all your other logic you already had
It's on 1.1173.0 right now
Rn I'm just using the gogoloco-generated controllers
yup! blue is good. we like to see blue. it's the side we see if you use a shader with backface culling enabled.
did you also try the bottom line of my message? it sorts out a slightly different issue to face orientation. it sorts out the vertex normals, in relation to the faces they're connected to.
As in after VRCFury builds? GGLC with VRCFury should be used as the preferred way to install it, then follow the instructions I put
What you're doing atm is trying to add an animation to GGLC, whereas you can just add new toggles
Ok so I think I need a slower explanation, where do I start with adding toggle components?
The add component button, on any object on your avatar
Your can just make an empty called dances or smth if you want to keep it organised
What component do I add?
VRCFury Toggle
No, add an animation action and drag your animation in
Give it a menu path called "Crip Walk"
Then you test in Unity by using GestureManager
No, it should only be in the toggle action
Your menu path seems wrong though, that menu path is the path in your radial menu in-game, not the path to the animation file
Seems fine to me. If it doesn't work then it's cause of the error box warning you that it's targetting Body which doesn't exist. Presumably your avata'r's main mesh object is called Body
Idek what to do with that
Well try it and see
How do I even run gesturemanager
Do you have it in your project?
idk
Check the creator companion
Wait no I dont
Go to manage project, Add gesture manager
ok I added it, now how do I access it?
okay i did the one you mentioned, im gonna export it to test, and later im gonna try giving it a texture
Auto-Fix
well, better
Hey, does anyone know what the error message "Input string was not a UnityVersion string 2018.1.1a1" mean?
I auto fixed but it's still not working, idk how to add the path for the animation to my model
Been making avatar for years and recently I only use the 2022.3.22f1 version, and I've never seen this before
All I did was try and put a hair asset on my avatar, that was an fbx file, and now the quest version just won't upload at all with this error
Check the path of the animation to make sure it's targetting Body
VRCFury applies the animation for you, that's the point of doing this
I don't have a thing called "body" and idek how to change the target or the path
Screenshot your hierarchy
It's called Chuck instead, so you'll need to edit the path
How do I do that?
Open the animation, and change the path
You mean this thing?
No
Do I drag the animation into the hierarchy?
Oh alright
I see where it says Body: Skinned Mesh Renderer
But the entire tab is grayed out and I can't change anything
Add the animation into a temporary animator on the root of your avatar, then you'll be able to edit the animations that are part of that animator
So do I add a new clip onto my existing animator, or do I have to make a new one?
Use the clip you have, you just need to edit it
I'm sorry if I'm sounding incredibly stupid right now, this whole thing has me stressed tf out and I'm unable to figure anything out right now
Ok I found it
So I add property Chuck:Skinned Mesh Renderer
But there's nothing for blend shape
Why are you trying to add a blendshape? You need to edit the dance animation
Click on the little eyes on the left of Body and rename them. Should come up grey instead of yellow if it found them
Anyone here ever added physbones to puppy ears? If so if u remember the values u put since im struggling with mine
Is this trying to look for a subanimator or smth? This animation is out of my knowhow
This is why I would rather have gone with the GGLC path, and just found a way to fix the broken transitions...
Fullbody animations can be really annoying to get right when you have lots of things interaction. VRCFury has logic to handle it all
You really should just find an animation that targets Body/Chuck
That is literally the only crip walk animation I could find...
And if that animation is that, then I'm stumped xP
No I'm sure it'll work, it's just that some combination of these settings will make it work, I think...
ok, adding a texture helped but i think its kinda plain
is there an easy way to make ao maps?
or a poiyomi option?
Yeah no I just tested the animation in gesture manager, it works, just can't figure out why the vrcemote int parameter is changing automatically whenever I toggle the animation on through the GGLC menu
Don't use VRCEmote?
But then where do I add the animation in my golocoaction controller?
how do i low this down
Is this not a better question for the GGLC server?
???
they have their own server?
Yeah, google it
are you talking to me??
check your texture sizes. that's usually the main thing. click on the texture in the asset bit then it's usually an option on the right somewhere.
No
kk
https://vpm.thry.dev/ VRAM tool for helping you
i lowed it down and its still the same
could anyone who's super familiar with pumkins avatar tools lend me a hand or some advice here. This is the second time i've come across this ort of issue, neither look the same but are messed up in a similar way. Dunno if it's pumkin or my avatar. I've edited many avatars in blender with zero issues so i'm not sure what's causing this to happen
he's all scrunched up and in the floor, another avatar has a similar issue but just the left arm. I tried also replacing the FBX without Pumkin and this happened but in unity too, so i'm not sure what to do
Alright I posted a thread in the gglc server, hope to get an answer soon
Thanks for all the help, guys
FBX are usually best for vr projects and more widely supported especially for unity and blender
mm. fbx is preferred. but gltf is fine. blender can get an addon to import, if it can't import by default.
Perfect, thanks, I'll experiment with it
could have sworn there was another one i've seen a few times with avatars i've bought but i can't remember which ones or what the file format was called
Can anyone still help me with this or no?-
Been trying all steps possible to fix it but without results
i've seen xps and psk once or twice, pmx is quite common (more for mmd though)
ok how do i do glow textures
i need help w something
i have these pants, using armature link on unity with vrcfury doesnt make the ankles bend and it looks bad, but i cant transfer influences since it has special bones (the strings)
wait i got an idea
what if i export pants and strings separately?
glow textures. . . you mean "emissions"? poiyomi does them. other shaders do too i think. anyway. need a mask (additional texture with white bits that do glow, and blacker for bits that glow less.) and i forgot the rest.
any tip on how to pain these?
I can't find any answers to this. I've been trying to do a custom blink animation that manually uses the eyelid bones on the model instead of using a blendshape because of complications with the model itself requiring it. From the scattered, tiny bits of information I could find floating around, all I could gather was that I had to make a blinking animation that simply loops, put it on an animation controller, and put that on the FX layer. Now, the animation plays as it should, but after a while it starts to just... stop functioning properly. It's like at some point after a good few minutes it starts gradually cutting out frames (I notice the animation actually slowly getting more jittery) until it eventually just stops blinking. What the hell is going on here...?
try using hai-vr combo gesture expressions
can someone please help me
same problem of clothes not fitting after play-mode
and i need to do it with armature link bc i need the strings physics
To be fair I don’t setup models in unity nor do I do anything from scratch I’m still learning so I only buy and edit those avatars. I have never seen any that use anything other than FBX. I mainly use furry avatar though
I bought Amelia Head and opened it in blender, why does the eyelashes and eyebrows look like this? I can't figure it out 😭
alpha
you need to change the alpha channel
and connect the texture
I've tried changing the blend mode to alpha hashed and alpha clip which changes nothing.
;v;
connect the texture?
how do i fix this??
yeah, the lashes should have an alpha channel
and a texture
should be like a black background with a white lash
idk how to fix it in unity but u could export it to blender and sculpt it using grab i think?
oh yeah I found that, I added it onto the lashes and they just looked white with a black background
heres a picture
Oh my gosh!!! Thank you so much!!! I've been at this for hour and it finally worked!

lets see the results
btw i dont know if you realized already but the piercings are a little bit offset
It looks a bit funky up close but I honestly dont care, It looks good enough 😌
it look gorgeous :0
whoops I forgot to move them 😅
yess 🫶
im having a problem where when i gesture with my right hand it toggles both hands gestures. my left hand cannot trigger any generic gestures like closing the fist or pointing. does anyone have an idea for a fix to this?
Sounds like your gesture animator is using GestureRight in both layers
Or you don’t have layer masks assigned in your gesture animator
its showing as gestureLeftWeight as being used for left hand and gestureRightWeight for right
Weight is for the fist gesture
yeah the fists are broken
Screenshot your animator responsible for the gesture slot on your avatar
This looks like a ripped avatar
those animator states are very grid-like
Yeah it’s what they look like if you just take them out of a assetbundle
sure is
When i toggle gesture manager the blendshape resets
Anyone know why this would happen or how to fix it ?
It only appears in game / play mode (with gesture manager)
I looked at the rig configuration and things are fine there. And Blender is fine too with the hair bones.
Because the blendshapes are being controlled by some animation.
That happens when the blender export settings doesn't match with previous exported fbx.
gotcha! ty ty
i fixed it C:
hey is there any reason my friends cant see my camera render texture in game? i can see mine fine but no one else can see it
A few problems it could be. Were the pants made specifically for that avatar? If not, the bones might have a different name. The bone names must match exactly for all humanoid bones or else it won't be merged correctly. So if you have Knee.L on your avatar but LowerLeg.L on the pants, that won't merge properly.
If that's not it, then it's a weight painting problem, you'll need to fix it in blender
already fixed it, just had to disable position and scale in armature link and pose the pants a little bit
i wanna ask, is it possible to make a grabable item in my avatar? i got a cute backpack that i want it to be able to grab it with my hands
I'm trying to add an option to toggle all of my combo gestures off. Also I can't seem to use any other gestures while using combo gestures. For example I have some basic emotes but they all seem to do nothing. 🤔
Hello! I've been running into an issue every time I start up a new project. Unity WAS working on my computer and now I am hit with all of this every time I try to make a new project.
Things I've tried:
-
Restarting PC (Countless times)
-
Reinstalling VCC (About 9 times)
-
Reinstalling Unity (About 6 times)
-
Copying a good chunk of the errors and googling them to see how I can fix them (Tried multiple fixes, none have worked)
Please help 💀
i already got it, im just using the default gesture playable layer now in the avatar descriptor, thanks tho!
I dont know how to fix this
hey, sorry I know it's a dumb question but I haven't touched unity in last 2~3 years. I am trying to swap the face texture for a model, however when I drag it on top of the model, it assigns it to the wrong face. If I recall correctly, there was a way to manually swap out stuff like alpha, base texture etc.
can someone remind me how it was done? I am just so out of the loop now qwq
^ my actual problem is that I think I messed up by using a different shader on the avatar, I changed everything to poiyomi and now stuff like blushes just show as completely opaque
Hmmmm, I know its a simple fix, but my avi preview shows up with no clothes on, how fix
It had clothes yesterday in the preview but I messed with something iicr
Yeah nevermind, I put default on on my vrc toggles and its loading in with clothes in play mode and should retain them in the preview
how do i fix this my camera is weird
Weird how
How do I set certain blendshapes to be constant? I customized my Mamehinata to have different shaped eyes, eyebrows, and only 1 skin fang but it isn't doing this in-game for some reason
I thought I just have to do it through the face mesh in the hierarchy?
you have to make an animation, and put this one as the base one
Oh man. Is this complicated? I'm not sure how to do this or where to start
But I do want to learn
there's plenty of tutorial online, try something like, how to make a togle, you will understand what i just said while watching the video
Okay, thank you! I wasn't exactly sure what to look up though I did try before you said anything haha
we all start somewhere don't worry, what you're trying to achieve is easy so you won't have to pass long night's trying to figure it out, don't worry
Okay i've successfully imported a glTF model into blender, and it's missing the texture, it's in it's own seperate folder, how do i import it?
click on the model, then go to material on your right screen, create a material, on the color part, click on the yellow dot, chose image texture, go take your image, done
Source:
Is this how it's supposed to look like in blender or am I required to fiddle around a bit?
i don't know ? im not even sur what you are trying to get, this model look broken to me, is it snake ?
Yeah, it's the peace walker cutscene drawing of snake but 3D
it's supposed to look like this, but since the file's glTF, the texture file is seperated
then it should pe tweeked, maybe some alpha, try scrolling and puting the png with trancparency the same way you put color, but in alpha, and underneath, in try tweaking the parameter of the alpha mod,
Can you elaborate or send a video? i am kind of new to this
this is the texture that was included
I get these 3 errors but all of them are mapped (humanoid animation type, 4 bones skin weights). (only some aren't deforming the mesh but that's intentional, it isn't the head or feet.)
(And yes I did check if the mesh moves with the bones that I specifically mapped in the avatar configuration. I did press apply)
in the normal part you click on the yellow dot, image texture, what you send me
on the blend mod, switch between the three alpha to get what you want
you could try switching to generic and back to humanoid
can i see your bones ?
Ah alright, i'll finish up rigging the model then i'll do that
After work.
I tried generic but never specifically switched from generic to humanoid.
if it doesn't help it could be something with the bone set up
send a screenshot of the bone configuration and the hierarchy
Yea probably the bone setup, or the hierarchy structure of it (or the hierarchy of where the model is vs the armature).
send a screenshot so we can spot what's wrong
I'm at work rn but I'll show the screenshots once I'm home again.
alright
Well I replaced the default face animation in the controller but for some reason only the mouth changed despite the blendshapes for the eyes 100% being in the animation I made ;u;
So I made my own eyeopen animation and tried replacing the EyeOpen animation with mine. Then for some reason, the avatar just won't autoblink in-game anymore
I just noticed that setting rotation constraints to have negative influence works with Unity constraints in editor, but has no effect in game. VRC Constraints clamp these values to 0. Has this functionality always been blocked or is this a bug with the new VRC Constraints?
Is there still a way to disable autoconversion of VRC Constraints? There was never a way to disable autoconversion. 😬
any idea why my avatar feet still floating even tho i tried putting it directly onto the ground
it your origin also on the ground level?
@strong fog
Pretty much the same hierarchy in blender but sometimes when I export, it imports with the thumbnails indicating that the mesh is laying down. Sometimes both, sometimes only the untextured mesh.
And yes I do have ghost bones. I never had issues with ghost bones (I only had one other avatar that used ghost bones).
the hierarchy looks alright. The mesh sometimes does it. Comes with blender > unity conversion
i don't see anything that could cause an issue
hhmmm yeah hierarchy look fine, try re importing it and reputing in on humanoid, to see if you have the same issue
I already reimported it like...7 times or so. (with multiple changes to textures inbetween and bone stuff) I do have wanna try switching from generic to humanoid if that helps.
Actually is this hierarchy normal or am I misremembering it?
normal
huh.
so are your bones
the only thing i can recommend if export from blender again but disable leaf bones, maybe they're messing it up somehow
probably leaf bones.
yeah , i have the fealing your"head" is leaf bone, is it ? when you move the head not the neck, does it move ?
It does.
The only things not moving is the arms & hands. (aside from shoulder bones, that one is connected to the mesh)
the model of the head moves ? weird, really weird
maybe it's the unity project who's broken, those stuff happen a lot
i might be dumb but just made an avi and it loads up naked and i have to manually put clothes on how to fix?
When I move the head bone, the head part of the model moves (in the avatar configuration screen). It's one entire model
it mean that on the animation, all the cloth are on off, try puting those you want on "on"
yeah but it could like have no weight paint but even that shouldn' be an issue, like i said, the unity project might be broken pal'
Which is weird cuz I downloaded everything I needed yesterday.
All this, yesterday. I downloaded the right unity version too.
did you import other stuff too ? some time just importing to unity can cause things to break (it happen to me more than i can count with simple import)
I can't recall importing any external stuff other than repetitively importing the model over and over again.
Also there is one weird issue where it can't recognize the upper/lower arm bones and hands even though I gave it the exact same name.
I guess I should start a new project as a last ditch effort
yeah try, if it still not working this might be a problem on the model level
they we should try checking it on blender
does it have the right relation ?
uhhh probably not because I never look there.
No I did go on blender, I just never look in the relations section cuz I just...automatic weight it and done.
But so far everything is parented correctly.
just no funny buttons.
upper chest is connected to chest, chest is connected to lower spine thing, lower spine thing is connected to hips (which is the root).
damn, weird
same applies for the neck, head, etc.
and arms too ?
yep, they connect to the shoulders. (rightshoulder, rightupperarm, rightlowerarm, righthand)
gonna look that
I do wanna check the weight paint mode and bone collections, but bone collections is probably an optional thing.
oh and...this thing. I hate this thing. I don't know how to get rid of this.
you don't need them
your problem is .....weird, like hella weird
I know I don't need the shoulder bones but it came with the armature anyway and it wasn't a problem to connect it to the mesh at least.
can i see the hierarchy again on the left of unity ?
you still need shoulder arm forearm hand and fingers for unity to understand, even tho they are not conected to anything
So I need to make more bones?
Since i never specified finger bones
Wait
you kind of need those yeah
What if I get rid of the optional bones instead from the config?
Maybe that trigger some weird shit
Finger bones are optional
what optional bones ?
since when ?
Shoulders. toes.
as far as i remember at least three finger are needed
i mean it does say they are optional in the config, the fingers
you need the shoulders, the toes no you are not needed but they shouldn't break thing
this might be new, like realy new
No it has been here for like plenty of months now. I remember it on my other avatar
yeah months is kind new for me, i've been making avatar since 2019
I think you missed out on the vrchat sdk 3 news then. or probably a minor update after
Do you have any ideas btw? (before I start new)
correct. though if I added optional bones, would it matter or not how many optional bones are being assigned?
but arn't the game using the index bone to understand where you press stuff ?
Well yea but not all avatars do that either. Also that would imply that the validation section would mention it. (rather than being non-specific)
yep. 3 errors that relate to bones that are already assigned automatically just fine. I triple checked it.
Did you try to set the rig to generic and back to humanoid
Did you try to drag a new fbx into scene
I could before I make a new unity project
7+ times.
Does the avatar have the rig config avatar assigned?
Meaning the blue config dude symbol
went from generic to humanoid, it doesn't find the bones that are named the same as where they belong but I can set them manually just fine. It just doesn't want me to publish
yea, just some bones are not assigned automatically.
wait
hold on where exactly??
In animator or vrc script thing?
nvm the animator thing
Next to the animator ye
Yea I do have it. what about the animator controller?
Should be empty
But it shouldnt mess with bone assignments though
Theyre useless
Blender adds them on export unless you untick the box for add leaf bones
Ah so it is already gone since the last export was without leaf bones.
Ok yea the error still pops up
still as intended
Lets see your vrc descriptor and animator
I did remove the animator controller
I also basically know the exact coordinates of the eyeview because I typed it in so much.
It should fix itself if you use a new fbx from here. If youre using pumpkins, you may be copying problematic stuff
Your scale is 0.01 though which strikes me as odd
I'm not using anything external other than the vrc creator companion packages.
Probably an apply transformation issue
Export setting
Oh yea now I see that
I see how small the scale is
It doesn't seem to change the model size.... (in unity)
I've got this odd issue with this avatar I'm making. Physbones for the hair look perfectly fine, but the gizmo disappears in Play Mode and the Physbones do not work. All other Physbones on the model work just fine
I've tried changing the Multi Child Type
nvm I fixed that.
I've tried around a few things. The physbones work if I place the components on each child of the Hair_Root but they stop working if I put one component on the root bone. I really don't want to do it this way for optimization purposes. Does anyone know what causes this?
like the model in blender or
the white line
unity represents origin with the white like, I think
blender
you need to place the avatar on world origin and apply all transforms
it should move your origin to be in between the legs
blender represents the origin with a little dot
how do u move that dot
you don't move it, you can set it though. As Eli said, if you apply all transforms on the object, the object's origin will be at the world origin
alr
otherwise you can set it via menu options Object -> Set Origin
I'll often set origins to the 3D cursor while modeling
but when you want to export that avatar, it should generally have all parts have their origins at the world origin
(props are often a different story)
hope it's okay to bump! i still haven't figured this out
okay i think i got it now
ty
you guys are actual mvps here tho tf
you can click A to select everything in the scene and apply transforms after
to make sure you get everything
just done that, i hope it works now
How would I go about fixing this issue? Using the Index controller. I can find out that it's something to do with the new steam finger tracking system. My fingers look correct in the muscle preview in Unity
Uh, this may be a stupid question, as I'm am still learning Unity; Why can't I see the progress bar in my Animator's layer when triggering a certain animation while on Play Mode?
I'm refering to the little progress bar you see on an animation as it plays out in the Animator itself. I see other people have those, but I don't, and it's making it difficult for me to debug my animations.
@tidal void you need av3emulator running and set to that layer (fx etc)
@strong fog
So I did find this error after I was configuring the avatar. (the first error)
Any clues? (Also I still have the same issue, this just caught my attention)
Ah got it! It was just that I wasn't hitting play while having the right object selected in the hierarchy 🙂
it seems you have an issue with one of your parameter, did you change some animation ? menu or something ?
I did turn off the import animation checkbox in the animation tab because I didn't have any. but it never changed things either way. I also unchecked "strip bones". (idk why but it felt weird not to) that's about it. the process went pretty much the same:
- Import the fbx file (from the folder of blender export)
- Extract textures & materials
- Change to humanoid rig (and apply)
- Manually assign the bones that won't automatically assign
- Probably the time the error in the console happened.
- Add vrc avatar descriptor & animator component
- Set the eye view position
- Assign avatar to animator component
- Quick fix all the errors that can be quick fixed.
- 3 errors problem.
this eror is linked to the animator, you got something here that's fucked up
Well I could reinstall unity. or the vrc creator companion thing. or both. but if that doesn't help, then we are not a single cent closer to figuring out the issue.
just try and open the animator so see if everything is well setted
this one right? or the avatar rig screen? (or both)
I did add it in the right location. (at least I hope I did. I'm doubting my own order of operations)
huuuuh hold
Can someone help me on how to set Interruption Sources?
I made it so my avatar plays a slap sound and does a specific face when it gets slapped. However I'd like for you to be able to smack it and not have to wait for the entire animation loop to finish for the sound to play again when slapped again.
Oh wow that works?
well that's how things work yeah
Yea that did a thing.
Holy macaroni am I stupid.
in the animator, dont make an exit time, and don't put loop either, should do the trick
Oh since you are here, how can I lower the animator count to 1?
ah embed failed
uh, what do you mean ?
idk why its at 2
take back the animator you have on the other part you had
Ah. thank you very much. including @junior void & @desert elk. That was a pain.
Why isn't it embedding
Anyway, that's my issue xD
it's because of the slap hold, if it's for the face make anoter animation but for the sound you should have no sound base > sound > no sound
and it should loop and exit the "sound" stasis whenever the colider exit the hit box
any state and change interupt on the transitions
you can jump to wherever you are to another state
https://docs.unity3d.com/6000.0/Documentation/Manual/class-Transition.html ( Interruption Source property )
Would I need a second Contact Receiver if I wanted to separate both face animation and sound?
I'm fairly new-ish to Unity heh-
Or would something like this work?
Having the face animation on top and the sound on the bottom, both using the same parameter
no no no it will complicate things
separate both, but only need on contact receiver don't worry
one can act on many
So doing a different layer for each, right? Just both using the same parameter
🫶 👍
🫵👌
Hi, is there a way to adjust the grabbing/pick up object animation in Unity?
Uhm, my problem now is similar to before. If I have no exit time and no conditions after the slap has been activated (wanting it to move to a Sound Off anim, then to the first one), the transition gets ignored...
I know I'm stupid, I'm just missing something really simple but I'm unable to get it right 🤣
@tidal void it literally says it
exit time 1 for it to just exit when prev state ended (played once)
If I add exit time, I supposedly won't be able to do what I explained up here^, no?
@tidal void add conditional transition of ON to itself
Like so?
uuuuh
if not then your anim should be frame 0 sound off, frame 1 sound on in order for it to restart.
but better use behaviour
I was working on this Moe avi, because I planned to use it for some more casual chilling in events, and I noticed that when in AudioOrbs, i'm practically pitch black if the orbs aren't giving off light, is there a way to fix this?
Shader in use- lilToon 1.8.5
i did already fix the jacket, that was just a rendering difference, was easily fixed
I have a new strange issue where the avatar name and description just gets converted to "loading..." (even on the web it says the title and description "loading...")
I do not know how to fix that but I'm guessing by manually changing it after.
(This also means I can't publish android/ios version without manually changing it after)
Edit: it did fix itself when I switched to android version and publish it.
Update to the above- head is lit differently from the body when dealing with AreaLit Avatars, but lighting and rendering settings are both the same as the body?
I have fbt but my preferred avatar (Lapwing) has some weird issues like when she goes on all fours she has to raise her head. It was suggested to me this may be a built in animation issue where it conflicts with the tracking. Is this something that could be potentially fixed in unity and if so where would I be looking?
new new issue: the avatar vs physical space height is incorrect. the overall size seems to be fine but my physical vr height is changed a lot when I wear the avatar. (like I'm considered 25% smaller and can't reach the floor in the game. my vr height is adjusted correctly)
How can I fix this? (maybe a height measurement system that could fix this)
Going just off memory of what a friend said to me. She had this issue and the issue was resolved by changing something in the shader which set the lighting differently for the body and head. I think it was an anchor point
They need to set the anchor override of the skinned meshes to the same object (most likely) @urban yarrow hope that helps sorry if not. I was also told vrcfury has a setting to do this manually
already were the same
Sad. Sorry
If you havent, you should try putting the body's material on the head to see if the lighting issue still occurs
Cause if it doesnt occur, that means the head's material has some lighting settings that need adjusting
Then youll at least know whether or not you should be focusing on editing the material
will do no 🫡
🫡
Dang!! i dont really have any more advice tbh but yeah at least that probably means its not a material issue
i'm thinking i can just export materials into a new project and call it a day, but unfortunately that cant be done TODAY since i have to go out in a few hours T_T
Well im wishing you luck when ya do!
Gonna have to bump this since I can't quite think of a reason why now. Most likely will respond tomorrow
In the meantime- If anyone who knows of any other probable cause comes across this, feel free to shoot me a ping or DM for it! would be greatly appreciated!
can someone help me out
i'm trying to add something on the hand
its in the right position but when i select flip it goes opposite side and far away
I looking for Demon Slayer particles do you guys know where I can find it?
I don't get it. I've been always adding GoGo Loco manually but for some reason I fail at adding flight even though I've attached "Head" bone to the "Rotation" prefab.
is that why my flying isn't working? I'm not attaching any prefabs...
VRCFury prefab of GoGo Loco should work. If you do manual, you have to add "Beyond Prefab" to the avi and attach "Head" bone to
to this
ah vrcfury
and use VRLabs Avatar Manager to merge fx and parameters
oh didn't read fully
but for some reason if I do this, the flight doesn't work even though animation activates -.-
I'll try it soon
hey doess anyone know how to make a particle animation play when this contact is triggred?
enable gameobject its on when detecting that parameter , then play it for x seconds before turning it off (one way)
Do you have a mirror active anywhere when trying to fly? (can be a world mirror or personal/face mirror) If not, that's probably why
No. Doesn't work for both enabled / disabled mirror
Then there's probably something wrong in your installation-
that one will never work as a humanoid, A or T pose
pose mode and try to get it in a T
(see it has bones)
oh yeah i had to rig it manually, thought it would work if i did it like this
@balmy barn Uhhhhhh....
slapping on a rig , will never work on that model - manually weightpainting & moving vertices would take a very long time
I'll just postpone this project then, stuff was already hard to rig manually lol
quick question, is it hard to import PNG files into blender?
image texture on a mesh with a material , open pick one
My avi has floor collider, could this be the issue?
If you're talking about physbones colliders then no, those are two completely different things that don't interact
You know, floor collider is for hair not to clip and flight uses floor to make a flight possible
I've spent a lot of time tinkering... in the end I went with VRCFury one and the flight works
Can someone help me with my avatar? im trying to edit an avatar and there is a problem that i dont know how to fix. send help
Describe your issue for a faster response from people here
What's the traditional way of putting the textures on a fbx model that it came with? i tried downloading the model as GLB but it glitches out in Blender...
For context this is the model and it's textures...
can someone show me how to weight paint? i dont know how
thank you
(Left is imported with GLB, right is after i've put the texture in Shader editor...)
only Box gets even close to the supposed texture
How do I get physbones to work? I've added the script to the bones in unity
But they don't move
its not that appropriate, i need to dm sm1
i cant js like
say
without a ban
nvm that didnt help
how do i install parameters from gumroad
pc or quest? Physbones affect the children of the bone you placed them on, so if you placed them on the last bone they won't do anything unless you edit the end point
this is all the instructions say
pc
how do i i make my avatar have a fist so that i can position props in their hand?
Can anyone help please?
can someone help me fix this issue? working on an avatar edit, and i have a toggle to turn off a piece of clothing, but the clothing item warps the body. when the off toggle is activated, the body is still warped. how can i fix this issue?
Okay so I want to add an animation to Gogo loco, basically when I activate fly mode it will activate the animation. How and where do I add the animation in order for this to work?
I don't get the mirror thing, never had to use that to make this work
GogoLoco uses the VRCEmote parameter for everything, you can use that to trigger other things. I believe when the avatar is flying it's between 121 and 125, but you'd have to check the flying animation layer in FX to be sure.
(I quit using gogo a while ago so not sure if they've changed anything here)
check the body mesh for any blendshape sliders that'd be affecting the area where its warping, reverse them back to 0 during the turn off animation
I've been testing my avatar in the emulator, and I wanted to ask if the red spheres are supposed to line up with the joints since all of them but the knees do
No, those are IK targets
They're mostly not relevant for us in Unity, unless you really want to start getting into something like FinalIK yourself
I suspect you might be able to use them to spot something drastically wrong, but mostly just ignore them
thank you so much!!!
so I'm trying to upload an avatar to quest and I compressed the textures to 128 and unity still says that the avatar is 10.58 mbs. It said this before I crunched the textures also
Probably then it's mesh size, too many blendshapes, that sort of thing. Thry's avatar tools has a thing to tell you what takes up the most space, it's useful
well the mesh size is small and only has 10 blendshapes
I figured this out, Apparently you just extract materials after selecting the FBX prefab, and then apply the textures over in the albedo of those materials you extracted (video: https://www.youtube.com/watch?v=igDeAFJrFbo)
that was a guess based on the next most likely thing, you'll have to figure out what's large to know what to make smaller.
yeah I'm checking that out now
nvm i just realized i forgot to put in the right parameter file on the avatar 🤦
How do I fix this
maybe weight painting, maybe physbone limiters if it happens due to physbones, maybe physbone colliders. there's not really a single clear thing to do here
Hello, I'm trying to set up a clothing swap for shinano, however I'm not able to get rid of the underwear (which is necessary because the other clothing has it's own underwear).
She automatically enables the underwear as soon as I take her clothes off, so I deleted that action through the animation of taking clothes off. However when I tried to set up an animation that enables and disables the underwear, it does not work for some reason
^ the animation itself works when I preview, but the function that I set up doesn't work
im trying to import my 3d model into an avatar but it says i need to spend more timein the game
can someone import my 3d model for me
Okay for any future readers; I forgot to set the layer's weight to 1 in the animator...
how dare you 😔
listen.. I was just away from this for a looong while ok 😭
These spheres move back in forth when I press "Preview" but when toggled on with gesture manager they don't move at all
Anyone have any ideas?
animator logic problem, layer weight not 1, wrong variable, wrong variable name spelling or case... lots of possibilities here
anyone using the new mamehinata ver 1.5.3 know why mmd isnt working?
it has these on it fx i didnt want to mess up, but not sure if this is wonking up the avatars ability to do mmd
MMD will override the first two layers
then any idea why its giving me troubles? the body is named right and i have mmd comp on
not really, I don't know that avatar at all and barely MMD
fair enough, i'll keep trying things, thank you
vrcfury mmd comp dont save all shapekeys that can be used for a vmd(mmd) animation
tested it some days ago and i lost 15+ that was used
unless you see the animation file you have no idea what they are using
common ones it should keep , rare motions have alot more , easiest way to test if something in fx messing with it just use a blank fx for a test
I can’t seem to select any lip sync modes, i could spam click, neither Auto or manual selection works
do you have visemes or a jaw bone?
hey does anyone know how to find the emission alpha material property in use for VRCF toggles?
Can you move a physbone with a animation?
say trying to move a sword from one place to another
I need help with vrchat chairs or stations. I am trying to follow the video tutorials and usually get everything set up as they explain, within Unity it looks all the same but whenever I'm ingame no one can see the chair where it's supposed to be or interact with it. Can someone of you direct me at a written ressource or give me a quick step by step?
hows a sword is a physbone? you can animate physbones with IsAnimated enabled.
@hidden loom if its a toggle, chair should be on by default and toggled off by animation
initially disabled station gets deleted
parent constraint and tried that it didnt wanna move but ill try again
💗
@rapid wharf once again, why a sword would be a physbone
so you can manually pull out the sword from the scabbord
ah i see
nope it didnt wanna stay in the new posistion
its probly not that easy to do, id have separate object for sword and for physbone to stretch. if stretch<1 show animation where sword constrained to bone, when 1 flip some bool so it becomes constrained to hand regardless of stretch value, release - flip bool back by idk, maybe just via gesture
you need to set all write defaults to be the same
you can see them in avatars 3.0 manager
so its already possible to grab the sword on the default armor outfit
BUT on the new casual outfit I just added the sword is in a weird position and im trying to get it to move slightly to the right to match up with the casual... So when you switch outfits the sword pos switches too
where is the settings menu for 3,0 manager i got it installed
@rapid wharf oh, then you can just add empty as a parent for sword and move it however. so all the physbone stuff starts later.
https://github.com/hfcRed/Animation-Repathing use this to easily change animation pathes
stuck?
still nothing after creating an empty object its still refusing to move
yet ingame its on and stuck
how about the layers? do you have them set up with false/true?
you could try opening settings and setting the transition time to be smaller
other than that I'm not sure what it could be
restarting project wont do a thing, why is it additive ? 
why is it adding these to base layer when i make na animation?
If you don't want it to add to base layer then you should use menu Assets -> Create instead.
you got link to cats blender blupin?
You have to drag the created clip into animator controller.
https://www.blender.org/download/lts/4-2/
https://github.com/teamneoneko/Cats-Blender-Plugin-Unofficial-/releases/tag/4.2.2.5
cats plugins
+ vrm importer
+ matcombiner
+ whatever other things cats want to install
vrm v0 or v1 doesnt matter
i use bender on steam
i'd reccomend not
it's buggy
especially with add ons
but i think you can switch the version if properties or something like that
@rapid wharf show some animation clip keyframes for toggle?
is still say this cats not suport
did you unzip it? don't
say need 4,2
yes
i did not
because that link if for 4.2
I made a mistake when animating. I animated an object on my avatar but I didn't select my Avatar as root to animate on but the object. So the animation clip is created and works well in preview but only for the object. When I try to set the animation clip to be used in VRCfury it tells me that it won't do anything because it's not connected in any path to the avatar (object is a child of my avatar root). Can I still somehow inplement the recordings of that animation clip and use it on my avatar and how?
but that link send me to 4,3,2
if you really need a different blender version get cats from here
https://catsblenderplugin.xyz/
yeh it does , try that https://www.blender.org/download/lts/4-2/
4.2.7 should behave, im on a slightly older 4.2
got it sorry just finishing it up for quest now
@hidden loom same
(or just open .anim in like notepad++ and replace all - add root part in transform path)
dont forget to delete an animator from object itself
Thank you I will try the github package. You are very helpful, thank you very much
Does anyone have an ideas on how to replace a body part on a model with a robotic one that normally wouldn’t fit on it
blender majority of the times
just reparent rig, set armature modifier
change, vertex group names if needed
depending on what it is, probably edit weight paint too
the left is the original and the right is the newly importet mode.
ive tried to edit this model in blender but when i put it back into unity it gets this weird shiny effect, i assume ive made a mistake with importing or exporting settings. what i did was selecting what i wanted to make into a fbx, then click export->fbx and use these settings
autofix in the sdk or tick legacy blendshape normals in the fbx settings
I may commission it’s too much for me 😭🙏 but thank you for your help
arms are generally the easiest, if u cant get weights perfect then u can do simple workarounds
where weight doesnt need fine tuning
yeah I’m just like someone who struggles easy
like an area of the arm where the bone is basically solid 1
So I would probably just pay someone to do it
But idk who so that’ll be a challenge of its own
the joints are the annoying areas, like the shoulder where it meets the arm or chest
what asset is it by chance?
u got a pic?
it's worth checking if it's already weight painted
if it has bones there's a high chance it is
first thing to do would be to scale it to fit, if u need to make it longer, u could even do that in pose mode (may affect some mesh parts tho, could seperate it if need be)
thats a super simple arm tho luckily
u can chop off that body's arm by deleting the mesh, remove the body's arm bones, and parent that arm's rig to the body's
then change the body's arm vertex name to match that robotic arm
if that makes sense
omg thank you so much, i feel so silly for not checking for auto fixes i will keep that in mind in the future
yeah any new fbx, its best to do that
its kinda inconvenient to do it manually it from a sdk menu or the fbx setting tho
but it is what it is
I have a friend that does avatar, he should be able to help you
👉 exit over there
can someone help me? i'm trying to add the wholesome flashlight but when i use the flip option it goes somewhere else and not in hand
its in the armature
but i can't for the life of me figure out how to make it stay in hand but flip and not go somewhere else when i flip it from the menu
yeah im v sure
he does avatar
yeah, he has been a great creator i know
but dont u do the expert 3D characater modeling?
ur bio says that, so why dont u know? and whys it only ur friend?
I did in the past, not really into it again
oh thanks for correction, it's a misuse of words
mmm
mmmm
I am having trouble animating a material swap. The problem being that I cannot click and drag the material to apply it onto the mesh when animating, but I can if I am not recording or previewing an animation. I am not sure why. AI said it was some sort of animator lock for materials, or something.
i could never do that for some reason so i always just dragged it to the material slot
I need some help </3 my avatars boob bones aren't moving but they're rigged, not sure if it's an issue with my phys bones or rigging? pls lmk! It's happening with all of my avatar's body bones, her ass bones, her thigh bones and her tummy bones :( Her hair is fine though so I don't think it's a phys bone issue. Any help would be appreciated!! (I also can't see the phys bone gizmo stuff on the body, only the hair and tails)
I hope that all makes sense :3
here you can see what i mean about the gizmos, I hid the head gizmos in the last pic :)
Make sure the animation clip is in the animator that's active on your avatar (in the Animator component), and that you've selected the avatar then chosen the clip from the dropdown of clips in the "Animation" window.
there is no such lock in this case
is this a backface issue?
yes
Anyone know how to make a see through glass shader/material on blender? I've been trying to make one from multiple tutorials and it keeps coming out like this
are you using poiyomi?
ive been fixing this by duplicating the mesh and flipping normals, is this the best practice?
if for quest, yes
I'm talking about blender, not unity
this is a pc avatar but may be made quest compatible later if youre talking to me
if for PC just turn off backface culling on your shader
oh then just use the alpha option in the shader, you'll have to swap the blend mode in the shader settings to hashed or alpha
yes, that was to you
Alpha transparency, roughness < .5, maybe a bit of metallic
here?
possibly play with the refraction settings too
Yes, it is in the animator controller that is active on my avatar. Ive also selected the correct clip.
Like I have said, I can freely apply a material so long as I’m not recordong or previewing the animation. But when I am, i cannot apply the material for some reason
and you are attempting to drag a material into a slot on a mesh renderer that's a child of the avatar object with the animator?
Yea, I’m trying to click and drag it onto the mesh.
is this how i disable backface culling for poi?
no - bottom, under "rendering", you want "Cull" set to off
tytyty
add endpoint, physbone want 2 'bones' easy way to test if they ever move add radius - doesnt show up ? add endpoint
tysm
Hello, i tried to search everywhere about this but i can't find anything:
In short i want to add a sound for each time i jump, that's it, how can i make an audioclip play everytime i jump?
this link might be helpful :)
https://creators.vrchat.com/avatars/animator-parameters/
pretty sure i have a test for that, but need to update it for the new audioplay so it can do random audio
absolutely, AV3 emulator at the least has a jump button
nice!
before i do anything, how can i export my avatar as a whole unitypackage? i'm not really super experienced yet
so i have a backup in case i make some mistake
Uh... What the hell just happened to my VRChat Base SDK?
Assets -> Export Package. Though I'd just backup the whole Assets folder outside of Unity.
Ah, got it, thanks
Do i need to add additional parameters? if i go to my menus, i reached the limit of 8/8, unless i make it a default feature which can't be disabled
how do i give the folder an icon? im using VRCfury toggles
Isn't it this?
Dose anyone have this avatar I NEED it
make a post in #1138520828556890214
not sure what parameters you mean here?
I have looked there
The expressions menus
add a sub-menu
hey, long story short i think i need some help with shaders, namely geometry shader that should be in screen space renders in the face preview camera rather than the main screen and i don't know how to fix it
ty
I keep seeing people have this exact layout in their avatar menus with the same options, is this some addon idk about that people be adding to their avatars
trying to figure out a animator issue and its great
its hard to explain it
if i could show someone while sharing my screen it would be nice
anyone know good guides for setting up lip snyc? i have all the shape keys set up i just dont know how to set it up in unity.
look at the vrc avatar descriptor
there's lipsync there, which should autodetect the settings you need
okay where is the tab that adds said descriptor. im still learning the unity UI so im not the best at this
you click at the root avatar object in the hierarchy and you 'add component' the vrc avatar descriptor in the inspector
you need to do that to be able to upload anyway, if you open the vrchat sdk control panel from the top bar i think it links to some docs
oh actually, does anyone know how gogo loco got that text in the middle? What option is that? 🤔
custom menu maybe
this weight paint refuses to work :( idk how and every youtube video makes it seem so easy
manual weight paint mode and blur tool the leg vertex groups gradually
probably just a bunch of filler text maybe 
hey can any1 help? im trying to make the bicep on this avatar a little wider
strange how the polly count for this is so off to what it says in unity. any ideas why?
clearly in blender my model is below 30k tries
yet it gives me a insanely large and stupid number when i try to upload
ahh idk why that isnt on by default
blur tool is so useful for this
The avi is so stinkin cute but I give up I have been at this for days :(
probably a dumb question but in unity, the stupid png is standing but in vrc the stupid png sinks into the floor even though the view point is the same. any help and my life is yours
origin of that is likely in the middle, you want it near feet (blender or use a gameobject as origin)
bumping this. just gonna work on a better texture in the meantime.
i will try this. thank you so much!
with descriptor on avatar, white line shows your origin wich should be at feet
idk if this is the right channel, but im trying to upload an avatar to vrchat through the sdk, but i cannot open the sdk. whenever i try it just gives me this error
ive tried alot and nothing has worked 😓
how do you edit the speaking animations? Like if I have an object in my mouth that needs to move with A E I O U?
did you use VCC to open the project?
yes
what sdk version
uhhh
also maybe try importing it manually from the vrc website
3.7.5
you can do that?
yeah
i woulda just done that if i knew
does anyone have any programs that arent paid and have a decent texturing range? more so where theres painting the texture onto the model, i dont know how to explain it but im sure someone would know what im talking about.
the only reason why im not positive on texturing in blender for vrchat avatars is mostly just because of ive heard it can be laggy and sometimes not save, and i dont have a ton of experience with avatars since im quite new to it. a little guidance would be appreciated though !!
blender
do you know how? i cant find it anywhere
Anyone know the best settings for bows with VRC fury physbone component?
it all depends on your preferences and the bone structure
kk
ik theres a tutorial on yt that has some good base values though
Could you link one if possible?
It’s Okie I will search some myself, thanks for looking tho!
Soooo, I figured I'd give MakeHuman a shot, given I can't find any decent avatar creation stuff that allows for multiple clothing styles/undressing for more cartoony (but not anime) avatars.
Anyway, my attempts to import the fbx files it generates into Unity are producing items that look like they've come out of some horror movie 😅
Anyone able to say what I'm doing wrong?
it's an interesting texture you have applied there
tattoos
It's not brilliant in Make Human, but it's a starting point, but this is what it should have imported 😦
To be honest, what I really want is something that makes avatars like what Meta/Facebook makes. I can actually get that thing looking like me, even in a cartoony form that I assume would work very well cross platform. But I'd just want to be able to switch outfits and have some control over things 😦
what type of file is it? fbx?
never heard of makehuman, but my first thought was to try importing it to blender to see if it looks good there
If it doesn't there's either something with the fbx itself, maybe wrong export settings?
I'll have a look. In the mean time, are there any other character creation wizard type things out there that folk can recommend I give a shot? The other option I've tried is VRoid Studio, but it's very anime centric.
VRoid is the only one I know, you could get more realistic looking models but it requires a lot of art skills 😭 I've seen people do beautiful stuff there
i don't know any other character creation software
something like ready player me?
Exactly, I've got a ready player me one, which looked great but when you start taking clothes off it, there's no chest under there, so I can't start playing with other clothes or, well, nude options should I ever find myself desiring them 😅
Er... remind me how I turn off these bones? This is looking a little insane right now...
eyeball on the armature object
Thank you XD
or select it and hit 'h' - which hides mostly anything
Hmmm, either something is wrong with the materials or I need a light source added. But I've not had to add one in the past for things like this :/
possibly you have objects colored by vertex colors, in that display mode
wild bones
scary
hi eli
a bit wonky
To be honest, I just clicked these buttons in the top right until it wasn't just showing this grey shape rendering. I am so lost in Blender... or any of these tools, and yet I'm diving head first into learning all of them at the same time in the deepend of each of them!
But yet, that skeleton MakeHuman has come up with does seem a bit unlikely to be correct :/
ball of bones
It all seems to map happily in unity to humanoid bones, but yeah, I wasn't expecting that star when I loaded it up in Blender there.
just have some additional bones for... something
feel like this texture shouldnt be mostly white
how do you put a png onto a mesh in blender btw
they're in a texture-less mode right now
It does seem to go into an enormous level of detail. Bones for all the parts of the tongue etc. I expect I'll be seeing most of those get stripped down and combine at some point.
i mean this one
it looks black with textures, for some reason
didnt realize i didnt post it
does it match up your uv maps?
uhh
i mean i painted it directly onto the mesh, but not in blender
so technically it should
but idk how to change the png into a texture
except for in unity
the uvs don't match up
uv is dumb
:c
wait
how do you re-wrap an image
bc i had to unwrap it to export it
how can I use vrcfury to set a parameter? like when I toggle something on, I want it to toggle something else off
yeah
I know how to do it manually but if there is an option to do through vrcfury it could save so much time
you add the on action for the one you want one, and another action for the one you want off
but one is set to on, one is set to off
yeah but the other action also has a toggle for itself
so wouldn't it mess up with the other one?
it should still work
Managed to download a more likely looking rig in MakeHuman, down to 62 bones instead of 163!
should be like 206
i always think its 268
thats how many bones exist in a human adult
...that seems a bit overboard
i was making a joke 😔
irl human ≠ unity human
Okay yeah it works, but I realized i dont even need it because if I turn off underwear my character is naked under the skirt.. well good to know at least, thanks!
I've downloaded this Unity one. I would have used the Game Engine one but it had no notion of eye bones and didn't fancy the idea of winning every staring contest.
Okay, so turning on this "Specular Colour" rendering mode seems to have helped a bit, but there's still something not right :/ Hard to tell if this is my avatar or blender with me not knowing how to control it properly.
Avatar is stuck in preview mode pose even though I'm not in it. How do i fix it back to A Pose?
I still need help if anyone can provide it.
Phew, this skeleton is looking a lot more reasonable in blender 🙂
you can only have 2 eye bones, and they need to be vertical
so you're gonna need to fix that
how does one find the .fbx file they export from blender... I swear im not this dumb
I would assume we're seeing the eyelid bones there too.
guys im helping a user to make his avatar, is there any galaxy texture/shader that is quest compatible?
Really? The Avatar Descriptor has a whole section on them for setting open and closed and looking up and down etc for upper and lower eyelids :/
blendshapes are used for open/close
I've found this nifty sounding "remesh" tool. May I assume it does what it sounds like, and will take out some of the complexity of this mesh? Because by the looks of things I've utterly covered in triangles I probably don't actually need.
and the look up and look down will only work with 2 bones set up like this
with roll set to 0
Hmmm, I thought I'd seen settings for looking down that adjusted the eyelids too, thought it was quite nifty as we do move our eyelids when we're looking straight up and down. I'll have to check later when I'm back in that area.
i never messed with eyelids, the only thing i can tell you is that the bones responsible for your irises need to be set like on that photo, otherwise this section isn't going to work properly
and i have the other part set up with blendshapes (the eye close one), there's a setting for bones, but i can't tell you how to set it up with bones
So the answer was yes, that remesh tool actually does a pretty nice job of smoothing away some of those triangles. It also seems to make me topple over onto the ground... that's my hair and glasses still up there in the sky. Most odd.
you can rotate it back up and apply transforms
always apply transforms before expecting
Remeshing everything else makes it join the rest of me down there. But my poor skeleton has certainly been left behind XD
you can just rotate the mesh
Will do 🙂
and apply transforms
Righto, where's this "apply transforms" you speak of?
Done. But... er... maybe I should have left those meshes alone. Pretty sure my clothes weren't this see through last time I checked XD
Time to try tinkering with the ReadyPlayerMe option instead. This is definitely a very different set of bones to what I was looking at before.
They're balls!
Can I have two shaders on the same model? Like poiyomi for clothes and liltoon for the character etc.
yeah they are, thank you.
another question, I have couple of prefabs that come with no materials attached to them. The materials are provided in a separate folder, which I also imported. I'm pretty certain that it should have the materials on there because it has options for different colors, does this happen because I don't have the required shader?
Use quad remesher it works perfectly for me even though i wouldnt recomend any auto retopology addons for base body better do it manually
How do i remove the optional bones and leave em empty it automatically selected objects as bones for sum reason (i dont have eyes or jaw bones in my rig
click on it and press delete (or backspace?) on your keyboard, or click on the circle and select none
the circle on the right
So trying to open the glb file from Ready Player Me in Blender, then export it to FBX results in this What-In-The-BB8-Hybrid nonsense appearing.
Eugh, never mind. Another day wasted trying to figure out this stuff. Can't believe I'm now I think three weeks into all of this and still no closer to having my first custom avatar.
its a bit of a learning curve for sure 
it's a ball
And it's not previewing any of the blendshapes in the eyelook section of your descriptor?
Does anyone know how to the fix the eye look feature? When I set it and open up vrchat the camera is always offset to the side a little bit, I’ve tried moving it but it didn’t do anything. Anyone know how to fix?
What about the blendshapes on the mesh itself. is the blink shape set to 100 by accident?
in unity, when you set the viewpoint to have an x value of 0, is it in between your eyes?
Select the Body object in the Hierarchy. Look to the Inspector, the SkinnedMeshRenderer conponent will have a foldout labelled Blendshapes
I spent 2 hours trying to apply textures on a FBX file only to realise it took two clicks
everyone who starts to learn blender and unity feels regarded
I want to increase the brightness of the bowtie in this model, how do i select it by itself? I only had one texture png
Increase it's brightness as in change the colour of it from black to grey? or increase the brightness as in make it glow?
Slight glow
i've tried googling it and looking on youtube but i can't figure out what the singular layer on the model is called, closest thing i found was the bone of the bowtie
Best you can really do is give it emission in the material. If the shader has the ability you'll need a Mask texture that tells it where on the texture to add said glow, w/ white allowing and black disallowing.
his neck bone is conflicting with vrc's heiarchy (hl1 model) would it be best to import a unity skeleton into blender to redo him?
Does anyone know how to the fix the eye look feature? When I set it and open up vrchat the camera is always offset to the side a little bit, I’ve tried moving it but it didn’t do anything. Anyone know how to fix?
you can import the FBX into blender, but ideally you should treat this as one way - blender (or similar) -> unity
ofc ofc
make sure you don't have a camera on the avatar, then position the viewpoint properly, with x = 0
