#avatar-help
1 messages Β· Page 75 of 1
Do you have a video to explain this? since the other videos i am looking at have specific textures for specific bodyparts, but i only have one PNG for the entire avatar, plus they tell you to make the background black even though the bowtie is black itself
specifics would depend on the shader in use, and most of the good ones have at least some documentation
this is all i got
help wut dis mean lol how do I add 'animator'
expand that, there's some autofix buttons. Beyond that, do the rig setup as documented by most tutorial videos, that usually adds one
Standard has a checkbox where you can turn on emissions and feed it a texture
is someone able to call and help me with a problem i think its an animator problem or a state problem i have no idea ive been working with unity for 6 days btw
did you set the rig as humanoid? it should automatically add one
if your rig is humanoid ofc
?
explain the problem first, no one's gonna get on call if we have no idea what's going on
uhhhhh I dont think I set to humanoid youre right
its hard to explain but my avatar has a get punched in the face feature and gets BSOD ERROR with others punching me. im trying to make it were my menue can reboot it. it reboots it but its annoying me cuz after BSOD it shows the eyes and reboots like it resets to a default state and then reboots
any way I can back track and change to humanoid?
everything else works fine
where to click to change :/ π
select your fbx in assets
in the inspector go to "rig"
set to humanoid and apply
aha thank you sir
after that you may need to go to configure to make sure everything is set up properly there
my friend and i were trying to figure it out but we dont know why it does this
I hope everything works π
why this chat so dead
often happens this time of day
with more than 7000 people on is crazy tho
all i want is help but idfk what is happening with this anymore
how do you have your animator set up?
idk how to explain that
screenshots perhaps
have you watched the animator (that layer specifically) while testing in play mode in unity? that's usually what I do for stuff like this
it doesnt do anything idk why
i saw videos but mine is not doing anything
it was before but it isnt now
then start by checking the first condition. Often it's nice to disable all other animation layers to focus on one at a time
idk what that means
set the layer's weight to 0 and it's disabled.
do you know what a layer in the animator is?
i learned some stuff but its so confusing
there are multiple layers on the left of it
that's a start
click the gear, in there is a weight option. 0 = disabled, 1 = enabled
i mean i had to put audio in this avatar so i figured that out earlier
its mainly in this layer thats on the screenshot that im having trouble with
everything else is fine
other layers can affect or even supersede, which is why I mentioned that one thing
this would be so much easier if i shared my screen
idk why tf they dont have vcs in this server
just make it like 2 people per vc or something
its stupid
sorry im really freaking annoyed rn cuz of this bs
prepare to feel like that for a while , while using blender and unity
this is a normal part of building avatars, in my experience.
@somber sequoia you are a godsend
i can tell
huh, what'd I do?
Thanks, i didn't like the emission on the avatar but still, you taught me
way better than smacking my head for two hours on the wall
been doing it for 6 days now
and 30min of digging through chat archives in this server
Hey, idk which channel this goes into but um, any idea why the tail would be doin this? (It was a vrcsdk 2 avi that Ive sat and converted to sdk3) and I cant figure out whats up with it.
Tail looks fine in pause but in play mode its just broke
hard to tell from there, unweighted vertices? unconnected bone? weird constraint?
woah, that's a long tail
Yeah! And Ive no idea how to fix it
Which is sad cause I absolutely love this tail, I think its cute
I'd move the tail bones around in the editor, see if all the vertices move properly, to rule out a weight paint issue
Is there a reason why this happens?
avatar sometimes just has it's animations stop or where it spazzes out
Might have to double check how you installed gogoloco
I just put it in the hierarchy and it worked
according to this video (https://www.youtube.com/watch?v=UnbcQAqnruo)
Latest version requires additional step didn't mentioned in the video.
Do you have a video, i looked at another video posted 3 months ago and it's the same steps
Just see the file that shouted "IMPORTANT!" in the same folder as you drag your prefab in.
I have physbones in the clothes of my avatar, but whenever I enter play mode they disappear, but only some of them? I don't know what's causing this.
1st image shows all the physbones that are there, 2nd shows what appears in playmode/when the avatar is uploaded. I don't have (to my knowledge) any toggles that disable these specific physbones, because other ones in the same piece of clothing work just fine..
Any idea as to what could be causing this?
Do you still see the object the physbone attached to being active in playmode?
Oh i see, how do you reach the write default tab?
it's a checkbox on each animation state
I dont- the armature isnt visible in playmode, but the physbones that are in the sleeves of the same armature still work
.. why wouldn't the armature be visible?
Its a separate armature than the avatar's, and it gets merged using the modular avatar script
ah, modular.
It's always worked like a gem, never had an issue. And it worked earlier on when I was working, but I didn't notice until later that this was an issue, so I'm not able to pinpoint where things went wrong
Then the physbone should be moved with the bones You should be able to see the actual bone that get moved that has physbone on it.
Found it, i think
I haven't added any personal animation to the avatar itself, and gogo loco looks like it has Write defaults off by default
use the WD on version if you want WD on
I didn't know i had to add the controllers if there's no animator states besides the gogo loco itself, how do i add it?
if you aren't using vrcfury to add it, the gogo loco documentation has detailed install instructions
That's a different IMPORTANT file. You shouldn't have to choose whether WD is on or off.
Huh, i don't get these
That's still the old gogoloco then.
It's same version but latest package has extra proxy controllers for installation.
If you don't have those then make sure that you have make playable layers in avatar descriptor as default.
Might have to try download from booth.pm. It seem the version from booth is 1.8.6u.
I just downloaded it from Booth.PM and it's also 1.8.6u
Can you just send it to me?
You can try create them. They are just a controller with one layer and one empty animation clip.
hey im new here, made an avatar for a friend but i cant upload it. about how long does it take before im able to upload avatars?
I am kind of a newbie, do you have step by step instruction on how to create them and which controller goes where?
It took only menu Asset -> Create -> Animator Controller to create one
?
It'd be better if you screenshot or take video while you're doing it.
kk
hi renfrew
Try selecting the object renderer and assign material in the inspector instead.
how da hek do you make a new project tab go back to the first picture
so not skibidi
so like in the mesh then materials dropdown?
Zoom slider at bottom-right corner.
Yes.
Done, now how do i create an animation clip?
Since there's no go_empty_clip
Asset -> create -> animation
Same way as creating any asset.
Would you happen to know why I cannot just drag and apply them onto the mesh directly as shown in the video, though?
Oh that's the animation clip? my bad
Layered meshes will make this difficult, it's always better to pick the specific slot to be accurate
The mesh changed position and hance you might not got accurate casting directly on the scene mesh.
Does anyone know how to fix these?
always paste the first few errors, often the later ones are the result of the first.
But note that shaders with C# scripts won't work on avatars anyway.
That one looks like it's trying to access an older API, possibly it's old
@ornate stump Uhhhh, i found the proxy action , turns out it's in Modular avatar folder...
Woops....
Thats why confused, I'm not using any of those shaders, I'm only using The VRC/Moblie Particals so it can work for quest later on
you may have to simply delete the scripts from your project then - if they won't compile, it'll break other things.
Strange. I have them in both MA and Fury folder.
heres them in full]
Very weird, i'll use the modular avatar scripts instead since they're the same, i'll get back to you if it fixes it
yeah, same answer in this case, but always good to see the start of the error chain
alright, I hope it doesnt break anything, it weirded me out because I wasn't using what ever shaders it thought I was.
it doesn't matter if you're using shaders in that package or not. if the included scripts won't compile, it'll break everything
that makes sense
chat how do i use a roughness map in poi π
It looks like that worked, thank you so much man.
so put it in the smooth slot and use the invert option?
is that what the documentation tells you to do?
darn you kazin π
π
now i have to read
this metallic map makes the wrong parts shiny
but i also need the parts that arent supposed to be shiny, somewhat shiny
yeah that's what roughness/smoothness can do
Hey, anyway I can fix my avatar having no clothes in its defaul state (aka someone not having my avi turned on, its really annoying and people turn my avatar off)
I have a hoodie with default on, on vrcfury, but still shows with no clothes when someone doesnt have my animations on
flasher
then your map is inappropriate for what you're trying to do
blender is a map making liar
π
texture vs. roughness map
anyways, i dont know how to fix it, Ive been looking for a few days but nothing worked
this right side one is a packed map, a plain map to do one thing would be greyscale
@ornate stump Didn't work, i think it's just the world, kinda weird that only this avatar breaks on certain grounds in furry hideout but other avatars with Gogo loco dont break
the only unpacking i know for textures is to make it unity usable
why? you can use it packed - the page I linked described doing so. you'd need to know which channel is which though
(also it's not "unpacking" like that, it's splitting the R, G, B, and A channels out, if you actually want to do this)
idk, the fbx wouldnt transfer over the blender material when exported
channel-packing like this lets you use a single texture for multiple things
so how would i transfer over the unpacked if it doesnt work correctly
unless its just the roughness map itself
I'm not sure what you're wanting to do here
if you want to unpack them you can do so pretty easily with an image editing software
I'm guessing that that map has roughness on green, so use it in poiyomi like that
you could also do this in unity by discarding the other channels in import settings
set them to 0
i have it poi in the right spots, but it doesnt make the correct parts metallic, just the whole thing
this is so weird π
show a screenshot of the "right spot"
duplicate the texture so you have 4 versions, then for each you set all channels except for one to 0. The channel remaining should be different for each texture.
but it should work right anyways
eh, really don't split these unless you actually need to work on them separately
sob.
there's a "?" on the heading there, it takes you to the docs for that section. I strongly suggest reading these.
I'll just abandon making this avatar better because the avatar doesnt really have feet so i am guessing that's the problem lol, already spent too much time on it xD @ornate stump, still, massive thanks for your help!!
where you put that packed texture is: Shading -> Reflections & Specular -> Packed Maps
still no work (unless its the settings)
Now assuming that map is the right format.......
does look better tho
but without knowing how it was made, we can only guess or separate channels and experiment with them
what is, le channel
But you can play with those metallic/smoothness sliders too.
You have to also set the correct channel in the texture.
(what's a channel)
change the channel in the texture, or the roughness map
it's not a roughness map
Packed map contains multiple texture for different purposes stored in different color, or so called "channel".
let's be clear on this
textures make brain hurt >:c
That means you have to tell the shader, what color of texture is used for what purpose.
so i assume thats the rgba part then
or the part in the texture
not roughness wtv
one of those channels (I'm guessing green) might be roughness
so then i'd tell the texture that green = rough
you don't tell the texture anything, it's just an image file
shader, not texture
you can tell the shader how to use it though, but for Poiyomi, it's a specific order
order of which i do not understand
(expand that "packed maps (click to expand)" thing to see which order it is)
also again, this is all documented
I'm an engineer who writes a lot of docs (that nobody reads), I have to harp on this π
kazin is too smart for many of us to understand
eh, I know a few things
theres a rat in the 2d texture thingy when you click to search for one apparently
haha nice
I just want people to make optimized avatars π
i love documentation. it makes me so happy when i want to know how to do something and someone has already written the perfect explanation on the functionality of the thing i want to use
yes! I especially love when it's text and not a 25 minute youtube video.
the unity docs kinda suck though unfortunately.. they typically provide little detail and are self-referential
I've been reasonably happy with the API docs
i think it's mostly the documentation on components that is lacking
hmm, I suppose it depends, some is good, and some you're like "what, that's it?"
ngl this wouldve been so much easier if i had just made the metal parts a seperate object
then i could use my metal materials
but that's unoptimized π
and blender wouldnt work
when i had multiple
or i was just being dumb
you can use matcaps though, and apply them in specific places with.... of course maps
hm.
I tend to use a matcap for piercing jewelry, it's easy and a small area so it looks fine
i put shiny cubemap on it and now its way shinier
thats actually kinda what i wanted it to look like
that looks right
only works with force fallback enabled tho
without it, doesnt change much
next step is to figure out how to export one single thing as a unity file
how would i make a contact point more interactable my avatar has a get punched in the face and break the screen interaction im curious how i can make it more consistent for me and others? ill send a screen shot of what my recievers look like
probably make the contact bigger, and the animation replay time lower
there are 2 because the avatar came this way and i have made some changes
its the big blue capsules
like the radius
yeah
also ive only been using unity for 6 days XD and its a pain
u mean 0.2 or 0.1 because it made it smaller with the radius
i meant that much bigger
so like if its 0.2, then 0.22 or smth like that
my experience is that the contact being a little bit outside the object is better so that it activates sooner, so that when the contact sender touches the actual object then the receiver already has the signal
i made it bigger and one a sphere so i think this might be good
why can I not delete my impostors and make new ones
the option just doesnt work
it works now i guess, vrc website sucks lolol
nuh uh
toaster
embrace the toaster
local only meaning its only on local client
ye i watched a video
not server synced
not from what I know, I think its a vrc network issue more than anything
or unity jank
dang i wanted to be punched in the face and actually see it when others can
it likes to desync a lot XD
Im already having an issue where my toggles are default on, but they dont show as so in the default state
interesting
people with high shield level see me as no clothes
XD
idk either
vrcfury dev has no idea too
For some reason all my toggles are instantly turned off when joining a world? I checked the parameters and they are synced and saved-
ive only been using unity for 6 days
im working on making an avatar but i cant run vrchat because my pc doo doo rn (im working on getting upgrade) once it is finished will someone test it to see if it works properly :D
Even in playmode its bizzare, in playmode everything is fine, no toggles are off
But in vrc everything turns off automatically
gonna crashout because physbones are being wonky
one side works but the other doesnt (they have the same physics) π
for some reason the child will not parent to the bone, as in it doesnt stick
i deleted the one that doesnt work
now the one that did, doesnt.
wat the hek
can anybody help me with this error?
It was working fine then just started oing this
what are the first 2-3 errors
82 contact components??
also not in the 2022 version of unity
not that the version is the problem, but idk
2022.3.22f1 i think
so I was trying to fix it
and I tried using the newer version
then it started giving me this error
if im not mistaken it only works in the 2022 or old 2019 version
haptic vest LOL
no bc each vibration point is 1 contact
but imma try to swth it to 2022 again
and its also taking so long to load these scenes now for some reason bruh
wtf is happening
assuming you're switching versions inside the unity project instead of making a new one and importing, its bc it has to switch files
so like an entirely new project kinda
is it better to make a new project and import the scene
makes sense
is the file there?
I looked at the top and there was nothing to click to make it show up
wdym
is it in the tool bar at the top?
open control panel?
Yeha thats whats missing
._.
lmao
this also pops up when I launch the project
just tried and nothing happenπ
that looks like a unity package issue, not vrc
not sure
Don't know much about the VRC SDK, but I do know my unity errors. The error is from it needing the unity accessibility package, you should just be able to add it manually.
how do I do that
Quick google search shows that it's a common error when downgrading a project to an older editor version, currently having a look to see how to manually add it on a version-by-version basis. One sec
do I need these?
Ah, so you don't need to add it the module, you have to remove it. The accessibility module is from Unity 2023.2.0b8 onwards, and is added by default when starting a new project. According to a couple Unity support threads, the fix is to open Packages/manifest.json and remove the line reading ""com.unity.modules.accessibility": "1.0.0","
As for the vrc required packages, yes you will need those. Those are the base packages for VRC, and you can either install them automatically through the Creator Companion or manually at vrchat.com/home/download
so ermm when i try to import my emission texture it does either this or it makes the background green instead of transparent, am i doing anything wrong or??
the texture btw
is anybody able too upload avatars i keep getting builder exception i redid everything 4 times and nothing is helping
do i degrade the sdk?
The important error is the first one
Theres something on the chest thats problematic
You should export emission texture with black background instead of transparent.
okk
If you were unable to solve this issue, I can see the 2023.2.20f1 at the top of the screen. The sdk will not run as intended on this version
Trying to get my model to have an inside and out like other VRChat models and like it does normally, but it only does this:
How do I achieve what others have?
use any shader with backface culling off. pc only. for quest youd have to duplicate polygons and flip their normals.
Is there a place I can download that?
uh for pbr standard not sure where to get, prob this or smth https://gist.github.com/naojitaniguchi/62ccf37c801ea55517b7
all stylised ubershaders like poi or liltoon have it
Quick but simple question, when the game does the slider for avatar height, does it use a custom paramater? if so what name? ive been wanting to have some effects on my avatars scale with height (for context they arent parented to the armature or body parts as theyre aura like effects) and currently they dont for some odd reason, ive tried parent and scale constraints and neither work also when i say they arent parented they are parented to the main game object that houses the avatar descriptor
are they particles?
yeah
scale mode - hierarchy
ooooh never messed with that setting before, thanks a bunch
Why does it not work for me?
It is odd because it works in unity
But when I publish it I see no change
Nvm fixed it
heya i was curious, by a chance would anyone know how to make an avatar gesture face their default face and replace the default resting face with the other one, im new to unity n all that and my friend who's been teaching me isnt online so im kinda lost
but i wanna get it working ]
neck/head gets detached from the body on full body, also view point gets lower. tried lockin on head but no luck, please helps
has anyone ever had a bug like this?
When I check the VRC constraints in the editor, they work fine with any rotation, not sticking out anywhere, but in-game, they just go all over the place, not following the constraints at all
I'm trying to record a toggle animation but it says the object is missing? but it isn't. Any idea how to fix this? :)
it doesnt look like its animating the correct mesh, its trying to animate "Dog Tail" rather then "Animal- Cat/Dog Tail" 
I don't have any mesh called "dog tail". The mesh is called "Animal - Cat/Dog Tail", I've had no other issues with this naming convention, I don't get what it's trying to animate. I've selected the right mesh
here's it in blender, I don't know why it thinks I'm trying to animate "dog tail"
did you used to have a mesh on the model called "Dog Tail" at all? 
not that I remember, definitely not since it's been in unity
if I did it was when it was in blender and I can't find anything in any settings that says "dog tail"
see, the mesh itself is called Animal - Cat/Dog Tail T-T
and I'm selecting it from the hierarchy to animate it so it should jsut animate that mesh right? not the "dog tail"
You animate using the bones / physbones usually
As long as βIs Animatedβ is checked on
So youβd animate according to the corresponding bonesβ so for you, thatβd be the tail bone
I'm just toggling a mesh
I should just be able to press record and toggle the mesh on and off
and it should work
Oh? So just a toggle. Thatβs mesh then yeye
I thought this was related to other animations mb
You could always just rename it in blender and reimport
As long as your prefab isnβt unpacked
yeah I'm gonna try that next, just taking a little break rn
Understandable
Also to do your animations Iβd say copy the prefab and do it on there instead
In case you mess up the main avi and it gets stuck in the bicycle pose or something
And then just hide the main one till youβre done
how do i attach this to the chest ?
I for some reason can't add any Phys Bone Colliders to this avatar?
I have changed the scale a LOT cause I thought "Oh what if it's just so small/big that I can't see the radius indicator?" but it just never appears.
Am I doing something wrong?
having some issues with particles, it haas play on enable: enabled. but it only emits for the first enable, if it gets disabled and enabled again it doesn't emit again
is it looping?
no
i dont want it to loop
i am dropping something on the floor so what i am holding is disabled then i enable the particle system and it creates 1 particle with mesh renderer
it has collision and gravity
it falls on the floor and stays there until i disable the particle system
but then re enabling it doesn't create a new particle
use burst of 1 in emission+long wait time, use looping, then reenabling should restart it
weightpaint that mesh to the chest bone
i dont see something called wait time
is this the duration?
ok so for somereason i have accidentally added a rigid body to the object that contained the particle system
after removing that it started working correctly again. so not sure why that is a thing
Just wanted to check, Before i rig this in blender, Unity can detect a humanoid armature rig when imported from blender, right?
yes
My avatar's viewpoint in Unity is perfectly centered, but ingame it's off to the left. Anyone know what causes it?
You sure you removed all cameras before you uploaded it?
Okay i see, one last thing, should i keep the pelvis like this or move it? i am afraid center tracking is gonna be completely off if i move it
yep! it's very faint but messes up my fbt calibration so i'm trying to fix it π₯² no cameras in the scene. i've also checked the scaling and position and it seems to be fine
there is a specific bone structure to follow hips(has legs) -> spine -> chest(has shoulders with arms) -> neck -> head
but it should be ok i think
I am gonna be honest i have no idea, drawing blanks here
For a hand like this, should i remove atleast one finger or keep all five fingers and cram 3 into the right section of this hand?
you can bind the fingers on the far right to the middle finger - it'd be pretty close to how it should be
if you were to bind all of 'em individually, the finger flap would stretch and look weird imo
Oh so i'll go into edit mode, Bone properties then link each of the 3 fingers to each other?
thumb to thumb, index to index, middle to thumb, ye
and if you're talking about the armature in blender, you could just trim the pinky and ring ngl
Oh, i'll just port this to vrchat so i don't know if that'll hold up well lol
I'll finish rigging this up then show you
aight, we'll see how it goes, then :D
Ah okay i see, quick question, should i extrude one more layer of bones for the hands or just stretch the existing three bones on each finger?
This hand is a bit longer than normal
nah, just make the existing ones longer
VRC doesn't support more than 3 finger bones anyway
Perfect, less work for me, thanks for the quick advice!!
Okay so I've noticed that the model actually moves off to the right when I use Gesture Manager/Ingame, even though in editor it looks like the second image. Both the prefabs and armatures scale and position is 1/1/1 and 0/0/0
@ebon cove
Donezo
Now do i just connect these ? @ebon cove
Sorry for the bother, no idea how to do this xD
connect them in what way?
He said it like this @somber sequoia
so you're removing a finger? Just omit the bones
it's because the model has 3-4 fingers and i have no idea where to put the extra bones
delete 'em
i contemplated removing the extra bones but he said this way is better
cats way
yeah if you want to also merge weights, that'll work nicely
Oh that looks perfect
Quick question, how come in unity there's an extra finger but in blender it's gone ? https://cdn.discordapp.com/attachments/730948173379535022/1344673949329391728/image.png?ex=67c1c4b4&is=67c07334&hm=3068c80dd9ebc9cdaa9933b81232df9586745ca6400a8b64d24dba4389e4435e&
Blender, and this is unity
how did you do whatever you did here?
Only difference is one of them has the textures applies, legit did nothing to change the shape itself lol
that doesn't look like only a texture difference
Yeah i thought the same, can't figure out why just applying the textures added an extra gap
re: "what did you do" I meant what did you do to make the blender version look this way? I haven't been following and don't see it in scrollback
How do i uh reach this menu?
you need to get the cats add on first if you don't have it
and press N on your keyboard to open the side menu
I'll go get it
was looking over my head trying to find the menu lol
it's a very helpful add on for making avatars
yup, they're the most stable
stuck on 5 i know were avatars 3.0 is but idk how to merge
Stupid question, dont answer mine
im assuming the gesture goes in the gesture and the fx goes in the fx but its the "merge gun parameters" at the end of 5 im confused on
you need to merge the gun parameters with the ones you're using now
save with gunfx and gesture
merge it with the ones you're using now
so save them to my avatars gesture and fx?
the fx layers should be in the first menu you, see. the parameters I think are in the second one, the three lines on the left
merge it with the ones you're currently using, with the avatars 3.0 manager
yeah, expand the gesture and fx and you will have something like "add animator to merge"
drag the gun stuff there
yup
and drag the gun fx in the fx layer and click the merge button
or whatever else it says
do i do anything with this
nope
ok
just scroll down and merge
ye
same with the fx and parameters
Did CTRL + P then automatic weights, this happened
parameters are on the left, the three lines
at the bottom?
both?
now you just need to add a sub menu to your main menu and set it to the gun menu
and it should work
now gotta figure that out XD
there is a gun menu in the assets
im assuming i drop it in with the other menues on my avatar
yeah, basically. If you ever added a menu it's the same thing
ive never done it but i know were it is
click plus, set it to sub menu, drag the gun menu there
did you apply transforms before doing that? if not, that could be the issue
I may have exported this avatar originally to unity, then sized it down there, and then put it back in blender
since the original model was huge
it was a prefab idk what it means but i would assume it had everything
why not just size it down in blender???
heyy, so not sure if im missing something here, but if anyone possibly knows- is there a reason that we're not even able to use the mobile particle shaders for quest despite them being under the 'mobile' tab? I just wanted some decent eyes without having to go back in blender to cut it all out by hand
because i didn't have a reference to how big the model was in blender but in unity i had the previous avatar i worked on as a reference
now that i think about it that was really stupid
blender has a scale system too, where you can see how many meters your avatar is π
Oops
didn't know that was a thing
i didn't either, I found it by accident xd
Don't tell me i gotta rig this model again because of this
already spent too much time
i started rigging after i imported from unity
should i make another project and just take the armature from this current one?
that's the menu for the gun, you need to add it as a sub menu to your current menu
that the avatar is using
you can click on your avatar in the hierarchy and scroll down to open it
1 min
Alpha Blended doesnβt work but multiply and additive do
thanks, though im pretty sure the look im going for cant be acheived by either of those two blend modes. did a quick search and quickly found out its just not possible. thankyou though π
No problem :)
@desert elk Imported from GLB file straight up from sketchfab, same thing happens
wasn't my fault
do i need to toggle it in the inspector window for it to be on?
like
toggle on the gun?
I wouldn't, it looks like the gun was made to be off on upload and toggling it on would break the animation
is it hidden with the eye? or with the box in the inspector?
if eye, I think you can safely unhide it
if box, don't
ok
the menu has a toggle for turning it on
fair enough
it would break if you turned it on here
nice
what do i do with the rest tho?
rest?
do i need to put a parameter?
only if you want one
ok
I just did the automatic weight thing, however the jacket and the arm have merged together
Is there a video specifically to fix this? since the model i got wasn't in a t pose
its not working XD
how does it feel playing the same game of hitting your head against the wall simulator?
its taking me to the same menu as another one i already have
its great
7 days and currently suffering
ah cause you didn't put in the correct one
in the sub menu, bottom, place the gun menu
oh
drag the gun menu there
@desert elk So uhhh, do i just weight paint to fix the problem where the hand merges with the coat?
As in this problem
is the gun supposed to be dropped on avatar or somewere specific like in hand
because its showing at my feet
anyone knows where I could find outfits for the Mamehinata base?
also the gun is pink
i would guess so
did you move it to the correct spot?
do you have the shader for the gun?
i thought u drop it on the character also yes i do
Alright, also quick question, if i select all then do Weight texture, it only shows me one vertice for some reason?
looks like you only have one bone selected
you also need to reposition it to the correct spot, like the guide days
(this is normal in weight paint mode)
and check the gun material if it's set up correctly
ok how would i reposition it?
with the arrows
Oh i see, how do i select all of them at once?
I can't send a photo, I don't have my laptop with me
Or should i do it one by one? cause the guide i am looking at is doing them all at once
same way you select anything else, though I'm not sure why you'd want to do this, it doesn't really make sense in weight paint mode
do i line it with the t pose?
yes
ok
Ah alright, i'll do it one by one then
put it in the correct spot, aka, your hand I'm assuming
what are you actually trying to do?
it shows 2 guns rn
can you just go back to before you joined them? I'm not sure what you did here
idk how that prefab looks, I don't think I can help anymore
its a dual pistol currently
This was the model before i applied automatic weights, i was setting up the animation rig for it, then bam
what were you trying to achieve with automatic weights?
to make the animation rig like they do in the guide video, but since the hand is stuck to the coat, i gotta use weight paint to seperate both
i think
I haven't seen this video, so I have no idea why this is a weight paint issue
You might be right, What do i do to seperate the hand from the coat?
I'm not sure I understand how this is "joined"
i rigged the model that wasn't in a t pose, pressed the automatic weights button to make the rig automatically choose which bones use which vertices, realised that both hands are inside the coat and not in a t pose
and now i am trying to seperate the hands from the coat
yeah still not sure what happened there
i'll record a vid, gimme a sec
also I have never used that automatic weights button π
avoid auto weights on that , too close to things - get it into T pose then run it through mixamo
ohh. Yeah so I'd split the coat off before trying to do this... and yeah T-pose it first
that's never going to work like that
arm down pose you bound to glue things togeather
How do i get it to t pose?
So for some reason VRChat is detecting my avatar as imported without a Humanoid Rig, despite it is. Does anyone know how to fix this issue?
Since i got it from sketch fab, have no idea how to t pose it
Does it not already have an armature?
I made this armature
took me some hours
ahh. Then you may have to weight paint it as-is, then pose it. That'll be fun.
I'm still having problems with my avatars viewpoint π₯² In Unity it's perfectly centered between the eyes, ingame it's off to the left (looking straight down on the screenshot). I've checked the armature position and applied transforms in blender already
Mixamo?
i think i figured out my issue so the guns have contact points for reciever i think im able to grab it
try making a sphere, make it tiny, place it between the eyes, and copy and paste the coordinates into the appropriate areas
check origin , off side like that usually not center , never move viewpoint left or right (then its wrong)
trying that now!
Huh, since i made this armature i am gonna assume this doesnt work?
Don't worry, i am a masochist, if i don't quit blender now because of burdening myself with teeth grinding projects i won't quit in atleast a year...
it's definitely dead center, x coordinate is 0
Unless I'm missing something π₯²
yup there able to be grabbed
still need help with this tho
import error , see fbx = non humanoid
I've tried the sphere method with no luck, if anyone has another idea pls lmk! <3
So I've double checked in gesture manager with gizmos, the viewpoint moves to the cheek and the colliders look completely wonky
check if its actually centered , mesh looks like its more to left for me
(blender would be easier to see)
It looks perfectly centered outside of gesture manager and in blender, but skews off whenever I test it
first screen is in gesture manager, forgot to add
if I reset the pose with Pumkin's tools, it also goes off to the side like this. Everything looks fine in the FBX configuration though
something is definitely not centered
Yeah, I'm just trying to figure out what the issue is. Everything is 0/0/0 both in Blender and Unity and then it breaks when testing
In blender where is your origin point? Is it between the model's feet or is it at one of the feet?
Between the model's feet!
check armature/mesh(es) if they have any value its going to shift (unity), noticed you have a dashed line in blender - shouldnt be one
something isnt 0.0.0
thank you, let me check!
has anyone had this open jaw problem? happens in play mode with gesture manager and in vrchat, but looks normal otherwise
are you using visemes or a jaw bone for speaking? if visemes just unmap the jaw bone from the unity rig
if i do that, the lower teeth and tongue dont move which make it look weird
to come back to this - i've checked every object in Blender and they're all on X 0. Only the Z axis isn't on 0 because I've moved the armature up a little to make up for platformed shoes. Normally this was never cause for any major issues, though
is there a way to make a fist collision tag?
where it knows its a fist
because im setting up a face punch to be diffrent i want it to register someones fist and not just a slap or something because im gonna make it a constant reciever type but only register for fists like an actual punch
for safety you can (in object mode) press A to select everything, and press CTRL A - Apply - All Transforms. That should hopefully fix it
@desert elk can u help me with my problem?
if I knew how to help I would respond
ok
I've never done stuff like that
I tried, unfortunately didn't fix it :( I did kinda use the tackier solution of adjusting the viewpoint in play mode when it's skewed and copying that into the coordinates when it's paused, gonna see if that actually worked as a temporary fix
can someone help with converting an avatar to pc/quest?
from pc to quest?
well i want both preferably
i already have the pc avi, just dont know how to make it quest compat
you cannot detect other players' hand gestures
They could have a contact sender with "Fist" as the tag that only becomes active when they make a fist, and then you could watch for that, but of course this requires both of you to coordinate.
so how exactly would i uh... do that?
it would depend on the stats, usually: change shader to a quest one, lower polygon count, lower mesh count, lower texture resolution. It depends on the stats of your avatar
well yeah but i dont even know how to get to where i could upload for quest
thats what i need help with lol
have a question, do any of you know how to add a radial slider to adjust lighting on an avatar using liltoon shaders, if you do could you maybe quickly walk me through it; it would mean a lot. feel free to ping me if your able to help
there are many many tutorial videos on this
yeah but they are all like months old
change the platform to android, done
nothing there has changed significantly
yeah
That.. thatβs it?
it depends on your stats
shaders need to be changed
I don't know what else your avatar has
if it has a lot of stuff it may need to be optimized
Well no i can do that i just didnt know how to upload for quest lol, thanks
Oh okay now i just have two different avatars.. i wanted one with both pc/quest
go to the second one, find the Pipeline Manager, put in the blueprint ID from the first one.
Oh okay ty
Youβll need to use a different shading type in the shader other than flat
sorry, where do i find that?
i found it
should i change the shading type for all materials to make it cohesive? or will it not make a big difference
love me multilayer math. but requires extra maps for face, otherwise three day stubble
probably, id like to keep this same aesthetic but just have the normals working
is flat the only toon look?
Multilayer math which is basically what lil toon uses is used by booth creators
normal map can be used if you make it shiny/reflective as well
When I click the package to load in my avatar there is nothing
Nothing on the scene
anyone know this error?
Material 'Map_01' with Shader '.poiyomi/Poiyomi Pro Geometric Dissolve' doesn't have a float or range property '_GlobalMaskTexture0'
Making global masks on poiyomi pro
thanks so much
my matcap 0 is working properly but matcap 1 does nothing at all? even if i remove the mask
matcap 0 is using the same mask but inverted so i know the mask is functional
if i boost emission, that does work and also only applies to the masked area
im confused
What are the blending settings
@spark walrus you need to either open the scene it comes with or drag it into your scene
adding package just imports stuff to assets
Just got my first avatar which is set up only with Write Defaults on. Anything I should know?
Apparently every shape key needs to be included in every animation?
wd off would want that or it wont reset
wd on just changes something and goes back to whatever default after
Thanks both of you!
Is one animation enough then? Instead of "hat_on" and "hat_off" could I just do with the "hat_on" now or did I misunderstood?
yes. and empty state for off
has anyone done this addon to their avatar? https://itznikkitty.gumroad.com/l/MorphingGun?layout=profile
im still trying to figure it out
also have to redo everything
bunch of bones and constraints
(likely alot of meshes)
another creator that doesnt tell stats
could be a billion
Trying to use animated physbones with _Angle, but itβs not working. Iβve looked everything over, and it all looks good, but when i go into game mode and grab it, the physbone will move, but the animation float wont play. 
added transitions between empty clip and the phys clip, greater and lesser than .05, just doesnβt seem to work. The animation doesnβt play at all
if anyoneβs wondering; im trying to make it able to pull down the mask on my avi, using a blendshape
Did you give the parameter a name
yess, I did
PhysMask_Angle
for both FX para and main para
but only PhysMask in the physbone
Is it being driven at all? Youd see the value of it change in play mode
how so? i see that the actual physbone will move in play mode
or are you talking about like in the toggles
or para, sorry
just in controller
ohh, yeah i see that its like moving
and such
just no animation playing whenever i do move it and angle it
are you sure its the only (or rather, lowest) layer that animates that blendshape?
also are you using gesturemanager/avi3emu
nevermind LOL, i got it. i had to use a damn emulator for it to work.
thank you
gesturemanager saved me
ye, without it playmode doesnt care about your layers
Yo so an issue Ive had for a while now that I havent been able to find any fixes for,
My parameter drivers just refuse to work on any VRC project
Here in the image Im trying to change the layer weight of my Left and Right Hand expressions depending if the eye close toggle is on or off, so having 2 different sets of hand expressions depending on if the toggles on or not
But no matter the layer weight, or where the driver are, or if the toggles on, it doesnt do anything
Here below is my driver and layers setup, first time using drivers so hopefully just a beginner mistake lol
(I'll read better first)
Might be a dumb question but anyone know if I can do a local screenspace effect that adds outlines (similar to lilToon) to the world?
I'm not making a world, I just want to do a screenspace effect on my avatar
you could apply a screenspace shader to you own view, sure
I've researched that but can't find anything specifically about outlining. And I'm no graphics programmer so idk how I'd make a shader do that
yeah I don't know of a shader to do that offhand
https://jinxxy.com/luka/junelite Here's one that is free and can do outlines. Just make sure to only toggle it if "IsLocal = True" and that should do what you want.
oh neat, grabbing that. Thanks!
always fun to pick apart shaders to see how they work
Happy to help, I've got a lot of tools from everywhere when it comes to avatars haha
hah same, yep
i keep getting this weird error when i try to upload and im not sure how to fix it, could anyone guide me?
mm?
update or remove (be sure its the right unity too)
Hello, I am getting a validation error of my avatar not containing an animator? I am uncertain of how to resolve this, and I don't see anything on the forums. Thank you!
screenshot the full error
did you set this avatar as humanoid in the rig settings? Or is this a generic avatar (not rigged or abnormal rig)
I do not believe I set it to humanoid, where do I find the rig settings?
in the model's import settings when you click it inside of the project tab
i have to reimport on a new cc project, ill be a bit
has anyone done this before? https://itznikkitty.gumroad.com/l/MorphingGun?layout=profile
Rig is set to humanoid but it does not seem to have resolved the error. It has changed from the first to this
Not sure if I'm missing something but it seems like the effect is only applying to my avatar. I also don't see any IsLocal value
Screenshot the rig tab where you set it to humanoid
click configure, and make sure it's setup properly
bones look good, don't see any issues
are the bones properly mapped
appears so to me
Okay so :
1- This shader is meant to be applied to a cube or sphere that you place around your avatar. In your case since you only want it to affect your view, you can simply put a small cube/sphere in front of your eyes and toggle that on/off.
2- The "IsLocal" I talked about earlier is a vrchat built-in boolean. You will need to add it to your animator controller and create logic to toggle the object when this is true (I would advice to also add another condition if you don't want it to be always on).
Also feel free to consult the store page and associated github and documentation for more information about it
I do have a cube surrounding the head of the avatar
As for the IsLocal, that's on me for forgetting that's native. Oops
Alrighty
VRC Descriptor is showing it's rigged as non-humanoid, but it is set to humanoid in unity... confusion
Also I don't remember if this shader has an option to not be seen in mirrors or not.
If not maybe you can pair it with VRLabs' mirror detection to toggle it off in mirrors.
I'm having an issue I'm hoping that someone can help me with. When I use NDMF to bake an avatar, if I upload the baked version, my avatar just kind of floats when I move around kind of like the flying animation, instead of walking.
NDMF?
Non-Destructive Modular Framework
I've been doing this to commit any blend shapes I freeze with another tool if I'm going to decimate the polygons, as it seems like it comes out better.
sure the 10 other that used that could answer
never seen anyone in here
yeah, never heard of it
Oh well, thank you anyways.
this was the issue, thank you
Hey have a question
One more quick question, I have a base avatar and an outfit, how do I take parts of the outfit from the heigherarchy and make it a child to the part of the body? i.e. how do I make gloves stay on the hands
just ask it
So I'm trying to get VCC to work with me and I have Unity Hub installed with a personal license on there. Do I need some sort of different license to get the latest thing it keeps asking me to get?
You have 2022.3.10 installed
You need 2022.3.22
https://unity.com/releases/editor/whats-new/2022.3.22
Thanks i've been trying to find it cause i keep seeing it but it never took me to the place to actually install it
probably you have an outdated SDK but are using some other package that is looking for a newer SDK
well im tryna make a minecraft-related avatar, plus im using the SDK that the creator package gave me
yeah that's probably the problem. Don't use that one.
delete it from your project and install the SDK properly
I am incredibly perplexed... errors saying arms and feet aren't mapped but they sure are...
aight
wait- im using the most recent SDK
do you also have an SDK package in your project's Assets folder?
maybe show the first 2-3 errors, you seem to have picked middle ones, usually the first couple are the relevant ones
aight, im opening it again
doing safe mode just in case
aaaand backpedaling into ignoring it
opened it, came up with this
and a lot more- jeezums-
it's possible cuz it has PolyomiShaders and XR but i dunno about those
You have 2 SDKs imported
Go into VCC, click manage project on your project, click the 3 dots, and click "reinstall all packages"
this'll remove any conflicting folders of legacy scripts
will do
Omg its loading
yep, exactly what I thought
how do i fix this issue with the neck and head?
Off the computer screen but I guess I'm missing a few thing
merge stuff and hope it doesnt look wierd 
update or delete your av3 emulator
its hating on your gesturemanager, so might need to update both
Okay and how would i do that?
vcc
Ah okay
I looked at all of them and they all are at that same spot whats with the red box?
that's to delete
Just remove av3emulator, you don't need to import all the curated packages in order to upload
sometimes having both causes glitches, cause they mostly do the same stuff
you can keep GestureManager if you want to test things in Unity
Lol funny enough i dm'd a friend who created my fursona on VRC and they said the same thing
cause it's true xd
Av3 Emulator, and Gesture Manager mainly do the same thing
I prefer Gesture Manager as the Animator Play Audio behavior works properly on it, and it's more lightweight
You have to edit the model in blender, pull some the head verts down into the neck to close the hole
Or another editing software of your choice I guess
is that the common practice for this?
i was wat ching a fairly modern tutorial and she didnt even mention this
If you bought the avatar no it should not come like that
If you made it yourself yes
Then yeah
but ive never seen anyone mention this in the tutorials
Sometimes you have to edit things to make them fit
would you happen to have a video specifically for this? i know its simple in theory but i just wanted something to watch
im trying to delay a particle effect from when i press activate. How would i go about this
Not sure, probably looking at blender tutorials on how to select and move vertices, and maybe proportional editing.
They got shorts on that stuff
for sure, thanks so much for your help
I'm needing some help with some advanced stuff, I'm not really sure where to look. The rig looks fine and everything is standing straight and symmetrical, until I enter play mode/in game the avatar's legs shift and cause the feet to be crooked. I did an fbx replacement using pumpkin's tools, after doing some edits it blender. I didnt shift around any bones in blender, or at least I dont think I did. I'm guessing it has something to do with possibly a controller or something? Idk lol, if anyone has any ideas please let me know :wearysigh:
^the rig is set to humanoid, I enforced T-pose in the rig options, idk what is awry
play mode wobble feet like that cause of controllers
base & additive to blame
it sinks your feet slightly into ground too
see randomly people asking why
default one is lower
look up proxy_idle (think its called)
oh will do thank you
am I adding a different controller? which spot does it go in/do I remove any?
default you get vrchat default controller
I wouldnt really bother about changing the stance
its very minor
vrc_AvatarV3LocomotionLayer is what you are getting when you leave it default
okie dokie ty
I'm still not really sure where to even find that layer
blendtree in the locomotion layer, double click it to expand
can somone help my prodjects not loading and i cant make a charecter
can anybody explain this error and how to fix it?
The VRCSDK build was aborted because the VRCSDKPreprocessAvatarCallback 'BuildFrameworkPreprocessHook' reported a failure.
okay I finally figured out where that layer and controller is. I'm just kinda messing around, but maybe I'm doing nothing lol. I put the example controller in there, but maybe I'm missing some settings?
queston everytime i open the projest is always show me the core and when i choose 3D is not show me the VRC SDK
so rn im tryna export a minecraft avatar under a different model to quest but every other shader doesn't support the textures, as it's required to be on the standard shader
help
you cannot use that editor version with vrchat
wym'
it says unity 6000.something, that is not a version that can be used for vrchat
if this ^ is with Unity 6000 it's not relevant. Install the proper version of Unity and use that.
that isn't correct either.
then what is it because i checked
2022.3.22f1
thats not a thing
sure is, most of us have it installed
you have to get it from the archives, or just have VCC install it for you
im installing it
How do I go about brightening up a material in unity so itβs affected less by world lighting in vrchat? The main material for the body is poiyomi toon but the hair is liltoon and thus it is shaded differently in different worlds. How can I go about brightening this up so they match when worlds are dark? (First pic is avatar in bright lighting, second pic is in dark lighting. the body stays bright but the hair becomes super dark)
so i retextured this avatar, i uploaded it, however, its invisible to me unless im looking in a mirror. Like i cant see my hands or look down and see my body. and when i am looking in a mirror my hands are really high up and the character is like squatting? i only have a quest so i cant really get a picture of what its doing. how do i fix it π
litile help
what do i do now i installed it
I have no idea what you were trying to do before
but whatever it was, that I guess?
wym it just wont open
can you make a new project with vcc and open that?