#avatar-help
1 messages Ā· Page 76 of 1
Easiest would be to use poiyomi on the hair. If you right-click on the material in your project I'm pretty sure poiyomi has an option to convert a shader to it
still does not work
there's literally nothing I can suggest without anything else to go on. and I don't run vcc or windows, so I probably don't have much anyway
ok but its not showing up
... I'm not sure what "does not work" meant because that looks like Unity started to me.
that looks like a project
yes but so sdk
did you install the SDK in the project?
wymm
ok I'll have to just refer you to #creator-companion from here, I don't use it
for some reason when i go into play mode, some of my clothes disappear from the hierarchy
in play mode:
its mostly anything with an M at the end. they're an alternate version of the same cloths that fit a different body type. i need them for toggles because for some godforsaken reason the clothes didnt come with blendshapes so i have to use these instead
Probably such a simple thing but there is 0 info online that I could find, how do i remove the red from this bone???? I must have clicked something by mistake but everything i saw looking it up just had nothin to do with this idk
only happens in weightpaint mode
is it a bone constraint? try looking in the bone constraints tab in pose mode to see if there are any
found this post that might help: https://www.reddit.com/r/Unity3D/comments/az7ix2/unity_character_rigger_why_my_bones_are_red_when/
yup! tysm! I separated the bones, easy fix thankfully
how to reduce the size of the phys bone? which setting is it. cos people can grab my chest from way too far now and idk what changed
So I'm making a furry Avatar it just a retexture and etc but I need help uploading it to quest! Due to something strange I can't download the Android pack to my unity so I just need someone to help me please šš
https://youtu.be/yV8Yf0ZgU7o?t=128
Following this tutorial (linked at the timestamp where I am), and in the video, she simply pastes the GoLoco file directly into the Assets tab in Unity.
I'm not sure why mine won't do that. I do have the GoLoco folder already existing in the Unity Project Folder, but I'm not sure if that's part of the issue.
If someone could solve my predicament or give me a better tutorial to follow, that would be amazing! š«¶
Ok, pause; I just had to Right-click and select import file and then It worked.
Problem solved, this message is irrelevant
(Embed fail, day ruined)
Hand tracking works flawlessly on Runa but not on Emmelie. Does anyone know how to fix this ? Thanks! >Ļ<
Is there a custom gesture layer on that avatar?
This ?
EDIT: removing it worked! THANKS
I need some input on avatar design ideas
(Ignore the material design on the very left, it's not an option)
What material should I base this avatar on? The liquid metal (middle) or the bismuth (right)?
The liquid metal might look better under lighting, but the bismuth one looks absolutley stunning regardless
I'd recommend the bismuth one, as you can't trust world lighting to have any sort of consistency
its like a magic trick that makes me pull my hair out because I cant fix it
am I just sitting in the animator too long?
I had it on my last avatar I made a while ago and gave up trying to fix it so now I quit unity and open the project again
is that a fish gun?
yes dont ask
very kewl
not related, but why does my model get stuck in the funny pose for no reason
Ive never found a fix, tried everything, so now when it happens, I just close unity and dont care about the loss in progress
bike pose?
idk mine does that normally when in play mode
thats normal
yeah
but in scene is a nono
i dont think i've had one that's done that
when its stuck like that at least
I have more pictures but please tell me someone knows whatās causing this to happen. 3rd avatar to have this exact problem happened tonight, didnāt get pics of it due to the fact the radial menu doesnāt always work nor does my main menu (I have to go to the website to switch avatars)
Iām losing my mind, I spent a full 5 hrs trying to diagnose this issue, and I havenāt found anything that helps. I found one person with the same issue who said resetting pose in FBX configuration helps but it didnāt work for me š„²
check if you've got anything in the animator's top slot generally you dont want anything there (you can also try hitting preview to take it out of bike pose in the animation tab)
wym
I kept it in preview mode to force an animaion while I added a particle system
going out of preview mode didnt fix it btw
If model pose stuck outside of preview, use pumkin avatar tools to reset pose.
had a bit of issue on my avatar, I set mine up with shapekeys for MMD worlds and it was working earlier but after I booted up VRC later on in the day, none of my shapekeys were working
I have no idea what happened
okay so theres this mona/mafuyu fusion i wanna do but i ran into a lot of problems. the leg piece thing looks weird and the thing that wraps around the leg is kind of there but invisible? im not sure how to explain but only parts of it in certain angles could be seen in unity
also the neck and hands are white and the eyes are greyed out
and the earring is only one color (both in blender and unity)
sorry if this is a bit much š
the earing must not have a texture
how do i make it have one?
well do you have the files of the texture? if not you need to make it yourself
draw it yourself I mean
yes i reopened the mona model where i originally took it from
it has a texture
is that texture applied in unity aswell? eyes dont look like they have an assigned material and the leg thing's mesh might need to be flipped in blender (select all the leg thing's mesh in edit mode and Shift+N iirc)
ok so i redid my steps and it turns out the earring loses its texture after i join it with the main mesh
here it is before joining
how do i join it without it losing its texture?
ah thank you! flipping the normals did the trick
make sure ur UVs match names
yup! its all good now just the eyes left š
Quick question, how do you mirror weight paint on the other side after you've already painted or is that not possible?
Why you post same image 3 times?
I'm sorry If i did that but it's deleting on my side
- Reduce texture resolution
- Enable compression
- Remove objects
- Reduce polygon count
- Remove unused blendshapes, vertex groups, uv maps
- Remove long animation
whats the best method to make an avatar quest compatible? yesterday i made this legoshi avatar and its still 40mb for the quest version sadly
Is this possible?
i need 10 mb max
Isn't there a way to do all that all at once? I'm trying to get rid of things off the avi itself all at once
Copy vertex group and use mirror command in the vertex group menu.
accept of these two everything is green
damn, lower texture size for sure
how do i reduce polygon count, do i need blender for that?
Thanks!!
How do a computer know what to not remove? No way right? Just manually do one thing at time and see how much size change.
Easiest way is to remove unnecessary object.
should i make the texture resolution lower and compress it? i“m new into unity
there may be a unity tool for that, but it's paid I think
i only have gogo loco there haha
easiest would be blender
That isn't an object.
objects as in closed, meshes, etc
should i delete physbones like tail and ears?
Physbone contriute only little to file size
okay
in my opinion the easiest way to reduce polygons would be blender and baking your avatar (I use the Tuxedo add-on for that)
or delete some objects, or delete mesh under clothes
lets go it worked, i made the textures lower and i also found 2 objects that i totally forget and don“t need haha
i had a hidden beanie and glasses lmao
nice!
my guess would be set the rig to humanoid
and if it, switch to generic and switch back
maybe it got stuck
and make sure you have a head bone mapped
yup i did all those but it still says the same thing
Are you sure it's set as humanoid rig and doesn't have error in the riggging menu? Also screenshot to confirm.
here's what i got
And then screenshot the avatar in the scene showing avatar descirptor, and the hierarchy.
here
You put avatar descriptor on a wrong object.
huh wait wdym?
Avatar descriptor must be on the avatar root object.
how do i know which this is?
ohh i see
how do I add physbones to the chest?? there is none and the transforms wont allow me to change them
You can't set root transform while in play mode.
oh I see
but how do I make the physbones properly? last time I tried it wouldnt allow me to set an endpoint
Just exit play mode.
I did but in general I'm not good at manually setting physbones
What does it mean "manually" setting physbone?
i want to make a public avatar from dead by daylight and i“m using the exact model from the game. is it against the rules to make it public?
this base doesnt come with physbones in the chest for some reason, when I try to add them nothing happens
like it doesnt come with the bones
For vrc, there isn't. But this doesn't apply to the rightful owner of the model, the game studio.
oh okay
Do you mean "it has chest bone, but you have to add physbone component" or "it doesn't have chest bone at all"?
like usually when I add the physbone component there would be a white line on both breasts, but for this model everytime I use it there isnt so I cant add physbones
If the breasts have only one bone in the chain on both side, then you have to set endpoint position.
when I do that I cant get it to where they line up with them, they go all separate ways
You usually just have to set only Y direction.
Is this normal? (Context: Obj file imported into blender and exported as FBX, Extracted zip so blender should have read the MTL file alongside the Obj file)
Obj file didn't have rig so your model can't be animated.
Converting to Fbx doesn't automaticcally rig it.
It's not the rig, it's the materials, where the hell do i put these?
I thought the extracted materials no. should be the same as the texture no.
If the textures contain in different path than what mtl file expected, that the result where it can't locate the texture files.
How much you sure that the texture must contains in the same folder as mtl file, and not in subfolder like "Textures"?
it wont work, they keep going opposite ways than what im putting them as
How is it actually look like?
im not good at angling things so I dont know what to put them as but it keeps staying facing thiis way or being too far out
You just need only the Y direction.
when I do that it faces downwards
Screenshot when you set only Y.
And you want it to point a bit up?
I want it to point upwards a bit and be shorter so it isnt outside of the chest
Just add some x and reduce some y.
It's just my example. The texture could be contain in any subfolder with different name.
Ok, how do i put the texture over these materials if they're not named?
I want to put texture on this model in unity
It's trial and error. Put texture on one material and see result, if not right then try another texture.
Ah ok i see, i thought it was glitched lol, i guess the guy who extracted it from the game didn't name the materials right
thank you it worked
why the heck my av end up like this?
What do you expect it to be?
idk i try to change shader is not let me
Then you have to extract material from fbx file import settings, or create new material and replace in the scene.
nah i don't think i see the FBX file
You have to inspect the fbx file itself. Not other subassets.
you should probably make a prefrab varient by right clicking on the fbx
don't just drag the fbx into the scene
How do i reduce the angle change between the two modes? it's really annoying when trying to rig up close (I am hitting Shift + tilde (`) in the video then pressing LMB
when changing the thumbnail for an already uploaded avatar do i have to change and reupload both on quest and pc or is just pc fine?
you dont need to reupload at all, you just change description and apply
sdk or website
Ok I might be stupid (even put this in wrong channel before). I thought this was a straight forward thing but somehow it isn't. I use VRCEmote on a thing, doesn't really matter what it is. I set it so that it activated in the range of 120-124
(VRCEmote Greater 119
VRCRmote Less 125)
and that works well. When I want my thing to deactivate tho It doesn't. I did the transition back like this:
VRCEmote Less 120
VRCEmote Greater 124
What am I doing wrong?
I just change that to VRCEmote greater then 0 ,very unlikely you are going to trigger multiple of that parameter
(1-255) so range make no sense
reset would just be VRCEmote equal 0 / or not same number
aight so im using a Minercaft avatar base to make a Knocker avatar for Quest, but the textures get all jumbled up when i try to apply Toonlit, though it works when i use Standard or Polyomi Toonlit
the outer layer just covers up everything
i suspect it's the UV mapping but i dunno how to fix that without knowing it exactly-
120-124 is all the gogoloco flying stuff that's why I need that range
arent these mixed ? less is greater
VRCEmote Greater 119
VRCEmote Less 125
range = 120 <> 124
VRCEmote Less 120 < would be 119 to 0
oh nm
yeh i just use not equal

Yea I might be overthinking it
VRCEmote Less 120
VRCEmote Greater 124
this one would require both to be under 119 **AND **above 125 not possible
same parameter
only glanced at gogo controllers some time ago, i dont use it
does anybody know the UV mapping of the toonlit shader exactly-
whats the best guide on youtube to add a weapon to my avatar without vrc fury?
or should i learn the writes override stuff because i bought a gun and it doesnt work with my avatar
well, the first step would be to try and install it again on a fresh avatar. Maybe you missed a step from the guide?
weapon assets often have instructions
especially working weapons
and they differ from one another so there isn't one guide for everything
oh wait, you posted about that before, did it end up not working properly?
Hmm I guess I could help you out with it, either texts or vc, maybe it would be more helpful than the provided instructions
sure
its the writes override stuff that breaks it
can some one please help me as my freakhound is saying it failed the security checks and i have only just uploaded it last night
how would i get an avatar made??
are you looking to get a custom avatar
yeah
Join VRC Traders (link in #1204490664637890580 ) and find an artist there to commission. If you wanna make one yourself it's a different story
id rather an artist so thank you
how do i upload an avatar to be cross-platform? i'd follow the official steps but the screenshot is too blurry
you need to upload the pc version - set platform to windows, copy the blueprint id, and attach it to the quest version upload quest to the android platform
how do i empty the optional bones that i dont want to use it filled em automatically even tho my rig doesnt have eyesor jaw bone
either click on it and press backspace on your keyboard, or click the circle with a dot on the right and select "none" - it's an the top
thx
Now i got an avatar to work with but um
idk how to drag that into there i tried
rex should have a scene
Scene?
Yes
Where at?
in the assets
usually creators call it either "open me" or the avatar's name
some creators include instructions on how to upload an avatar. Where there not any when you bought it?
I mean got it off a friend after buying it but I would've thought I'd be simple
so you didnt buy it but got it leaked to you via a friend
I bought it
im not that idiotic
I clearly wrote "buying it" did i not?
you said you got it off a friend
did you not buy the actual rex then?
He gave me the file after i bought it
yup, that's breaking tos of the original model
your friend shoudln't have gotten any money for it
you should buy the original cause "im not that idiotic"
Did you drag the fbx into the scene?
apparently they can't do that
scene have all settings / descriptor , controllers , physbone ect set up, unless you want to do all that yourself 
yeah
You know what im done at least i got people that will actually help
sure, sure
I mean if you bought it officially and not "from a friend" you wouldnt be having issues
the official package gives you everything already set up ready to upload
which your friend hasn't done
it even tells you all the requirements needed for it
i'm wondering if the friend even purchased the original model 
Probably not, people still rip after the banwave, ive seen people do on public avatars too still because they get privated eventually
i know, it's so annoying
I sympathize with it unless you are re-selling the avatars, peope dont have the money to buy them or time to make the theirselves
i wish creators got paid though, i'd be so mad if someone ripped my work for free
Well, yeah, but what can you do, go rage about it online for a fix that wont happen
As long as people dont re-sell it, i find it okay, you are talking about the 1-5% that actually rip now whereas the other 90% actually pay because they want to support the creator
Well thats a nono, just having the avatar and uploading for self and not giving it to anyone is mostly okay but reselling is asking for legal trouble
true
'i bought this 40 dollar avatar from the EU but since youre from the US and don't know how a VPN works i'll sell it to you for 60 bucks :)'
XDd what?
its very easy and stupid that funfact on Payhip buying an avatar can be region locked
so if a seller is in the EU and the avatar is sold in Euros/Pounds, a US buyer genuinely CANNOT buy it unless they use a VPN
so it sets up a 'market' for resellers who know how a VPN works

xDDd that's so dumb
it is, idk why payhip doesnt fix that
Hey, question. my avatar doesn't want to upload all the physbones attached to the avatar and i'm not sure why. I'm attaching two physbones, 1 for each of the ears, but on the right ear it's skipping the end bone, leaving 2 uneven physbones. they should be mirrored. the right ear is also twisted weirdly after uploading. could anyone help?
managed to fix the extra bone already, but still dealing with a weird twist in the ear that is not there before uploading, but is there after uploading
often that is a result of bone roll not being what you'd expect
apologies, bone roll? what do you mean by that?
it's a property of bones, you can view and change it in Blender
at the least, the values should match for left/right in this case, but also probably having them set to 0 is ideal.
bones i know are going to move i set roll towards avatar , doing that
makes things like skirt/hair easy to avoid going into avatar
easier to see on a skirt from above (mess of a avatar)
the auto-align around cursor thing is so useful
is this an issue that only shows up after uploading though?
it's easy enough to go check the bone roll. I could be wrong.
this is what it looks in blender
i think it looks fine in blender. all the bones look lined up
even the small ones have the XYZ in the same orientation as the rest in the chain
if you click on a bone in edit mode, in the 'n' popup's "Item" tab, the bone roll value is shown
okay, i see that, what should be normal?
checking left against right, they are mirrored, one side in the negative, other in the positive. same values otherwise
normal is kinda "what works right", but I'd start with 0 and have them match at least. humanoid bones should mostly be 0. ears... depends on how you want them rotating mostly
now I'm curious what I've got, checking.
yeah, 0
currently for me they are going from base to tip: 14 -6.8 3.4 1.9. on the right side and the left side for the avatar is inverted in values
that... fixed it?
you set them to 0?
ye
yep, doesn't surprise me š
i did set everything to 0, i uploaded a base copy and that seems to have worked. now porting all the extra stuff over to see if it still works with every bit and doodlybop attached
never managed to figure out how to do that
right click in assets "show in explorer", find the old fbx there, drag the new one in and select "Override" or something like that, the first option your computer gives you
ohhh, in the files of the unity project
yup
will do that next time ^^
yo, when making anims for toggles, im assuming I make the animation by creating a clip on the avatar directly and not the object
shit seems to not work when I do it to other way around because Im using the fx layer to control my toggles
do you have a separate animator on the object or something?
oh, then you only have the animator on the avatar, so yeah, you have to use that to animate stuff
and since the prefab would be a child of the avatar, it works fine
Yeah, weird, because the anims it came with arent working even though they show perfectly fine in the preview
that message seems relevant
I usually use vrcfury to set stuff up, ive used the stock animator for more complex stuff but right now it seems to be fucked
its odd that it says no valid anims because its right here
iirc fury removes animations which don't actually do anything, it's possible those are invalid, like the things they are to animate inside have invalid paths
I left the animations inside the asset folder it came with
if you move the prefab around they may not be right
Should I be putting the asset folder into the folder of the avatar? or no
check 'em - yellow means invalid
Im not using fury for this one though
where the animation files are in the Project (i.e. on your hard drive) is not relevant
if you use it for anything, I think it'll still run this
How should the pathing be? I left the anims inside the asset folder I downloaded and imported, ie, not inside the path of my avatar
I couldn't possibly tell you without looking at the avatar
Just lumped into the assets folder that the project has
Ah alright
I was trying to be general about it
no it's not about paths in the project window
it's about where it is on the avatar in the hierarchy
its odd because ive done this a lot before and it didnt break
go look at the animation in the animation tab and see if the paths to what items it animates are yellow
what number gesture is fist?
ty
I dont have any active animations to look at when I click the base avatar, it says "to begin animating [avatarnamehere], create an animation clip"
put the animator that has this animation in your avatar's animator component's "Controller" slot
put a- that.
i seemed to find it yeah, when I checked it in my controller, it says its missing
yep. hfcRed has a "Animation Repathing" tool that's really great for this
Thats very odd though, is there a simple way to explain why its missing, the assets that is animated is a child of the avatar, it should be able to find it, no?
animations start a path from the root of the animator component
it needs to be exact, this is why a bunch of prefabs use VRCFury so it repaths dynamically depending where objects are
Ah, yeah, well im using particle systems and shit that are a bit more complex and ive been told that its not recommended to use vrcfury for it
I only use it for clothes and simple toggles
Because it doesnt have any statements, just turn on, turn off, maybe a transition state and exclusive tags etc
Should I copy the keyframes and paste them into a new anim I create from the avatar directly then?
Full Controllers have path rewrite rules for this exact reason when isolating assets
In fact it has an auto-fix button that'll work out the rewrite rule based on the location of the children
how can i make an audio source replay while another one is playing for instance a gun is shot but u can shoot again without the audio stopping the first time shot
second audio source
is there anything i have to do to it because im playing 1 audio source i just want it to go again without stopping as im shooting
you cant just duplicate the audio of a singular audio source
im assuming u do this in animator
either make the audio source loop or have a second audio source so they can overlap
first option you are stuck to the rate that the audio loops and the second is more dynamic
is the second option were u say pull a trigger but u pull it gain and u still hear the first one but the second also plays
can they be the same audio source?
no you need 2 separate ones
dang
an audio source cant just play multiple times without resetting the audio
ok
so there isnt just a way to let it play through while i make the second one go out
no
ok
thats annoying tbh
at least i learned how to put my own gun in and toggles and stuff on my avatar and its only been 8 days
@night ember how would i do it if i had 2 audio files
you just alternate the toggling of it
make the animation the same length as the audio length and then use exit time
ok
i edited the same audio file to make it shorter and its working a bit just gotta figure out the transition now
been going insane due to this error, spine hierachy..
you're using the wrong unity version, and your rig configuration isn't set properly
oh damn lemme fix that
been fixed
I literally canāt make avatars idk why Iām here
I literally just need help making one
Every time I move it to the armature and attach it to the eye and it breaks and doesnāt glow at all or show up
u set it to the eye bone in the armature?
is that glow by animation by chance?
hello it's been a long time since i've used unity and i'm having a problem uploading an avatar, i have the new version of unity to publish avatars
where is my COPY PATH
im trying to make the path with it
but I dont have copy path on the prefab
you need to update the incorrect paths to the object being animated to be the correct paths.
So when you rig the avi in unity, go to the hands and thereās a part on every finger that is set to 90 degrees. Just set that to 0 and it should hopefully be good
I need some help yall so on quest my avatar is like dark like this in most worlds but on pc its fine
i lost all the texture in av when i upload this
ps i forgot to say this is my first time i make avatar
u using vrcfury?
In what world that it's fine? What shader you used?
i think not
i used standard uh theres some worlds but i don't have a clue
did u make a materal?
Which standard?
the circle ball things and put the textre in?
regular standard
Screenshot how you set the material.
try and can't change shander
u gotta export the texture if you click the kundo
You shouldn't be able to upload to quest with that shader.
also if you cant change the shader, the way i fix it is just making a new material
click kundo then go to materals and then press xport texture
ur right i got it working i uploaded it wrong
sorry thanks
I need help
I put a station onto an avatar but the movement delay between pc and quest is to much
How do i fix this
You should expect delay from animation driven by parameter to be around 500ms.
But the gogo loco seats don't have delay
Then what kind of delay you talked about?
Try set station type to Immobilized for vehicle.
Is this the proper place to ask for help identifying assets to recreate an avatar? I know the base, but the hair, clothes, etc are unknown.
I think thats #1138520828556890214
Ah, thank ya. Didn't realize I could create a thread in there.
didn't work
You reuploaded for both platform?
probably just the worlds, but try checking your bounding box and make sure that the center (or anchor override) is in a reasonable place, usually around the hips. If it's too high or too low then it can mess up what light probes it's using and think your lighting should be coming from under the floor or above the ceiling
yes
changed to the other setting
uploaded to quest and pc and tested again
Try seeing how goloco set its station and replicate the values.
This question does directly relate to editing avatars, I apologize if it seems unbased.
Can anyone tell me how to properly add layers in microsoft paint? I can get the layers option to open and add multiple layers, but as soon as I attempt to open multiple images, it resets all of the layers. I have several textures that need to be layered on top of each other, but I just cannot seem to manage it. Nor can I find a proper online editor that allows 4k photo editing.
Any advice is appreciated, thank you
Do you actually mean .net paint?
Not that I am aware of. It is just called Paint, and is preinstalled in windows and I am incredibly stupid
There is no layer in ms paint.
I did
This is what I'm seeing. There's a layer option in the toolbar, and a display in the right (also image is completely SFW please do not insta-delete mods)
Might be new in Win11 not sure though. But also try using photopea for online editor. Or krita for local editing.
Will try photopea. Thank you
Photopea worked flawlessly. Thank you kindly.
Using VRCFury, if I want to have the pre-made outfit for the avatar to be the primary outfit, with a secondary outfit as a toggle, how would I go about setting that up? I mostly had it figured out until I realised that the tutorial I was watching didn't come with clothes in the first place....
Nevermind, to anyone who may run into the same issue, just hide the outfit. I'm so incredibly stupid.
This is entirely related to the model in question, however:
Using the base Kokoa, everything seems to be fully functional in Unity, but upon launching VRChat, the hair is at a 90 degree angle to the model. When checking the transform options for the hair, the rotation was set to (nearly) 90 degrees on the X axis, but changing that had no effect on the issue,
I have also attempted to link the hair module directly to the Head armament. Again, to no resolve.
A third option I have attempted was to link the hair to the head via VRCFury. (Guess what, didn't work.)
Any help would be appreciated
Yeah, I installed it btw and trying to figure out how to path it right
In redial control, don't put parameter in the parameter slot, only in rotation slot.
ah ok ty
anyone got vrcquest tools for 2022?
search it on googl, firs resul is th github
i did and i couldnt find it
How can you export your vrchat project from Unity, like to one of those downloadable links when you purchase an avatar
You could export the scene and its dependencies.
Thank you!
can't upload an bought avatar from previous PC
Check Console for more details
Look for more red errors.
this is all my errors. Is there seriously an issue with my image sizes
It is.
is there a way to fix this?? the avatar name is Nyxie by Nexxy on gumroad
can someone help me change the bone / proportions of my avi
the origin and bones are lower then my shoes (converse) I want the bottom to be the bottom of the converse and just not use the boots
delete the boots, move the avatar to be on the ground level. A to select everything, Crtl A - Apply - All Transforms
will moving the avatar and not the armature matter?
if you move the armature everything will move (i don't remember if the same thing happens when moving the mesh), so it's safer than moving things separately
id move the armature in object mode
i moved everything together in object view, deleted boots and pulled down
is this correct
Yup, everything good. I'm guessing if you don't want boots you gotta delete the feet too, cause they're not correctly shaped for the sneakers.
they have a shape key so its fine
oh alright that's good
but aren't the bones suppose to line up with the ankle?
how? moving the bones destroys the mesh
Quick (ish) question, is this rig good enough for the shoes?
at least the bottom one
what do you mean by that? screenshot?
probably using pose mode
It depends if you want toes, they're optional, but looks good. Just what are those little bones on the sides?
Nah iam removing toes as per to the vrchat avatar guide, those are heel bones i think
yup
Are those also optional?
I have never seen heel bones in my life xd
blender segregation in action
it's just rigify, blame it
unity set up has spot for two bones - feet and toes
Do i need to rig for lipsync?
so I'd remove at least the heel bones (and the toe bones if you don't want them)
I do lipsyncing with visemes - blendshapes
i think there's a way with a jaw bone but I never did it like that
best look what the bones move in weight paint mode
dont just blatantly delete bones, merge or dissolve them instead
or look at their names, maybe they're named in a way that makes sense
I uh did the weight paint manually for each bone, they don't move nuthiun....
No i mean in pose mode, i rigged this model and weight painted it myself
also that bone is called the "face" bone
then it should move when you move bones in pose mode
just gonna delete it and think about it later lol
if it doesnt, maybe your armature modifier broke
nothing works right in my machine
do you have a different head bone? that If weight painted
I only weight painted Spine_006
Ah I see
good choice to figure out what bones you actually need before weight painting
Actually how do i select all meshes so you can review my weight painting? or do i have to go one by one
saves you a headache
I usually paint stuff separately, and than just join all meshes
rotating bones during weight painting to see if i accidentally weight painted a different part of the mesh also saved me a headache
will that carry over to unity? since i haven't put the textures on the model yet and i am afraid i won't be able to if i join all meshes
why wouldn't you be able to join them? It will carry over
But if i join all the meshes, how could i put the textures on?
joining meshes makes all the materials go onto one combined mesh
also another question, would you know how to fix this armature its moved up and the origin thing is all messed up
textures for this model were kinda weird
they wont get merged or truncated
Oh okay, so is the process just
Apply textures in blender -> join all meshes -> export to unity as FBX]
move the armature down in edit mode. Go to object mode and apply all transforms, should fix it
you dont want to rely on textures in blender anyway
you don't need to apply textures in blender
you can just apply materials in unity
i only do it for avatars i sell and/or need to mess with the mesh and wanna see how the textures get warped or deformed if i do
@desert elk How do i unjoin the meshes that i just joined?
you could try mesh - separate - by materials
i think pressing P also brings up that menu, I could be wrong though
I see, they're split but not the same way as they did before
i'll just bring up my earlier save
mhm
you select all mesh parts you want to separate, then hit p -> by selection
in edit mode that is
Which bone should control this section? 1, 2 or 3?
For minimum velocity on contacts, how fast is 0.05, the default?
I feel like I have no point of reference
is there a way to fill in that see through bit?
Is it the inside of the hood?
Youll need to use a shader that can set backface culling to none, something like poiyomi for example
note that this is not possible for quest
yeah
so if I made this avatar quest comp. they would still see through those areas?
On PC, if you're using Poiyomi shaders, go to Rendering > Culling, and set it to None
yes
yeah
You'll have to modify the mesh if you want it fixed for both
which isn't too hard, but if you've never used blender before it can be daunting
the only thing you can do for quest is duplicate the hood and flip the normals but it will double the poly count for the hood, so not a good option
ahh alr alr I think quest can live with it lmao
thank you guys
No problem
Iirc it's m/s
So 0.05 velocity is 5cm per second, pretty sensitive
Gonna try 0.5, it's for a smack sound
0.5 is a lot
For smacking something with your hand at least
Unless your avatar is really tall
Fair point, I'll try 0.1 and see how that feels
By normal people standards, moving your hand and half a meter per second is pretty fast, that's like throwing a punch
Yeah 0.1 seems reasonable
Is someone able to explain this for me please?
0.1 seems good so far
https://creators.vrchat.com/platforms/android/quest-content-limitations/
it says "lightmapped is only for worlds"
Actually, 0.1 is pretty low
Switching to standard lite has turned my blue clothing to a sickly green
so i've been sculpting a body and I go into edit mode and all of my stuff just undo's
i look in object view, its fine; but in edit mode none of my changes are there
I have yet to test in in VR, but in the editor with a test collider, I actually set it all the way up to 1
Is there a way to add random pitch shifting to a SFX?
Sounds like an armature posing issue
I've had this happen but unfortunately I don't quite remember what fixed it
If you set it up with animator play audio then you just change the min+max pitch
What do you mean?
Wdym by set it up with animator play audio?
Oh, I didn't know that was a thing
I found the VRCBehavior Thanks!
I am almost done weight painting but, how do i fix this?
It's getting really hard to weight paint the hand when there's so little vertices
Those vertices are possibly not in the right mesh group
Make sure they're assigned correctly
Nah they're in the right mesh group, it's just impossible to weight paint the hand meshes correctly because there's not enough vertices
Is there a way to add more vertices?
Then are they weight painted to a different bone? They shouldn't be left behind like that
Besides just going in and modifying the mesh? Maybe with the subdivision surface modifier
Nah I think they're just not weight painted, the problem is if I weight paint those little crevices, they'll basically be red
Or weight paint other vertices by accident
I'll try that
Make a backup before apply it
hey guys, im trying to add physbones to my tail and i wanna make the tail wag a little and my ears to twitch as like an idle
How do I animate an object, lets say a spider that crawls from the foot of my avatar all the way up to the shoulder? Can I animate reparenting? How can I make it so the spider object respects the current position of the limbs it's traveling past?
Even if I put on a dedicated model's clothes, the model's legs keep sticking out of the clothes. I've been looking for this for 2 days now and have no idea. Does anyone know how to fix it?
If the clothing is dedicated for the model but it's leg/foot is sticking out, click on the body mesh on which the foot or leg are on and adjust the likely existing blendshapes. There is likely a blendshape that makes the foot/lower leg or whatever is sticking out either disappear or adjust themselves into for example a high heel position
I'm using the Moe avatar, and there don't seem to be any BlendShapes for adjusting the legs or feet. However, in the Avatar Configuration, the avatar's heels are not touching the ground but are slightly lifted.
i added new piercings and was wondering if i can weightpaint it to my mouth without using blender or is it nessecery?
You need more than just weight paint if you want to to move with mouth blendshapes.
really? like what? do i need to move it into blender?
Yes. You have to create blendshapes for it according to mouth blendshapes.
And of course you still need to weight paint it to head bone.
once im done, do i have to import the whhole avatar again or can i only import the piercings?
Depends on how you export it.
How do I export it so that I only import in the piercings?
Then you make it a separate object and remove other object except for armature then export.
Well after weight painting and all the stuff I'll remove all the objects off the avatar expect the piercings, so I keep the armature of the avatar then export it?
Yes.
Also keep in mind there isn't just only one way to make it works. Feel free to do experiment.
I'm assuming I'd only need the bones of the body and not like clothes and such right?
I will, ty:)
You might be able to. You could also left only head bone, or other bone that it's weight painted to.
In Blender it says 70.000
But in Unity it says 85.442
Oh then I'll only keep the head lol, thanks!
One last question, i drag the piercings on the head bone of the Avi or just the Avi is alright?
(unity)
You have to link the piecing's head bone to the avatar's head bone. That mean dragging it into avatar head bone.
do you have unapplyed modifiers in blender? decimate, maybe
Yes decimate
I have one question, why does my avatar look like this and is there a way to make it normal, ive realised that people with security on see me like this and i would prefer if i could not look like this, any help would be really appriciatedš
apply them before exporting
it may be the default look of your avatar, without any toggles and stuff. I think that's how impostors work
They are applied unless i missed something?
if i make it normal it's 74,449 polys
if you can see the modifier in the modifiers tab it's not applied
you need to click the arrow (I think?) and select apply
Didn't have this issue before
as i only used the decimeter and nothing else didn't click on anything else
i'll guess i try an tutorials to try and locate the issue
Ah thank you, that gave me an insight
what is this lod group thing
Thank you
Most likely that is how your avatar looks when clothes are on and it shrinks the body. So make sure clothes are on by default since other people with security off dont see animations
What does it me when i cant lock a shader?
I recently uploaded a model and The pants are pink
Wait isee something saying "this material is a variant it cant be locked or uploaded to vrchat"
not sure if anyone answered you but this color change is likely due to your model having vertex colors, the quest shaders use those. you can remove them in blender or I think with vrc quest tools.
you need to make a new material, not material variant
How do I make a radial toggle? I have everything (animation, parameters, layout) all of that all set but itās very choppy and doesnāt actually move like a radial
could you screen cap/clip what you mean by choppy?
Best way to explain it is instead of the normal wheel, it doesnāt move and instead puts a random number
Iāll see if I can get a clip in a bit
it would be very helpful
Hello, has any one here used the base Kokoa? When importing to Unity everything seems fine, but as soon as it is exported to VRC the hair is at almost a 90 degree angle. I have tried every troubleshooting option I can think of, but I cannot seem to source the issue. Any help would be appreciated!
my guess would be physbone colliders
Will check that
Is it possible to make an avatar on all fours?
yes, but i think you'd need to make your own animations (or use humanoid and have it not look perfect)
well how could i with humanoid?
So i noticed the lip piercings are tied to the eyes is there a way to make the lip piercings invisible? i cant select them but i confirmed they are tied to the eyes i put a new material on the eyes and it also changed the piercing to confirm
it looks like the default is 100, can you move the slider at all, down from 100?,
It does the same thing, itās just default set to 0
my guess would be there's something wrong with the animation set up
how does your layer look?
The defaults are also set to 0 already
delete them in blender if you don't want them at all, or make a new material and set the piercings uv map to be on the new material instead
can you still set screenshots of the layer?
there's a discord specifically for this, "Virtual Limbs"
I ended up fixing it by using a tool creator, thank you!
I appreciate the help
hello!, I was wondering if somone could help me with a greaster thing? I was redoing them form scrach with this avi, its old and the old ones where not working, I was able to get everything all set up but its keeps reapting only one gesture? Sometimes it does not work at all? I could use some help if anyone one could I am also willing to screenshare or send more screenshots if needed, thank you.
also I must say its my first time doing it, so I wont be supprised if its something dumb that I just missed xd
I know this might be a weird queston but im extrenky confused. im trying to set up a 2d mouth rig with visemes and i thought i could make 3 differnet objects for the three mouths i wanted to set up, but i have not a cule how to link the objects to the shape keys and how to set up the animations. I havent used the vrchat sample avatar rig as i already rigged my avater way before i started doing this, can anyone help me please
Can someone help me get started.
it's not letting me upload a Male avatar to my account but it allowed my bf to upload it. what can i do to allow myself to upload my own avatars?
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
do you have an offical account and a high enough trust rank?
that's a very broad question, you can check out the vrc website first
https://creators.vrchat.com/avatars/
yes
Vro..š
to my knowledge, you can't upload avatars without a pc
Hi! Very basic question.
Even if my avatar's project has a million unused textures and materials in the assets folders, those don't add up to the final avatar once it is built, correct?
I ended up finding the vrcquest tools addon and that fixed my problem, thank you
excellent!
or a laptop!
yes
what counts are material slots on your meshes
Thanks, I was worried I was butchering performance by making multiple material variants.
I use a VRCFury to toggle between them. Do those count as extra material slots?
I've imported a model into blender that's missing finger bones, how do i add bones to that?
Vrcfurry *
idk how vrc fury works, but when i do that manually it doesn't count as extra slots, so i
i'd guess it doesn't
go to edit mode on the armature and add bones (shift A)
and weight paint them
yes
How do i add this new armature to the current armature?
idk, i make anime girls
look online if any bases look similar to that
Cause if i select both, doesn't let me edit them, unless i select each
Ok
cats has a merge armature function
and you have cats from what i can see
like here
manually you can select both armatures and press ctrl J
I'm trying to edit the size of the physbones on the ears but there seems to be no option to change the LENGTH of the bone, just the RADIUS. The radius is set to either end of the ears but the top and bottom extend way farther than they need to, and idk how to change the length
it affects all children of the bone it's placed on
do you have blender's leaf bones there? could be it
I don't know what that is
But I just tested it and it should be fine, as long as it goes to the edge of the ears it's ok with me
it should be fine
Yeah I don't think people will be putting their hands inside my head so we're good lol
xD
Still need help!
I'm Trusted in vrc
with an official VRChat account?
Yes
are you getting any errors while uploading?
and are you using the correct unity version?
No
I'm using CC
you still need unity
so uh, how do I make his bones stay in the body?
you can't upload avatars without unity
I have unity already installed
which version?
22
2022.3.22f1?
if you're not getting any errors, idk how I can help. Does it just stop when you're trying to upload? What's happening when you press the upload button?
is the rest weight painted?
Im still working on the shoulder but yeah the rest of the arm is besides that.
because my guess would be that the wrist stays in place because it isn't weight painted
does it also move wrong in pose mode?
Let me check
very much so yes
(this is probably due to the shoulder not being painted yet but it still looks funny)
Wait no I see the problem now
its becuz I only painted the specific part and not down to the rest of the arm
my bad gang
uh oh its happening again
its painted to smth else as well, find and enable normalize option for weights, then red means only this bone.
I have a question kind of about avatars
just ask
is it true that some worlds change your shaders
like say you are using lightmapped and you go into a world and it reverts your shader to standard
Anyone know how to deal with the phybone issue for android/quest
NOVABEAST
hmm I don't think you can actually do that.
Though the VRChat/Mobile lightmapped one is for worlds anyway, you can't use it on an avatar.
Remove some physbone components. You'll have to choose what to sacrifice
I'm having a weird sdk issue. My inspector is stuck on the "configure avatar" window, and won't change no matter what I select. I've closed and reopened the project to no avail. Any ideas?
is the lock in the upper-right enabled?
oh...yep it is. Dunno how that happened.
thank you!
it's a really useful thing to do!
What would be the beat to sacrfice for nova
of course that's up to you
sacrifice the thigh jiggle bones
least needed
but it in certain worlds some of my avatars that or matcap lit or toon light get set to standard
especially alot of shader heavy worlds or horror worlds
that sounds unlikely. But more likely, the world has some kind of custom lighting going on so it looks like a more basic shader.
i can send a picture real quick because i used a vrchat matcap lit and it removed the emission and quite literally reverted the avatar to a more standard like shader
the ones at the top are very contrasting from the ones on the bottom, it isnt even lighting theres just no "toon" to them at all
it looks like that one world just has darker lighting
yeah it's just world lighting, as expected
which is true but the shader I used isnt affected by lighting as you can see here
this is what an avatar looks like thats being affected by the world lighting
this avatar uses standard, which you can clearly see is more similar to this one
So does anyone have a verdict because its more than just lighting?
honestly still looks like lighting to me.
No
I use UV tile discarding on most of my avatars and I've never seen a world swap my shader to one that doesn't have that active.
wtf
i understand what your seeing, but if it were lighting it would be entirely darkened
wow what is up today
i screenshoted that btw
No šÆļø
Erm
i'm sorry Kazin, today is not going great
that isnt just being darekned that is also creating a shadow
should i make a report?
yes!! 
Kazin can i just dm you so its easier
I don't do private help in DMs for free, and don't really have any suggestion for you anyway.
I said āhoeā I donāt understand how that is so bad u need to report about, and plus I deleted it right away, and I meant it in a joking way. No need to report if itās not there anymore
mhm
...
what is UV tile discarding
i personally think that calling someone names like that isn't good. I understand joking around with a friend, but not a stranger. Call me sensitive all you want, if it were me you called that, i would report you.
ahhh ok
what happened
i didnt see the drama
Just because I said a curse word? Yet again, thatās a small thing, and it seems like youāre overreacting
ok so I have one more issue, that may hopefully be solvable in certain worlds my avatar will become slightly transparent even though i am not using a transparency shader of any sort
yeah that one is definitely world shenanigans
ohhhh ok, is there any way to fix it?
not just a curse word. You told a member of the server to "shut up" for no reason at all.
And YET again, I deleted my message right away
at some point you're at the mercy of the world lighting/shading
It was there for a second or 2
than why send it at all if you knew it's bad?
server is SFW so very much not allowed
ohh ok, thanks for helping me figure this out a little cause i am just really confused with certain worlds
yeah certain worlds do really weird things. Anytime there's custom lighting you have to wonder what's going to work and what's not
ah i see thanks
I love youāre avatars so much girl
the person who actually made the model is quite talented, so all my gratitude goes to them
I noticed something strange when making android avis. I'll get the warning from the sdk saying that the Avatar's uncompressed size is too big to load on android, but when I upload it, the warning vanishes.
When I ask my quest friends if they can see that avi, they see it as is, no imposter or anything. Is the warning broken or something? Or does vrchat compress the avatar when you upload it to Android regardless?
this isn't really a help thing, just something I'm curious about
Can someone please help me?
i believe that's an animation
Yeah but how do I make it so smooth?
idk, i never made animations. I'm just letting you know it's probably not a physbone
for the tail wag I just made an animation that rotates the root bone back and forth.
I wanna do from side to side, so if for example I start it off as going left then I immediately turn it right after the left part ends?
Like what times should I put each part at?
To be like the one in the link
What i usually do is first make the starting pose for the animation and then usually put it at like 1:00, 2:00, 3:00, and 4:00
1:00 can swing left, 2:00 can swing right, 3:00 can swing left, 4:00 can come back to the starting pose
To make them slower you can even drag the frames farther apart
and make sure you check "IsAnimated" at the bottom of the physbone component for the tail
Oh yes!
If I want it to be wagging all the time do I just make left right left right then put on loop?
Also if you're going to animate this in Unity, I find it best to have the move/rotate orientation to be "Pivot" rather than "Global", so you rotate the correct axis.
yep
Thulen fr has a video for everything xD
that looks really nice
Ooo yes this is adorable
It doesss
I like what looks like a tiny speed-up at the end
bro's done literally everything to exist
and has it on video
yeahh
if tail is long add a collider so it doesnt go through 'ground'
I might have a vid he doesn't have
Ear twitch
I don't have a video for that, but I do it with a random number generator
Got a ear randomizer , dont really use it much
I pick a random number 0-10, at 1 it twitches the left ear, at 2 it twitches the right. So it seems random and not often
there's a random time value in there too
kinda old one
the way i do it is make a "timer" blendtree that has two idle/off animations of my min/max length, then i transition with exit time to my animation that does what i want (like ear twitch) and transition with exit time back to the blendtree. Then on the state with the animation just add a parameter driver that sets the float parameter used for the blendtree to a random value
you can also have it set other random values as well and use that to drive different animations as well
i've used this for random blinking, have something move to a random coordinate movement, etc
ah mine is just enter -> pick which ear -> wait -> do left or right -> exit
I'm still a bit confused but I'll try to do it, thanks!!
One last question about object position, positioned the tail and everything is right in unity and gesture manager but not in vrc, it's just on the ground and not attached
I do that in blender.
same, blender
select root tailbone then hip - ctrl+p , offset its now connected to hip
back to space trucking
Okay thanks
does anyone know why enforce tpose isn't working for this model?
Just use pumpkin tools
It has a force reset pose
Even for animation (which is really useful)
get rid of _end bones
4 finger 'bones'
You actually have to see the import message.
The message just says that automatic configuration failed b/c the avatar isn't in tpose, which is what I was trying to fix
Did you look here?
oh nvm
so uh, i made the tail animation, starting pose -> left -> right - > starting pose, but in the animation (when i test) the tail like twitches between the ending animation - > starting animation
select animation, right click set 'broken' (i think)
Yeah - you need to mess with the curves to make them more linear - at the bottom of the animation window, there's a tab for that
oh I didn't realize that was there
I bet "flat" does it too
I can send a vid if it helps?
I should explore those
oh I know exactly what you mean š
by default unity will kinda smooth the end, not knowing you want to loop smoothly
I go into curves mode and flatten the ends of the curves.
no idea
how do i enter curves mode?
I said - it's a tab at the bottom of the animation window, I think the other is "dope sheet"?
OH mb
possibly outdated script? you'd have to debug it
whoa wth
bruuuuh
im stupid af
yeah that - it's tricky but I make the ramp at the ends more linear, by default it looks more like a sine wave
like thhis?
try it!
wthh
Hihi, anyone know how to repath anims, using hfcRed but im at good at this lol
the tail is going up down twitches and starts the loop
and docs arent very helpful at all after a few reads
I'm not entirely sure I could explain it, last time I used it I mostly poked at it until I got a list of what it thought were incorrect paths, then I corrected them
Yeah, it just says the anims is missing under my fx layer, im just not sure how to fix it
Tools dont seem very user friendly at all
Just shows gif of them using it on their assets
you could edit each path manually in the animation window š
or open the .anim file (it's just .yaml) and do a find/replace
I dont know what im pathing it to though, I always make my own animations not use from imports
Oh, the path is from the avatar root to wherever the object is
i.e. armature/hips/spine/your object
for something on the spine bone
Im using armaturelink, so it would just be, avatar/object
But yeah, where it says "From" in the replace all paths windows, I dont know where I would be doing it from, I know it would be to my avatar, but I dont know from what though xd
Hey guys what I have to do to avoid having an added camera on the avatar overwriting my avatar viewpoint?
I basically added a camera in the avatar hirachy that is animated and moves around in various way (like in drone shots, dolly shots etc) for filming content. It shows everything on the VRChat window as it's supposed to do but unfortunately it also shows the camera POV in my headset. What I have to do to keep my avatar view point as the POV for my headset and only showing the camera view on the desktop window?
Oh, oops. Thank you!
i genuinely don't know what happened here
(model is kipfel)
You exported from Blender, overwriting the .fbx file, but had unpacked your avatar prefab, right?
You exported in blender with the wrong scaling from the original
oh that's probably the case, yeah
ill let my friend know, thanks
it was his issue im just a messenger XD
anyone remember what tool it was that allows you to grab physbones in Unity playmode ?
What does the red arrows mean? (the transitions don't seem to work, by the way)
thank ya!
muted
as in "inactive"
Ah, thanks! That's the only setting which was assymetrical
I've checked and re-checked everything in my rig and unity setup and I cant figure out why this is happening.
First image is what my avatar's legs should look like, second image is what they look like while in gesture manager's playmode. Granted it's not as absurd in-game but the angle diference is still there, you can even see it on the avatar preview. I feel like I've seen and fixed this issue before but I'm having a real time here, if anyone has any tips that would be greatly apreciated
that just looks like the idle anim
:)
I never considered that possibility
this is missing, but I pathed it to here and it says missing still
I've lost an insane ammount of time over this lmao
(you can obviously see it there)
problem?
im attempting booth avatar outfit addon
uhuh
trying to see if the physics work as intended by going into playmode and yoinking the avatar around
but when i enter playmode
the camera is fixed from an angled position
the world is gray
and the entire thing is paused
and doesnt wanna work
are you entering playmode in the scene view or the game view
you clipped the top of the hierarchy, maybe remove the "rusk base" if that isn't there