#avatar-help
1 messages Β· Page 77 of 1
yeah
but which tab are you in
if you have the game view, it has a fixed camera
scene doesnt
shouldnt?
You can move the camera around, drag it in the scene view. If it's paused maybe you have pause enabled?
oh
that too
thank you mich
(if you want it to stick, do that outside play mode)
forgot abt pause button
i wonder what skin care routines some avatars use to get such pristine smooth skin
now i have more questions
uhm could i get in vc with someone for direct feedback?
because i am suffering
what are the questions/ problems
Anyone know why this happens with my model after I make a texture atlas, and how to solve this issue? Happens after merging the meshes into a single one on cats. My avatar doesn't look like this before the atlas even though it does have some issues with culling
This can be solved with poiyomi, but I want this avatar to be both PC and mobile compatible.
some of the clothes arent attached but i dont know where im supposed to attach me
you can use modular avatar to attach them if its a full set of clothing
some are attached
Its the base avatar, thats what it starts from
otherwise you have to attach them to the avatar's bones that they should be centered at manually
I have a script to copy path for repathign this stuff, so I didnt write it wrong
that shouldn't be in your animation paths though, they're all relative to where the animator is, which is the avatar root
everything above the waist moves without the clothes
moves not connected to the body you mean?
yes
then you have to connect them to the bone that they should be centered on
like a shirt should be connected to the spine i think
my issue is that i dont know what to attach it to
clothing tutorial
Im using the FX layer as the controller
doesn't matter, the animator is on the avatar root
And which would that be (most likely)
you know what the term "root" means here?
Kind of-ish
top-most object in a tree
in some ways more than others
starting point
everything is a child of that
So the parent?
the animator goes on the root, and so all those paths are relative to that object
"parent" only means the object one higher than the object you are looking at
root is mega parent :D
yes!
Root>parent>child then?
root is the parent of everything
no. root -> children.
woo kazin agreed with me π
root -> child 1 -> child 2 -> child 3 etc...
to child 2's perspective, child1 is its parent, of course.
root is always root
everything except root is a child
everyone's someone's child, yup π
not sure what you mean there
uhm
ive attached the top and jacket to the spine
its still not moving along like the legs
Ex. you have a base as the root, and clothing attached to it which will not move if you select the mesh. but if you select the parent of the mesh it does
kinda similar to what i mean
are those objects rigged? have their own armatures?
no
root is not related to this
yep
really depends on how it's setup, need more info, etc.
if it doesnt have an armature it shouldnt be able to have physbones i dont think, but idk
cus that means it has no bone
(also I don't generally attach rigged stuff in Unity, I do it in Blender or use VRCFury's armature link)
i think you'd have to make the meshes bones the ones that the avatar uses?
it be much easier
so like a sleeve would be attached to the arm bone or smth like that
if i could stream ths to someone so they physically see whats going on here
you could also go into blender and make an armature for the clothing
i dont know blender
all im trying to do rn
is put this outfit
on this booth avatar
so i dont have pay someone to do it for me
cause the dumb shitter i call my "friend" is asking me two hundo just to upload this avatar for me
i would do it for free, but i assume that'd be against the avatar tos
wtv the legal thingies are called
So how would the path be setup? The animator is placed on the avatar with the controller as my fx layer?
tos
It depends on where the object is of course
Armature/Hips/Spine/Chest/RightShoulder/RightUpperArm/RightForearm/RightHand
thats fucken weird
(name those however they ought)
compared to the base avtar
wow I was really close
rightlowerarm π
if RuskBase is the root, which it sure looks like it is, you don't put that in any of the paths, because everything is relative to that.
standards are good
(there are none)
It already knows that its there, is what youre saying?
i see what i did
did armature bye bye
Yes because the paths are relative to the root object.
i need to start over
no
You can think of these paths a lot like your C: drive
the armature was buried elsewhere
(since it's literally the same principle)
but i removed the old points
that i was supposed to use as reference
thinking they were useless
Good question what's the max picture resolution you can have for an icon in Unity for an avatar
iirc it says so in the builder window, right on the image
i wonder what it's like to be a vrc team nerd and see stuff like this happen
1200x900 I think?
it'll also tell you if its too big and give an autofix option
oh cool
smth i figured out yesterday
...didn't get an option to "autofix"
yeah, I use it all the time with mine
had to delete all the icons
we're talking about icons for menus?
yeah how do you get an autofix prompt
there should be an autofix for that
it a yellow error i think?
next to the error it says select and autofix
in the sdk
I don't remember if it's red or yellow
No? Just tells me their too big
can you screenshot that please?
oh menu icons I think are teeny, like max of 256x256
i wonder how hard it would be to make an avi that has dandruff
probably just a particle?
easy - particle emitter on the hair mesh
and then it could be activated by a contact
i was scratching my head.
VRCFury, you want ArmatureLink
idk what modular does to attach it tho
put one on each object you want to attach somewhere
tutorial.
look up a vrcf clothing tutorial
._.
I believe in you!
if you come back
shame
alr
@compact dust distal END of each finger on both left and right side should cover all the armature right?
idk
everything moves along
if shit goes wrong after uploading
i can just bother you again :3
nuh uh
thaaaaaaaanks
you wouldnt reject a cute boy riiiiight? (οΌδΊΊοΌ)
erm
asking for help so nicely?
yes i would
haha
loki is more important
If I want to start making avatars what system should I use?
modeling them?
I guess, there's a few fictional characters i want to make but im unsure of where to start
blender tutorials maybe
the basics are mostly Blender
if you don't wanna straight up jump into modeling you can first use VRoid and convert their avatars to fbx in blender
but urhm
Learning blender is a good place to start, though it'll take a while
Thanks
Ill install blender when I get home then
good luck π«‘
Definitely gonna need it
I bought my pc yesterday and am already having like 7 issues lol
oh no
Vrchat doesn't like loading on steam unless I directly open the launch from files
I can't get my meta quest link app to install
Hey, getting this while switching to IOS build. Should I be conserned?
[Always] Failed to assign loader 'Unity.XR.Oculus.OculusLoader'. Ensure the plugin is configured for the project correctly.
UnityEngine.Debug:LogError (object,UnityEngine.Object)
michi
it did not work
it did not fucking work
oh god
the entire top half is somehow still disconnected
Hello so i need some help , this is my first time making an avatar for vrchat and im converting it from vroid, and if im correct with vrm 1 the export vrm1.0 is to export it to vrchat. but my main issue is i cant set a view point , there is no option for it wherever i look
Assuming the problem is what I think it is don't you need to set the viewpoint within the Avatar Desccriptor?
This is it right? I think i figured it out. Thank you im sorry im still all new to this
learn the blender way of converting a vroid to fbx , using the unity convert thing is a unoptimized mess, you should have no value on X ,move av to 0.0.0
use blender and cats to convert the vrm to an fbx instead. And your viewpoint should have an X coordinate at 0. And your avatar position should be 0 on all coordinates
All good! Yeah, if thats what the issue is then yes. You';ll see a little dot in the scene for where the viewpoint is, and you can move it
Do what this guuy says. He has the experience, been in the biz for years
He's like an idol to me haha
im just still looking into everything cause i was going based on a tutorial from last july so i wasnt sure the best route to go π
blender is definitely the best way
I have a tutorial from December that describes the whole process of you wanna know why and how things work
or you can just follow the one minute short video that Thulen has sent here before, I can link it if I find it
yes please
whats the difference between gogo loco all and gogo loco beyond?
beyond has flying, all doesn't
anytime i look it up it just has like so many and i feel like im losing it a little π
ok thank you
i can understand that
the video I made is quite long cause it goes into a lot of detail most people don't care about XD
but I can understand how it can be confusing at first. When I started I couldn't find any reliable info online and it was a bit annoying xd
yes if you can @ me with a link if possible i would appreciate it
Thulen's 1 minute video
#avatar-optimization message
My longer video
https://youtu.be/lxL5TxNc6MA?si=PxFgptioF1pjsY5-
thank you π
you're welcome, I hope it works out for you!
Is this the chat to go to if I have question about avatar creation, like from scratch or is there a different chat for that
this'll work
here
hi im trying to make a 2d avatar i tried to put just a plane and stick a image on it but the image for some reason is not being allowed to be placed
blender or unity?
unity
i was following a tutorial on yt
but the idk why the image is just not going
maybe you have a shader with blackface culling on and you're looking at, well, the back of the plane?
does it show up on the other side, or are both empty?
its just like this
you can just put photos in
I will edit my message then
links π
pictas
it's on the ground, I'm assuming you want it rotated so it's vertical? you should rotate it (when I did an image avatar like that, I did it in blender so I'm just assuming what you should do if you're using unity)
cool, so Im working on this model for my friend, and from the front, it looks great and matches the ref art I was given, however from the under side (or really any other angle other then the front) the hair looks like its floating out from the skull, but if I move it inwards, its no longer as 'voluminous' as it is in the ref image.
I did just put in the "hair cap" but im not to sure about it atm.
ok let me rotate and try again
i rotated but i still cant put the image on it
when i put my mouse on the plane it goes forbiden
I mean, it kinda is floating out of the skull, that's how it's modeled. Maybe you could add volume to the hair by not making it all in a straight line so far away? by having more hairs closee the the head I mean
forbidden? what does that mean?
I have no idea tbh
should i just use blenderοΌ
Got it. Might have to do more then just that then. I used nurbspaths to help in the creation of the hair, and beacuse they are roated, when moved they act up. Thanks for the insight though.
tbh this my first time using unity
idk, I know the way I did mine isn't correct cause I was experimenting xd
arent there tutorials online for those kinds of avatars?
i saw one but this very thing is stoping me
i wanted to ask on reddit but not enough karma so thats why im asking here
I see
wait i think i got it
that is interesting
For spritesheet avatars i use one thats from blender and fake bones so controller can talk to the mesh and change things
wont be 2 meshes when its from blender and other side wont be wrong , since you can just flip backside uv ( 2planes ontop of eachother )
thulen face reveal
So on the normal scene the hoodie wrist is around the avatar arm properly but when I use gesture manager the hoodie no longer properly fits anyone know why?
it's most likely weight painted to one of the finger bones
my guess would be the thumb
I'd open the avatar in blender and take a look at the weight painting
same thing was happening to me and it turned out the hoodie was slightly weight painted to the thumb bone
i can see the spikes on my hair through my neck in my personal mirror and the black on my hands and paws are see through in the mirror
alr thank you
is that who i think it is
Uh.. I'm new to vrchat, I want to upload a model and it tells me that it will take some time to play, but I've been playing for 3 days and it still won't let me, what do I have to do or how long will it take me to upload models?
you need to have new user rank or higher
just hop worlds, befriend people. AFK time will not count towards ranking up
short cut would be buying vrc+ since it automatically makes you go a rank higher
How to solve this issue?
add a parameter like that to your parameters
So, I got half of it to work, but now it didnt name the keyframes properly?
oh well, thank you very much

Any ideas on how to fix this? EVERYTHING seems completely normal in Unity :////
uh, what method did you use to connect the hair to the avatar?
Absolutely nothing. This is the base from Booth > Unity > VRCSDK > VRC
That's how it looks in unity. I can't get it to break until it's in VRC so I have no idea what is wrong
without having the asset myself, there's not a whole lot I could say about this really
does it look good on play mode?
Checking that now, answer is n o
id guess the hair is somehow attached not properly. Could be weight painting, would be just parented wrong
Is there an easy way to fix this? It's an android avi with PoiyomiShaders 
Found it. Don't know how to fix it
yeah, android can't use poiyomi
Hair armature rotation goes from 0 > 90 degrees as soon as play mode is entered.
Now I have to figure out what causes that
you need to switch it to a quest compatible shader
locate the material that uses the wrong shader and switch it
remember to check particles if you have any
Okay ty :D
quest avatars can use: toon lit, standard lite, mat cap lit
for quest particles: multiply, additive
I think I found the shaders as they are "Standard" like it says in the warning. However I can't seem to change it like I can with the other ones.
Those are embedded in your FBX file and so you can't edit them - you'll need copy those out or replace them with materials you can edit.
Anyone know how to attach these 2 together? I'm replacing part of my bodys mesh (original is purple).. Idk how i've just been sculpting manually
@compact dust would you happen to know if this weird rotation of the fingers toward the pinky is also due to the idle animation? I suspect it is since much like the legs it doesen't look like this in the previews
Can I edit the idle anim to correct stuff like this somehow?
idk.
im playin rocket league
fixed it by replacing the default hand gesture layer controller with another one that is included in the sdk, seems to be working nicely!
im a complete avatar making noob and i made an avi that im really happy with using vroid and a custom hat i made in blender, i just added gogoloco to my avi, when i float with it people cant see my anymore but they can see the hat that i added, does anyone know how i can fix this????? me and my friend are so confused and cant figure out how to fix it
probably bounding boxes, I've had a simillar issue where people would only see my avi at certain angles
@spark walrus I would try this https://www.youtube.com/watch?v=Xj92Ei7NRn0&ab_channel=FuuujinVRC
i messed with the bounding boxes, tried making it bigger and then tiny and had the same issue both times
ill watch this tutorial tho maybe i did something wrong
weird how they can still see the hat, it makes it sound even more like a bounding box issue
but I'm also a bit of a noob with the VRc specifics of avatar making, so maybe it's another issue
Im trying to subtract weight paint but I don't have any other brushes and I can't find a solution anywhere else
what blender version are you using?
I think its 3.6
I'm not sure if this was added in on 4.0+ but this is what the default looks like in 4.3.2
I think its just an error I did within the save
cause on a new save it has everything
Huh probably
I never gave weight painting a shot before 4.3 so I gas lit myself into thinking it didn't even have these options before π€£ I used to hate doing weight painting
You could try resetting your preferences
or moving everything into a new file π€·ββοΈ
honestly I just made my own subtract brush so i think for now ill be fine
making the bounding box crazy high seems to have fixed it lol
I can't live without blur
Guess you were going too far with the floatin
my avi is really tiny so i float up to match the height of normal sized avis
Oooooh that explains it I think
how tiny is it? Isn't it better to upload a regular sized avatar and make it small using the menu in game?
I always assumed uploading avis at weird scales could lead to problems but I've never tried
it is slightly shorter then average and then i make it small in game
i think like 130cm
Has anyone had this happen to them? The FBX is fine, but the prefab is not so much...
How do i make my nova move like the first avi i show on quest even when i remove the least amount of physbones it just breaks.
That avatar is using shrink blendshapes
Is there a resolution?
double click the mesh so it outlines in orange, go into the blendshapes in the inspector and find the shrink blendshapes that it uses
My hero. Thank you.
Okay. so i appreciate everybodys help , but im struggling with blender to work too much. will the original method still work for both meta quest vrc and pc?
anybody know why im crocuhed like this if standing on desktop
okay what the hell is this new sdk and why can i not do pc quest like i use to
could sopmeone teach me how to combine textures? im doing a green performance avatar
hey can anyone help me with something? so i bought an avatar and im trying to upload it but it keeps saying "Attempted to load the data for an avatar we do not own, clearing blueprint ID". i checked the blueprint and it doesnt have one. i tried using a vpn, i tried unpacking the prefab. im a bit stressed out cus i feel like i wasted money. if anyone could help me i'd appreciate it π
never unpack it!
have you clicked the 'reset blueprint' or wtv on the blueprint ID? it may not say it has one but just to be safe
you could also try relogging into the sdk
oh okay! ty ima try that rn and see if it still works
Someone know how to rotate mesh particles to align in a different axis? (dont ask)
i dont want to rotate the particle system, no, I want the mech to be aligned with the way its going
it didnt work π¦ i also tried reloggin
fish gun.
< > <
General question: if you were to add like a pair of boots to an avi, would they need to have bones themselves or could you just attach them to the foot bone of the avi and have it work that way? Or would i have to add a bone to the foot and ankle so it can like move properly?
holy pixel art
Im assuing you mean the boots go above the ankle then, and you dont want them to clip?
does anyone make avatar for at least really cheap?
nothing
Yeah. I found some sweet boots for my rusk.
why is my avatar coruched when in standing position ?
guys i need help
Im using these on my rusk and they dont clip
I would assume its fine if you put them on
i wanna upload this avatar but when i click the manager, it detects it as my old avatar, how to i unlink them??
Do you think these would?
Probably not, no
Good. I just wish laces were done better.
please
In addition, it only comes with one. So can I just replicate it and mirror it in unity/ blender?
You can have multiple avatars in one project?
WAIT
i think i know whats happening
i forgot to add avatar descriptor to the new one
Ope
it will not be valid if you dont have that, no
anyone know how to fix the blueprint issue π
set Read/Write true in your fbx import settings
would anybody know why this could be happening? i added vrcft+bhap and got rid of gogoloco and now when using locomotion i does this, i dont play on desktop much it isnt a big deal, but idk i just feel like knowing unity and vrc this could fuck up something with fbt
i already fixed that dw
When having 3 outfits, how can you make a toggle setup with VRFury that ensures you can put one outfit on and have the other two off? I can't seem to set it up properly
DId 2 seconds of research and figured it out.
It's likely that in some animator you legs are being set to animation and not tracking. Or some animation is taking priority over the standing.
In case someone else with unity cloth has this problem after the last vrc update.....it seems to happen if the mesh with cloth component on it has blendshapes. After removing them it worked again but it randomly changed the settings for many cloth constraints and i had to redo them
is there anyone that can help make a custom model for me?
Have fun with the flood of scammer dms
ive already had quite a few before
Go to vrctraders for avatar coms/requests
wheres that at?
ah okay, thanks
I'm new to Unity. I'm currently facing this issue, but no matter how much I search, I can't figure out how to fix it. Does anyone know how to solve this?
the issue is...?
Even though the outfit is designed for the model, the feet and shoes don't fit at all.
check the body mesh for blendshapes
I fixed it! Thank you so much!
the shoe toggle might already activate it though btw if those are the base clothes (if you bought it like that from booth or smth, idk)
then they revert to flat when the toggle is off
ok
Ok Im at a loss at how Unity works
sometimes does, sometimes doesnt
base rules.
How do I simply color my avatar
not in unity
Come again?
blender or another 3d app that allows painting the mesh
unless you already have a texture
Omfg
then you create a material in the right click menu, and then apply the texture to it in a shader of your choice, or the basic one
for?
To color shit
I have an avatar that I really really like but I want to change the eye color
show.
i meant a picture of the eyes
What eyes? The fursona?
I linked it
Nvm....
k
How do I add textures to my model in blender?
texture painting
or if you have existing textures you're trying to add you setup them in the Shader sections via nodes
alr thanks
for some reason the avatar im trying to upload won't upload and i have no clue why
usually there will be hints in the upload screen or it will tell you to look at the console
Okay, you want to look at the 5 topmost errors, so scroll until you cant no more
Are you perhaps in prefab mode?
maybe? idkkk
Is the background of your avatar a solid blue
no it's grey
Thats good
Unity is like a child that throws tantrums for no reason sometimes. Did you try to save and reopen your project?
For good measure, what unity version are you using?
2022.3.22f1
good
Other than the internal error, theres nothing of use in your console
So it can be a hiccup - and if it isn't, then I dont know anymore.
failed again :c
Same messages?
In this case i can only suggest doing what it says, finding that binlog and see if anything there makes sense
It seems to have something to do with your unity, not the project itself. But you can double check this
You can try to make a new project and upload the robot dude
if that works with the same unity version, its your other project
if it doesnt, its your entire unity
im running it through VRC Creator Companion to Unity
Yea that makes sense but doesnt grant that there isnt something wrong because a file didnt install right for example
It's possible that during the unity installation, something went wrong, internet cut off for a split second etc
I personally would try a default project to pinpoint the error and see if its all of unity or just that one project and then ask chatgpt for the location of said binlog - i found chatgpt is pretty familiar with unity
A missing shader would likely just display as pink material
its set to default shader
i forgot to set my shader
is there a way to set everything to one shader at once or do i have to do it individually :c
not aware of a shortcut
damn itt
it still failed wtfff
I expected it to not be a shader issue
sayding something about "scripts had complier errors"
Why is my avatar transparent when ported from Blender to unity?
I told you already reading the binlog like it suggests would be the way to go. I can try helping you making sense of it's contents but i cant magically come up with a different solution- i told you its my only idea :/
binlog?
im confused on that
how do i get to that
my man
okk
One some forum i found someone saying that this is due to another program using files that unity needs to build. So that would mean if you have any other programs open, try closing those and look in your task manager that they are really closed and not just running in the background
That would actually make perfect sense.
so close eveything except unity and discord?
yes, and kill the task
Its worth a try but no guarantee ofc
even background processes?
Anyone have any idea about this?
idk whats connected and whats not because when my pc boots it opens apps and what not
ill give you an example
for example your avatar has an audio source and you have your media player open because you listened to it to check it - and now your media player is open in the background, accessing the audio file used to build your avatar
stuff like that
Here's another forum post about this issue
im listening to spotify, would that effect it or are you meaning anything that i've opened from the actual unity file
i feel like you didnt read what i said a minute ago at all
i'm sorryyy im just tireddd
Then go to sleep, come back to this tomorrow
There will be people here to help eventually, maybe even someone who has better ideas than me
i wanna be satisifed with it done now
@junior void You have any idea about my problem?
is your shader set to transparent perhaps?
I don't think so
I imported it straight from Sketchfab, same thing
Could be inverted normals but i find it a bit rude to ping someone out of an ongoing conversation
exactly
Sorry
I still think you should check your shaders in unity :)
I can only repeat myself. I've done some research here for you and given you plenty to work with, the image above included. I urge you to make a backup in case your "fixing" causes something else to break. If you dont know where the binlog is or the library folder to get rid of it like the image above suggests, please google it or ask ai
oh my fucking god
iam regarded
?
iam stupid, Rendering mode was on Transparent
great π fixed it
opaque shader, you want cutout (pc shaders)
π
i am reading over stuff and i seen this
Youre literally just showing me a name of a script.
oh sorry i didn't know thats what it was
.cs files are scripts
well the logs are saying script issue is what i was saying tho
i dont think the panel is the issue
i think the panel had this issue because of an underlying problem
yeah i even tried uploading another avi which also fails so i think it's my unity
Did it, for some reason inside vr chat it gets affected by light weirdly
here are more examples
i give up with unity
Can someone please tell my why my avatar is only Good rating and not excellent? It doesnt tell me what I need to optimize more. Would there be a way to find out what is making it Good rated?
there should be an option to show all validation somewhere in the sdk
I don't remember where though
Running into a very strange issue where if I use any Button menu items the menu will crash av3 emulator and show up blank in game
I rarely use Button (usually just Toggle), so idk if this is a known issue
Does anyone happen to know what this means?
What part of it that you don't understand?
Anyone have any idea how to fix this?
The top part, I just came back after 4 years and I'm trying to relearn everything, but I don't understand what this is talking about lol
Every object can be scaled. Your armature object didn't have scale set to 1,1,1.
It's just plain English at that point.
OH. I fixed it now, thnka you for helping me with my dumb question lol
Hate that I'm having to relearn this all again π
If I have a FBX file of my avatar, is there a way to quick upload to VRchat or do I gotta go through the headache of unity?
Only unity.
Urgh not what I wanted to hear ahaha thank you though, appreciate that info.
Been swearing at unity for awhile so I was hoping to find another option.
welcome to pain, have seat
Appreciated ahaha.
At this point I've called upon my "call a friend" option ahaha
Unity refuses to give me the menu options despite having everything I supposedly need installed to do what sounded simple enough, boy I was f-ing wrong. π
anyone know how to put assets and 3.0 stuff on a avatar in unity?
Many people here know. You'd have to explain the asset you have and what you had tried.
How do I attach these things to my avatar using vrcfury its a clothes item but doesn't have a hip armature it has neck and both elbows so it cant connect the normal way (and don't private dm me asking me to pay you for help -_-)
Use 3 armature links for the neck and elbows
oh, I feel hella fuckin stupid now that I heard thatππ
Thank you so much lmao
anyone know how to use cubemaps for a latex like material? its for a pair of jeans im making on a avatar?
VRCfurys armature link doesn't have an elbow bone option :/
Yes it does, it will be named something else
oh, what would it be then?
You mean upper arm
Rats
Lower arm is the wrist
In this case yeah it would be lower arm ig then
It would've worked
If it's not worked you did something wrong or the model is wrong
"doesn't work" is not really descriptive at all
anyone know how to put assets and 3.0 stuff on a avatar in unity?
I tried upper arm and lower arm but they just stay in the same position and doesn't stick to my avi
Depends what you mean by put on
Many of us do, you'll probably need to explain what you're trying to do
Is the model rigged properly? Have you tested moving the bones before building? Have you dragged the correct bones into each one of the 3 armature links?
anyone know how to use cubemaps for a latex like material? its for a pair of jeans im making on a avatar??
theres assets i've bought from gumrod and im trying to put 3.0 stuff and some magic on the avatar like autohotdog and stuff i can screenshare
I'm actually so stupid
They'll likely come with instructions, if it's a newer asset it'll likely be drag-and-drop with VRCFury
hey can someone help me lol blender is hard to learn
the smooth tool is either not working or not doing anything
are you sculpting?
mhm
I don't do much of that but often the answer here is "more polygons" π
Ok fuck it im not bothering with Unity again
I just want to recolor an avatar, why does unity have to be so fucking confusing and obtuse
lol
Unity question; I have eye movement and blinking set in Unity, and they appear to work when I test them in unity, but in game I get no movement. Is there anything additional I need to do to get it to work?
My settings, just to show
(Also is there supposed to be two lots of FX layers there?)
bro can someone help lol bc the polygons arent the problem lol
ifghvwhjefohwouehfowuhrefuhweiurghiwuhrfowheifuhwireuhfoiuehsfgioujroeitjgouheortihgoeirhgoieuhrougheoirhgoiehroigheoirhgoeuihrouehgnewjrgiofrwgrefkngrhiubfegrghoekurngoiuehroiufgjowirhgoiwhroighwjroighowirhgoiwehgoijwerfijeorighowierhgijhwroighwo3irhowuirehgouwihrnegoijroighjwoiurjgoihwergihwe
please lol
How do I stop making my avatars facial gestures change depending on my hands?
it's probably in the fx layer
you need to either delete the layers responsible for that completely or just delete animations
I did it, thanks :D
how do i fix this?
im pretty sure it has something to do with the animator but tbh ive not seen this before
look at the default gesture layer (hands) in sdk examples. it does need masks.
How do I change my avatars hands gestures so they aren't a claw? I did it before but I forgor
most cases you got masks on your fx layer, while you shouldnt
you need to put a gesture layer in. And set the animations there. There is a default one somewhere in the sdk files, you should find it if you search for "hands"
i am watching a toggle tutorial and it says something about i can skip a certain step if i have a FX Controller, if i have goloco added to the avatar, is that a FX Controller?
if you have gogo loco beyond then you have an FX controller
if you have gogo loco all then you don't have an FX controller
I see, thanks for the clarification
it's very easy to check in your layers in the inspector
if the FX is empty, you don't have an FX
idk what that means i'm pretty new to making avatars so I'm just learning as I go
if you're planning on using gogo loco they have a gesture layer as well
with a png that shows you were to put it
I have an animator controller from the gesture I installed
do I just drag it on my avatar?
I just dragged gogoloco on my avatar in the hierarchy and It worked
you must be using vrcfury?
You're using the VRCFury prefab then, which means you don't have to mess with any of the animation controllers to make GogoLoco work
Yup
yeah, so Kazin is right
you don't have to do anything for animation controllers
I didn't know you were using vrcfury
How would I do the hand gesture thingy then?
vrcfury will automatically add the gogo loco ones for you
you don't need to do anything manually
Has anyone run into this sculping issue before where it is only sculpting things weirdly spike-ely?
can anyone help me with the vrc avatar parameter driver? im trying to make ear twitching
what do you need?
i mean i dont understand whats the mix and max value
it picks a random number between the min and max
and whats the random number? like seconds?
it's just a random number, you can use it however you want
I do two numbers - "which" means which ear, with 0 being left and 1 being right.
"multiplier" is to vary the speed of the chooser state, so it happens at a semi-random time.
but how do I enable them on my avi?
well, make sure that you have gestures enabled in the circle menu in game
if you're using controllers you just, well, make hands. On desktop you need to press Shift + F1 to F8
left shift for left hand, right for right
i know its been 5 days but i fixed the problem, the teeth and tongue weren't parented to the source mesh of the visemes/blendshapes(to the body mesh)
is it in the parameters list?
also make sure that it doesn't have any spelling differences
wrong capital letters, an extra space at the end
Also make sure that list you've got in that slot in the menu editor is the one you're actually using on the avatar
Well, im making a copy list and menu so I can share it, its just in the project folder
its talking about this list (not attached to the avatar)
the error is based on what's attached to the avatar though
It is defined though, the toggle works in playmode.
okay, looks good then
ohh
heh okay
you probably want to remove those zeros in the yellow ones
Are those defaults it writes when you add a param object? safe to remove?
oh sorry, I hadn't zoomed in, thought this was a different thing, ignore.
if you don't use them, sure
when it says it'll be blocked by quest users, will it basically be unusable to quest users unless they have everyone's avatars already off?
i am contemplating on removing toggles / physbones for the quest port
it just means that people will need to manually show your avatar
ah ok, i'll join the mesh / remove some physbones for the quest version
so i got my model up on quest, however the viewpoint is off , i put it between the eyes yet when i load in the game its floating behind
Get all cameras off scene and try to upload it again
is your avatar position 0.0.0?
is your avatar scale 1.1.1?
is the viewpoints X coordinate 0?
and remove all the cameras in your scene
Opening a new project and copying everything over always removes any unity tomfuckery in my case
i fixed it thank you
Can someone make me a custom avatar
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problem is anchor position for your mesh renderers. Select all mesh renderers and assign them the same anchor override. A good one to use is your hip bone
it looks like your avatar actually has an "anchor" transform if you want to use that instead. That will allow you to update the position if you don't like where it is without affecting anything else.
the anchor btw is the point used for lighting calculations. So if you have flat lighting, the position that it uses to determine what color and how bright the lighting for each mesh should be is your anchor point. If this is different for each mesh, they will be lit differently since the game thinks they are in different positions. That's why you can set the anchor override to the same transform to get the lighting to be even, since it makes the game think all your meshes are in the same location (and therefore should be lit the same)
probably because of light probes/baked lighting which you don't have in your scene
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yes, all of your meshes should have the same anchor ovverride. Anything that isn't set to "Anchor (transform) should be
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This is the default material, just create a new material and slot it in there
thought so, thanks
When making animations, do I have one large animation with stuff on and off to change when there is a transition or can i do it with small individual anims, the assembled anim shuts off when it goes to the charge anim
Ok so my arms keep swinging left and right when i tried to add a idle animation of the gears spinning how to i fix this
make sure the arms arent connected to the gears, or that the gears are a standalone bone or wtv
the gears on the arms are a standalone bone connected to the arms
lemme see the heirarchy and the animation
well i'd assume they're also one mesh right
yes all of it is connected together in the mesh
do i need to sepetate the gear mesh
yeah
then attach it using an armature link or smth and then it should be fine
or just put it under the right bone
example for what im dealing with
I dont know if you should make a huge anim that are just copies that change stuff, or you can somehow hold the anims while something else plays
how do I fix this? Im trying to make a avatar for the first time XD
Open the import messages below that error that it's saying
I mean seems like you are overthinking stuff to me.
Either keep animating the parts you want to stay on in the different animations OR make your avatar with WD Off. The first option is probably easier if you've already made a lot of things
How does write defaults work
WD On = Any properties not being animated from one state to another go back to their default state.
WD Off = Properties are never changed unless directly animated.
Ye
writing back to defaults
I see
For some reason though, in play mode, write defaults go back on
is that a vrcfury thing? im using it and have seen errors that it likes to keep it on
Are you using VRCFury?
(i dont like making complex stuff with fury tbh makes it more confusing imo)
just clothes toggles
Im assuming I have to fix this in blender
Yeppers. So VRCFury will try to keep it consistent across your entire avatar (as it should be). So if you want to use WD Off, you'll have to convert your entire logic to that.
(Unless there's a way to give it exceptions but I'm not well-versed in VRCFury, don't like it)
it's in the same screen
under that error exactly
understandable
That's why I said it's probably easier to keep animating stuff in multiple animations. You'll save time and effort
Anyone here work with PCSS frequently? (https://booth.pm/ja/items/4493526) im trying to setup it on my private model but im not too sure how to get the lighting similar to the preview's video, mine seems to just want the colour to be Pink and Blue without any of the other colour options working nor the saturation actually saturating the colours
Well, I have multiple, but I dont know if I should be making copies of the same one and change stuff with them
probably overthinking, but with force wd on, it will reset back when there is a change
PCSS is basically just a light hitting your avatar afaik. So if your avatar doesn't react well to it, it's most likely that your materials aren't setup to do so.
Well look at it this way :
In your example, your ring particles are toggling off when you switch from one state to another. Just add a keyframe in that second state to keep em on
Yeah, I meant like that
it comes with an auto-setup, previously was just using a basic drop of the textures into poi toon with nothing fancy on it to prevent any issues with my material setup being the issue. mainly just trying to find someone who uses it themselves to see if i can manually edit materials it creates and uses to make it work :P
"Fixed issues with trails on avatars (commonly on hands, fingers) that caused them to slam into the floor"
^ This bug is not fixed from my friend. It looks fine on my client, but on theirs the glitch still exists.
Is this because of different graphics settings? Perhaps graphic card drivers? The trails are always on, even when standing still, and they appear to sink into the ground, only on my friends computer (and VR)
I don't use it myself so hard to know exactly. But you probably want to check the shading section of poiyomi and make sure it is set up to react to all kinds of lights, generate shadows and react to the color of said lights.
Actually, when I clone the avatar, it doesn't have any problems for them. It's only their local avatar (and in mirrors and the cameras) in which the trail renderers are always on and trailing like 40cm downwards
I wonder what game is that
how do i have it so only when one specific material is on i will sycle through others
For example there is a radial wheel for different types of eyes and there is a specifc eye i want to change colors but it wont record the color changing into an animation so i need different materials
Is there anyway to make a particle persist after it has been turned off via a toggle
No, the particle system itself has to be enabled for any of its particles to be alive. However you can have a main particle system fire a sub-emitter, turn the main off while the sub-emitter stays on and do that.
Ah, yeah, you are right
I have a explode effect im trying to keep on
Thanks, i grouped them but doing it like that would work
Then yeah, sub-emitters are your friends
You're probably looking for a tech called buffer particles
vrlabs has this? wtf? godsend
VRLabs are the goats, always have been
bless
dont get why im getting this again?
i have them defined
in menus
each one is a toggle
Did you put the parameter file in avatar descriptor?
they are- okay my 3.0 copy just didnt work
Can you screenshot the parameter slot to confirm?
You can just make a custom icon
What 3.0?
Hi, does anyone use βMake it MMDβ? Iβm trying to edit my avatar with that tool, but itβs not workingβ¦ Any help would be appreciated Λββ§κ°α β ΰ»κ± β§βΛ (ping me)
AV3 manager
We usually call it that way. 3.0 just can mean anything.
Look for unity rich text syntax.
I will try, thanks

Can custom scripts make something not uploadable? im using a copy path and reverse anim script to help with stuff
It works without the scripts though
this is how things work with WriteDefaults on, all animations revert once you move off their state.
You can switch to a WiteDefaults off workflow, but it's not recommended to mix - you can if you really want. Or just switch and assume that any animation you turn on, you also have to turn off.
I was using vrcfury and it breaks with it off because it fucks the other vrcfury ones, i now see why people dont use it, will take that into account on my other avatar
I just made my own defaults into the animations
you can make this work with fury too, just takes some effort.
i need help, unity keeps failing to upload avis
Try enter play mode and see whether it's able to keep playing or error and stop.
like game?
play mode in unity
i added a camera mb
is there an actual mode called play?
or is it game? I'm new to Unity I'm sorry
nice
now what?
don't know what you are doing to help with the next step o.o
Does it stay in play mode, or does it have more error show in console?
is it possible to upload and see my avatars in vrchat being visitor? not using them in public, but checking them out by myself to make sure they look good
if nothing breaks you can ignore unity warnings usually
but it wont let me upload
oh D:
haven't tried uploading one yet since im still visitor ):
The error in first image, I have seen other people having same problem but no one know solution yet. To troubleshoot further, you should try create a new project and don't import anything, just try to build upload a sample avatar and see if it work or not. After that, import your avatar and see result.
i tried uploading a different avatar in a diffrent prokect and had the same issue
Then probably the unity installation issue, try uninstall unity and install back again. Possibly do clean uninstall.
i uninstalled the version and reinstalled, are you meaning uninstall unity hub as well?
Unity hub usually doesn't matter.
okk
yes
and after the version is done, do i just use VCC to open it again?
Try fresh new project and upload only the sample avatar.
like my avi or wdym
also it's stuck on uninstalling???
The avatar sample that came with the sdk.
avatar sample?
It's literally a sample avatar.
istg this does not want to uninstall lmaoo
nvm it finally finished
where do i reinstall it?
in VCC?
usually via unity hub
ands i want 2022.3.22f1?
yes
now just upload the robot?
yes
okk
istg imma wait 10m years for the unity installation
Canβt make a texture swap for some reason, i press record and i am unable to drag the material into my avatar, what do i do?
Did you actually drag the material in to material slot in the inspector, rather than on the avatar in the scene?
Heyo! Im having a issue with a head swap, im able to connect the new bones and joint them to look nice but doing so fucks up the body texture, everything gets displaced, is there a way to avoid this?
Blender, Unity, Maya....?
Doesnβt seem to let me
Can you screenshot unity window while in record animation and show the object you selected?
Is it showing you a "blocked" sign (crossed out red circle)
Huh, it seems i have a bigger issue now (WHAT COULD HAVE LED TO THIS)
Double click on the tab header.
That's unneeded statement.
Failed to build an avatar?
That's beyond my knowledge, not sure what is going on.
damn ittttt
You can't drag material into the material slot?
the unity version is incorrect as well
hate unity so much
Oh, thats it, it works now
did you try what the screenshot i sent yesterday said
Last thing you actually haven't tried is reinstall Windows.
that would reset everything of mine
and if its still broken then its a waste of time
That's the last resort.
i just give up wih unity
Ok.
Im using blender to headswap and when i apply the textures in unity it looks off
Can't seem to find any solution online, and tried playing with it myself. Funny enough, all other visemes work fine, it's only the visemes that have the open AA mouth that don't show up full value. Also YES i did make sure to export it with all visemes at 0.
Hello, a friend took pictures and notice some pictures canβt be openβ¦does someone know what could be the issue?
what pictures? like with the in game camera?
and opened how? on pc? quest? they should be in the files.
My avatar projects shader cache is a bit big. Is it ok to delete this?
Anything that is in the Library is safe to delete, as it can be regenerated by the project itself
In fact, when making backups of projects, it is a good idea to exclude the Library folder
ty
hi again avatar chat. maybe a really dumb question but how do i do multiple outfits for my vroid avi? i cant find any relevant tutorials on youtube
I do it by exporting my VRoid with all of the clothes on
and separating them in blender to be different meshes
and than I make toggles for on/off and set them up like any other avatar
ok im dumb that sounds stupid easy
how do you equip multiple shirts or whatever in vroid tho
there is an add template
where you edit the texture
you can have up to 5 of in a category
OH
like here for shoes for example
they're all separate materials, so you can easily separate by material in Blender
you're welcome!
When using eye look in the avatar descriptor my eyes like roll backwards or disappear. I set my eyes up on cats but im lowkey confused why this wont work. Can anyone help?
where do i make sure roll is 0?
and is it the bones cats made or the bones i orginally made
the legacy cats generator isn't used anymore, everything is set up in unity now. Unofficial has it moved to legacy so that people don't use it. Official isn't being updated, so yeah... no need to generate a second set of eyes
you should only have two eye bones
one per eye
and those bones need to be vertical
unity can also be a bit weird if you have more than two eye bones
now lemme double check these bones
the only thing cats can do for eye tracking is rotate them to be the correct way up
Hello, whenever I export Uruki's FBX from Blender this happens. This is a fresh unity package, I imported the FBX to Blender and exported it unaltered and it did this, she was fine before. Can't seem to fix it. I reimported the model, checked the armature, checked blender export settings
should i unweight them then make them verticle or just do it in edit mode?
if you have two eye bones per eye, delete the ones that don't have weight painting on them
keep the ones that do and move them to be correct
this look good?