#avatar-help
1 messages · Page 78 of 1
i'd move then up a bit, but yeah, looks good
I don't really know how to make a protogen body, can somebody help me/ give me a protogen body or even give me a protogen body reference image?
gonna take a wild guess and say the bottom of the bone is supposed to be in the pupil
awesome. thank you
do you know how to make a protogen body?
if i knew i would answer, i don't even know what protogen means, don't ping me for me questions
ok soo its still happening. Do the bones gotta be named something in specific?
hmm it shouldn't be happening. Are you selecting the correct bones?
yeaa
hmm, the only think i can suggest is maybe apply all transforms and export from blender again?
otherwise i'm stuck
to the bone or mesh?
everything
ar
just to be sure
No, blender version has no effect on this
maybe shapekeys?
If nothing else works, you can try to turn the eyes when adjusting the eye look in the avatar descriptor
It doesn't matter if the eyes are facing backwards, cause you can just turn them
But I wouldn't think it is like that, because of shape keys
so if i just pose the rotation states to look normal it will look normal?
Yes, it will
and for looking left and looking right is it my left/right or the characters
characters im guessing
Yeah, compared to the character
So it is the character's left and right
thanks
Np
@frail vessel unconventional solution is to use a virtual machine, and install Unity on there, and then upload the avatars on the virtual machine
huhh?
a virtual machine is basically a tiny windows 10 within your windows
i reset my pc and it works now
Is it possible to change the jaw bone range via a toggle?
What does "range" mean?
The max rotation it'll do when someone is talking basically
You rather have to create custom FX to control jaw bone so you can have more control over it.
Most people just use visemes, but I have an avatar that uses the jaw bone instead and I want to make a mask for it, but I want to limit the range when the mask is on
I figured I would need to set up something in the fx when the mask is on, but I'm not sure where to really even start with that.
Haven't really done anything more elaborate than toggles and texture swapping
You'd have to do blend tree, or motion time state for animating jaw bone according to Volume parameter.
Hi, I hope you can help me, I did a texture for my very second Avatar in PNG, the star, and in Unity it looks much darker than in Blender. The PNG has no background, I tried it with, but the background will be dark too. Anyone know how to fix it?
May I see how this setup looks on the inside?
I was tracking my poly count by ver and not tris, is this too much?
hello people, it's been a week that im trying to figure this out, i hope someone know substance here
i've been making a texture for my suit,
first one is how it look in substance
second one it's how it look in blender and unity
and finaly the normal map, you can clearly see that the cut are not the same color, but why ? everyo other uv cuts is well made no problem at all , why THIS is bugging , and it can be the face direction since the rest of the mesh is not "inverted"
Have you tried messing around image import settings on unity for the textures?
for PC it would be alright (it would rank very poor, but it's not the worst amount out there)
Can you make sure that normal map space is tangent space rather than object space?
you are outputting an OpenGL format normal map, right?
That's what I was hoping for, I was using bases like Rexonium as reference for the amount of detail I wanted to get, anything under 60k is simply not gonna be enough lol
What's the usually agreed upon tri count for PC? For a higher poly count avatar including clothing and items and such? Like, with this 80k avi how much room do I have to add extra stuff in?
Keep it under 70k and it won't be Very Poor 🙂
(beyond that, polys is not really the priority)
on substance ? how do you do that ? im a beginer of it
I've never used it either.
It's in the project settings, and also the export template
It's a general knowledge for computer graphic.
I think in Unity there's a checkbox in the settings for the texture too, but I forget what it's called, I just make sure to output the right format
which reminds me to remove the DX format normal map from my export template, I don't actually need that
There's a lot of edgeloops that could be tossed out without losing much detail
Like along long stretched of the body
Yep, around the chest, I was thinking the same
going to have to retexture after I cut them but It's worth it I guess
fingies also have some uneeded loops
but the normal map exported from substance is still wrong, it dosn't fix the source problem
It was just a suggestion of something to check
oh ok
and the format is an direct x, i should try the open gl ?
Unity wants OpenGL, yes.
you can also tick invert green channel in the import settings of the texture
oh, didn't know that, allright
ah I knew there was a setting somewhere
but best to just set your substance project to opengl format and export an opengl normal
but the it will invert them, not sync them
i try that first
the difference between opengl and dx normal maps is the direction of the green channel is inverted
protip, if you're importing an opengl normal in substance and it doesn't look right, you can show the color spaces setting by enabling them in this dropdown
then change the format
oh neat, I never looked there
nice, imma try that after the export
You can pin the uv's
Also when ya dissolve an edge, the uv should stay as it is, though you might have to make some small adjustments depending on how tight the texture edge is
it work ! i think the issue was that my substance was in open gl but exported as direct x, now it work , i just have this little (cut) but i can cope with this, nobody should look my leg from that close lmao, thank's yall
Hi, I am making a retexture of two avatars, but can't seem to get Physbones, vismemes, hand gestures, and toggles (Including Gogo) to work, if someone could help me figure out what I need to do, please dm me. Thanks!
i won't dm but if you can explain how you're setting them up correctly and what does "not working" mean, i may be able to help
Ok, starting with Physbones, I need the hat, rays, lower arms and ears to be able to move and be interactable
alright
from 88k to 56k, Had a lot of free real estate on some unexpected areas 😅
Be aware that putting physbones on humanoid bones (the lower arms) will prevent you from moving them
how does you physbone set up look like?
That is what I am struggling with, I can't seem to figure out how to do them at all
Lemme send a photo of the avi so you know which one I am doing, is that ok?
seeing an avatar won't help
you need to add a script
google a tutorial, there's a ton
I tried to look at tutorials, but they all were guides, not tutorials
I can look again, though
I'm not sure what the difference is here?
No, they aren't, they are just explaining what physics in unity are
i mean
if you wanna blindly click buttons without knowing what they do be my guest
but i think it's kinda important to learn how physbone settings do, instead of leaving it at default
i followed this tutorial
when i was learning
ok, thank you!
Yeah taking a look at the settings is really handy
being able to test them as you iterate is really useful, I recomend using gesture manager so you can see the physbone simulation irl
gesture manager very cool
I have been attacked
haha
i'm more talking about people who put phybones on every single bone (lower arm, upper arm, legs)
\o/
Sorry, but I don't know how to do that either I'd need a step by step😭
for adding gogo loco to an avatar? Or getting the addon
if gogo loco gets added and works so should hand gestures
adding it to an avi is just drag and drop isn't it? Once it's in unity
ive never used fury, I can tell you how to do it manually xd
me too, step 1: read the creator's instructions which explain this 🙂
that is always step one tbh xd
they're not a native english speaker, but the instructions are still quite good.
I have this Animator controller for a hand gesture, I used it before on a different avatar by dragging it on my avatar but now when I do that it just doesn't work and the hands stay clawed up which I think looks ugly
I'm not sure how that would work while also using vrcfury for GoGo. Maybe it somehow gets weird and overrides? I'm not sure
are you sure you have gestures turned on in the circle menu in game?
Idk what you mean?
I'm loading up gesture manager
ah, I thought you were testing that in game
Why, should I?
question: lets say i merge every mesh into one in blender. then import it into unity, would i be able to make toggles for each object? (ex. a sweater on/off toggle, skin tone radial, ect.)
yes, though you won't be able to simply toggle the object on and off, you'd have to do other things to hide mesh parts, such as blendshape shrinking or UV tile discard.
Does anyone know how to make a model have a blendshape that makes the triangles disperse/fly off?
Like that one kamen rider avatar by Keihon
manipulating materials is no different.
im learning optimization because my questie bestie has been complaining non-stop and i really want all these cool toggles without having to go in circles for it, and the vrchat website said to reduce my skinned mesh renders 😭
it's not wrong
you wouldnt have any links for making toggles with one mesh would you 🙏 😅
not to tutorials but the two things I said are good search keywords
this is also a good place to start regarding UV tile discard: https://www.poiyomi.com/special-fx/uv-tile-discard
(this is the method I generally use)
I didn't know that you knew what gesture manager was
okay, hmm
if you were to remove the custom hand animations do the ones from GoGo Loco work?
i found a good one for uv tile discard, but that seems to be a pc only thing, still looking for a blendshape shrinking one but no luck 😓
and alternatively, if you were to remove GoGo loco, do the custom hand animations work?
yes that's PC only. For shrinking simply make a shape key in Blender which scales the part down such that it's hidden inside other mesh. It can be tricky to get right.
I tried that before and I always got like an X going out of my avatar's back
i must learn.. for the questies
(im going to be here for hours aint i)
yeah - probably the best way to do it is to scale it along the bone the mesh is weight painted to
Where are the animations? there's lots of stuff in the gogo folder
your custom ones
so, last time im here, does this sound right? go back into blender, join all of my meshes into one big skinned mesh render. then, using edit mode and the add shape keys option, i make a new shapekey on the 1 mesh, set its value to 1, then go into edit mode and shrink it down and hide it close to the bones its weight painted to. then, to make the toggle (the optimized way?) in unity, i just record an animation of sliding the shape key instead of using unity's hide feature
you should know where they are
I mean the gogo ones you said replace mine with the gogoloco ones
in a nutshell, sure. Probably I'd make that shape key on the separated part though, before merging. I actually leave all my parts separate in Blender, and join only when I'm exporting. It's easier.
oooh okay make shapekeys first then join them alright
awesome thanks 🫶
vrcfury adds GoGo loco stuff automatically. And you're saying that you're using vrcfury, so just remove your custom ones and vrcfury should automatically add GoGo loco ones.
It's still just the same claw animation
:(
okay, this may sound stupid, but are you actually clicking the different hands in gesture manager?
if you are the only thing I can suggest is delete all GoGoLoco files and reinstall them again, while following a tutorial
I've been putting the animator in my avatars Animator controller
that is not what I asked at all
I know I meant like could that maybe be why, also Idk what you meant by clicking the dif hands
in gesture manager, to check if they work?
you mean the buttons that say "[GESTURE] Fist"?
yea
any of those
those, I have
the tab on the right is gone bcoz of my cat. please help. how do i bring it back
It's just the normal one
N
didnt work
delete gogo loco files and reinstall them
so drag it out with your mouse
its not the plugins, its the list of assets thats gone
n hides and unhides the plugins
yeah, that menu that's on the screenshot
okay. i want to see my item list again. and all the properties. how do i do that?
this is the way i know how to do it
idk if there's a different way
I was able to get the physbones to work.
If I have both quest and pc version of an avatar can I upload them together to make the one avatar cross platform?
i think that's an option in the beta sdk? i could be wrong though, and it would only work if the avatars were identical, same shader and everything
if the avis are different, you need to upload them separately (pc first, quest second) and attach the blueprint id of the pc one to the quest one
ty i fixed it
I think it might be because I deleted some gesture files on my avatar so the eyes would stop changing when my hands gesture changes
if you deleted gesture files ofc the gestures won't work
I thought it was for the facial gestures only :/
mb
I meant the ones pre installed for my avatar base
real
Please tell me what unusual features can be added to the avatar, if I mostly play on the phone? I can edit avatars, but I have a weak PC. I am interested in more detailed face tracking in vrchat mobile, hand movement using sliders and the ability to rotate the camera. Or is it impossible to do this on the phone?
face tracking is already a thing on mobile and uses the normal visemes
in seperate projects?
hand movement idk
and, what do you mean by rotate the camera?
that's up to you. Just have one avatar active in a scene when you're uploading
ah gotcha and use the same blueprint id as the one in the pc version
yes
I need help uploading a avatar to vrchat, I got to the avi to the build point but Unity wont build it and pops up errors. Any suggestions?
what errors? show the top 3/4
still having problems with this, even with the help of others nothing has been solved.
so upload the pc version first and THEN do the blueprint id thing and upload the quest version
yes
thanks brug
I'm interested in one thing. Is it possible, for example, to make mobile face tracking record more emotions of the avatar? Like, try to manually configure your avatar so that more emotions are tracked. Or the most it can do is blinking and opening the mouth?
Sorry, I use google translator, so there may be some translation inaccuracies...
Keeps popping up error saving Prefab, Says that its missing a scrip but I cant find the missing script. Its not my avatar btw I bought it off someone
okay, what script is it missing? you should add it
Make it possible to put your avatar in third person, by implementing some functions in the action menu. Is this even possible?
the GameObject 'GogoLoco Beyond (VRCFury)'.
um, i think you could just put the view point of your avatar behind your avatars head
I put the custom gestures in the wrong place on my avatar...
you can't move the viewpoint, but you could enable another camera
mb
can you not? huh i see
not in-game
Okay, I've been stuck on this for several hours now. I tried to do as much research through help posts and forums before coming here to make a post, but here goes:
My avatar's eyes aren't aligning when uploaded to vrc. They are aligned correctly both in blender and in unity.
Things I've tried:
- Making sure the eye bones are directly up with the tail facing upwards, no tilt.
- Enable and disabling Eye Look
- Rebuilding the skeleton from the head outwards
- Removing extra bones that may complicate the head bone hierarchy
- Tried using default vrc lit materials as a fallback
- Tried different fbx export settings and setups, namely a 90 degree X axis rest.
I'm dying here. Any ideas?
ahh
So the only way to make your avatar on your phone do more different facial expressions is to implement more emotion switches in the action menu?
by "no tilt" do you mean bone roll = 0? If not check that
affirm. Sorry, I forgot the name of it.
yes
Its my first time uploading avis and messing with this stuff lol. Idk where the pov is tbh
ok good 🙂
its in your avatar descriptor (nvm lol)
sorry, that was to the other person. I didn't see your message.
you need to install gogo loco
oh mb 😂 😂
Tell me, what other functions can be implemented in the avatar if you play on the phone? Let's say, for a more comfortable and complete game, to feel less limited?
hi, i wanted to do an optimization change
i wanted to reduce the skinned meshes, so i combined the tights and the base of the avatar, but it seems that the color of the tights is slightly off, because its layered on top of other stuff in the UV map, whats the best way to do this? i dont want to be moving around stuff in the texture
I found hand animations that can be used via the action menu. I also plan to add flight, different poses and actions.
flight probably won't work
If they use separate materials, the UV overlaying won't matter
without seeing the best I could suggest is to play with the shader settings
(probably even after seeing it, hahah)
i'm gonna be honest
i like after change more xD
but i think it could do with shader settings maybe?
yeah I agree with that
I'd be tempted to add some anisotropics too, make those look a bit more like nylons 🙂
does anyone have a clue how to fix this?
ducktape lol
did you apply transforms and is your head bone vertical?
cause im assuming the head is the problem here
the head bone is vertical
why do you think so? I saw that some avatars add flight? Is it that difficult and problematic to implement?
it's based on a bug. It only sometimes works on android
it could disappear soon tbh when the bug is fixed
Okay, thanks
Sorry, I'm new to this. Can you please suggest some good text guides on uploading and editing avatars in vrchat? Text guides, because my English is bad and it's hard for me to watch YouTube videos, and with text guides it will be easier for me to use a translator😓
I still cant get past that build point, keeps throwing the same thing of it cant get past the prefab
all good lol
vrchat docs are a good place to start
https://creators.vrchat.com/avatars/
for things it doesn't explain, search google or ask here
is this in playmode? it looks like you added a phybone to the headbone or something 
its in gesture manager mode
in normal play mode its fine
ingame its also tilted backwards
if it isnt phybones on directly then head bone then do you possibly have a custom idle on the model?
One thing I did notice is that with the outline enabaled from poiyomi shaders, it's covered by the outlines, the other planes are fine tho.
tbh i might as well remove that one and do a few blender fixes, hope that works
nothing too major just- which hair color?
i'm a fan of white
The black would work if it was less grey
War is over.. 🥹
yippee!!
blacker black makes sense with the black outlines of the skin
mmmhmmmm!!! so the black it is
How do I make a contact that stays true until touched again?
2 variables - contact sets the first when active, and you use VRC Avatar Parameter driver to toggle the second one anytime the first one is true
oh drivers, im sill new to those, let me look though
Im assuming that when it hits x node with this in it, it will set the var to true?
right
yep
I see, okay
Wait, would I be using 2 contacts then
one for on and then turn the one for off on then?
you do this however you like, but the most simple case is a contact that drives one variable, and a second variable that is one that sticks
when the first is true (due to the contact), you use that to toggle the second.
Can i use 2 parameters as receivers in one contact?
I'm not sure what you mean by "parameter receiver" but a contact receiver can only set one variable
Ah, im just not sure how I would set it up, is all, new to this but I will figure it out later
I've said a few times, is there some part I can explain better?
maybe, im a bit dumb and I just woke up but this is how im doing it, I have driver in the activated node that just says assembledON=true, Im not sure how if I press the contact again, it will turn off
im not overcomplicating, I just dont fully understand, but almost do
sorry if im like dumb lol, its a bit weird to try and understand how it works
Ah there are lots of ways to do this. You could use a separate layer for the toggling part.
Maybe you don't need two variables.
I'm not sure I'm following that logic, but it does look like you've got it pretty well laid out
Yeah, but the contact that makes it go on cant make it go off anymore
why not?
Because its a bool, and when its at the idle state, it will stay false so it will go off instantly
pretty much needing it to be constantly pressed
in simple
I'm not following
when in idle, bool is false becauise not pressed by hand, so toggle turns off
you can use multiple conditions in the transitions though, "if button pushed and some other condition, do a thing..."
that's AND. You need multiple transitions to do OR
cool
wait, when you use a driver, will the contact stay true until pressed again?
as in, the parameter that the contact is using, my node has a driver that makes it true, will it stay true until I touch the contact again and update back to false
Yes
I alomst got it working, but one of my parameters go false when it transitions for some reason
i don't think driving the contact parameter will work, you'd need another parameter that is changed when the contact is pressed. then you can change the value at other times as well or keep the value regardless of the state of the contact whenever you need to
Can someone explain to me what ExpressionX is used for? It says it's user defined, but why would you use this over custom parameters?
it's just apart of the default/template action layer
Is it possible to edit just one position/rotation offset in a VRCParentConstraint?
If I unlock the constraint, moving the object causes every source's offsets to change
i'd like to be able to interactively set up the offsets by moving the object around in the scene view
easiest way to do this is just make each source an empty with 0 offset, then just move the empties where you need them relative to their parent
Yeah, that's what I've done in the past
(and what i just did, haha)
probably better to not try to fuss with the interactive offset editing
yeah i mean you can change the offsets manually through debug mode but it's not really worth the trouble
Yes, but whyyy??? xd
i wonder if those are meant to let you share data between different playable layers
wild shot in the dark
but you can just use a non-synced parameter for that...
That could actually be the case... It's what makes the most sense to me so far
I'm having an issue with this avatar I uploaded, for some reason on desktop everytime I move and then stop moving the right arm rotates and when I move backwards the forearm spazzes out
sounds like it could be a phybone or weightpaint thing though hard to tell w/o visuals
I'll take a video
Sorry cant get shadowplay to work on vrc
It wont load I reset it like 3 times.
How do I make hair move on android for meta quest, cause I can't get it to work with phys bones
uhmmm... so i uploaded an avatar then when i opened VRChat it says "Failed Security Checks" ????
that means your avatar failed security checks
probaby too big
is there a way to compress it?
the same as for pc? wym by can't get it to work? does it just not move? or not upload?
So basically I can't get the hair to move on android/quest
okay, that's probably an issue with your bones
is the hair parented and weight painted properly in blender?
Yeah I'm pretty sure it is, I think if it was a parented and weight issue I'd get the same issue on pc, but it works fine on pc vrchat
is anybody else having issues with adding new physbones to avatars? i've tried it on 3 different projects now and i can't seem to get anything to move, i go to test in play mode and nothing is moving despite having pull and spring components with the bones correctly weighted.
existing physbones work, but anything i try to add is just stiff as a damn brick
it should work the exact same, there's no reason why it wouldn't
See that's what I'm confused about
I would just double check all the hair moves in blender
for that fbx specifically
can you see the bones in unity?
like the gizmos for the bones
Yeah
i crunch compressed all the textures
still getting failed security checks?
and they're definitely not moving bc of your settings being wrong?
do the bones move without the mesh? or do the bones not move in play mode either?
I've tried it in Gesture manager an they move
that wouldn't let them upload it though right? if they had too many bones
ive seen people who uploaded above it , older sdk 'n stuff
same with av's thats above uncompressed limits
so is that like, they move issue fixed? or they still dont work in game?
I have a question, is there a reason that any avatar I upload to quest it fails the security check as soon as its up?
Still don't work in-game
try what thulen said, remove some bones, see if they work
also is it that the mesh moves when you use gesture manager or just the bones?
Both? Cause it looks like it moves how it should
These are my settings
sdk build menu shows how many components you have
This didnt help much tbh
vcc doesnt let choose the right unity version bcoz it says it already exists but we cant open the project in that version so how does it exist
Is this for me?
still says version already exists
could someone explain why this is happening, i really dont understand bc i create a new project and add in the model and yet it still wont work, its with every avatar im trying to upload to quest
how to fix
maybe mb are too big?
it doesnt give me the noticion or anything
there's this addon
https://github.com/Thryrallo/VRC-Avatar-Performance-Tools
you could use it to see your stats
hopefully it helps
it will just show you the stats, it's not gonna fix anything. If the stats are too much you'll need to do things to lower them
i removed everything off the model once and it still failed
@balmy barn where do I find the sdk build menu?
Oh ok ty
Does anyone know how to make a model have a blendshape that makes the triangles disperse/fly off?
Like that one kamen rider avatar by Keihon
can someone help me the vrc uploader needs me to add a descriptor but on here its grayed out and wont let me add nothing :/ Idk what to do
You need to drag the fbx into the inspector and add it there
So then its a prefab
You add the descriptor to the prefab
? explain like a dummy
Click in the hierarchy* tab, not the actual fbx
You can’t add a descriptor to the fbx
Typo
I tried to drag fbx to the right where it says inspector
Yeah mb meant hierarchy LOL
ah okay I see it now thank you
try uploading the model under a new Blueprint ID
also sending a screenshot of what you're upload panels stats are looking like could help others help you
theres quite a few things that can cause errors that wont show as an actual error message in the panel but you can guess on based off ur stats
Gotta give me a minute
I've got phys bones working on a Android, thank you for the assistance chat 🤍
Is this what your talking about
those stats are terrible no wonder it get nuked , not a android avatar
yeah like I thought
exactly
where would you even put all of those things? the avatar looks harmless, but the stats are wild!
Theres nothing on it 😭
it got like 4 toggles
We're not talking about toggles here
meshes, materials, bones
that's way too much!!
drop about 99% of it you have a quest avatar
same
i dont know how to lower those tbh
decide on one way your Avi will look, delete the meshes you're not using, combine the leftover meshes, combine materials too! 328? How?
its made in unity , drag a fbx of that av in scene, put descriptor on it see stats now
and bones too, I can't even imagine why so many would be needed
how
like how do i get the fbx
it's in the unity files
somewhere
usually it's named with the avatar's name but it looks like all your materials are named "New Material" so idk if that will be the case for you
i cant find it
btw I noticed you have a folder called "optimized" wouldn't it contain a more optimized version of the Avi?
no, its optimized shaders also i made the avatar by js combining stuff on to a model
yeah i get that, just wondering how we get to that point to begin with haha
well idk if this is info for anything but this is the quest version of the model and it wont work for quest either
it dont
I'm using the right version, i dont know why it says im not
cause I don't see a reason as to why this one wouldn't upload. The stats look so much better
double check
in the creator companion settings
and make sure you don't accidentally have two unity versions installed or something like that
and the other one is 2019
also
Anyone know why this is happening? It wont let me switch to Android version to upload it on quest...
you need to download android build support, I think
where may I find that?
did you upload it to pc first? you should
I was right, it should be 2022.3.22f1
when i do its fine for pc but not quest
check that place, if you dont have android [download] appear there
uhh it's somewhere in the settings. I think when you go to build mode to switch it should show up with a link to download
yes that
is this meant for me or?
yes, you
with the same blueprint id?
mhm
huh I guess it just shows up with quest only for some reason
the only thing I can recommend is get the correct unity version 2022.3.22f1
how do i get it
https://unity.com/releases/editor/whats-new/2022.3.22 (hub & manual install < wich i do)
i js clicked windows
help, i cant upload a avi for the life of me, ive reinstalling VCC and unity yet still wont work. i have the SDK [sry for the broken english its not my first language ]
are you making the project in vcc and picking the avatar 2022 template?
yes
oh and i keep getting this error
looks like some unity files may be missing
yay time to reinstall unitiy for the 3rd time
Thankies
np
A friend took pictures using VRChat’s camera while playing in PC mode. They can see all the pictures—for example, they took around 20, but 5 of them won’t open.
anyone happen to know what this means? i tried uploading my avitar and its been compiling/building for 20 hours and after reseting my computer this is happning and vrcsdk is gone from unity. tried making a new file and its been reloading new domain for ~1 hour.
here are the outher errors
But my avatar is set as a humanoid rig-
Could someone show me how to make a toggle to take off a coat and sweater at the same time? I'm not using Fury, and I don't want to. I'm not sure if I'm going this right.
Is this correct so far? Yes I know the arrows on the left one are missing.
why not give them their own layers?
They have they;'re own, but I want an extra set that does both.
Can I just do it how I want
i keep getting this error every upload: VRC.SDKBase.Editor.Api.VRCApi.UploadFile (System.String filename, System.String fileId, System.String friendlyFileName, System.Action2[T1,T2] onProgress, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:973) VRC.SDKBase.Editor.Api.VRCApi.UpdateAvatarImage (System.String id, VRC.SDKBase.Editor.Api.VRCAvatar data, System.String pathToImage, System.Action2[T1,T2] onProgress, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:597)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.HandleSaveChangesClick () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1818)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
I don't want separate toggles.
If they already have their own layers then you can use transitions with the appropriate conditions to transition those layers and turn the objects off.
Else you can animate both the sweater and jacket off in this layer you're showing with 1 animation
uhh what
I'm.. asking if it looks right
i dont know what youre saying
this is the first time ive ever done this, and this video sucks.
Okay, before I say yes or no. What is the intended use case of this layer?
So we're on the same page
i can't upload because of this btw
alright, if you want to click one button and they both turn off then I would set up an animation that is animating both the jacket and the sweater off for this layer to transition into
To me the layer looks like it has separate states for the jacket off and the sweater
see i dont know how to do that
and again, this video sucks
sounds like a 14 year old boy.
zero explanation
single animation toggles. interesting
its all greyed out
idk what im doing wrong but it sure as hell doesnt want me to touch anything
yep, the animtion needs to be on the avaatr in order to add properties to it
its working with just the blouse
so idk
i cant edit it anymore
sooo i made another one?
when you select the avatar in the Hierarchy, can you modify the animation?
Okay, if you drag the animation onto the avatar in the Hierarchy then it will allow you to modify it
this is so stupid
imn not understanding at all
im just not
i see the "layers" in the animator
io have animation up
i cant fuckin add anything
becuse the MOMENT i click the heirarcy it swapst to "underwear off" and will not let me change to ANYTHING ELSE
this is BULLSHIT
??????????
hwqat is this shit
let me fuckin do my thing you shitty program
yes, you need to drag the animation you want to modify from the project window onto the avatar in the hierarchy
why
it didnt make me before
OKAY
clicked
blouse ddreagged in
now its this shit
what the fuck is going ON
i fucking hate unity so much
now you can select that animation in the list in the Animation window
okay
wheres everything else
wheres the other toggle i just made why is it gone and why cant ie dit it again
im not remaking it
It's in a different controller.
how much unity expierence do you have?
like none
When you dragged the animation onto the avatar it made a new controller as it needs it to be compatible. This is just that new controller
The controller with your toggle is still in your project window, wherever you saved it
its not garbage its just a learning curve, just like any other game engine.
so helpful
then how do i use the one that already exists
oh fuck it ill just delete n reset. shitty program
Don't need to reset, the files are all there still
Navigate to the controller file and drag it onto your avatar in the same way you did with the animation
bruh.exe
You are the hero the world needs. Thank you.
been trying to make it so the elbow is connect to the elbow plating but i keep ending up with this
I'm trying to set up some clothes for an avatar but the clothes are set as an avatar themselves? The page said to use AvatarTools, but it keeps giving me errors of missing scripts... has anyone had this issue or know a resolution?
This is the error log
Your missing script likely is DynamicBones
Oh! I will look into that. Thank you!
Arm is rotating within the floor instead of its own bone like a normal body, why this happens and if there is smth to fix it?
You have to look for tool pivot settings at the top of the viewport.
Ah thank you!!
That was cracking my head out
how do i essentially tell an item "hey, u cant go through the leg"? i know u need to do a cylinder or something?
So... any idea how to make clothing work when its set up as an avatar?
Is the item controlled by physbone?
yes
Add physbone collider to the leg and tell the physbone to collide with that collider.
Armature link.
Attempted that, didn't work
Also can't seem to get base clothing togglable...
You likely missed something.
most likely :/
You'd have to elaborate what you had done so we can check what you missed.
ty!
Imported Shaders/AvatarTools
Imported Unity Prefab
Combined Avatar and Outfit with AvatarTools
Which AvatarTools?
KurotoriTools
Is it recommended by the cloth store to use KurotoriTools?
I'm not sure with that. We usually use ModularAvatar or VRCFury to link armature.
I use both, however, this clothing option is not normal
How not normal?
Hey! Does anyone know whats causing this? For some reason when I'm testing using GestureManager, my arms are not symmetrical(?) or having the same rotation and the other
Which I find it weird cause I'm not sure what happened here
It comes pre-set up with an Avatar Descriptor and Pipeline manager like a full avatar
You could just remove the descriptor, pipeline and animator, then use a common tool to merge.
my avatar comes with base clothes, I do have 3 outfits at this point, but my avatar does not have an option to remove base clothing unless it is forced off by gesture manager, but I cannot have two toggles that turn off the clothes... any quick tip?
What does "forced off by gesture manager" mean?
Well, when I had the Base outfit and a Custom outfit, I was able to create a toggle that turned ON custom, and OFF base. But I cannot have two toggles to toggle base off
ah well nevermind
fixed again
Nope... nevermind
how to fix this? topology
im trying to use this site, https://vsk.lox9973.com/abstat/ it says to navigate to my app data folder, locallow, and then vrchat, vrchat, and then avatar folder, and then i should have some asset bundle files there, but mine is empty, and i've uploaded plenty of avatars before so i dont know whats going on, where can i find the files necessary to use the site?
That folder contains only content that's for local build and test.
smartest vrchat ripper
oh, so i have to do a test build to get unity to generate the files i need to use that site?
Yes.
oh ok, thank you
how the fuck does that have 200+ pieces
because it just does
that entire thing could literally just be 1 piece
I have no idea how that even lets you upload to vrchat
the hell does being animated have to do with anything
I can't join it in to one mesh renderer
every piece is animated
unless I made a 200 bone rig
and did that but
that would be hard to do
not really?
how would you do it then
if its already pieces being animated then the bones would just be 100 weighted to each object
yes but how am I gonna make the rig, with all of the bones in the exact same places, animated the same, and weighted? that would take hours and hours
I dont even think vrchat will let you upload that
the max limit of poor ranking mesh renderers is 24 let alone your 200+
then how am I using it? with over 500 mesh renderers, I have 2 shatter things
🤷♂️
I'm helping a friend create an avatar who doesn't use a playspace mover
How can I adjust the height of an avatar off the ground for large boots that extend below the toe bones?
Could animate the animator.t root I believe it's called then use the temporary pose space thingy to make the view match the new height. It's very hacky and there's probably a better way but that's the only thing my tired brain can think of atm
raise the avatar and make sure arma origin is set at world origin (0,0,0)
(blender)
ctrl+A all transforms
i think theres also a way to do it in unity through the fbx config
where do i put height file
What "height file"?
Should be called height texture. Usually is for "Height Parallax".
where do i put it in poiyomi?
The slot name depends on shader you used.
poiyomi toon
Search for "height" first. If not found then search for "parallax".
how do i search for that and where
The search box is at the top of material window.
i dont see anything like that in here
Magnifier icon is a universal symbol for searching.
the search icon.
this?
ty
How would you describe that position so I know what to describe?
How does not knowing how unity works make me a ripper? Are you stupid?
Anyway, does anyone know how Modular Avatar works? I've having trouble with the "setup outfit" thing. ITs not working.
weird lighting issue in the shadow for quest
You should not put that in occlusion slot.
literally told me nothing. wow lookie i just did that.
You'd have to explain your issue so we get clues where you missed.
Nothing as you tested with gesture manager and cloth still doesn't link?
In GM the head peice is permananly on. i dont know why.
its not supposed to be
havent gotten passed this yet
outfit is NOT on
It's in bike pose that mean GM hasn't been enabled yet.
as i said, its permanantly on
Does it has menu to toggle off?
nope
Do you want to toggle or just change the headpiece permanently?
I want it to be off by default before i change anything else
BEcause theres 12 outfits, all the same one with diff flavors.
all doing this.
If you haven't edit the base FX layer, it's likely being controlled by animations.
i dont even know what that is
i just tried to make a toggle from scratch today and it was a nightmare.
cant remember anything
that was long before i bought the maid uniform
FX layer is like cog and wheel that drive the system in your avatar.
This is weight painting
yup, weight painting
Does installing packages on VCC depend on wifi or internet speed? its being unusually slow for me today like it takes 1 whole min to add one package
this is what it is to get an idea of what is dont use automatic weight paints which can cause even more pain.
This is to show you what weight paints are and how it works and or how to weight paint.
Making a quest version and this pops up. Don't really know how to have 1 material slot when 2 of them are meshes that haven't been joined because they're toggles.
the atlas is the same for every mesh tho
every mesh object will take a material slot typically even if you combine materials into one atlas.
bruther be so fr
idky youre playing dumb
i can SEE it
Yeah, that's logic even for me. Just not sure what to do so they can still be toggled while not taking material slots to the point its "poor" perfomance 
really im just looking to get rid of that, otherwise im fine with the quest version being medium ranking
Bruh.EXE
this is so funny
2,861,016 triangles is insane
how does one be so stupid to even get to that many triangles,,,
when you slap like 13 outfits on one avatar
and that one coin from sketchfab with Tag "Lowpoly"
Karma for being aggressive when asking for help.
yup
I love it
I mean you are quite stupid
If i export my model from unity with Physbones attached, import it into blender and export it back into unity, will it lose the physbone data?
If you reparent or delete tge bones the physbones are on wheb replacing the fbx
Theres a lot of factors, but technically no.
Oh, so if i join the meshes in blender and export it back into unity, all the phys bone data is gonna remain? Sick
yeah if you are not messing with the bones themselves you should be fine
Thanks
always make a backup incase to fall back on.
If you havent unpacked the avatar sure
watch blender throw away the physbone data regardless lmao
I see, quick question, these are my export settings, is there anything i should change?
you can always make an empty game object that targets those bones so you save the settings of the bones just not the root bone. That way if you do update the bones or modify it it wont matter as empty game object is its own thing seperate from the model that just targets the bones.
Armature : Deform bones / Leaf bones is OFF
looks good
I would use FBX all as the scaling...its the norm, but if the creator used different export setting use that instead.
yeah, some tutorials say FBX units, some say FBX all
I don't actually know what the difference is
I mean if you dont change anything and ignored leaf bones on either import or export then it doesnt exactly matter
Hey guys, do any of you know how to solve this?
hi agaaain sorry for interrupting. is there really any advantage to having clothing toggles versus just multiple avatar uploads? i noticed that vroid merges all the skin layers together so like i cant have a swimsuit and leggings on the same avi
Make the parameters the correct type like it says
I mean its more optimized
i prefer multiple avatars - more optimized
Why have outfits you arent going to use on an avatar
All that does is waste space
that is true. when i exported my vroid with all of the clothes/outfits on it had like 500 bones
vroid merges skin overlays together, you can chest that by making them bodysuit instead. Then they'll stay separate and you can toggle between them
damn, definitely multiple avatars
yeah thats less work for this noob anyway
yup
appreciate u eli youre always helping people in this chat it seems
oh thank you
beware of scammers, you're gonna get 100 dm's in a minute by someone who's never talked here lol
yup
this server is full of that
you could try asking vrc traders? maybe there's someone who does weight painting there
I hate booth avatars for the fact they weirdly like having skirts and dresses with 100+ bones
got someone in my dm who was somehow gonna port transparency shaders to quest and never spoke on this server
you can use Unit scale as its basically going by meters which Unity uses, Ive seen people use All Local which will bakes the scaling, rotations, and position into the object which can cause scaling issues when imported to unity. FBX all applies both the custom baked scaling and unit scaling.
i never used that server, but i know people who did and it went well
and they def have less scammer than here
@wraith pelican can u post the model you're trying to weight paint
oh i see
thanks for explaining!
Script kiddies thought the same and bitched here when vrchat patched it saying "they broke all quest avis" when in reality it was just the modified sdk avatars that were reset to the proper shaders
Did you do automatic weights?
Just make the hood part not weighted to the arm bone
you have to manually weight paint to get rid of imperfections
That's because you didn't remove the vertex groups the automatic weights applied
same with hair
and it should work
move each bone and see which specific bone is weight painted on the hoodie, after you identify the bone, hold CTRL and press left mouse over the hoodie
i'd copy the blend file. Remove everything besides the hood and remove all vertex groups that shouldn't affect the hood and import it back to switch it
Weight paint mode and just go down the list and see what makes it not blue
that's what i do with mine sometimes XD
youll still have to do some weight painting to clean up spots but that tool saves you so much time ngl
vroids tend to have werid stuff weight painted to thumbs, so it deforms
yup, definitely
??? im not even uploading it to quest/android
What the hell is that tool?
File, build settings
blender plugins can be a blessing and a curse... cough cough CATS
Cats is pretty useful, good add on 👍
I dont like CATS plugin im sure its useful in many ways but I found no use for it x.x
is the robust weight transfer tool just automatic weights but better? i actually can't tell what i am looking at
Switch to android and back
i convert vrms to to vrchat avatars, and with cats it's two buttons and done
so very helpful than manually doing everything
Still the same 
Auto weights with settings thats it
yup
Reload sdk then
it takes source mesh weight paints and "softly" transfer them to the target mesh you want.
perfect
Oh so basically instead of doing a rough draft yourself, it does it for you
Automatic weights but with 0.1-0.5 strength
so i was making a toggle, and when i went to click on conditions it keeps popping this error up, and after i clicked Undo, its still happening but NOW with all my animations, what can i do???
Export as unity package, open new project, try again
yeah pretty much and sometimes it works really well you just have to blur and soften some areas more but PANTS you have to make sure cause sometimes it will pull a polygon or two to the opposite leg cause they are so close togeather.
Does it do well with low polygon models? i might try to use it
I havent done low low poly but I am curious now.
Got to fix it by reopening the project 👍
Thats a warning not an error
well that, but my conditions menu wont open, like the drop down to select the parameter. and each time i click it it appears
like i dont know what to do, im going crazy, i was on the last toggle of my avatar 98U2N3E98YNcxxcv
and i dont get answers anywhere
I dont see anything wrong in that image
i cant open the conditions menu, i wanna change it from "Sweater" to another one, but every time i click on it, the menu wont open, and it just gives me that error, i already went to a new project and imported the avatar files but nothing
no matter what i do, it just stays like this
in the animation of the toggle is there any yellow text?
nope, nothing highlights
is the sweater bool in the parameters so the menu can refrence it?
yes
it happens with every single one of my other ones too
did you make a separate parameter menu for that menu thats not on the avatar descriptor.
i make all the toggles inside the ones the avatar already has?? im confused by what you mean sorry
so on your avatar descriptor you have menu and parameter correct
yes?
did you make sub menu with its own expressions parameter that are not on the deira prameter
no i didnt
if you go to the sdk upload does it give you a different error than the one in console.
let me try uploading it then
in the validations in the splash menu
nope
or what ever its called lol
I mean i would try uploading a test version and see what breaks
okay
nothing happened, it uploaded like nothing :(
like its good, but i wanna obviously change animations on the avatar and i cant
if you want to change them then you gotta hit the red record button unless you have them already made lol
nono, i want to change the parameter of a new toggle im making, and since it shows the default condition it just wont work :(
and i have everything else ready except for that it just wont work
like i've been working on this avatar for a while with little spare time i got, and now RIGHT AT THE END this happens
how do i add custom emotes/actions.. video from 3 years ago outdated
Just add the animation to the action layer copying the emotes already there or just replacing them entirely
how to animate tho? i cant seem to move anything from the rig
it just stuck like this
im unable to even animate it moving around
uhh where do i find the option to make the sculpt tool im using have symmetry? its a butterfly thing right? its not there for some reason. also the radius and strength adjustments arent there either
Hey guys i need some help with an avatar that has 3 bodies
so i have 1 avatar that has 3 bodies, each have their own visemes, is there a way i can make it so when i switch bodies my visemes will still work and not just for 1 body?
do i have to combine meshes n stuff?
Does anyone know how to, with poiyomi, make an emission for something like the eyes that specifically has a bloom effect. Not just a basic glow-in-the-dark emission, but emitting light with a soft bloom?
oh how did you set it up?
Default particle sprite emulating the bloom's faded glow
Doesnt that impact the performance a lot?
Can someone help me with my avatar, I got tech pants and i need these straps on the pants to collide with the pants when it sits down, but they go through them
Not if used sparingly like particles normally
alright :) ill look into that then. cheers
Is anyone able to help? I’m still rather new to creating avi’s
Physbone collider component
Stick it on the bone you want it to collide to and set the length and width of it then in the physbone add it as a collider
uhhhhh..
But it didn’t work when I did that
Ohh add it into a physbone!!
Wait I’m stuck
Nvm tysm
bump!
right click somewhere here and tick "Show Tool Settings"
theres nothing there still 😭
i have no idea why
its ok thank u tho
so uh i changed the blender version bc i forgor i was supposed to use cats and now the sculpt tool doesnt want to work at all
like any mesh i try to use it on just wont work
im on 2.8 btw
why not use unoffical cats and a newer blender? way less bugs
4.2 and unofficial work great
use the sculpt tab maybe? layout tab is a bit buggy sometimes
yah i am in the sculpt tab
alright lemme try this
on your ss it just says "sculpt mode" and not at the top in sculpting, sorry if ya changed that 🐟
fbi is on its way
ignore
that's normal
the wiki has it explained if you wanna check out why it's showing up
https://www.youtube.com/watch?v=MLGPg9EFNjQ
wanted to share this here, cause the modeling techniques by the big boi companies are pretty clever
so im trying to sculpt some leg things to fit on my model but when it comes to the parts that are close together and i want to push them away from each other how would i do that while still keeping them symmetrical?
select one leg, part , it wont be affected (own mesh now)
closest ive done to that is some shoes then just mirror it back later
another wierd way is to pose legs far apart then put it back later 
Heya, I'm having a problem where once I add custom playable layers, the lipsync wont work anymore or the eye tracking 😭
I use the mirror feature on the x axis for stuff like this sometimes
While sculpting
But yh, a mirror modifier may be the easiest
Then you just apply it later
Weird? Shouldn’t affect it. Is there anything in the layers that’d mess with facial expressions or stuff like that?
None that i can think of, ive been trying it with other models too and the same issue comes up ::((
Yeah odd? Does it happen when adding default options in the playable layers? Like a newly created fx layer or something?
Im just trying to add some animations to the actions layer, I dont know much about fx layers since im really new to all of this
uh they are the same

