#avatar-help
1 messages Β· Page 79 of 1
these
Depending on what it is, that may be the root of your issue
if youre animating non humanoid transforms or any objects, do it in your FX
started today with my next avi, its gonna be kamina from gurren lagann
oo nice!
Just some dances
ah then thats the right spot
Just use gogo loco and edit the dances that are there
^
ye
easiest way, drag and drop and just assign the vrcemote value to a menu toggle (if there already isnt menus for it, been a while since i added anims to it)
I might do a video about that actually
I only have a "How to change an AFK pose in GoGo loco" video
good day hope you are all doing well
got an issue where when i press play my left eye looks slightly right and i dont know why
i dont have a layer affecting the eye
and i dont know if its just in unity playmode and not ingame?
yo guys simple blender question here
my boyfriend made this hair for me but because the rings were duplicated they turned translucent when imported to Unity
Do I need to recreate the rings or is there anything I can do to fix it myself rq
have something similar with my right leg moving slightly forward in play mode
normals need to be flipped
"this hair" proceeds to not show it
here
and also when you say translucent do you mean transparent?
yeah you kinda just only see the insides of the rings lol
just check the normals
alr one sec
YOO
Always excited when I see gurren lagann appreciation
how do I flip normals π
do I do it on blender or unity
blender
select the hair go into edit mode make sure all faces are selected then press Shfit+N
should recalculate normals
Oh yeah they're no longer traslucent, thank you
sorry for posting over you earlier btw
its
ok
π¦
just kidding it really is ok,
but what you were seeing isn't translucent
it was the inside of the toroids cause the normals were flipped arround you were looking through the outside and only seeing the inside
That makes sense, thank you
Also little side note in case you just so happen to know, is there any up-to-date CATS add-on? I just edited the text in Notes but a lot of features are still broken
you can check on the githubpage
but also just make sure that you are only using 4.4 with 4.4 blender
i am not using blender 4.4. beta yet so i am still using the one released last month 4.3.1.5
dont know which version you are using and if you are on that version then there is no later version available
I'm on the original official cats add-on lmao
I'll use the unofficial one, thanks 3x
you may also look into Robust Weight Transfer plugin its usefull
I had unofficial at one point, but then I immediately switched back to official because uhhh... official, I guess? lol
Ooo thanks!
also sorry if i am not allowed to post links in this channel π let me try read the guidelines
remove all vertex groups on the mesh you want to have new ones, point to one that has it , transfer weights it now have new vertex groups
some derpyness might exsist
i think I'm finally convinced to get this add on XD
xDd
Hey people, what version of blender do I use for Avatars? and if anyone's got a link it'd be highly appreciated π«Ά
just use current blender
i use 4.2 because it's the most recent LTS
i am on 4.3
LTS - Long Time Support
Okay, it says here 4.3.2 is most recent.
also blender version generally doesnt really matter unless you're using add-ons iirc 
LTS - Lost the Subway Sandwich
just don't use an ancient one and you'll be good
one xps addon i have does not like anything above 3.6 , otherwise 4.2 lts
Got it, thank you.
I am working on my first asset I'm planning to redistribute. Are there any popular conventions for folder structure, or should I just shove everything into Assets/chemicalcrux/Whatever/...?
i like when things are organised, materials, textures, animations, etc
takes less time to find stuff when you know where it could be
oh yeah, this is more about where I put my top-level folder
Anyone any idea why my blender says this whilst trying to add Cats?
anyone know where i can get commissions for a custom avatar?
what version of blender is this?
it looks like it's not recognizing the concept of a package being in the "testing" category
I know that I only see "official" and "community" now
I don't use CATS, but maybe it requires an older version of blender?
@fiery reef what cats are youre trying
@delicate granite here only scammers, try https://discord.com/channels/189511567539306508/1204506421631393913
suggest deleting ur message and blocking DMs from this server with all the scammer accounts you just pinged with that message lmao
This one.
it says #unkown
Its VRCTraders in #1204490664637890580
can you send me the server invite?
no
@fiery reef thats ancient "og" version, it doesnt even work with 3.0
then whats the vanity link
Oh, huh? which one would I need then? Since this is the only one I could find.
it doesnt use a custom vanity link, like i said its in one of the threads in the Community servers tab or you could likely google it since its a major server for vrchat specific commissions
id link it if it didnt break the rules but since it does you'll have to find it yourself but it should be showing up if you click either of the hyper links me or leastmost put even if it says unknown
Hello, can anyone help me fix this?
What "this"?
why is the corset sinking into the bodyπ
Either rigged or weightpainted weird
When I switch "selected Platform" to *iOS * it remains on Windows in the selection despite the requirements clearly changes. When I upload it sets it as the new Windows avatar instead of uploading as the iOS one. How do I fix this ?
manually swap through the build settings ( or just close and re-open your project) sometimes the upload panel is buggy and wont swap
havin an issue where the blendshapes that hide my avatars body are set to max. As far as I can tell none of the avatars animations are forcing them that way
are they set like that on default?
yeah
well, if they're on by default then they will be on in game
Ya'll help me figure out how to format this Atlas π€
I have the hair texture and ribbon texture etc etc
but I also have a highlight and gradation texture. Should I put those on the same Atlas? or on their own atlas?
I could also just burn the gradation into the hair texture in the Blender Shading tab, but is that a good idea?
what do ya'll think
is there a way to set 2 params at once in the menu?
or do i have to make another param and then based on that set vaious others in an fx layer?
@pastel nest you can use state behaviours
uh, so yeah, another param and setting animator ones
Anyone artists able to explain how to make this texture for Kikyo not have a giant gap in the texture? I added a Mermaid style scale texture on top that is full body, but its not acting right. There's large gaps on the chest, and I'm not an artist or texture maker so I don't know what is happening. Trying to make a mermaid themed model and the textures don't want to cooperate.
Unity is so hard I have no idea what Iβm doing ππ
what part are you struggling with?
A lot lol i downloaded my first model and tried to add something and now itβs not connecting so i was gonna take it off or delete it and when i was looking for a way to do that now camera is all messed up and im just googling and gigging one hole after another ππ
start with one of those and explain what you did and what you expected to happen
join VRC Traders Discord, you'll get scammers here
mostly
We all start somewhere it's fine. Make sure you read the docs on VRChat's creator pages first.
The camera problem is most likely your view point not being set up properly, you can adjust that in the "VRC Avatar Descriptor" component, located at the root of your avatar.
To add clothing (which I'm assuming you are referring to when mentionning it isn't connecting to your avatar) or any object that needs to follow your avatar's movements, you need to make sure their armature are linked to yours OR you place the armature inside of yours correctly OR you constraint it to your armature accordingly.
For any further questions, make sure to include any details that could help or even screenshots so it's easier for people here to help you.
mhm
oh good
yup
Is there a way to make gameobject active when something in turned on an axis, such as upsidedown?
I would assume constraints or smth
you could put a physbone on the thingy with gravity on it, and detect when its angle passes a threshold
I could just make it invisible and attatch it somewhere yeah
not sure what's invisible?
the physbones to detect
physbones aren't visible
not if you use the component to make an object have them I mean, just the way I think of it
I meant literally a physbone on a GameObject, there's no mesh involved here.
How could I listen for the angle though?
look at the bottom of the physbone component
put something in the Parameter slot and you'll see what shows up
I see parameter down there yes
I see now
Can you just listen for different stuff on game objects though?
maybe thats a world sdk thing then
there's no real "listening" to things
but you can use the parameter that physbones publish when they move.
Is there a examples of avatars that make jse of the viseme int parameter? I just want to know how to properly use it to make my avatar hide parts depending on the active talking viseme
it's just an int parameter, you use it like any other
does anyone know of a pbr shader that has anisotropy? im trying to get my model in and want to try to make it as accurate as possible to blender/substance painter
Poiyomi does
its not that good sadly
i know its possible to make a shader with it, but i have no knowledge on coding
hmm it seemed pretty decent when I tried it out
You know that game engine shader can't be too good, otherwise it'd just destroy performance.
I mean im trying to play a anim when the whole object is turned upsidedown, it only tracks the local angle of the physbone, not relative to the object im animating pos
Yes, but you can use gravity as a reference.
ah
If this is for a personal avatar, not a sale item, I'd ditch the armature on the sweatshirt entirely and just use the avatar's, do a weight transfer from the body and then touch up the weight painting.
you mean like put a angle constraint on it, and then the closest to 0 will activate it?
does the cats armature merge not work? if the bones are named the same thing it should work
or that, that could work to
no I mean have gravity pull the physbone down and then you can detect when the object is rotated from that default position
One message removed from a suspended account.
you can also try what Kazin suggested
I just did it like this and have less than a certain float value trigger it
it works completely fine
excellent
im trying to make something but i cant actually make hair omg
One message removed from a suspended account.
Hey people! Question. I'm trying to import my avatar's FBX into Blender, and, well, it does techincally work, I don't think I've done it correctly?
What my end goal is, is to have her body fbx (or whatever there's needed) To import into substance painter to then add tatto's and such to her, but as you can see in the given image this is what in the FBX looks like in blender and Substancepainter. anyone any idea? I've tried searching the web, but all info is very limited :c.
I dont see nothing wrong. What were you expecting it to look like?
I am not sure? every tutorial I've found so far of people doing substance painting don't have all their clothes on. And not sure what I would need to do to properly like, use it? Because in the given screenshot u can see what this looks like in Substance painter.
I might of course be doing it entirely wrong, but, finding specific information from the internet is pretty hard.
you mean you want to seperate clothes from body
Yeah? I suppose that'd be it, I just wanna be able to work on the body, add tattoo's piercings etc etc to them.
Usually what i do is i just move the clothing
or you could just select the entire clothing in blender and seperate by selection
and then export only the body
is the char one object ?
You can toggle visibility of materials in spp as well
what you could do do make this easier, is assign different materials in blender for clothes and body and then you can toggle visibility in substance
this
And how would one do this?
first of, is your char one object ?
oof
I don't know xD
i mean your char
Like that?
ok it looks like all clothes are separate objects which is perfect
Great! :D
do you want the ability to toggle your clothes in substance or is just the body fine ?
I don't need the clothes as of now, I just wanna be able to edit my skin/body for said Tattoo's and such.
ok
then select the parts labeled body and head with Shift left click and then go to export, export as fbx
if that does not work, then you have to select both parts and separate by selection with right click and separate
Hm, export doesn't show up? Or do you mean in the top right under "file"?
Seemed to have worked, let me try importing it into SSP, second! :D
sure, let me know if it works
Hm, I still get the same result.
Seems like it just exported it in it's entirty again.
ok the problem is, that you seem to have exported the entire model and not just the body, but thats ok. can you try to select body and head again and move them out of your armature hierarchy ?
and also can you show me how many materials your char currently has
They're out of armature now.
Where can one see this?
I apologise for my lack of knowledge, but therefor I persue it. Xd
There's a lot here, not sure if what you're referring to is on here
I selected my whole avatar, then clicked it, this is what showed after almost crashing xD
ok thats good. first you can try to export your body and head again, that are now separate from the armature. if that does not work we can try something different
I seperated them from the armature, yet I still see a "body" and "Body head" Under it, does this matter?
its weird that its under yoga pants
but give it a try
wait
there seem to be dupilcates
cause the other two are also selected
deselect everything
Yeah, that's what I was trying to say oops
and then just select the two at the very bottom
Okay.
Same result, exported everything.
so I: Shift + left clicked Body and Body head. Clicked File. Export as FBX. Named it. opened a new file. imported the just exported FBX.
ok that doesnt make any sense
can you show me the model when you select the body and head
no its fine
I have a copy of the fbx now.
Oh, yeah.
good
ok
select all your clothes and under materials, create a new one, name it, and in edit mode assign it to everything that lights up. after that you make a material for head and one for body. assign it to them as well in edit mode
then you can export your entire model and just toggle the visibility in substance
Okay, hold on, I got my clothes all selected, and then i assume creating a "New material" is in the menu underneath?
As you can tell, very new, so this is like Chinese to me. xD
its fine dont worry
I uh, dont have an assign button
cause you are not in edit mode
Your right.
press tab
Okay, it lights up now.
Body and bodyhead together, I presume?
No, separate materials
like this?
What is messed up ?
Okay, done, should I make a new file to try it out?
Or put it into SSP.
Ssp
Well the right is what it's supposed to look like. Left is in game. Its on its side, tiny, a box, etc.
These are my SSP settings i've been reccomended btw.
that's an avatar? π
Alright, we're here now
Yeah
Toggle all parts you dpnt want to see
Ok but you know what, if its like that originally, you can just Import the original file
Well this is a first, everytime i try yo build and publish my avatar, after 10 minutes it just, gives up and does nothing, tried it 5 times with the same result
Can you send vr companion controller screen ,
maybe your stats are too high?
?
yeah, show that
I reduced them from its previous version
The, what
I see my face and lowerhalf, rest is gone tho xDDD
Booba
Can you select the body Material on the side and Show the uv ?
Where does one show the UV?
its this
That
Yeah, it's pretty big.
that obviously aint a sfw model
obviously
My lawyer has given me advice not to answer that question.
I'm just in persuit of knowledge is all, I wanna be able to be self reliant, so time to go to youtube and follow a gazillion SSP tutorials :D
are you new to both blender and spp ?
Yeah, unity i've done a while, but I kept getting cockblocked by wanting to add things to it, but needing SSP and Blender.
I've added some things to my avatar before with blender, but even so it was mostly unity
awesome step forward, nothing better than creating your own assets
Those were just very simple piercings, and metal claws.
Still, got it
but you are familiar with making models vr chat ready with texture atlasing right ?
or is that unknown
cause from the looks of it, your model has a LOT of materials
which can be trouble
Just added those wth PNG's using Krita π
thats a cockblock
It does, yeah.
Yeah, it was, i took the easiest way out, now I really wanna go beyond, and learn SSP and blender so I can add my own Tat's and clothing.
well have fun, and dont hesitate to message me here in this channel if you have problems
if you want to of course
Thank you very much π«Ά
you're welcome ^^
Can someone invert this mask for me? I donβt have the tools in the app I use
I just need to white to be black and the black to be white
do you have paint ?
magick file.png -negate out.png
Thank you ππ»
No I just use my mobile phone and some cheap ahhh coloring tool
π
ibis paint can invert colours and it's free on phone
i'll get it for future reference ty ty
I do my textures in it
Lmao
on a tablet π phone only for quick fixes
is it really that uncommon to use substance painter for texturing ?
Its expensive is what it is lol
yeah i just wanted to say that
Would honestly rather a jank program thatβs a one time fee of $10 than like 60 bucks a month
As cool as substance painter is
fair point
i use ibis paint cause it's free and I can get it on my devices
it honestly sucks that people are gatekept by just the insane pricing of some of these programs
and I've been using it for ages now xd for not texture related stuff
so I know how to use it
so random thing, this is my first model that im making from an fbx but THIS keeps happening. as cute as it is i dont want it there (his mouth is doing :3) i figured out its his top jaw that keeps getting forced down and no blendshapes will fix it. it might be the visemes? its normal in unity and playmode but not in game, i cannot figure this out
that facial expression xd
LOOOL its adorable but i cant keep looking at it
possibly :0 should i just delete it if so?
Just set the jaw bone to none for configuring the fbx
That screws stuff up sometimes
is this the right area?
where would i find this specifically? im kinda jank when it comes to some stuff on unity lol (sorry π )
I think it's pretty excellent, even if Adobe
click the fbx in assets
assets is the box at the bottom of the scream
the fbx is the file that's your avatar
Ty srry Iβm in class HAHA
lol
difficult to see what's a part and what's not, but that looks like the normals got messy, you could select the faces and reset them.
That was it, thanks a ton!
I GOT IT! thank you sm yall
cursed furry piers
oh nice
i dont understand why can't i install Unity Editor
well, what method are you using to install it?
what method are you using to install it?
that's the wrong unity anyways
that version isn't going to help you with VRChat..
idk
Also no need for Visual Studio unless you're scripting for worlds.
VRC and Creator Companion use Unity 2022.3.22f1
im trying that one now
and you don't need Visual Studio, so you can disable it
and i reccomend installing from the unity hub
it tends to be faster than vcc
why get Visual Studio again?
it keeps doing that no matter what verson i try to install
that's useless and we'll just download longer
download takes some time, be patient a bit, you just started downloading it
left my pc on all day once and it stayed on Validating...
that seems weird.
idk what that means
yea, it takes a bit sometimes, but i've never had it take that long
can someone explain how you use a custom idle animation with gogo loco
cuz it seems like gogo changes the fx layer when you hit play so im just lost
is there something wrong with it?
did you install gogo manually or via VRC Fury?
vrc fury
im guessing I need to do it manually
oh - when you say "idle animation" what do you mean exactly?
like when you go AFK?
no
when you arent pressing anything on ur keyboard
hold on
like you see how this avi has an idle animation when ur standing still
on pc
er.. that's a static image so I'm not sure what you mean
on pc usually u have ur hands on the side of ur character when standing still
but there are idle animations you can put on ur avi to either have it behind their back, dancing, wtv
ah I use FBT, so I guess I haven't seen this in a while
all of my avis has an idle so I know how to do it in general, but they never have gogo since it breaks it
how are yours triggered?
I meant what in the animator itself causes that to play
ahh
I wouldn't think that's in FX, but yes, using gogo loco does replace most of the animators, including the base one
the gogo loco docs do have a whole section about replacing their animations with custom ones, you might look into that
If I have multiple meshes on an avatar with separate visemes but the same blendshapes, what is the correct way to make sure they they're both affected by lip movement?
Manually animating them, you can only have one mesh driven by VRChat's system.
Or join the meshes.
Ah, figured. I heard something about fx layer viseme parameters in animator. Is it possible for me to join these meshes while keeping respective materials, or is that a whole can of worms?
yeah materials aren't affected here
Is there a way in unity to test speaking? My avatar is having an issue where when I speak in vrchat the face gets stuck in an expression that is not set in my visemes or hand gestures. It only happens when I speak and Iβm not sure what is causing it.
I use AV3 Emulator, and there's a way to trigger visemes
Still looking for help with this if anyone knows why it drastically changes on upload
from just those images, I'd say that's two different objects
i have no idea what im looking at, one is a box
yeah, they look like two different things
Right = Unity
Left = VRChat
still no reason to have that drastic different look, need more info does it have bones ? controllers ? , quads mesh? not triangulated?
avatar ? dropable object ? ect
I need questions in order to give more info :P
Let me see
looks like some animation making it curl up into a ball (unpacked?)
ive seen transformers avatars, that one is like a box transformer
is there a way to remove multiple parameters at once instead of one at a time :(
you could edit the text file, but otherwise, no. The interface is pretty annoying.

i hate it because when you buy an older avatar that doesn't use VRCFury and has face tracking built in
and you need to REMOVE every.. single... PARAMETER....
thanks for the notepad tip tho that does it so much faster
yeah. then ctrl+r will reload files. Most of these things are just .yaml files so you can definitely edit them directly
i didn't need to reload anything actually it automatically updates the parameters
yeah idk why the creators don't just provide versions without it.. I made an avatar with facetracking and a particle weapon system, so i made a version for each combination so you could choose each separately.. it just makes the most sense
why have a version without face tracking when you can instead have optimized versions that'll still have face tracking but now all the cool stuffs gone
Not planning to do this for a while but how does avatar face tracking and speaking get set up?
yeah sometimes it doesn't quite do that automatically
no bones, inanimate object, generic rig (as suggested by vrchats documentation) has a animation controller slapped on since it was required. tbh probs triangulated since i didnt care ifthe mesh was clean or not forthe test
sorry for slow reply haha
but yes those aare the SAME object it gets wacky when exported to unity
i become a lil minecraft cube haha
Faces can be one direction or the other, not both. If you want both you need two sets of faces.
Or, you can disable back-side culling in your PC-only shader, which definitely means more expensive rendering.
Make more faces?
uh in unity using poiyomis shader you can change backface culling i think? iirc thatll show the texture from outside o nthe inside
Then you'll need to do it with more mesh, yep
rip
Sure is
well not quite "merge" - you could but that's probably not a useful thing
cant you just select all red faces and extrude them slightly ?
that way its two sided
extruding faces won't do that, you just want to duplicate and flip
huh
what I'd do here though is only duplicate and flip the ones that will be seen
yeah that would work too, if even unusual
it's really common π
can you tell me why extruding wouldnt fix the one sided faces problem ? I mean you basically create a second layer
im legit asking
have you ever used Blender to do this?
i believe that I did that over the time I used it
interesting.
or am i stupid
So if you make a plane, then inset a square, then extrude that square, it'll be very obvious. You won't have a back-face.
let me just try that out, im curious noiw
yeah that'll be easiest, picture worth 1000 words and all
ok yeah the extruding is doing jackshit
yep
works for me
Im not sure if this is a unity orr a blender issue, buttt, i put my outfit that was rigged to akari by mimiiu into unity and when i go into play mode the outfit follows the butt physbones but not the chest physbones
is there a way to protect my avatars from being ripped many of my avatars have been ripped
From what ive experienced, no not completely. are they public?
i make them public for friends then they get out
so its annoying for me and my friends
Yes, that would be why. the only way you usually can prevent it is going to ripper discord servers and blacklisting your avatars i believe
theres no way to fully prevent people from ripping your avatars when theyre public unfortunately
The fundamental way that VRChat delivers content (assetbundles) are really reversible and not much of a way around it, however you can use a paid system from Dextro https://dextrovr.gumroad.com/l/DexProtect this will need a corresponding OSC program running with it though (Use VRCX's autostart function to have it open with VRChat)
if this is only shared to shared select people they can also use the OSC program with the generated keys shared to them
hey, not bad! Make sure you weight paint it π
kinda, though just doing that part is going to be pretty easy
could try Robust Weight Transfer using the existing jacket as source, that should get you pretty close.
Then when you're done just merge the new mesh into the old mesh object.
oh - and don't forget to UV unwrap it too... you could probably just stack the new island right on top of the old, but maybe you want a different texture on the inside, like IRL jackets have π
excellent π
hellooo
okay first thing, where are avatar toggles stored in unity for the avatar?
where would i see that stuff at in the scene list
avatar parameter list, which can be found the avatar descriptor component on the avatar's root object
if you like tutorials, this may help: https://www.youtube.com/watch?v=XqtSg6_W07Y
okay let me check this out haha
Why does this happen when ever i go into edit mode in blender?
Worked fine yesterday
still need help with this π₯² why does it become minecraft
what "this" are you referring to here?
Whenever i left click the avatar stretches out
left click what?
mouse
obviously the mouse, but I mean what are you clicking on?
what are you left clicking
and which tool do you have active?
talking about these? if so all of them does the same when it comes to stretching the avatar
ok so what are you actually trying to do? Often you use the select tool at the top there
it could be you have a shape key active but I don't know what clicking would have to do with swapping that
Ignore that - I can see you're on Basis
So what i been doing these couple of days is just optimizing the avatar by removing triangles worked fine yesterday until today
maybe make a video, it's not really clear what you're doing
after 4 clicks
"4 clicks" specifically on what though?
i just click anywhere on the screen
i can't click on avatar as it does the same thing
before i just clicked the thing i wanted to delete
really no idea given the info I've got, sorry
do you run custom plugins?
I only use cats
worked fine yesterday
and today i was about to keep doing what i did yesterday
How do I add a premade sub menu
Do you know how to edit the menu file?
If i add syncdances only to the pc version without adding it to the quest version of my avatar, will it show the dancing animations on quest?
Where can i get the shader that hides you completly , also name ?
If I were to add an animation to an avatar would it be on Blender side or Unity side?
how do i move these ears like this with their bones?
You need the animations on the quest platform to actually be seen
You can just disable the mesh
I can just move the mesh highlighted but it wont move the bones with it? Does this matter?
You can just move it one at a time
Move the mesh then move the bones after
okay to eye ball it/
You could also just pose the ears if you wanted to
So i am creating a avatar that is supposed to have part of the arm from like elbow down be replace with one solid object, would it be possible to change the bones of the model like that?
If any more context behind the avatar is required feel free to ask
The mesh topology might not be right. Incorrect topology often make deforming look incorrect.
https://topologyguides.com/ main focus is the section about aligning face with rotation.
disable the mesh object or mesh renderer, but if you really need a shader for this, a simple discard works. You could do it with poiyomi by discarding the UV tile at 0,0, or use cutout mode and force the alpha to 0, or use a shader that does only this such as:
https://github.com/netri/Neitri-Unity-Shaders/blob/master/Discard.shader
why change bones? Just swap mesh parts weight painted to the lower arm bone
Hi so i been trying to recreate those light in the eye which move arcoding to the iris and it doesnt emit any light if you close your eyes does anyone have a idea how to do that
emission on the eye mesh, and if you really want to hurt performance, a dynamic light on each eye bone which you disable when the eyes are closed (which you mostly have to manually animate, because there's no eyes closed parameter)
Darn i dont think im that skilled ty anyway
you could be π
yeh i could disable it , but the name would still show
yeh but that wouldnt hide the name tag
it's against the terms of service to hide name tags.
oh really, even for a private world , its for our camera man, so people dont disturb them while filming
simply have people who don't want to see it to turn off nameplates.
I've been trying to look for a shader that replicates an effect of a scrolling texture straight down. I'm using Poiyomi 7.3's Panosphere mode which is exactly what I want in a front view but turning the camera around it is like that in all views.
Are there any shaders or way I can replicate exactly how it's doing this in Poiyomi?
Does scrolling happen on mesh surface or depends on viewing angle?
Since it's Panosphere it depends on the viewing angle like this. Is there a way I can make it look like the first gif I sent in every view?
Instead of panosphere, try with screenspace uv instead.
Not sure if poi has an option though.
Is there a specific shader that Screenspace UV is on?
No idea. Have you tried local UV also?
I've been doing VRC Avatars for a while but I never really got a chance to mess with anything like that. I mostly just use settings on the shaders
Why do my parameter drivers just not work
when it lands on the node with one, it should work, the parameter is spelled right (obviously), but it isnt changing anything
I have everything set right, it just refused to work, I even put a empty clip in the node running it and its not changing
What you did with the parameter driver?
How often it enters that state?
Did you check in gesture manager debug and see how the parameter is doing?
note that you can't really use the parameter on the state it's on, you should use it in the next state
I just have it like this I dont see the issue why it wouldnt be working
and no, I haven't
Better check in debug menu.
Where would it be?
In gesture manager in the inspector.
It probably already is working, you just looked at the wrong place.
fucking unity observers paradox
no
its a 1/3, I left it run for 5 minutes
and only had 0 for the time it was looping
its working now though
can someone help
how do i fix this?
i used vrc fury armature link but it seems to not work nicely..
it looks like a weight painting problem - you'll need blender
or those pants aren't made to fit the character and need to be sculpted in blender
its made for the nardo, when its stood up no issue. only when it sits down
this avatar is the nardoragon and they are nardo pants, idk why its being like this
my friend gave me the pants, maybe there sum wrong with the pants?
if the pants need to be toggable I'd probably just go to blender and make a Blendeshape for the legs to be thinner. And make the blendshape activate at the same time as the pants do
that sounds out of my skill range.. idk how to do that
i just dont get why its fine here but it sits n all hell breaks loose
it happens sometimes, that's why a lot of models have blendshapes for this kind of stuff
does the base come with any included?
no
wait idk
im pretty new to avatar stuff and usually i have someone guide me
when you click on your body mesh in the hierarchy on the left in the inspector you will have Blendshapes
usually you have stuff like visemes for speaking, eye blink, emotions, etc
you need to check if there's a premade blendshape for that
if there isn't one you'll need to make it in blender
I don't attach clothing in unity so I don't know
but I think that's the same thing that vrcfury does?
so I don't think I'd make a difference
Idk maybe? also yes the avatars body has blendshapes i believe, how do i make it go smaller for the toggle
you can only do that if it has the Blendshape for smaller legs/butt
if it doesn't you'd need to make it yourself in blender
it does
are you making toggles manually or with vrcfury?
if manually you can just edit the animation for pants on to activate that Blendshape and pants off to turn the blendshape back to 0.
If vrcfury, idk how.
vrc fury
i still havent managed to fix this issue bc i got lost
If the clothes were definitely designed for the nardo, go through https://vrcfury.com/tutorials/linking-clothes and make sure to look at all the edge cases. You likely just need to change some settings or properly link blendshapes if they're being driven
ok
make the top bigger or the arm smaller. Or Sculpt it to fit better in blender.
how do i make only the top bigger?
size in blender
oh ok
using cloth with colliders not set 'is trigger' ? or some other collider
you collide with your own avatar capsule and fly randomly around
Is there a way to find it fast or I need to check each clothe?
check collider settings
A
its a compontent somewhere on your av
Is there a way to find it thru all the items?
Like you just type it in search and it will show if it has one
or thats not possible?
Search t:collider
sculpt?
yes, sculpting in blender
oh ok, also how do i add physics to the clothes?
like
i want the sleeves to not be like this
physbones in unity. You'd need to add bones to the sleeves and add physbones to them in unity
so they move
okie thank you
if that's what you're asking
Hey guys, can anyone help me with this?
I recently did a headswap on a model but her face expressions are frozen
I'm using the head of godmagician on my model and put the fx and menu of the god magician avi but her face wont move no matter what i do ;-;
did you set up visemes with the correct mesh?
AHH face expressions
I misunderstood
well misread
do you have the animations recorded? for the face expressions?
I assume the animations used reference the old head for which the path, name or blendshape names do not match
ooh I didn't think of doing a thing for both ears, I may have to do that
Is it possible to trigger the default arm and hand position when holding an item on desktop when toggling an object on?
hey any tuto to use the new vrc parent to lock items in world?
Make sure the constraint is on and enable βfreeze to worldβ in advanced section
attached to nothing right?
The item you want to freeze
yeah but what im trying to say is i need to leave source empty and is active true = lock isnt?
i dont really understand how this work so im very confused
Yh, source empty, is active true and in advanced setting toggling freeze to world makes it stick
oooh just saw the option yeah make sans now ty
if you have no source element, it does not behave when you try to reset it back to orginal position
(doesnt go back to head)
none = grab whatever its on , like physbones
testing it again cause that one is pretty old since its still using unity constraints, see if anything changed
the view position ball is somewhere and i cant find it, anyway to get it?
If you set view to 0,0,0, wonβt it be at 0,0,0 of the scene?
make sure you have gizmos turned on in the Scene view in Unity. little globe at the upper-right.
i have them on
I'd do what Nicay said then
tried thast
the ball isnt moving with it i think
got it
Iβm using vrcfury and Iβm not sure how to merge it onto it
Use a full controller. Put the menu and parameters it needs into the corresponding slots
Heya folks, I'm trying to help a friend with a problem he's having with a Mayu avatar in unity; He's trying to remove the base's ears to use a custom one, by editing the base model that the configured avatar prefab in unity uses directly in blender, deleting the ears from the mesh and replacing them with another set he got off the web. But for some reason when he exports the fbx back into unity it only updates the fbx and not the actual avatar prefab. What is even weirder is this seems to only happen with the ears, I tried adding in a cube in the model where the head should be and when exporting that to unity it updated in both the .fbx and the avatar prefab, I thought that made zero sense until I tried giving them the ears I was using in another model and they also showed up only on the .fbx and not the avatar prefab. Does anyone know what could be going on here?
Did you unpack the avatar prefab in your scene? Don't do that.
No, but you can use Pumpkin's Avatar Tools to copy everything from the original prefab to the "new" fbx
Hey peeps, I've been trying to figure it out on google etc etc but can't seem to find a fix but it seems that I permanently have this menu on unity and can never close it, even reloading the skd didn't fix it
It just sits at the top left of my unity.
No X for me.
I've tried reinstalling everything several times, even clearing the caches etc.
can you drag it somewhere else? maybe it's just docked somewhere
i lost my thinggy that chages from move tool to rotate to scale and stuff on unity and idk how to get it back
can somone help?
Can't even drag it.
you could use the keyboard shortcuts, qwerty in order
can you send a full screenshot of how it looks?
im not good with keyboard shortcuts i kinda just want the thing i can click to change it back
yeah I'm looking right now
oh that's weird, can you right click it? does it have a close option?
nope
hm, are you using the correct unity version?
2022.3.22f1?
yea
Yep.
i have no idea what could be causing that
It's stopping me from making an avatar which is highly annoying.
huh I'm not sure how to re-enable that
I bet you could close the scene tab and add a new one though
hmm that didn't do it
did you try clicking the buttons there? getting started?
I've clicked all of them
that's definitely weird. And it's weird that reinstalling doesn't fix it
Big L to making avatars lol
Try alt f4
Lmao
xD
Fr??
bro knows how to use windows π
xD
I'm not joking
Thatβs the use caseπ€·πΌββοΈ
woah
yea idk how it even disapeared
i thought it would just close unity
is it also missing in new projects?
yes
oh
... wild
new old and current its just..gone?
and its this thing im talking about
i dont have it
Window > Layouts > Default? Maybe giving it a reset will do something
it worked!
yay!
u r amazing!
I found it on unity discussions xD
fair enough lol
Anyone that knows if I can add behaviour states to vrcfury? Or toggle a bool to true on certain toggles with it?
Nvm, I think setting an fx float will do
Hello, I am trying to use gesture manager and I am having issues because a couple of my hand gestures aren't what they are supposed to look like how do I go about fixing that?
pretty sure he didn't, I'll have to check
I'll pass that along cheers!
This is what I am looking at for warnings or errors in the SDK for an avatar on quest. It uploads fine, then I get ingame and it says security checks failed. I only use materials to color the avatars and they don't have any textures. This didn't start happening until last week while I was at a wedding. If anyone has any suggestions please let me know because this is now effecting my income.
I know the triangles are crazy dont make fun of me.
ok
nothing there is obvious but you cut off the rest, so..
315k 'quest' avatar
wait, that's for quest? yeah that's why.
too much for quest
Alrighty appreciated. This wasn't an issue for months now.
i got no idea how much you can do before security hits a quest one, my guess 100k
Like they have been uploading just fine since october
just because they let it upload doesn't mean it's a good idea :)
Thats not what im saying
that was then, things changed
I'm pretty sure avatars like this have always been an issue, they were just allowed before
sorry, maybe i misunderstood
Like this has been working just fine, then one day it stopped working until a few days ago but I havent seen any announcements or anything about a recent update that would change it.
You'd have to realize that that amount of data is somewhat "on the edge", so security check might failed anytime because your avatar data is excessively large.
Alright Ill make a test version then that is a lot lower poly
recommended 20k, you are 315k
Avatar beyond 100k polygons usually exceed the amount of both compressed and uncompressed size.
twice id say 'ok' , 10 times that no
naur
Why does let you upload if it does that though ?
'tis a good question.
sometimes i wish it didn't tbh
sdk always been wierd, got a old one? (try the new 3.7.6)
Older sdk version doesn't have check for uncompressed size.
Doesnt it being to large polygon wise just mean it gets turned off by default
Im on 3.7.5
Oh so you mean people can upload with older SDKs even now what you cannot with a recent one ?
I didnt realize 3.7.6 was even out
It's just out minutes ago.
yup, just got a ping xD
Yes. But that'd failed at security check.
just out
sdk limits pointless since it local anyone with a brain can remove that, security in vrchat you cant bypass
sdk should least say 'this will be nuked' you are way over what security check allow
So how do I update because my creator companion still says only 3.7.5 exists
no idea
I just ran vpm add package com.vrchat.worlds but you may not be a vpm user π
Just have to hit the refresh button.
When I get home anyone wanna help me transfer a head to a body?
theres a bunch of tutorials on youtube for something that simple
should probably attempt it first with those guides
yeah, it's very easy
I already tried to do it on my own
I'd do it with cats, quick and easy
Position head, apply all transforms.
Cats > Custom Model Creation > Merge Armature
Fill out the info according to your armature stuff. Base is body, To Merge is head

that's a cute avi
since they have a kemono profile pic i just grabbed the head
ohh I see
id drop it into the vram checker and it will have a option (you have no auto wich is odd)
https://github.com/Thryrallo/VRC-Avatar-Performance-Tools that thing, can set texture format very easy
i managed to change the setting in build settings but now i havt upload for quest because fml π
its saying my file is to big even tho im using the quest avatar
you can use that same tool to see what takes up the most space and optimize it
the one Thulen linked
do you know how to use it? ive never heard of it before :o
neither have I, but i've seen it mentioned by Thulen multiple times
and apparently it's not that hard to use
it works great, you just drag your avatar into where it says, and expand the textures dropdown, and then you see what's in Thulen's image
Gimme a sec and I just got home and yeah I've tried with cats
This is what I end up in unity
poor raruh what did you do to her π
Gimme a sec, I'll reply shortly
yeah it works pretty well
I forgot animating physbones is a bit more wobbly than just an object, but it looks good
I think it looks great really, nice work!
Thankers
hello gamers, im trying to import a model, and ive never made a vrc model, but i got the error message "File 'untitled' has animation import warnings. See Import Messages in Animation Import Settings for more details." and idk what to do about it
the model is in fbx and has animations
What are the import messages?
they work in the little preview window
2 seconds
You might have to repath the animations if ou are gonna use imported ones
I had that issue a bit back
unless you are using vrcfury, you will have to manually repath stuff
Hey, I remember hearing about a technique to hide parts of a mesh using something like material tile replace? that might not be the right term, but does anyone know what I'm talking about?
can't scale humanoid bones
ill be honest i have no clue about any of this and have just been tryin to follow the tutorial on the vrchat website, but if i could get some more direct instructions that would be cool
can anyone help me make MMD work for vrchat
i have shapekeys in japanese, body is called "Body", armature is called "Armature", everything has "write default" on
im confused as whats causing it
Thats kinda funny that im using the same Kemono avi for the head
You should mayhaps make me a avatar for free
So apparently it was literally nothing
I made a whole new unity project, and just reimported everything, and now it works fine.
someone should fix my car's oil leak for free too.
If yβall got original femboy avatars that yβall donβt use π
Where is your leak?
im gonna check out this vrcfury thing
Valve Cover Gasket? Oil Pan Gasket?
kinda the wrong channel for this
Its good for beginners, I still recommend you use stock animator first so you know whats going on
it helps and saves much setup time
it isnt good for avatars with lots of complex stuff, but for simple stuff like clothing toggles and such, its perfectly fine to use
I dont recommend using it with modular avatar though, that is just for setting up clothing, but vrcfury can do the same, and they dont mesh very well together, its either one or the other, both are very good plugins

bugs
what does stock animator do then
it is this, vrc does backend work with it and makes it all automatic, manually making toggles means using this
once it breaks (randomly) people get stumped since they never even made a simple toggle
this is vrcfury (you attach the component to a empty object (or the clothes))
vrcfury just makes them for you automatically as I said
Is there a popular "dummy" avatar for use in demo scenes?
maybe something like that VRChat robot
it always seems to break when you dont have the animation pathed properly
which is something people dont know about
(i didnt)
i got stuck on it for a whole day until I sat down and learned how to use hfcRed
this is all i see in my cats
that means the armature of the head and body must have some bones in common
that are named the same
Ah -- I see that the robot avatar is bundled with the Avatars SDK
1000 yard stare
I love that robot
this'll be perfect
would you be able to help me in like vc or something? this is all quite a lot
i just need an avatar that exists
im a lil stupid
im not good at explaining anything help wise, tutorials are much better than what I can do
they are hard to find but there are good ones out there
hmm alright, i kinda gave up like a few days ago trying to figure this garbage out lol
I would start out with VRCF toggles. They're great for most basic on/off toggles
idk what your avatar looks like
https://vrc.school this site has a great overview of both beginner and advanced topics
on/off isn't hard to do manually either
also for some reason i have this in my builder tab, the model doesnt even have 2000 triangles
if youre not busy i can dm ya
idk what to do π
this is because the model doesn't have the "Read/Write Enabled" checkbox checked
there is something called uh
so the SDK fails to read the model data, and it gets that bogus number
There should be another error talking about this.
yeah that
you can send things here, I don't accept dms
so true
which one is the head?
for a headswap i always remove bones not needed before import/merge , chest/neck/head(everything else under it) < those i keep, rest go byebye
yeah, I do the same
cause I doubt your head is controlled by the upper legs or something
does anyone know why a bone resets everytime you try to animate it
