#avatar-help
1 messages · Page 80 of 1
alright got the head done
Nice. I'm assuming you wanna delete the old one?
Delete it, position the new one, apply transforms, and merge. And should be good
just a quick unity question
I have both a highlight and roughness map and I'm using lilToon shader. Both can't go under Smoothness, so what do I do then?
if the body's bones are named the same
I wouldn't think highlight would in either case, but I don't know that shader really.
so im just deleting the oppisite of what i have left correct?
Don't delete anything
just name sure the body's chest is named chest, neck - neck, etc
otherwise you'll get two chest bones
and it's not gonna merge properly
Smoothness is the "main texture" under Reflections with lilToon shader that's why
everytime i click previiew it also changes rotation
the other ear stays the same at preview
why is preview rotating the left ear
this what i have left on the Kemono Red Fox's head, theyre both named Chest and chest
this seems to be broken
I'd for safety and to avoid mistakes give them the same name, capital letters included
or do it with Thulen's methodd
and you don't need to worry about stuff like this
yeah im still lost
is it not working? what's happening?
did you apply all transforms before exporting from blender?
no
if you didn't, that's what could've happened
I'm not sure why it's happening if transforms were applyed
the ear jus doesnt want to be animated
did you apply physbones?
yeah
does it not allow bones to be rotated in animation clip when physbones is attached?
it even changes in the animator
the default state changes at 0 when doing preview
how to fix this
idk not sure honestly
check your rig if your ears assigned to jaw, ears are not humanoid bones
i honestly dont want to merge and come to find out i messed something up
this is like my 4th attempt on doing this
So how do i go about doing this since Raruh doesnt have feet?
are there feet bones in blender? if yes, add them to the configuration in unity
it could be your fx layer
no there isnt any feet bones
so you'll need to make them yourself
so merge the armatures manually
uh- how- how do I fix this,,,
you'll need to mark some of those parameters not synced. Possibly that means remove props or add-ons or something like that.
Is there a way I can fix this without unsyncing things?
I don't think so, a limit is a limit
i changed the shader but it still says unsupported shader
VRCFury has a "parameter compressor" thing that may work for you, but it's not ideal. Ideal is probably to separate your avatar into two, especially if you've tried to stack up too many outfits or props.
Or, rework how you're using parameters, such as to use bools instead of int or float, since 8 bools = 1 int/float
fjacetracking? rare to see that over limit
yeah face tracking takes up a lot 🙂
didnt know there were particles ty
Does anyone know how I can loop avatar dances with vrc fury? I can only loop the audio and I don’t know how to loop dances if there is a way
i have a model in unity for vrchat I added the gogoloco and descriptor and hair physics and hand/face gestures---- but now I want to go back to blender and rig/ add shoes to the model? how can I do that without ruining all I did in unity? Is that possible? I thought I could add more shoes / accessories in blender and then save the fbx of the model as the same one I worked on in unity and it would update with the same settings of the model in unity-- but I'm nervous of losing all the work ;s;'
is it possible to add more clothes/accessories/hair to a model back in blender that will update to the finished model in unity? \ . /
if you didnt unpack , overwriting fbx shouldnt break anything
what does unpack mean ;3;'
white is unpacked ( never do this , punch anyone who says you should ) , if you av isnt that color and you can right click it and see 'unpack' option its not unpacked
do i just merge the foot on to the existing armature?
woh how is le hierarchy colored
Yeah this is confusing, im trying to merge the feet and i have not a clue to attach what to what
When i attach the feet they sit at the bottom and not attached to the correct spot
how do i connect the feet to the lower feet?
How do i connect?
select the feet bones second while holding shift, press ctrl p and then parent the bones, Keep offset if you want them far apart
Thanks
ran into a problem weight painting, when i have awkward topology to work with, what's the easiest way to fix it without raising the triangle count dramatically? (already tried remesh and subsurface divide modifier)
Also the model is not symmetrical
any idea the issue?
Why am i in the ground
make sure your avatar is at 0, 0, 0 in blender and unity
def at 0,0,0
Even in Rig?
i fixed it, it was something to do with the anim that i had it on
has anyone had this problem with impostors?? :C left is pc, right is impostor
looks fine to me
paste the first 2-3 errors, not a random one, this is usually a side-effect of another error.
really difficult to see what is going on here, but note that the subsurface divide results in more polys. And sometimes you have to add polys to get things to deform well. Maybe you can remove some elsewhere.
What does this mean? And how can I fix it?
okay..... so a bunch of things here. You're weight painting with weight = 1 and strength = 1. Weight painting is all about relatives. With that low-poly, the edge loops right on joints probably should be about 50% to each bone. Maybe try the smoothing tool?
I tend to paint with strength = 1 and weight = .02, but I also do this with a drawing tablet.
also am I counting too many arm bones?
I tried and it always goes over, i have to redo the topology, smooth tool don't work in this instance
I also tend to suggest turning on auto-normalization.
no no, smoothing for weights, not for modeling
oh shit u right
Yeah i know
not sure I've ever gone to that menu, but sure
If i smooth with a strength of 0.2 and this happens
ah - it's Blur
I have a popup when I hit space in weight-paint mode, I pick from there
but yeah that looks kinda closer. Part of the problem you have here is the actual joint is in the middle of a bone
To me, this mesh + rigging are not done well, I'd make edge loops at the joints where the bones connect
it could be the viewing angle.
it's also way lower poly than I tend to work with
yeah it's from a ps1 game, i did the legs easily but i am having major trouble with the hands and fingers
Mesh wasn't joined, stuff was in a thousand pieces
Oh really? i was given the rig by someone
Woops
Oh yeah that is the wrist, i didn't notice i overscaled it, thanks!
shoulder -> upper arm -> lower arm -> wrist/hand -> fingers
it's funny how difficult that 3D wireframe view is to look at when you're not the one moving the camera around.
Apologies, gonna use numpad
no it's fine! It's just an interesting observation
I also think I'd probably be editing the armature there rather than the mesh but both are perfectly valid options
Honestly what i was thinking but i was afraid it was gonna do some more tomfuckery, will try that instead, thanks!
is tomfuckery like an extreme version of tomfoolery?
there's probably a con to adapting the armature to the mesh rather than redoing the topology yourself tho, right?
eh... if it looks and works right, it probably doesn't matter
Basically yeah, what blender has been giving me for the past week
Oh yeah one last question, this character has a jacket that runs alongside his back all the way to his feet, what bone should i weight paint that on?
This is it
uh.... its own bones, if you want it to move via physbone, otherwise legs I guess?
It's apart of the mesh itself and not an accessory
No i meant what bone should i assign weight painting that part to so the jacket doesnt stay in place while the character moves, the hips or the spine?
yes, I know what you meant - my answer is still the same
Hi! I'm having an issue that when exporting my avatar from Blender as FBX, when I import it to Unity the rig shows it sideways. Also, when I upload to VRCChat, crazy things start happening. The avatar is facing downwards and also stuck in T-Pose. When using Gesture Manager in play mode on Unity, it doesn't register the avatar and put it in the correct pose. It also doesn't go into Bike Pose when in play mode. Can anyone help?
In Blender are you working with +Z going up, and have the default axis conversion settings in the FBX export dialog?
What is the correct way of getting this hip setup to work in unity, if it is at all possible?
trying using this but the effect it gives is the same as if I just dont use the "Scale to" component at all in Blender
https://www.youtube.com/watch?v=Zx2LtlZqG3g&ab_channel=LewisAnimation 👈 this is a rly short 4 min video where I got this technique from, it works fantastically in blender even If I don't use bendy bones (the guy in the video does, but they apparently are a Blender only thing) it gives really good results as you can see in the first pic.
im using the fbx unit scale if thats what ur on about? also i am using z+ going up
sorry for not replying
I'm needing help making a toggle. The toggle I have has a few animations that play for certain parts of the prefab. How can I make a toggle that will play all of the prefabs animations once its toggles? I've tried doing it manuely and using vrc fury and it just toggles on without moving
update, look at seems to work best, had to fiddle around but now I'm getting good results
what i can think of off the top of my head is animating with proximity contacts, so you use the contacts to measure distance, then use an aim constraint to get the direction correct, and animate the scale based on the proximity contact parameter
look at/aim constraints are kinda the same thing, aim constraints just have more control. But yeah if you want the scale to be affected too try adding a contact receiver to the "HipUpper" bone and a contact sender to the "HipLower" bone where the tail and head of the "Hip" bone should be respectively. Then you can use the parameter to control the scale, you can try animating the X and Y axes to change inversely proportional to the Y axis scale to maintain volume like the stretch to constraint does
I'm having a weird issue with particle systems where for some reason I can see them in game view when I hit play but not in scene view. They do play in game, I just can see them playing in scene view for some reason
I'm needing help making a toggle. The toggle I have has a few animations that play for certain parts of the prefab. How can I make a toggle that will play all of the prefabs animations once its toggles? I've tried doing it manuely and using vrc fury and it just toggles on without moving
Hi everyone. I have an issue with uploading an android avatar. no matter what we do, it just refuses to even load in VRChat
This is what it looks in the menu:
This is the current thing in the descriptor:
which unity version do you have there?
2022.3.6f1 but i am in a call with my friend and they have 22f1 and they get the same result i do
this is the only avatar i have uploaded that has this issue
At this point, I only uploaded the FBX Rigged
definitely upgrade (that one is buggy), but that version wouldn't be a blocker
only 1 material, no parameters, no menu, no Animator controllers, no visemes
the simplest way I can think of is set up a Boolean variable and add it to all the transitions for all the animations
I'm not sure how I would do that
but I think I understand enough about them now to try to and get it to work
how do i fix this error? as far as i can tell no animations are being previewed in the scene
it comes up after i upload the avatar
i have been having issues with legacy constraints breaking on upload
how do i fix this
the white ones dont mean anything
it wownt let me add a vrchatavatardescriptor because of it
well its not because of the white ones
welll then how do i fix it
if im not mistaken they dont mean anything at least
well are there red errors?
no
you're attempting to add the vrcad to the root, correct?
yes
so what happens when you click add component and the descriptor
that error message pops up
screenshot the hierarchy, or just your whole unity
can somebody help me set up a ||lewd|| prefab please? i make avatars but booth prefabs require way more knowledge. dm me please! i really really really need help >< be 18+!
if its a system then follow one of the tutorials
thats not how you do it
then how do i do it
it does have a tutorial and i did exactly as it says but it doesnt work
you need to drag that into your hierachy
you need the avi in the left side heirarchy, go to the root, and click add component onto it
there are 4 errors. The red ones. Show those.
or just this, then click add vrc desc from the sdk
where is the hierarchy
left tab
scene?
it wont let me put it there
wdym
i cant drag my file there
._.
it does the stop sign mouse button
you're clicking the model block and dragging it, yes?
yes
video?
need help dont know why top part of hat is invisble but looking at it from the bottom its not
im dragging the model from my files to it
does anyone know how to fix this im still learning between blender and unity and i cant seem to figure out why this is happening
oh nvm it started working
what's le problem
is the material applied?
yeah
all i was doing was adding a new hair and then i dropped it in unity and used pumpkins to copy the avatar materials and settings of the body of the previous models
did you also try manually applying or only the tool
i only did the tool let me try manually
could be that the tool messed it up on copying or smth
this is what happens when i put it in the scene at first
shoot
i had this happen but idr what fixed it 😭
its all good haha
put an animator in the vrc desc
ill keep messing around with it and see if i can get it but if anyone has a solution or you remember how let me know
what
where do i get that
where is that
You should watch tutorial video at this point https://youtu.be/rRAnDMUbWt8?t=73
i already did
it didnt help
thats why i came here
btw would you happen to know anything for this besides the blender shrinkwrap modifier #avatar-general message
You might have to watch each section closely. You clearly didn't do the rig configuration part.
i did it didnt work
i watched it 3 times
it didnt work
thats why i came here
How is the rig configuration look like now?
if it didnt work, maybe you should try a different tutorial (idk)
what
This menu.
that image is blurry
its readable
I took it from the tutorial video.
I just do sculpt and fix weight paint manually.
hey dont know why but the top of my hat is invisible from the top but not from the bottomany idea how to fix it
Polygon face orientation.
huh forgive me for i am stupid
Polygon has frontside and backside. Backside doesn't get rendered by default in unity.
does vrcf have smth for a world constraint btw
so ingame it will be fine?
The game is also made with unity.
fudge how do i fix this
Edit the model to make sure that polygon face is facing the correct way.
Or use shader that can custom cull option and disable face culling.
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Did you create cloth toggle using modular avatar or vrcfury?
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My first thought was the automation tools was creating preview object which isn't the same as object being toggle hide in the viewport. But what was the issue?
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Good to know there was an option there.
use the active state, there's no reason you should have to turn them back on unless your avatar is set up wrong/lazily
also then your avatar preview will show the clothes you'd prefer instead of having them all overlayed
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Modular Avatar, maybe?
idk what you bought so i can't tell you exact answer.
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can decals be used to create eye look?
I don't think so
Can you not weight paint them so some bones?
How should I go about Syncing the "Animator Play Audio" behaviour ? I've tried using it before and the audio seems to be different for everybody which isn't what I want.
youd still need eye bones but sure
secondly why not just give those clearly 3d modeled eyes bones?
I'm using the Moe model in Unity, with the Riltoon shader applied.
After uploading to VRChat other players see my avatar's hair disappear when they are close to me, making me look bald.
The hair appears normal when viewed from a distance
I'm not sure how to solve this, so I'm leaving a question.
Likely skinned mesh renderer bounds are too small.
Thanks! I'll check the Skinned Mesh Renderer bounds and adjust them. I really appreciate your help!
this looks so cursed with only the eyeballs moving and nothing else xdd
For bones it says recommended 75, but I know there's an ammount that causes the alert to dissapear. How many bones is it?
I know in the case of triangles it recommends 32k but you can go beyond 2x that and it still counts as green
yes, but as always less is better
btw the 75 bones recommendation is based on a basic humanoid rig, cause that one has around that many
i believe the limit is 150 bones before it goes very poor
yeah 180 or that, dont know the exact amount
i think it was 150
still 75 more bones to use is a lot
You all could just check the docs. No more guessing.
true
we could, but that would take the fun away
if you go by that logic, you could always say "just google it and dont ask questions here "
turns out I was so close to the limit that updating from the front one to the back one puts me over the limit
tut
time to merge them in blender..
That's what I always do.
haha, fair enough ^^
are those the rotation axis or what are these rings
glowstick rings
It's still be fine when answering accurate answer. But when it's into guessing, that's out.
oh
butye. could just merge armatures in blender instead of attatching the bones in unity
I can never remember how to do it correctly though lol
and it'll probably mess up the quest version if I do that
why would it?
why did vrchat remove this option
legit ruin my whole animation cuz it no longer work in game
Which option?
is it just me or are quest avatars even harder to upload now. The 10mb texture limit was one thing but now even ok avatars are hitting the (new??) uncompressed 40mb limit
Do you actually mean texture on individual particle, or texture using as emitter shape?
i screenshotted it
the emitter texture
in unity it work as normal but in vrc they legit remove it
Did you test with gesture manager in unity? Make sure that the logic you spawn the particle is working.
Is there anyway at all to message a user you're not yet friends with on VRC?
I'm desperately wanting to contact a specific avatar creator to ask if they'd consider sharing the files as it's an avatar I've found myself feeling very much me and I'd like to make some tweaks to make it more my own.
Also, would I be right in thinking there's no way to download existing avatars somehow to open in unity? I'm assuming any useable data is lost after build time anyway.
Download existing avatar is called ripping and is illegal.
That's what I figured, hence the desire to reach out to the creator directly, but i just can't seem to find any way to do it whatsoever. The only option is a friend request, but i'm not able to provide any context as to who the hell this random person sending a friend request is.
its not that
it spawns
in game
it just does not have the texture shape
i add
if they're an avatar creator they may sell their stuff somewhere and have socials linked
Sadly they don't have anything other than "black cat" written in the avi description and even less on their profile page.
toss it into #1138520828556890214 it might be a base
could be worth a try
Oh thanks, I'll give it a shot 🙂
it could be a model available for purchase somewhere
lol does anyone know why this happens? The torso is kinda like rotated to the right, my friend who made me and helped me upload the avatar checked the bones and they’re all fine it’s only in-game, it also fixes itself with fbt and mmd animations (image below is me facing straight towards the camera, evil aforementioned torso
)
shape? The tooltip it says it uses that texture for color, not shape. Are you trying to set particle color or emit from a specific shape? If the latter, you can definitely use the renderer or a mes object
i used to be able to do it
You're saying that used to actually affect shape?
the emission only appear
in the texture
i used to do all the timme
So.
I'm trying to make a Four Axis Puppet switch menu thingy and have hit a point where what the video is telling me is not what I see in the program (Specifically, the drop-down for Blend Type so I can set it to 2D Freeform Directional). The video is only three years old so I'm a little surprised the information is out of date, but I don't have much else to go on.
Here's the video, the point I'm stuck at is 6:41
https://youtu.be/UU9NFJz2qls?si=9160OlP5GHXZ3u6u
And here's me:
double-click on that blend tree animator state
In the flow chart window? I get a box that says "Blend Tree" with a slider for "Gesture" "L" I think? it's cut off... lemme screen shot it
Yeah that should cause the inspector to show the actual blendtree - at 6:44 in the video
yes, now click that box, and look in the inspector
AH!
basically you're going into the blendtree state and then you can work within that.
At the top of the "flowchart window" is now a sort of path display, you can click on parts to go "up" a step
which will take me back to the previous window...? cool
yup
I can't find a gif of kissing exuberantly without looking creepy in this context, but do know that I am very grateful for this. Asking questions about Unity has been a hit or miss proposition (especially as a beginner, who doesn't even know the words to ask the questions) so anyone actually taking the time to help is greatly appreciated. 🥰
happy I can help!
Ah-- now I see. He says, "Enter the Blend Tree" clear as day, but without knowing what that meant (and missing the movement itself), I didn't realize he'd transitioned to a new page.
Yeesh, I need a book that has a darn good glossary of these terms.
what avi is it?
also, check to see if the avatar creator has any socials linked to their profile or bio
Ooo, I'm in the same boat with a particular avatar, and let me warn you: Apparently there are scammers who use this kind of setup to get an "In" with the creators, so when you reach out to them, be very conscious of how you say what you want to say to them. 😅
@somber sequoia Can i ask you a question again about the weight painting issue i had? completely understand if you don't want me to mention you
really apologise for the mention but you're the only one familiar with the issue i had at hand
you'll probably need to remind me, but sure
it was concerned with this mesh over here, you recommended i move the bones to align with the mesh's topology
ah yes
Here we go, my question is , how can i duplicate these edges in order for me to weight paint easily? i tried the knife tool but it's either too inefficient or it just breaks the topology
duplicate?
Yeah, Shift + D, i want to recreate these lines so i can weight paint each finger easily
or is that a horrible idea?
I'm not sure I understand what duplicating gets you?
Oh, i am stupid, doing shift d on these vertices doesn't change the topology
nope
Uh, is the only way to recreate this is with the knife tool?
can you explain what you're trying to recreate? I'm really not following
oh are you trying to add edge loops so this joint flexes better?
Yeah, i tried doing ctrl + r but it barely shows me anything
What's the best way to add edge loops without breaking the topology or anything else for the matter?
Yeah because you have triangles, that'll work well with squares but not like this.
What I'd probably do is select the edge on the backside of the finger and bevel it
for something this low poly, the inside can just be one edge, outside 2, and the sides would have a triangle, this way the outer two edges can flex away from each other, stretching the face between them.
Do you have a video representing this? i am not exactly following...
yep, one sec
something as basic as this shape
I beveled the outside edge, then just merged the extra vertices it makes into the inside edge, but you can achieve this in a lot of ways
So I've been trying to make two separate versions of an avatar but when i change the material for one it also changes the other, anyway to fix that?
here, I'll add an armature to better demonstrate:
Make a second material. Materials are not avatar-specific.
not sure what you mean
Materials are global inside a project. If you want to have different materials on different avatars you need to actually have two different materials.
select one in the project window, ctrl+d to duplicate it, apply it to the second avatar and adjust as you like
yeah basically that's how I did this
a tear just went down my cheek, i've finally done someone's instructions perfectly(ish) in blender
it's a little easier without the triangles - you can dissolve those dividing edges temporarily if you want
yay! 🙂
I see, got it! You've been a huge help! this model was tearing my hair out during weight painting
it's really low poly, so that does make things hard sometimes
the topology here is also pain
atleast i don't have to worry about porting it to quest
probably wouldn't be hard from the look of it
I need help. I seem to have broken my avatar's gesture controller. The hands are frozen in-game now.
No matter what I do to the gesture layers, nothing changes.. And there's no masks on the fx layers either if anyone wonders about that.
I think this happened either when I was trying to remove facial expressions from the gestures in the fx layers or when I added the GPU Particles prop to the avatar. I'm at a loss. I tried removing the model's gesture controller so that it would use the default but the hands are still frozen.
I'm really not sure what I could have done to cause this
there's an in-game option to disable gestures on the radial menu, make sure you didn't turn that off
Nah that's not toggled
hmmm I think what I'd do then is remove all the animation controllers and test in unity in play mode. Then add the gesture one back, and make sure it works, possibly setting some of the layers' weights to 0 to exclude them. Basically exhaustively test each layer until you find the conflict.
That's the weird part.. When I remove all of the controllers, the hands still don't move in Unity
did you update the model .fbx file and break the armature? or the link to the mesh?
Hello everyone
can someone make avatars for me im struggling and need one for my group i have money
Anyone knows his way around VRLabs slashing system? Im in the need of some help
anyone that knows how to get past 256 bits?
so tired of this
Might have to reinstall VRCFury or GogoLoco on to the project. I would recommend asking the VRCFury discord server if you still have problems
What kind of help?
not place to ask, just go to vrcfury discord and ask
devs for vrcfury dont talk here
yeah but still worth asking the people who know more about it
you get response faster
Basic setup of those slashes, customization and how to use it with vrcfury because i hate merging it
For the basic setup just follow the instructions provided?
you could hit unsync on some of your parameters to save space (though that means whatever toggles you unsync wont look the same for some users) or just remove some toggles and make a 2nd version of your model with them
VRCFury might also still have a unlimited parameter script though it can be buggy if the majority of the param space taken up is with other VRCFury added components iirc
As for the other things?
I guess customization I can dabble in the particle systems from the prefab but vrcfury usage?
For the rest, customization is mostly just editing the particle systems and audio if you want yeah. For vrcfury I really wouldn't recommend it, especially cause you can just use the avatar manager and merge everything in 30 seconds
Yeah but sometimes I remove those systems if things don't go well, that's why I'd prefer to use vrcfury like the fury prefabs of the weapons made by Liindy
Well otherwise just find the controllers you need merged, the targets you need placed and add the necessary vrcfury component to them. Tho I'm still convinced the time spent doing this can't be much shorter than to just delete the layers and objects if you need to remove it
Hmm, i'll give it a try
If i find it too confusing i'll just do the avatar manager thing
Hey! I’m not entirely sure where to ask this but I was wondering if there’s a way to do a moving texture sort of effect. I saw a Blender model that used shaders to create the effect that its galaxy textures were moving depending on the camera’s position but I’m not entirely sure how I could do that in Unity hmm
Unity kinda stumps me as a program and I really wanted to try this on a VRChat avatar I made from scratch in Blender
You'd do this in the shader in Unity. What you do depends a lot on which shader you use, but I've done it with Poiyomi a few times.
if the shader doesn't directly support it, often you can just animate panning the texture itself.
i think theres a few PC only shaders that can do this effect, panoramic or panosphere something?
Gotcha. I generally use Lil’ Toon so I’ll see if I can do that there but if not I can try something else 👍
Those are really specific things, but yes, you could do that too 🙂
?
53 errors - go look at the first 2-3, a lot of the others are likely side-effects
its mainly the secord screenshot I sent
2nd screenshot doesnt really say the error
its kinda just saying it failed not really why it failed
??
yeah there's not really any useful information in these images, unfortunately
why are these so messed up bruh
is there a way of making them like this and also fixing the fact that when i walk the go flying?
specifically what about this is the issue?
2 things are the issues, the fingers moving too much when walking and the fact that the physbone arent aligned
like the second picture
ok the aligned thing is probably because the bone roll values in the first model are inconsistent
as for "moving too much" - tweak the limiter to your preference, the first one seems to allow more movement
does anyone know what this error means? happens when i try to set up visemes in blender using CATS unoffical for 4.1
get 4.2
i guess
nope
knowing just python and not what it's doing, it seems that shapeKey is null - maybe it's looking for a missing shape key?
-_-
4.2 > 4.1
and you could try asking the unofficial cats discord
you generally want to look at Trangles, not Faces. But yeah, this did change recently.
i just always use that option and it was really handy=/
hey uh im really confused rn. the avatar is stuck in a preveiw animation state even tho im not preveiwing an avatar
yep
how? using the pose editier?
somewhere in there is a reset tool, I'm not entirely sure where
i got it. not quite the same way but i did it. i used a tpose animation
so its working enough
oh that'll work
Any ideas? After uploading from Blender into Unity and creating my avi, he is sunk into the floor like this. I also notice that the avatar was slightly sunk in during the comfiguration. What happened?
which one is it?
which what?
I should also mention that it's perfectly on the ground in blender and not floating/dipped into the ground in the normal view of unity.
and all transforms are applied in Blender?
I believe so.
what could I still be missing?
look at where origin is or you have some locomotion animation thats 'breaking' and sends you into floor
no locomotion changes, and the origin (in blender at least) seems to be at the right spot.
which is the option to make them move less
whats the name
it's not about moving less it's about setting the limits how you want them. Which are called "limits" of course.
Actually I did notice this
I think the toes aren't where they're supposed to be? (the very bottom)
check in unity with a avatar descriptor that line shows up, or blender a yellow dot
if it looks like that you are going to sink
seems to be at the feet
test with default base controller to see if anything in locomotion messing up
or just all default easier
Like this? It's already default and was when I uploaded...so i doubt its that.
Hey everyone, hoping there will be someone here that might know, but I'm trying to set up physbone physics on a new avi I've made, and for the life of me, I cannot get physbones to work on the body. Hair, ears and tail work perfectly fine, but body will not. When adding the component, I can do everything, but there is no white physbones on the avatar like there usually would be, like what happens with the hair/ears/tail
by "body", what exactly do you mean?
you can't physbone humanoid bones, so if you mean arms/legs/spine, etc it's not gonna work
well... you can but then they're just floppy and you can't actually move the limb
yeah
so in most cases it's not really what you want.
and so! What exactly do you want here, @spark walrus ?
You can definitely do like, jiggle physics, unless something updated and now you can no longer do that, so the usual, breasts, butt, thigh, things like that. All human physics.
you can very much do those things
(they aren't "humanoid" bones, as far as Unity is concerned)
Yes, and yet, any time I try to put a physbone on any of that, it will not work, and I'm not entirely sure why. The base I'm attempting to use is the VRBase Egirl, if you know that one at all. I might have to just ask in Zinpia's discord if y'all don't know.
perhaps show the physbone component and what the gizmos look like on the actual bone
The physbone component is there, but the gizmo is just...not.
is this one bone or a chain of more than one?
...No way. That worked.
yup
Physbones must be chains of 2 or more bones, this kinda fakes it by extending the last bone
Ah, I see. Interesting. Thank you.
That literally fixed all the issues I was having. I'm going to go finish this nightmare. Thank you!
excellent 🙂
Well...uhh...still having the issue with the floor sinking thing despite fixing everything. I'm not even sure if it's a Blender issue or a unity one.
thx
@somber sequoia Perfect!
nice!
quick question, should i dissolve this face now orr?
Topology doesnt change when i dissolve/delete it
Sorry, edge
oh ok. Technically it doesn't matter much since it'll be triangle'd automatically at some point. I usually don't overdo the triangle stuff unless I actually need them to get something to flex right.
Rigid stuff, whatever, it's not overly important.
I'll just kill it just incase
it often makes working with the model easier, such as when making edge loops
update: its literally going through the bounding box wtf
you can set that in unity
how
on the mesh objects somewhere, I don't have an avatar project open, but it should be obvious
...I'm still really new, and I've never had this issue before, so like...I'm lost.
so look at a mesh object in the inspector
google is a good friend when avatar creating https://www.youtube.com/watch?v=ox6d9Pd9AnY 
shouldnt have a bounding box there, merge your meshes
right at the top, "edit bounds"
my stuff isn't invisible, Its just that my legs are in the floor and my arms are at my head. My viewpoint is in the right spot as well, so I know it can't be that.
not just for being invisible they share the same method for re-sizing the bounding size its just that the invisibility issue is more common
ah. This runs into another issue, sadly--theres no "skinned mesh renderer" in the inspector 😥
reminder of what this looks like in game:
so I think the bounding box is just a symptom of something else going on.
anybody...?😥
What do you have then, just a Mesh Renderer?
yep
this is rigged?
yep.
something is definitely not right then.
possibly an un-applied modifier when you exported
the character has floating arms, hence why I didn't fuse it all together mesh-wise. There's another character I made with this set up that works fine.
un-applied modifier? If it's one that could be putting my character in the floor, that'll be it.
I'm just worried about the floor issue, bc like I said, other models were fine with the skinned mesh renderer, so it has to be something related to that, right?
maybe?
what are the modifiers that could be putting my character into the floor...?🤷🏿♀️
it's your blender project, you can go see what modifiers you have
I'm not saying that has anything to do with your floor issue, but it's weird you don't have a skinned mesh renderer, an un-applied modifier may have caused that.
regarding the floor thing, all Google searches keep saying that it's an animation issue? Which is weird cuz I don't think I ever messed with animation in the blend file. 😥
you could always reexport from blender and untick "animation", maybe something got in there somehow 🤷♂️
that wouldn't matter unless you took one of those animations and actually used it in unity
only thing I see is "bake animation" being checked, I could turn that off unless there's any reason I shouldn't? (I should probably mention that I'm exporting with 'FBX UNITS to Scale')
try fbx all
You checked for modifiers first?
alright...how do I check for that😅
check mesh objects under the wrench, you're looking for things which cannot be auto-applied on export, such as subsurface or mirror or various other things
no modifiers present
you DO have an armature modifier though, right?
...hypothetically what would happen if I didn't?
You wouldn't have skinned mesh renderers, your avatar wouldn't move with the rigging, and it might end up in the floor
so back to what I said: this is a rigged avatar, right?
(no, go rig it properly)
Without that, the mesh won't move with the bones, weight paint will have no effect.
it is, weirdly. I checked the other model I used with the same rigging and mesh (only thing that changed was the texture) and it has no skinned mesh renderer, yet...its perfectly fine.
I can even link the avi since it's public, it works without issue.
without investigating I'll just say "huh, okay"
my avatar preview shows up without any clothes how do i fix D: (left image is how it normally looks like)
it takes the look of your avatar in unity i'm pretty sure
so if by default it's not wearing clothes, it'll show up like that
I'm seriously starting to think this is a unity bug, because I ported the working fbx, swapped the textures, and it's STILL DOING THIS.
how to i fix this error?
look through all of the stuff attached to your Avi and try to locate any missing scripts in the Inspector.
Remove them when you do find them.
you might wanna check any upload instructions on the download page or in a provided .txt that comes with the package
removing random scripts could just break your model
figured it out :DDD
oh yeah, make sure you have the required stuff downloaded, whether it was on the store page or in the notepad/readme that went along with it. Sometimes, a missing script will turn into its proper form when you install Liltoon or Modular Avatar for example.
Since I update to new SDK my gesture manager wont show expression and toggles I have setup until I go in game? anyone had this issue
yeah start to feel like rolling back to that
while the sdk thing for build to both is cool too many issue it seems with some of my tools
I'm only working with it on a world so far
When i create materials that dont have an image texture and make them toon lit, they all just turn white. what can i do about this? my toon lit materials with image textures look fine tho
are white emissions set over the whole texture?
it happened to me before and that was the reason why
idk, I don't use toon lit, but I assume it has emissions somewhere in there
search the options
i have outlines that are emission
they turn white when set to toon lit as well
do tool lit materials NEED to be an image texture?
and do you know any
alternatives
from substance painter that I could use to textures
is the vrchat head chop script tied directly to the veiw point orb?
not any 3d unless you want to do blender, but with 2d textures you can use gimp
why is the map crooked? what did i press?
ArmorPaint seems quite nice, it's free if you build it from source, and pretty cheap if not
all of my params are synced, but still cannot be seen by other pc users?
Your quest and pc parameters file need to have the same order
ideally just use the same file
will this effect both pc? im saying me and the other person are both on pc
My viewport is completely fine in desktop but in vr it's too low, like around my neck. What can I do about that? T-T
What does the physbone overlay mean on my avatar, like theres so many different colors that aren’t explained at all
can someone help me figure out how to get like neon hair and nails for my avi?
like what does each colour mean? (green is collider white sphere/capsule is phybone's collision radius/white line is actual phybone/blue is the direction/angles the phybone is limited to or will move it iirc)
ohhh okay tysm
bring the raw image texture to an image editor (gimp,MSpaint,firealpaca,photoshop etc) and overlay the desired neon colour on it
or do those same steps but use just white on a seperate layer and save it as a seperate image (make sure to make the background transparent or black before saving as the new image) then set it up as an emission map so you can animate it to be different colours in your shader
how would i setup this rig?
I tried making it use the humanoid base but the shape is off so i figure i have to use a custom IK system, ive got finalIKStub but i dont really know how to configure it and i cant find any good tutorials for vrchat with it.
any advice/tutorials that would help me out?
I'm getting this error several times. I've checked all my materials but I'm not sure where mipmap settings are located
it's a checkbox in the inspector for an image file. usually there's an "auto fix" button in the SDK build window
ah gotcha
the auto fix thing only showed up for a few textures but not all of them
ah that makes sense - it'll only know about what's currently on the avatar
it's all about shaders and textures, I'm not sure what you want people here to do?
you just kinda have to play around w materials
until you get what you want
I'd recommend using poiyomi
then you don't have to really use textures, you can make some simple pink materials without textures
this the first time making an avitar and im stuggling to findout whats what
i got updated gogo on it
there's loads of youtube videos on using materials, esp poiyomi (poiyomi is free)
went through and turned on mip streaming for every texture and its working now. thanks for your help !
in the nicest way possible you do have to just do it
like you have to mess around with unity
you have to make mistakes
thats how you get better at making avatars
I'm assuming by "neon" you mean using emissions
they could just get an error shader
very pink
then they'd get the colour they want
@jovial sphinx I'd be happy to help here, if you'd like to ask again.
im having 2 problems here, first, im trying to build and test my avatar but it sayd "this avatar does not contain an animator, you need to add an animator component for the avatar to work" but i just did it before with an unfinished version of this avatar and didnt have a problem. im not sure what to add to fix this. also, i made my blend shapes for the visemes in blender and cant figure out how to get them in unity. i select my body as my mesh and they just arent there, im not sure what to do for that either
If all blendshape doesn't exist in unity that mean your mesh object has unapplied modifier other than armature in blender.
i mean i have solidify for outlines but thats it, i have modifiers applied on export tho
That's the problem.
You have to somehow apply modifer while in editing.
well how can i do that
If modifier can apply as shapekey then use that option.
it doesnt :c
Then that's unfortunate.
im making this avi for my sister and shes fine with the mouth not moving, so ill look past it for now
do you know what i can do about it saying i need an animator tho?
https://github.com/przemir/ApplyModifierForObjectWithShapeKeys
This is a thing that often (but not always) works
It's commonly because you didn't configure rig as humanoid in unity fbx import.
isnt this like skkeeper ?
I don't know what that is
an addon that lets you apply modifiers on objects that have blendshapes, normally that wouldnt be possible as known
ah then it sounds like it
I've been using this one for a few years, haven't heard of that one
these functions are really handy to have, and I also used it in my project
yeah I guess they serve the same purpose but are different developers
makes sense.
just preference what to use in that case
I actually wrote one the other day to clean up unused vertex groups, just something I needed.
you mean you wrote your own plugin/script ?
yeah
bruh, i could never. im too stupid for that
I've been a software engineer for a long time
I had computer science in highschool and then never again
handy to have those skills
-print "Hello World"
so i got rid of my outline so i can have visemes instead of just not having them, but they still wont work. they show up in unity now but dont work in game
this is what it looks like in unity
All viseme slot must be assigned, uniquely.
so i NEED every one of those?
Yes.
thats funky i swear i didnt do them all months ago when i did this for another avatar but it WAS months ago so idk
I'm getting this error when trying to export my vrm in unity:
NotImplementedException: URP exporter not implemented
VRM.VrmMaterialExporterUtility.GetValidVrmMaterialExporter () (at Assets/VRM/Runtime/IO/MaterialIO/VrmMaterialExporterUtility.cs:13)
you don't usually need to export from Unity, you could just take the model file (likely FBX) and turn that into a vrm
I did changes to the model in unity and was trying to export it like vrm to test some stuff
watching tutorials I see they use the VRM0>Export Export VRM0.x... that is the one I do when getting the error
uploading an avatar to PC but it won't let me upload it because it goes over the Android size limits
adding decals to an avatar’s face material. and for some reason every new decal i add, it won’t let me change the alpha value when trying to animate a toggle for it.
but the decals already in the material from when i bought the avi are able to have their alpha changed
Try switching build target back and forth, or restart unity.
Have you mark the new decal property as animated on whatever property you want to animate?
restarting unity fixed it, thanks!
TYSMM
i am really lost here, i switched to 2022.3.22f1 everytime i open the control panel i get this and it doenst stop
Can you randomize properties from objects with parameter drivers?
@proper storm uh, theres random for param driver, wdym from objects
via animation
but thats not random
uh, use motion time
unless there is a component that can do that
like say you want random color, make animation that shifts hue from min on frame 0 to max on frame 1 ie every possible value is present. set param via driver as random float 0 to 1. play animation with motion time as that param. done, you have random color
Ah I already get what you mean
thats easy enough
Its very scuffed way of doing it, but probably the only way lol
avatars in a nutshell
could anyone fluent in blender help me out with this? I dragged an asset in that I didnt need and now its doing this, and I wanna remove it cuz its not neede dbut I cant find out how to get rid of it
nevermind it just fixed itself
im so lost
unity moment
What is a realistic amount of polygons for a public kitbashed avatar? Mine currently has 200k
I went back to 2022.3.6f1 , it made me delete modular avatar and my project went back to imprting everything .
you have a corrupted state machine somewhere in your avatar descriptor's animators, look through your animator layers for a completely empty layer and delete it
I will look for that when it finish import
Under 70k. Regardless of kitbashed or not, doesn't matter.
yeah, try to aim around 70k
it may be unrealistic with some of the bases, but it's always good to try
Depends of what you're targeting
Don't base your tri count off VRChat's ancient tri count value for performance ranks on PC (The 70k poor rank was made when the Nvidia 10 series GPUs were still the most used). Modern GPUs (I'll throw in 3060 or higher) can deal with millions of tris in a render pass fairly quickly the only issue is just bad topology. It's fine if you're slightly above 70k like 130k, VRChat's way more CPU limited either way and you should focus on that more, you'd want to optimize material slots and animator layers a lot more than anything.
For Quest, I would actually take consideration for the perf ranks since the platform's hardware is more simple
It is so rare to see any avatar with 70k or less polys
while trying to keep my stuff medium for sake of it id say 200k is fine
The Zinpia Low poly base uses 25k
200k is definitely fine for majority of modern GPUs, if you're getting over like 300k I'd probably take consideration
Ok thank you. Going to start making public avatars and was looking for a good hard limit for myself for polys
oh public
Yes public
Public avatars are kinda iffy for me as I usually optimize the most I can everywhere (Using UDIM tile discards, and minimizing material slots), privates are more of just passion projects of what I can mess with
would be cool if they introduced local slider for stats, ie you set it to x2 (or x0.5, x10, anything) and your shield now blocks not 70k but 140k, not 32 but 64 materials etc. that way theyd put responsibility onto player while making shields usefull again, since ye, 90% of avis are beyond very poor. pc only ofc, quest already runs like ass.
Yeah I wouldn't think VRChat would give players control of perf ranking
so yeah, for now pc ranking is straight useless. like, it should be normal distribution with most of avis being medium, not 90% failure not enforced in any way.
kinda pointless if the most lenient setting blocks 90% of avatars still
when only 20% of those cause 80% of the lag
@wind skiff uh, 700k?
i need a fix asap
it complains about face tracking. when it happens, on vcc launch or later?
Has anyone been having issues with their SDK not reconizing humanoid models?
have you set it to humanoid rig on import?
ya
an avatar with 700k tris could outperform one with 60k
its just decided all my models arent in humanoid even when getting the settings turned off and one
on*
you probably have some error in the rig definition
Does it have error in the rig config menu?
show the full editor
What does it show in the sdk?
you got red errors
looks fine, what's telling you that it isn't humanoid?
probly sdk is not even working to point where it supposed to figure out the rig
the SDk let me take a pic
and what was the error you got while uploading or entering play mode?
the red error just says that a preprocessor (like ndmf or vrcfury) threw an error
like the model is just getting started so im used to the red circles
not the triangle
did you try switching to generic and back?
ya
select the letstrythis object and screenshot the inspector for it
thats my go to
I see
ok
you wanted like whats in the inspevtor right?
i started clipping without askin
causee thats my fury stuff
How do I stop unity from doing... whatever this is. It doesn't happen on blender
The avatar slot in animator component isn't the avatar of the model.
oh my goodness ok thats so silly
also, do not assign vrcfury generated files to your avatar permanently
whats that
you're limited to 4 skin weights in unity/vrchat
only the four highest weights on a vertex are kept, the rest are discarded
if you select one of those vertices and check the Item tab, does it show more than 4 vertex groups on it?
I have identified and checked the verts individually
that being the case do I tediously fix it
or is there a solution
the only thing i can think of right now is the robust weight transfer plugin, which has an option to limit vertices to 4 skin weights each
Blender can limit total weights, but then I would have to go and fix the weight painting of every bone before normalizing it
maybe do that on a small area first, to verify that this is actually the problem, then do it with the rest of the mesh
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or build a test one and https://vsk.lox9973.com/abstat/ (i think test builds dont cap)
oh, tho you dont need second one cause you hit uncompressed limit, not 200mb compressed one
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idk if it is with vrcfury
it is with vrc fury 🙂
manually I could tell you how
I know that you can change icons of toggles with vrcfury
but I'm not sure if the "next" menu can be changed as well
that's a lot of textures
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try lowering their resolution
and if it doesn't work you may need to merge some in blender
@main copper so all 21mb textures are 4k, downscale them to 2k or smth
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yes and apply, you can see uncompressed size on preview
yes
(unless you use crunch)
(dont use crunch like ever)
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It's for further download size reduction with even lower quality. Doesn't affect texture file size.
@main copper crunch only changes download size, but whole avi is getting compressed anyway so it is not making as much of a difference as it shows, ie if you crunch and texture became from 10mb to 1mb in preview window, that doesnt mean your download size will get 9mb less, probly like 1mb. and it makes stuff look worse. and again, doesnt benefit actual game performance in no way.
crunch causes a frametime spike when you load an avatar cause it pauses to uncrunch all the textures
if you have a lot of crunched textures, uncrunching takes a while
Huh that's weird cuz I crunch compress all my textures, they never look bad, and it takes down the overall texture memory like crazy. I've had avatars go from lagging the shit out of me to not only cuz I didn't crunch compress textures lmao
most textures arent super detailed to begin with (or rely on normal maps to give the detail) so lowering the texture wont really effect em
same with crunching them (though ive had issues with it looking entirely different in-game when using it)
ur probably confusing crunch for lowering resolution or changing the format
crunch has zero impact on texture memory/vram, only on filesize
Not really, most of my textures stay at 2048 or the slightly lower one, I literally watch it work lmao
I've been doin it from the very beginning, it's even helped me lower quest avis who where just slightly too big
filesize wise maybe
@still shuttle crunched texture is uncompressed into normal dxt into vram
crunched texture itself takes some moment to uncompress on load but idk, some people say it does lag spike them
a bunch of crunched 4k tex will cause a lagspike, especially on older cpus
All I'm saying is it's always been a factor that has helped me massively with avatars
and it's never caused a lag spike for me
it doesn't reduce vram usage or prevent avatars from lagging the shit out of you though
Cute?
I don't know why, but the hair seems off to me.. can anyone point out the problem?
i think the hair looks good
Making the front hair a little longer seems to have fixed whatever was putting me off
The best way to describe it, was it felt like someone just got a doll and put hair on it.. idk
personally I think the hair looks too big for the head
that's why it looks unnatural
does anyone know how to fix this
thats why is failed to upload the file?
NOT STUPID: You just don't use the same logic Unity does for terms and meanings. I'm hitting the same wall, constantly.
i usally just give up but im in a motovaited mood
Waves flags and pom poms Go! Go! Go! Go! 🥳
also its 11 pm at night and im bored so minus well try to learn how to fix it. id google it but idek what to look up
That's the problem with 'kids these days' and using "just Google it" as a default reply: We WOULD if we knew the search terms to use
from the unity discussion page it says it could be because the browser i use but i dont know how that would effect it
Looking over your screenshots, I'm seeing some familiar problems: It looks like Poiyomi (the shader) is snarled up somehow and causing calls to parts that aren't responding. My first (and best) guess would be to start your upload procedure over from scratch (A whole new profile in VRCC, a whole new project, etc.) and to follow the upload instructions TO THE LETTER. can't skip anything or 'improve' any parts, just do what it says and nothing else.
That might not work, but you can at least eliminate it from the possible causes.
too generic message, restart unity try building again - then look at console , incase some script derped
in other words my best bet is simply trash this file and restart
yellow errors can sometime tell you connecting to asw ect failed
Harsh, but it's worked for me in the past
sigh was trying to avoid making a new project but what has to be done so be it. ill give it a try.
Oh! And when you DO get it working, remember to go back into File Explorer and delete all the not-working folders. They take up massive amounts of space.
no one said make a new project, sometime scripts imported doesnt behave properly until unity is restarted (had one 2 days ago)
copy project, remove some parameters from the copy. Does it upload? Issue found
You don't need to delete the one you have now. You experiment on a new one/copy of this one
and always restart unity as a first step
Mmmm... Listen to the others. Use mine as a fallback if nothing else works.
I'm running into an issue with my avatar's eye movements while setting up face tracking. Everything else is working smoothly, and the facial expressions feel really fluid, but my eyes are stuck moving together.. I can't get them to move independently or go cross-eyed. It makes the expressions feel a bit stiff.
Has anyone else dealt with this before? Any tips on how to fix it would be really appreciated!
heyy does anybody know how i can toggle with vrcfury when i toggle one outfit one that the second outfit is auto toggled off?
Exclusive tags
Quick question, which bone should i merge all the weights to? since this rig has 3 fingers but the mesh only needs one
Should i put all the weight data on the ring finger, middle finger or little finger?
I need to find and overwrite the default finger idle animation. I have no idea how to find it, or override it, since it doesnt play in the editor.
Complicated question: The margin between walking and running on my avatar doesn't seem to be wide enough-- actually I don't seem to be running at all, just walking at top speed no matter how far forward I push the stick. I'm looking at Playable Layers>Base and seeing a complicated workflow (is that the right word?) under Locomotion, which includes boxes for Walk Forwards and Run. What I'm not seeing is where to adjust where one end and the other begins.
According to the Googles, "Speed" refers to how fast the animation plays. Am I overthinking? Am I looking in the wrong place? What is the logic I need to be using? I need a nudge. Help! 😅
I messed my avatar up somehow and REALLY don't wanna start over if I can avoid it. The lip-syncing doesnt seem to be working at all when I speak. Only happens on this one avatar, and all the manual expressions work just fine.
I think it started when I copied the avatar and re-set everything up (I have a custom mesh). I've seen some people online say that it could have something to do with the "override" but I'm not seeing anything wrong in my settings and I'm not sure where to look. Anybody have any ideas?
Everything else works just fine. Just no mouth movey when talky 🥺
are your bones all mapped correctly in the import settings?
sometimes if you have something mapped to the jaw it doesn't work
So you have a custom base layer then right? The slot isn't empty?
If so, do you know where it comes from? Because most often it will either be empty or one from gogoloco and both of those are fine.
nothing on the jaw. I read about that one too and there's nothing there.
Am convinced it has something to do with me duplicating the original
have you got legacy blend shapes on?
these settings seem to match my other working model. (opening the working version to double check)
Yes, it's a custom base layer, came with the avatar-- a freebie, but still produced by a creator that is not me. I have an email that I'm still puttering with to ask them about another part (complicated and not (I believe) relevant here), so yes, asking them is an option... but me learning what the heck I'm doing is kinda the real overarching goal, here.
what do your layers look like in the sdk? maybe that's causing it?
otherwise I'm not really sure, you could check all the blend shapes definitely work in blender
then export the fbx again and reimport into unity?
That's fair. Tho for a start you could try simply removing that base layer and seeing if it solves the issue (without breaking other things).
If it does, you can keep it like that and take your time to learn more about that base layer.
it should be middle ofc cause quest-type controllers dont track ring or pinky
That's... an option. I mean I backed it up before I started this part of my futzing so I can go back to square one if I have to... OK, I'll try that and see what I can learn from that point. Thanks! 😁
I wouldn't be against looking at it further with you but there's no telling how messed up it could be since it's a custom one. That's why I mentioned trying that first so at least your avatar functions properly in the meantime
Oh , should i move the middle finger to the middle of the mesh aswell?
hm not sure if it matters much, just test how it curls
The real problem is, I don't know the words I need to look this stuff up, and I don't know the logic or the process to make guesses (yet). I'll get there, it's not rocket surgery after all, but I do expect to be annoying with questions for a good while, yet. 😅
well for sure paint it properly first
Got it, will come back to you once it's good enough to upload to vrchat
@true flower click on lines connecting those states, thats where conditions are defined. also check if theyre actually show run animation in the preview
top speed of player is 4
I could get on a VC with you to help. You also have access to the vrchat creator docs and a template base layer in the avatar SDK that you can look at
As well as the unity docs when it comes to the rest
Tried that. Not going to pretend they weren't there, but I didn't recognize anything as such.
I find those a bit hard to read-- like a parts catalog when I need the instruction manual (or more accurately, the "For Dummies" book). But we persevere... 😅
Alright, when I finish eating dinner do you want to get in a VC so I can look at it?
Ah, I can't (RL, donchaknow) but thanks... I'll bang away at it and gather up another question later 😅
Alright, good luck!
anyone know if its possible to make physbones with two connected points? like a bridge
Heya, was wondering what the best way is to turn gestures into toggles. I want to get fingertracking soon, but until then, I want to make the finger gestures into toggles and turn off the finger gestures. Is there an easy way or good tutorial for it?
it is not
VRC animator tracking control my beloved
gamers
Simply add a bool to your parameters list, menu and animator.
Then add this bool = false as a condition to go to any gesture that isn't neutral. Also make a transition from anystate to neutral when you bool is true.
if i change the bone hierarchy to match the whole chest needs to be above neck thing does that break my animations
also how do i get back to that menu
inspector for the .fbx file, "rig" tab, "configure" button
thankers
but still, does that break my animations
yeah it would. You could try using hfcRed's animation repathing thing, or just manually edit them if there aren't that many
68 bones 
ill try the repathing plugin
if I were to try and change the clothing on a premade model, how would I do that?
I have the files and stuff for the clothing that I want but its on a different avatar base and not the active one im using rn
currently looks like this, trying to give myself a hoodie
you want to put clothing made for one avatar base onto another?
no, all theclothing I want is in the files
but I have no clue how to switch it out
I'm not sure how that answered my question
how do you want me to answer it??
its the same base
I just dont know how to switch the clothing
oh ok, 'cause you said "different avatar base"
yep, just trying to understand the problem 🙂
well if the clothing is all separate objects in Unity you can simply delete the ones you don't want, and add the new ones, then figure out how to attach it, something like VRCFury's ArmatureLink is useful here.
its on different avatars in the files, im just trying to rip the clothing from one onto the other
well if the clothing are separate model files, you can just drag them into the new scene
I cant really access it seperately, thats what im trying to do
ah, probably then bring the model into blender and split it up into the parts you want
that's not really something I do
well Im not sure what to do them
IM just gonna be honset, its not helping
and im not experienced enough to thoroughly explain the problem
would you have any idea if these files play a place in it?
I like optimizing for quest since its a challenge, im only struggling with physbones, like idk what ones to keep, what ones to get rid of
.meta files are stuff Unity adds, don't delete them, and if you move any file that has one, move the .meta file along with it.
Otherwise .mat is a material, and .png is an image file
I just bought this model but idk how to open it in blender to do the textures. im not gonna pay for an expesnive ahh adobe software
https://kittomatic.gumroad.com/l/Novabeast?layout=profile&recommended_by=library
if anyone knows how to get it to open lmk TuT
well, what do you have now?
should be a feature in the near future