#avatar-help

1 messages · Page 80 of 1

blissful mantle
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like you do a rotation animation on it and then after record stop and then preview its back to being where it started

mint silo
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alright got the head done

desert elk
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Nice. I'm assuming you wanna delete the old one?

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Delete it, position the new one, apply transforms, and merge. And should be good

delicate olive
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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?

desert elk
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if the body's bones are named the same

somber sequoia
mint silo
desert elk
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Don't delete anything

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just name sure the body's chest is named chest, neck - neck, etc

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otherwise you'll get two chest bones

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and it's not gonna merge properly

delicate olive
blissful mantle
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everytime i click previiew it also changes rotation

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the other ear stays the same at preview

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why is preview rotating the left ear

mint silo
blissful mantle
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this seems to be broken

desert elk
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or do it with Thulen's methodd

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and you don't need to worry about stuff like this

mint silo
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yeah im still lost

desert elk
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is it not working? what's happening?

desert elk
blissful mantle
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yes

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is that what broke it?

desert elk
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no

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if you didn't, that's what could've happened

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I'm not sure why it's happening if transforms were applyed

blissful mantle
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the ear jus doesnt want to be animated

mint silo
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did you apply physbones?

blissful mantle
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yeah

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does it not allow bones to be rotated in animation clip when physbones is attached?

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it even changes in the animator

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the default state changes at 0 when doing preview

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how to fix this

mint silo
balmy barn
mint silo
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i honestly dont want to merge and come to find out i messed something up

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this is like my 4th attempt on doing this

blissful mantle
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bruh it was attache to jaw

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aaaaaaah

mint silo
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So how do i go about doing this since Raruh doesnt have feet?

desert elk
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are there feet bones in blender? if yes, add them to the configuration in unity

light charm
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it could be your fx layer

desert elk
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so you'll need to make them yourself

mint silo
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Apparently for some magical reason cats decided to delete the foot bones

desert elk
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so merge the armatures manually

upbeat quartz
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uh- how- how do I fix this,,,

somber sequoia
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you'll need to mark some of those parameters not synced. Possibly that means remove props or add-ons or something like that.

upbeat quartz
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Is there a way I can fix this without unsyncing things?

desert elk
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I don't think so, a limit is a limit

vestal dove
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i changed the shader but it still says unsupported shader

desert elk
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check particles if you're using them

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they also count

somber sequoia
# upbeat quartz Is there a way I can fix this without unsyncing things?

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

balmy barn
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vrcRat fjacetracking? rare to see that over limit

somber sequoia
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yeah face tracking takes up a lot 🙂

vestal dove
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didnt know there were particles ty

untold minnow
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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

near cove
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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;'

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is it possible to add more clothes/accessories/hair to a model back in blender that will update to the finished model in unity? \ . /

balmy barn
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if you didnt unpack , overwriting fbx shouldnt break anything

near cove
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what does unpack mean ;3;'

balmy barn
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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

near cove
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oh yes I've never done that! cool!

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thankyou!!

mint silo
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do i just merge the foot on to the existing armature?

compact dust
balmy barn
compact dust
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:o

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i love it

mint silo
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Yeah this is confusing, im trying to merge the feet and i have not a clue to attach what to what

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When i attach the feet they sit at the bottom and not attached to the correct spot

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how do i connect the feet to the lower feet?

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How do i connect?

frail temple
# mint silo 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

frail temple
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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)

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Also the model is not symmetrical

vestal dove
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any idea the issue?

mint silo
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Why am i in the ground

frail temple
mint silo
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def at 0,0,0

frail temple
mint silo
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i fixed it, it was something to do with the anim that i had it on

elder hound
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has anyone had this problem with impostors?? :C left is pc, right is impostor

mossy jacinth
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looks fine to me

somber sequoia
somber sequoia
untold minnow
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What does this mean? And how can I fix it?

somber sequoia
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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.

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also am I counting too many arm bones?

frail temple
somber sequoia
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I also tend to suggest turning on auto-normalization.

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no no, smoothing for weights, not for modeling

frail temple
frail temple
somber sequoia
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ok

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(I also smooth with low strength, like .2)

frail temple
somber sequoia
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not sure I've ever gone to that menu, but sure

frail temple
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If i smooth with a strength of 0.2 and this happens

somber sequoia
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ah - it's Blur

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I have a popup when I hit space in weight-paint mode, I pick from there

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but yeah that looks kinda closer. Part of the problem you have here is the actual joint is in the middle of a bone

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To me, this mesh + rigging are not done well, I'd make edge loops at the joints where the bones connect

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it could be the viewing angle.

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it's also way lower poly than I tend to work with

frail temple
frail temple
frail temple
somber sequoia
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arms have two bones

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maybe one of those is wrist but it seems way long

frail temple
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Woops

frail temple
somber sequoia
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shoulder -> upper arm -> lower arm -> wrist/hand -> fingers

somber sequoia
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it's funny how difficult that 3D wireframe view is to look at when you're not the one moving the camera around.

somber sequoia
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no it's fine! It's just an interesting observation

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I also think I'd probably be editing the armature there rather than the mesh but both are perfectly valid options

frail temple
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here's a complete view from all numpads

frail temple
somber sequoia
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is tomfuckery like an extreme version of tomfoolery?

frail temple
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there's probably a con to adapting the armature to the mesh rather than redoing the topology yourself tho, right?

somber sequoia
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eh... if it looks and works right, it probably doesn't matter

frail temple
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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?

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This is it

somber sequoia
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uh.... its own bones, if you want it to move via physbone, otherwise legs I guess?

frail temple
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It's apart of the mesh itself and not an accessory

frail temple
somber sequoia
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yes, I know what you meant - my answer is still the same

fair kestrel
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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?

somber sequoia
hollow sun
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What is the correct way of getting this hip setup to work in unity, if it is at all possible?

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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

fair kestrel
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sorry for not replying

mellow vigil
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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

hollow sun
arctic ginkgo
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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

raven sun
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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

mellow vigil
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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

undone fable
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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:

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This is the current thing in the descriptor:

somber sequoia
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which unity version do you have there?

undone fable
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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

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At this point, I only uploaded the FBX Rigged

somber sequoia
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definitely upgrade (that one is buggy), but that version wouldn't be a blocker

undone fable
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only 1 material, no parameters, no menu, no Animator controllers, no visemes

raven sun
mellow vigil
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I'm not sure how I would do that

mellow vigil
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but I think I understand enough about them now to try to and get it to work

south kraken
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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

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i have been having issues with legacy constraints breaking on upload

potent dawn
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how do i fix this

compact dust
potent dawn
compact dust
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well its not because of the white ones

potent dawn
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welll then how do i fix it

compact dust
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if im not mistaken they dont mean anything at least

compact dust
potent dawn
compact dust
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you're attempting to add the vrcad to the root, correct?

potent dawn
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yes

compact dust
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so what happens when you click add component and the descriptor

potent dawn
somber meadow
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screenshot the hierarchy, or just your whole unity

timid kite
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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+!

compact dust
potent dawn
compact dust
potent dawn
timid kite
somber meadow
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you need to drag that into your hierachy

compact dust
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you need the avi in the left side heirarchy, go to the root, and click add component onto it

somber sequoia
compact dust
potent dawn
compact dust
potent dawn
compact dust
potent dawn
compact dust
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wdym

potent dawn
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i cant drag my file there

compact dust
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._.

potent dawn
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it does the stop sign mouse button

compact dust
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you're clicking the model block and dragging it, yes?

potent dawn
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yes

compact dust
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video?

fathom current
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need help dont know why top part of hat is invisble but looking at it from the bottom its not

potent dawn
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im dragging the model from my files to it

viral tendon
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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

potent dawn
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oh nvm it started working

viral tendon
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the face wont show up textured

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its like hald transparent half not

compact dust
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is the material applied?

viral tendon
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yeah

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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

compact dust
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did you also try manually applying or only the tool

viral tendon
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i only did the tool let me try manually

compact dust
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could be that the tool messed it up on copying or smth

potent dawn
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how do i fix these

viral tendon
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this is what happens when i put it in the scene at first

compact dust
viral tendon
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its all good haha

compact dust
viral tendon
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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

potent dawn
compact dust
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in vrc descriptor that you added

potent dawn
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where do i get that

compact dust
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not in vrc desc, its a seperate component

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mb

potent dawn
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where is that

ornate stump
potent dawn
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it didnt help

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thats why i came here

compact dust
ornate stump
potent dawn
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i watched it 3 times

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it didnt work

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thats why i came here

ornate stump
compact dust
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if it didnt work, maybe you should try a different tutorial (idk)

ornate stump
potent dawn
compact dust
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its readable

ornate stump
ornate stump
compact dust
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would i have to weight paint it if its just a slight change

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i presume not

fathom current
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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

fathom current
ornate stump
compact dust
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does vrcf have smth for a world constraint btw

fathom current
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so ingame it will be fine?

ornate stump
fathom current
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fudge how do i fix this

ornate stump
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Or use shader that can custom cull option and disable face culling.

main copper
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One message removed from a suspended account.

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One message removed from a suspended account.

ornate stump
main copper
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One message removed from a suspended account.

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One message removed from a suspended account.

ornate stump
main copper
ornate stump
arctic ginkgo
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also then your avatar preview will show the clothes you'd prefer instead of having them all overlayed

main copper
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One message removed from a suspended account.

proven trellis
main copper
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One message removed from a suspended account.

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One message removed from a suspended account.

left wharf
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Modular Avatar, maybe?
idk what you bought so i can't tell you exact answer.

main copper
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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

shut plover
desert elk
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I don't think so
Can you not weight paint them so some bones?

soft coral
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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.

night ember
wooden jasper
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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

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I'm not sure how to solve this, so I'm leaving a question.

ornate stump
wooden jasper
weak briar
sharp oasis
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For bones it says recommended 75, but I know there's an ammount that causes the alert to dissapear. How many bones is it?

weak briar
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I think 180

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or somethin along that line

sharp oasis
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I know in the case of triangles it recommends 32k but you can go beyond 2x that and it still counts as green

weak briar
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yes, but as always less is better

sharp oasis
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ofc

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trying to keep this avi orange but bones

weak briar
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btw the 75 bones recommendation is based on a basic humanoid rig, cause that one has around that many

light charm
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i believe the limit is 150 bones before it goes very poor

weak briar
light charm
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i think it was 150

weak briar
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still 75 more bones to use is a lot

ornate stump
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You all could just check the docs. No more guessing.

light charm
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true

weak briar
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we could, but that would take the fun away

weak briar
sharp oasis
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turns out I was so close to the limit that updating from the front one to the back one puts me over the limit

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tut

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time to merge them in blender..

weak briar
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haha, fair enough ^^

weak briar
sharp oasis
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glowstick rings

ornate stump
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It's still be fine when answering accurate answer. But when it's into guessing, that's out.

weak briar
sharp oasis
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butye. could just merge armatures in blender instead of attatching the bones in unity

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I can never remember how to do it correctly though lol

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and it'll probably mess up the quest version if I do that

desert elk
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why would it?

unreal pasture
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why did vrchat remove this option

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legit ruin my whole animation cuz it no longer work in game

ornate stump
unreal pasture
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particle texture

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no longer work in game

sharp oasis
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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

ornate stump
unreal pasture
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the emitter texture

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in unity it work as normal but in vrc they legit remove it

ornate stump
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Did you test with gesture manager in unity? Make sure that the logic you spawn the particle is working.

fluid niche
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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.

ornate stump
fluid niche
unreal pasture
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it spawns

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in game

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it just does not have the texture shape

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i add

desert elk
fluid niche
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Sadly they don't have anything other than "black cat" written in the avi description and even less on their profile page.

desert elk
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could be worth a try

fluid niche
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Oh thanks, I'll give it a shot 🙂

desert elk
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it could be a model available for purchase somewhere

cursive roost
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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 torsovrcTupCry)

somber sequoia
somber sequoia
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You're saying that used to actually affect shape?

unreal pasture
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in the texture

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i used to do all the timme

true flower
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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.

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And here's me:

somber sequoia
true flower
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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

somber sequoia
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Yeah that should cause the inspector to show the actual blendtree - at 6:44 in the video

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yes, now click that box, and look in the inspector

true flower
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AH!

somber sequoia
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basically you're going into the blendtree state and then you can work within that.

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At the top of the "flowchart window" is now a sort of path display, you can click on parts to go "up" a step

true flower
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which will take me back to the previous window...? cool

somber sequoia
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yup

true flower
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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. 🥰

somber sequoia
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happy I can help!

true flower
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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.

light charm
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also, check to see if the avatar creator has any socials linked to their profile or bio

true flower
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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. 😅

frail temple
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@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

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really apologise for the mention but you're the only one familiar with the issue i had at hand

somber sequoia
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you'll probably need to remind me, but sure

somber sequoia
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ah yes

frail temple
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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

somber sequoia
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duplicate?

frail temple
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or is that a horrible idea?

somber sequoia
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I'm not sure I understand what duplicating gets you?

frail temple
somber sequoia
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nope

frail temple
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Uh, is the only way to recreate this is with the knife tool?

somber sequoia
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can you explain what you're trying to recreate? I'm really not following

frail temple
somber sequoia
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oh are you trying to add edge loops so this joint flexes better?

frail temple
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What's the best way to add edge loops without breaking the topology or anything else for the matter?

somber sequoia
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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

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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.

frail temple
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Do you have a video representing this? i am not exactly following...

somber sequoia
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yep, one sec

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something as basic as this shape

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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

split cairn
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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?

somber sequoia
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here, I'll add an armature to better demonstrate:

somber sequoia
split cairn
split cairn
somber sequoia
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Materials are global inside a project. If you want to have different materials on different avatars you need to actually have two different materials.

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select one in the project window, ctrl+d to duplicate it, apply it to the second avatar and adjust as you like

frail temple
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and i'll merge those vertices aswell

somber sequoia
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yeah basically that's how I did this

frail temple
somber sequoia
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it's a little easier without the triangles - you can dissolve those dividing edges temporarily if you want

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yay! 🙂

frail temple
somber sequoia
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it's really low poly, so that does make things hard sometimes

frail temple
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atleast i don't have to worry about porting it to quest

somber sequoia
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probably wouldn't be hard from the look of it

stable zealot
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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

somber sequoia
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there's an in-game option to disable gestures on the radial menu, make sure you didn't turn that off

stable zealot
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Nah that's not toggled

somber sequoia
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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.

stable zealot
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That's the weird part.. When I remove all of the controllers, the hands still don't move in Unity

somber sequoia
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did you update the model .fbx file and break the armature? or the link to the mesh?

frozen laurel
#

Hello everyone

heady pumice
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can someone make avatars for me im struggling and need one for my group i have money

desert elk
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you'll get scammers here

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go to VRC Traders

tall dock
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Anyone knows his way around VRLabs slashing system? Im in the need of some help

narrow raven
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anyone that knows how to get past 256 bits?

narrow raven
tall grotto
#

Might have to reinstall VRCFury or GogoLoco on to the project. I would recommend asking the VRCFury discord server if you still have problems

proper storm
#

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

tall dock
heavy zephyr
left gull
# narrow raven so tired of this

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

tall dock
#

I guess customization I can dabble in the particle systems from the prefab but vrcfury usage?

heavy zephyr
# tall dock As for the other things?

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

tall dock
heavy zephyr
tall dock
#

If i find it too confusing i'll just do the avatar manager thing

worldly whale
#

how do i use mulitple normals?

#

oh wait never

#

mvn

charred scaffold
#

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

somber sequoia
#

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.

left gull
#

i think theres a few PC only shaders that can do this effect, panoramic or panosphere something?

charred scaffold
#

Gotcha. I generally use Lil’ Toon so I’ll see if I can do that there but if not I can try something else 👍

somber sequoia
odd bane
somber sequoia
# odd bane ?

53 errors - go look at the first 2-3, a lot of the others are likely side-effects

odd bane
left gull
#

2nd screenshot doesnt really say the error

#

its kinda just saying it failed not really why it failed

odd bane
somber sequoia
#

yeah there's not really any useful information in these images, unfortunately

narrow raven
#

is there a way of making them like this and also fixing the fact that when i walk the go flying?

somber sequoia
#

specifically what about this is the issue?

narrow raven
#

like the second picture

somber sequoia
#

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

balmy plover
#

does anyone know what this error means? happens when i try to set up visemes in blender using CATS unoffical for 4.1

balmy barn
#

get 4.2 ratl i guess

spare zenith
#

if i understand right keep quards option do not works after sdk update?

balmy barn
#

nope

somber sequoia
spare zenith
#

-_-

desert elk
somber sequoia
# spare zenith

you generally want to look at Trangles, not Faces. But yeah, this did change recently.

spare zenith
#

i just always use that option and it was really handy=/

worldly whale
#

hey uh im really confused rn. the avatar is stuck in a preveiw animation state even tho im not preveiwing an avatar

desert elk
#

you can reset that with pumkin tools i

#

i'm pretty sure

somber sequoia
#

yep

worldly whale
somber sequoia
#

somewhere in there is a reset tool, I'm not entirely sure where

worldly whale
#

so its working enough

somber sequoia
#

oh that'll work

glass condor
#

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?

somber sequoia
#

which what?

glass condor
#

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.

somber sequoia
glass condor
#

what could I still be missing?

balmy barn
#

look at where origin is or you have some locomotion animation thats 'breaking' and sends you into floor

glass condor
narrow raven
#

whats the name

somber sequoia
#

it's not about moving less it's about setting the limits how you want them. Which are called "limits" of course.

glass condor
#

I think the toes aren't where they're supposed to be? (the very bottom)

balmy barn
#

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

balmy barn
#

test with default base controller to see if anything in locomotion messing up

#

or just all default easier

glass condor
spark walrus
#

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

somber sequoia
#

by "body", what exactly do you mean?

desert elk
#

you can't physbone humanoid bones, so if you mean arms/legs/spine, etc it's not gonna work

somber sequoia
#

well... you can but then they're just floppy and you can't actually move the limb

desert elk
#

yeah

somber sequoia
#

so in most cases it's not really what you want.

#

and so! What exactly do you want here, @spark walrus ?

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.

somber sequoia
#

you can very much do those things

#

(they aren't "humanoid" bones, as far as Unity is concerned)

spark walrus
#

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.

somber sequoia
#

perhaps show the physbone component and what the gizmos look like on the actual bone

spark walrus
#

The physbone component is there, but the gizmo is just...not.

somber sequoia
#

is this one bone or a chain of more than one?

spark walrus
#

One bone.

#

This is how the bones were set up in Blender by Zinpia.

somber sequoia
#

Increase the Y value for "endpoint position"

#

try .05 to start

spark walrus
#

...No way. That worked.

somber sequoia
#

yup

#

Physbones must be chains of 2 or more bones, this kinda fakes it by extending the last bone

spark walrus
#

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!

somber sequoia
#

excellent 🙂

glass condor
#

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.

frail temple
#

@somber sequoia Perfect!

somber sequoia
#

nice!

frail temple
#

quick question, should i dissolve this face now orr?

#

Topology doesnt change when i dissolve/delete it

somber sequoia
#

face?

#

is that not an edge?

frail temple
#

Sorry, edge

somber sequoia
#

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.

frail temple
somber sequoia
#

it often makes working with the model easier, such as when making edge loops

glass condor
#

update: its literally going through the bounding box wtf

somber sequoia
#

you can set that in unity

glass condor
somber sequoia
#

on the mesh objects somewhere, I don't have an avatar project open, but it should be obvious

glass condor
somber sequoia
#

so look at a mesh object in the inspector

left gull
balmy barn
#

shouldnt have a bounding box there, merge your meshes

somber sequoia
#

right at the top, "edit bounds"

glass condor
left gull
#

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

glass condor
#

reminder of what this looks like in game:

#

so I think the bounding box is just a symptom of something else going on.

#

anybody...?😥

somber sequoia
somber sequoia
#

this is rigged?

glass condor
somber sequoia
#

something is definitely not right then.

#

possibly an un-applied modifier when you exported

glass condor
#

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.

glass condor
somber sequoia
#

maybe?

glass condor
somber sequoia
#

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.

glass condor
desert elk
#

you could always reexport from blender and untick "animation", maybe something got in there somehow 🤷‍♂️

somber sequoia
#

that wouldn't matter unless you took one of those animations and actually used it in unity

glass condor
desert elk
#

try fbx all

somber sequoia
#

You checked for modifiers first?

glass condor
desert elk
#

the wrench

#

where your armature modifier is

somber sequoia
#

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

somber sequoia
#

you DO have an armature modifier though, right?

glass condor
somber sequoia
#

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.

glass condor
#

I can even link the avi since it's public, it works without issue.

somber sequoia
#

without investigating I'll just say "huh, okay"

golden pecan
#

my avatar preview shows up without any clothes how do i fix D: (left image is how it normally looks like)

desert elk
#

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

glass condor
#

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.

verbal elm
#

how to i fix this error?

glass condor
#

Remove them when you do find them.

verbal elm
#

im not sure how to do that but i will try

#

im severely new

left gull
#

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

glass condor
# verbal elm im severely new

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.

edgy wind
#

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

balmy barn
#

had issues with contact/recivers so i went back to 3.7.5

#

av3 did nothingratl

edgy wind
#

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

somber sequoia
#

I'm only working with it on a world so far

chilly solar
#

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

desert elk
#

are white emissions set over the whole texture?

#

it happened to me before and that was the reason why

chilly solar
#

i mean i dont know

#

how would i check or change that

desert elk
#

idk, I don't use toon lit, but I assume it has emissions somewhere in there

#

search the options

chilly solar
#

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?

untold minnow
#

I’m trying to do textures

#

But everything is purple

#

Can anyone tell me why?

desert elk
#

you have face orientation enabled

#

probably

untold minnow
#

alternatives

#

from substance painter that I could use to textures

jolly ingot
#

is the vrchat head chop script tied directly to the veiw point orb?

jolly ingot
timid kite
#

why is the map crooked? what did i press?

somber sequoia
ashen jay
#

all of my params are synced, but still cannot be seen by other pc users?

somber meadow
somber sequoia
#

ideally just use the same file

ashen jay
austere bay
#

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

ebon bolt
#

What does the physbone overlay mean on my avatar, like theres so many different colors that aren’t explained at all

jovial sphinx
#

can someone help me figure out how to get like neon hair and nails for my avi?

left gull
ebon bolt
#

ohhh okay tysm

left gull
#

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

lilac hawk
#

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?

ionic sundial
#

I'm getting this error several times. I've checked all my materials but I'm not sure where mipmap settings are located

somber sequoia
ionic sundial
#

ah gotcha

#

the auto fix thing only showed up for a few textures but not all of them

somber sequoia
#

ah that makes sense - it'll only know about what's currently on the avatar

jovial sphinx
#

working on it

#

idk how to make the hair and nails neon tho.

austere bay
#

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

jovial sphinx
#

this the first time making an avitar and im stuggling to findout whats what

#

i got updated gogo on it

austere bay
ionic sundial
austere bay
#

like you have to mess around with unity

#

you have to make mistakes

#

thats how you get better at making avatars

somber sequoia
#

I'm assuming by "neon" you mean using emissions

austere bay
#

they could just get an error shader

#

very pink

#

then they'd get the colour they want

somber sequoia
#

@jovial sphinx I'd be happy to help here, if you'd like to ask again.

chilly solar
#

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

ornate stump
chilly solar
chilly solar
#

ahh okay, what should i do

#

oh i cant apply it with blend shapes?

ornate stump
chilly solar
ornate stump
chilly solar
ornate stump
chilly solar
#

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?

somber sequoia
ornate stump
somber sequoia
#

I don't know what that is

weak briar
#

an addon that lets you apply modifiers on objects that have blendshapes, normally that wouldnt be possible as known

somber sequoia
#

ah then it sounds like it

#

I've been using this one for a few years, haven't heard of that one

weak briar
#

these functions are really handy to have, and I also used it in my project

weak briar
somber sequoia
#

makes sense.

weak briar
#

just preference what to use in that case

somber sequoia
#

I actually wrote one the other day to clean up unused vertex groups, just something I needed.

weak briar
#

you mean you wrote your own plugin/script ?

somber sequoia
#

yeah

weak briar
#

bruh, i could never. im too stupid for that

somber sequoia
#

I've been a software engineer for a long time

weak briar
#

I had computer science in highschool and then never again

weak briar
#

-print "Hello World"

chilly solar
#

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

ornate stump
chilly solar
ornate stump
chilly solar
#

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

soft lance
#

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)

somber sequoia
soft lance
#

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

remote sail
#

uploading an avatar to PC but it won't let me upload it because it goes over the Android size limits

mild solar
#

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

ornate stump
ornate stump
remote sail
proper steppe
#

i am really lost here, i switched to 2022.3.22f1 everytime i open the control panel i get this and it doenst stop

proper storm
#

Can you randomize properties from objects with parameter drivers?

timber wharf
#

@proper storm uh, theres random for param driver, wdym from objects

proper storm
#

component properties

#

from objects

timber wharf
#

via animation

proper storm
#

but thats not random

timber wharf
#

uh, use motion time

proper storm
#

unless there is a component that can do that

timber wharf
#

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

proper storm
#

Ah I already get what you mean

#

thats easy enough

#

Its very scuffed way of doing it, but probably the only way lol

timber wharf
#

avatars in a nutshell

proper storm
#

indeed

violet sundial
#

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

proper storm
#

unity moment

spark walrus
#

What is a realistic amount of polygons for a public kitbashed avatar? Mine currently has 200k

proper steppe
somber meadow
proper steppe
ornate stump
desert elk
#

yeah, try to aim around 70k

#

it may be unrealistic with some of the bases, but it's always good to try

somber meadow
#

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

spark walrus
#

It is so rare to see any avatar with 70k or less polys

timber wharf
#

while trying to keep my stuff medium for sake of it id say 200k is fine

spark walrus
#

The Zinpia Low poly base uses 25k

somber meadow
#

200k is definitely fine for majority of modern GPUs, if you're getting over like 300k I'd probably take consideration

spark walrus
#

Ok thank you. Going to start making public avatars and was looking for a good hard limit for myself for polys

somber meadow
#

oh public

spark walrus
#

Yes public

somber meadow
#

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

spark walrus
#

Im planning on optimizing every way I can

#

And every way I know how

timber wharf
#

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.

somber meadow
#

Yeah I wouldn't think VRChat would give players control of perf ranking

timber wharf
#

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.

wind skiff
#

when only 20% of those cause 80% of the lag

timber wharf
#

@wind skiff uh, 700k?

spark walrus
#

I need help

desert elk
#

post it there

spark walrus
#

i need a fix asap

timber wharf
#

it complains about face tracking. when it happens, on vcc launch or later?

keen orbit
#

Has anyone been having issues with their SDK not reconizing humanoid models?

timber wharf
#

have you set it to humanoid rig on import?

keen orbit
#

ya

wind skiff
keen orbit
#

its just decided all my models arent in humanoid even when getting the settings turned off and one

#

on*

wind skiff
#

you probably have some error in the rig definition

ornate stump
keen orbit
wind skiff
#

show the full editor

keen orbit
#

ok!

#

sorry for the first one

#

accident copied both

ornate stump
timber wharf
#

you got red errors

wind skiff
#

looks fine, what's telling you that it isn't humanoid?

timber wharf
#

probly sdk is not even working to point where it supposed to figure out the rig

keen orbit
#

the SDk let me take a pic

wind skiff
#

and what was the error you got while uploading or entering play mode?

wind skiff
keen orbit
#

like the model is just getting started so im used to the red circles

#

not the triangle

desert elk
#

did you try switching to generic and back?

keen orbit
#

ya

wind skiff
#

select the letstrythis object and screenshot the inspector for it

keen orbit
desert elk
#

I see

keen orbit
#

you wanted like whats in the inspevtor right?

#

i started clipping without askin

#

causee thats my fury stuff

sweet pulsar
#

How do I stop unity from doing... whatever this is. It doesn't happen on blender

ornate stump
keen orbit
#

oh my goodness ok thats so silly

wind skiff
#

also, do not assign vrcfury generated files to your avatar permanently

keen orbit
#

whats that

wind skiff
#

just reset both to default

keen orbit
#

ok!

#

Thank you yall for your help as silly as it was

wind skiff
#

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?

sweet pulsar
#

I have identified and checked the verts individually

#

that being the case do I tediously fix it

#

or is there a solution

wind skiff
#

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

sweet pulsar
#

Blender can limit total weights, but then I would have to go and fix the weight painting of every bone before normalizing it

wind skiff
#

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

main copper
#

One message removed from a suspended account.

timber wharf
#

oh, tho you dont need second one cause you hit uncompressed limit, not 200mb compressed one

main copper
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

small hare
#

how can i change this logo

#

is that even possible?

desert elk
#

idk if it is with vrcfury

small hare
#

it is with vrc fury 🙂

desert elk
#

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

desert elk
main copper
desert elk
#

try lowering their resolution

#

and if it doesn't work you may need to merge some in blender

timber wharf
#

@main copper so all 21mb textures are 4k, downscale them to 2k or smth

desert elk
#

yeah

#

4k is too much

main copper
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One message removed from a suspended account.

desert elk
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yes

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resize them to be smaller

main copper
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One message removed from a suspended account.

timber wharf
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yes and apply, you can see uncompressed size on preview

desert elk
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yes

timber wharf
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(unless you use crunch)
(dont use crunch like ever)

main copper
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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

ornate stump
timber wharf
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@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.

wind skiff
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crunch causes a frametime spike when you load an avatar cause it pauses to uncrunch all the textures

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if you have a lot of crunched textures, uncrunching takes a while

still shuttle
left gull
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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

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same with crunching them (though ive had issues with it looking entirely different in-game when using it)

wind skiff
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crunch has zero impact on texture memory/vram, only on filesize

still shuttle
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Not really, most of my textures stay at 2048 or the slightly lower one, I literally watch it work lmao

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I've been doin it from the very beginning, it's even helped me lower quest avis who where just slightly too big

wind skiff
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filesize wise maybe

timber wharf
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@still shuttle crunched texture is uncompressed into normal dxt into vram

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crunched texture itself takes some moment to uncompress on load but idk, some people say it does lag spike them

wind skiff
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a bunch of crunched 4k tex will cause a lagspike, especially on older cpus

still shuttle
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All I'm saying is it's always been a factor that has helped me massively with avatars sippspeen and it's never caused a lag spike for me

wind skiff
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it doesn't reduce vram usage or prevent avatars from lagging the shit out of you though

sleek agate
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I don't know why, but the hair seems off to me.. can anyone point out the problem?

desert elk
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i think the hair looks good

sleek agate
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Making the front hair a little longer seems to have fixed whatever was putting me off

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The best way to describe it, was it felt like someone just got a doll and put hair on it.. idk

delicate olive
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that's why it looks unnatural

sweet crypt
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does anyone know how to fix this

desert elk
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you need to delete some parameters

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you have too many

sweet crypt
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thats why is failed to upload the file?

desert elk
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most likely

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you can check the console like it says

sweet crypt
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im stupid and dont know what this means

true flower
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NOT STUPID: You just don't use the same logic Unity does for terms and meanings. I'm hitting the same wall, constantly.

sweet crypt
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i usally just give up but im in a motovaited mood

true flower
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Waves flags and pom poms Go! Go! Go! Go! 🥳

sweet crypt
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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

true flower
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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

sweet crypt
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from the unity discussion page it says it could be because the browser i use but i dont know how that would effect it

true flower
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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.

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That might not work, but you can at least eliminate it from the possible causes.

balmy barn
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too generic message, restart unity try building again - then look at console , incase some script derped

sweet crypt
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in other words my best bet is simply trash this file and restart

balmy barn
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yellow errors can sometime tell you connecting to asw ect failed

true flower
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Harsh, but it's worked for me in the past

sweet crypt
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sigh was trying to avoid making a new project but what has to be done so be it. ill give it a try.

true flower
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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.

balmy barn
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no one said make a new project, sometime scripts imported doesnt behave properly until unity is restarted (had one 2 days ago)

desert elk
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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

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and always restart unity as a first step

true flower
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Mmmm... Listen to the others. Use mine as a fallback if nothing else works.

warped moss
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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!

primal cliff
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heyy does anybody know how i can toggle with vrcfury when i toggle one outfit one that the second outfit is auto toggled off?

frail temple
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Quick question, which bone should i merge all the weights to? since this rig has 3 fingers but the mesh only needs one

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Should i put all the weight data on the ring finger, middle finger or little finger?

formal fulcrum
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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.

true flower
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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! 😅

trim scaffold
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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 🥺

austere bay
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sometimes if you have something mapped to the jaw it doesn't work

heavy zephyr
trim scaffold
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Am convinced it has something to do with me duplicating the original

austere bay
trim scaffold
true flower
austere bay
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otherwise I'm not really sure, you could check all the blend shapes definitely work in blender

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then export the fbx again and reimport into unity?

heavy zephyr
timber wharf
true flower
heavy zephyr
frail temple
timber wharf
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hm not sure if it matters much, just test how it curls

true flower
timber wharf
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well for sure paint it properly first

frail temple
timber wharf
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@true flower click on lines connecting those states, thats where conditions are defined. also check if theyre actually show run animation in the preview

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top speed of player is 4

heavy zephyr
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As well as the unity docs when it comes to the rest

true flower
timber wharf
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oh tho its probly 2d blend tree

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being locomotion and such

true flower
heavy zephyr
true flower
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Ah, I can't (RL, donchaknow) but thanks... I'll bang away at it and gather up another question later 😅

heavy zephyr
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Alright, good luck!

mossy jacinth
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anyone know if its possible to make physbones with two connected points? like a bridge

supple adder
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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?

mossy jacinth
thick oar
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gamers

heavy zephyr
thick oar
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if i change the bone hierarchy to match the whole chest needs to be above neck thing does that break my animations

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also how do i get back to that menu

somber sequoia
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inspector for the .fbx file, "rig" tab, "configure" button

thick oar
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but still, does that break my animations

somber sequoia
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yeah it would. You could try using hfcRed's animation repathing thing, or just manually edit them if there aren't that many

thick oar
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ill try the repathing plugin

violet sundial
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if I were to try and change the clothing on a premade model, how would I do that?

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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

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currently looks like this, trying to give myself a hoodie

somber sequoia
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you want to put clothing made for one avatar base onto another?

violet sundial
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but I have no clue how to switch it out

somber sequoia
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I'm not sure how that answered my question

violet sundial
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how do you want me to answer it??

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its the same base

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I just dont know how to switch the clothing

somber sequoia
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oh ok, 'cause you said "different avatar base"

violet sundial
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okay well thats my bad

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now we're on the same page

somber sequoia
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yep, just trying to understand the problem 🙂

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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.

violet sundial
somber sequoia
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well if the clothing are separate model files, you can just drag them into the new scene

violet sundial
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I cant really access it seperately, thats what im trying to do

somber sequoia
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ah, probably then bring the model into blender and split it up into the parts you want

violet sundial
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can I try and streamthis to you maybe?

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Its hard to explain through text

somber sequoia
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that's not really something I do

violet sundial
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well Im not sure what to do them

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IM just gonna be honset, its not helping

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and im not experienced enough to thoroughly explain the problem

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would you have any idea if these files play a place in it?

silver flame
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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

somber sequoia
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.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.

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Otherwise .mat is a material, and .png is an image file

tardy walrus
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if anyone knows how to get it to open lmk TuT

mossy jacinth