#avatar-help
1 messages ยท Page 81 of 1
You can't use the .SPP files in Blender, but you can do texture painting in Blender with the model and the existing textures.
im new to both blender and like doing the model things
how do i get to like the texture painting in blender/
At the top menu, "Texture Paint"
It's kinda primitive, and some add-ons like ucuPaint and LayerPainter can make it a bit better.
what files?
okay i think ihave an example of what i want to do
I don't think you can open the .spp in anything but Substance Painter
in the files, if i do guester manager on the oroginal un edited models, it has the hoodie and stuff on there thats togglable within the clothing
but on what im currently using the option straight up isnt there
how can i drag/put the hoodie that I want on this one?
is the menu made with vrcfury or manually?
Pretty sure with vrcfury
not even with switching files or anything? thats what im trying to find out
16 physbones mainly from davali base
components?
that's a lot
maybe you can combine some on a common root. Like ears having one component instead of multiple
?
ok
i found out how to get the hoodie menu on ther
e
but the issue now is that there is no hoodie to be displayed..?
The menu only drives parameters in the animator. Animations run by the animator are what do the actual things you want done.
hoodie selected but no hoodie
so whats that mean
i gotta find the hoodie in the animator or smth?
you need to add the new hoodie to the avatar, and then you can toggle it on and off with an animation. Optionally doing this with VRCFury.
how though
I don't know what your project currently looks like so all I could do is suggest tutorial videos
No tut videos on my base, already looked
base is not relevant really
again, that's not a thing I do
Islocal parameter
these?
you use the parameter isLocal in your animation layer to determine if the object is enabled or not.
so how would you typically do this? Im using a component for each ear. Do you suggest the root physbone transform set to the 'head', then ignore any transform besides the ears? What about each ear needing a different (mirrored) orientation?
Hm, where and how would I add it? I just use this in the node after its waiting state
It's not in here, it's a parameter you can add to your animator and use in a transition between states. If that does not make sense, find a tutorial video about the basics of working in the animator.
it will work with the head
Basically you want "if IsLocal is true, then turn on"
i do that to mine
and they mirror just fine
physbones are based on your bones so as long as they're the same (but mirrored obv) on both ears the physbones will be the same
Well, no, I know how it works, but would that play the audio source only for me?
my unity refuses to switch to android,
ive tried to switch a couple times but it just wont let me change
I mean client side only audio
do you have android build support installed?
Yes, because that would only run the animation state with the audio player when IsLocal is true. It's only true for you, the wearer of the avatar.
check the build suppport settings
what
you need to have android build support if you want to upload for quest
So IsLocal is something I just add to my parameters and layer and it should work?
idk
let me get a screenshot
You can add and use any of these: https://creators.vrchat.com/avatars/animator-parameters/
file > build settings
(I know it says world but it's the same for avatars)
Yeah i see it,
huh I have never seen this menu!
hmm, they mirror in pitch nicely, but not yaw, so I couldnt use a single component and match my old angle limit setup. Image shows it, exaggerated.
Is there a way to make an animation (specifically an emote) play through and then play in reverse, and just loop that pattern?
-1 speed , ive used it a few times on a afk that sends av falling to ground, -1 it goes back up
i'm not sure, i don't work with avatars ike that. Idk what could be happening.
Maybe they're not the same roll in blender? or something like that
very possibly, maybe the bones themselves could be altered to get the axis working better, but idk that part well
I think you'd have to animate the position in the animation backwards, probably I'd try to just make a reversed clip instead.
oh negative speed, nice.
how obvious
How do I change the speed?
oh
I mean that works, but, can i just not sync the parameter
blender, select bones and rotate them toward 0.0.0 so they all point same way right now its all over 
Yes, you can also do that if this is driven by just one parameter.
same animation
multiplier can be messed with to speed/slow things down, but i rarely touch that
Im just using one parameter, yes SettingMenuPress, when pressed it just played a audio source
sure, don't sync it
ok so I can change the hoodie to be there
the menu and stuff will be there but
when I try and toggle it the hoodie just isnt there, is this a texture issue or something?
did you add the new hoodie to the avatar?
No, this is the one that came with the base
oh, so you're just testing the original one?
yes
Okay I set that up. What do I put for the conditions on the transitions?
emote? just exit it whenever its not in use (not equal)
Weird, audio play in animator not playing audio?
Okay, so when I toggle the emote, it'll loop between the two speeds just like that?
this plays entire animation length before going to next state
Ohh okay
ping<>pong
Hey yall, how can I take this out so i can work on it as if it was its own unity file already?
the one selected,
so it can turn into this
you could save a copy of that scene, then just delete anything you don't want.
the scene as in?
that whole thing you are looking at is a scene, and the file you mention, is a scene file
alright
file -> save as
is it possible I can make a copy instead with how it looks? I dont wanna delete everything then fuck up the file forever
that saves a scene
right - make a new file and then screw that one up, keeping the original intact.
like this?
if that's the result you're looking for...
maybe I misunderstood
oh you know what
nevermind it is like that
oaky nevermind it didnt work again
shit
so like right here
Question about the new SDK update
I notice here that I can build for multiple platforms. I have 2 versions of my avatar (2 prefabs) one for Android and one for PC
How do I tell the SDK what avatars/prefabs/scenes are for what platforms?
you don't
you do two uploads
that option is only useful if you're using the same exact avatar for both pc and quest
drag the root prefab into your project (files section), then make a new scene and insert that prefab
got it i think
well thats shit
I have 2 scenes for my worlds too
1 scene for quest, the other scene for PC
I fail to understand how this logic wasn't being thought of when even adding the feature.
๐คทโโ๏ธ
It isn't hard for them to switch scenes during upload depending on the platform
Ill ask the VRCFury discord about it
Maybe they found a way to do it
what does fury have to do do with it
?
this is an official vrchat sdk feature, not vrcfury
VRCFury is a very nice tool that does a lot of Non-destructive changes during upload
VRCFury could add a component that auto switches the scenes depending on the platform.
The same way how it watches the VRChat SDK to see if its building or not.
It also fixes a few annoying things with the SDK, very minor but still annoying
Must have tool honestly.
I tried using vrcfury but didn't really like it
what annoying things does it fix?
cause I only knew of it as an easy toggle maker
Well the SDK adds this weird XR folder for some reason
VRCFury fixes this and moves it to the packages path instead.
The SDK has some weird login issues (like freezing during 2fa), VRCFury also fixes this
I see, I don't mind it as much to get a whole asset for it. And I never had any log in issues 
it never froze for me
I kinda just logged in and that was that?
it did for me. Really annoying because I would spam it until it worked and I would log myself out by accident and Id need to do it all over again.
The page just failed to refresh correctly.
yeah, same here
I never had that happen
VRCFury sorta just forced it to refresh, and once the 2fa code is entered i dont need to press anything it just finished.
I honestly found fury to make the process longer and needlessly complicated for what spending an extra few seconds doing manually
same here
especially the waiting for it to compile everything every time I was switching to play mode
Then do it manually. I have the opposite effect, it saves me a lot of time and improves my workflow between platforms.
I dont depend on it for example, I still do everything manually. But, I use the tool to make managing prefabs better
Sitting there waiting for the "nondestructive" changes to apply every single time I make a minor change
yeahh
Also witnessing people have an aneurysm when they cant figure out where something is only to find out hours later that fury was fucking with it "nondestructively"
So far I only use Fury to add the face tracking stuff.
ah I've never added face tracking but I can see how that would be helpful
that must be a lot of stuff to add
Blendshapes, animator shit
I figured
yeah it's a bunch of animation layers
I could combine it, but eh.... not a whole lot of point in putting in that work
Would you happen to know how to replicate this using the VRCFury Toggle component?
that kinda seems more complicated
yeah, I doubt vrcf thought of that
vrcf is more for on/off, colour switch
like I don't know what you'd gain. if you want to have a enable/disable toggle, sure, just use whatever variable the Fury toggle sets.
that scrolls, of course.
Switch between platforms via build settings or reopen the project so its the pc limit
You are also mixing write defaults
you should restart cause it got stuck on quest limits
I see
Its called "build testing"
Set it either all on or off
I know, it was nothing much
you can build an editor test copy
Thats not what I meant in the slightest
Can an emote use anything as the parameter, or does it have to be VRCEmote?
An animation layer can use whatever parameters you want
how do i get avatar files that i can import into blender?
Anything but youd need to set up what vrcemote does
generally you import an fbx (it should be somewhere in the assets)
It just happens that VRCEmote is a semi-standard
Its just the fbx in scene
Or if you mean in game you dont
You said:
Also witnessing people have an aneurysm when they cant figure out where something is only to find out hours later that fury was fucking with it "nondestructively"
and my response was to build an editor test copy. Basically allows you to dig into all the changes so you know whats going on
also what's an "emote" here ๐
So make it an int parameter?
Again not what I meant in the slightest
what's your actual goal
No? The entire thing in the action layer
I wanna add this dance animation onto an avatar. The animation goes through a few different poses in order, and when it loops, it snaps back to its starting pose to do it again. I want to make it so that it plays the animation to the end, then plays it in reverse, and it just keeps playing it forward and backwards until I toggle it off
Cool, so you can do that in the Action layer.
Oh okay
you don't really need any specific parameter like VRCEmote for that, but sure, you can use it.
Yall, is there a way I can make it so I can toggle 2 things at once?
Hairs, for example
just have it have an empty condition transition between them with an exit time of 1 then have a transition out on both of them that is just parameter not equal whatever
Either have an animation do that OR if you already have two layers toggling those 2 things independently, use a parameter driver to set their respective parameters to the correct value when reaching a state.
i dont know what half of that means sorry
i also have 1 more tiny but improtant issue and its th eye
I got everything down now, but the eye texture wont change and im nots ure what to do
Well I have everything set up on the Action layer, but the animation won't play when I toggle it on
well did you set it up correctly
I have the weight set to 1
You're doing the Animator Tracking Control stuff too, right?
And the transitions and stuff set up properly
No, I don't think so?
well that's not going to work then
You have to disable IK if you want to run a full-body animation
(or any time you want to animate a thing that's normally run by IK)
Ah okay. Where do I find the tracking control?
did you look at the link I just posted?
If it's an SDK component, I don't think I have it.
the answer to that question is in that link I just provided
So set everything to No Change?
im making a gumball avatar how do i make a toggle that enables the oval eyes?
(in the first paragraph even)
I know I just wanna make sure I understood correctly
What exactly do you think "no change" would do then?
same
Either way it's still not playing the toggle
how do i make this hue shift work? i have had problems the past few days with this. did something update?
i have it wont save any of the color shifts in the animater
I set the layer weight to 1, I triple checked that the parameters are the exact same everywhere, and I have write defaults off
right click the property you want to animate and select "animated while locked". But also do what Diven says too.
cant use "im autistic" as an excuse for not understanding smth
WD off? Interesting.
poi does this automatically when you animate it
it's true
huh? im trying to make a hue shifter
what do you mean from the actual avatar?
I mean, autism can make things harder to understand sooo
You have to animate via the material on the avatar, rather than just select the material in the project.
oh good ๐
you dont animate by clicking the material
you animate it directly from the avatar
yeah but it can also make things easier to understand, therefore not an excuse
i didnt realize i had to
that doesnt exactly narrow it down but i did firgure it out
I think it depends on the person and the subject
i didnt say you specifically
i already said this but im making a gumball avatar so how do i make an oval eyes toggle
or anybody in particular
toggle that turns off the normal ones, changes to the oval ones
what is an oval eyes toggle?
ah, parts swap
like when gumballs eyes become ovals like this
fuck i meant ovals
I guess that ^ is a gumball?
tutorial, vrcf or a normal setup
i have fury installed
just make a blendshape that stretches the eyes vertically?
yeah character from cartoon network show i believe
i guess
I'd probably make a shape key in blender... yeah what Diven said.
make a vrcf toggle component and set the two items in it
look up a vrcf toggle tut
My emote still isn't working. I'm not sure what else to check.
layer masking?
i think i would need to make the pupils apart of the texture for that
Just says none
I mean do you want eye balls or do you want to make the eyes hollow then have a floating pupil?
i think eyeballs but idk
have you watched a tutorial about how to do this at all? You'll probably want a mask in that animator. And also do what's in the second paragraph here:
https://creators.vrchat.com/avatars/playable-layers#action
this is how i made the thing so
thats still not going to translate well to 3d movement
i was thinking so it kinda looked like for other people that you were talking to gumball so i wanted to make it look kinda 2d but 3d
if you don't have visemes you need to make them in blender
is that hard?
It's been a long ass time since I've added emotes to an avatar
shaping the mouth to make syllables isnt it?
then why havent you watched a tutorial
Because I thought I remembered how, but I guess updates and stuff changed how its done
no. make 3: A, O, Ch. And generate the rest with cats plugin
Google a tutorial for blendshapes
a o ch
so i uploaded an avatar last night and needed to fix some weight painting problems, is there any way to just sort of update the model in unity instead of having to import and redo everything i did last night? i dont wanna have to redo my physbones and some stuff all over again just for some weight painting stuff
yes, that's what cats uses
no, just change the weight painting in blender and it will update
if you didn't unpack the prefab you can override the fbx
unles its major changes it should be fine?
how do i do this
wait is that a thing?
save the file over the existing one
anything that changes should auuto update i believe
when you save it ^
use the same name tho in the same file
folder
I open the assets in an explorer and drag the new FBX in and select the "override option"
in the explorer window
I just do file -> export -> export FBX and select the old file
sometimes unity is like spaghetti, everything is connected but sometimes its in a pile
that metaphor didnt come out as good as i wanted it
haha
glorp!
wait i exported the fixed avatar and saved it over the old one, but how to i replace the model in unity
i dont understand how to do this
Unless you unpacked your avatar prefab, you shouldn't have to do anything else.
but i dragged it into my assets and its just here along with the old one
oh so you did not just overwrite the file.
I guess do what Eli said? not sure, I never do that.
i did when i exported it i saved it with the same name and it was like grrr this is already here i was like i dont care this is what i want
unless that doesnt count
did you save over the file that unity is using? when you import a package (if i got this right) it makes a copy of it, so if you originally saved it say in "blender folder" and then dragged that fbx into unity
the file u wanna override is now inside of the project folder in unity
oh i see that makes sense
okay so i opened the old avi in the explorer and dragged the new one onto it and replaced it
is that what im meant to do?
yes i believe so (i really hope im right here cause im stil lfairly new to avi making myself)
okay so im gonna go test it and see if it worked and let you know
i pray
okay it worked thank you :D
in the meantime can someone help me fix this
situation: a generic model made to be a sign with no bones gets turned into a minecraft cube when uploaded into vrchat. it has an empty animator slapped on since it demanded blood sacrifice or it wouldnt upload
anyonegot an idea why this could be happening? i need to get it fixed before the weekend if possible
edit: oh also it goes into the floor and on its back
not sure I can tell what that's doing, though maybe it looks like it has a flipped face?
use a empty skeleton (put mesh under it) or use a empty game object as root , to avoid it faceplanting (3rd one would be set origin in blender)
o7 ill dig around
yes, that's what you should do
which is what I tried to explain
i kinda understood but the extra detail from the other person made me understand enough to be able to do it
that's good
seems all normals are facing outwards correctly darn
how do i make a radial puppet without this happening? its honestly really annoying
disable loop time
oh ok
i didnt know that was the cause
but thanks
uh wait
i dont think that worked
oh wait
hold up
nvm
just to double check but is the origin not correct here?
oh, well i thought maybe theres an open face somehwere so i selected it completely and merged by distance, re-exported to unity and now its on its butt in there haha ok some progress?
AH
bottom of it (yellow dot)
for some reason its scale is coming in not at all 1's lol
oooohhhh i see!
Yo, would anyone who knows about making Avatars be willing to help out with a few problems Im running into?
One problem is the jacket. The second I gave it its material, it changed to that pink color. And when I added the texture, it acted as though the pink color was meant to overlay it
Two, for some reason, the 2 chickens at his hands are acting sorta as though backface culling I belive its called, is on. It makes you look though the model, and stuff, but its weird since its not doing it to the chicke on the top of his head, and they were copy and pasted from eachother
I turned on the Unity Addons
-VRCFury
-VRCQuestTool
-GestureManager
I uploaded the same avitar with less stuff before and it worked, mostly fine, and this model was supposed to be the fix, +more, yet Im running itno these issues
Ima also mention, this would litterally be like, my second avitar Ive made and upload. Like, I uploaded the first one yesterday, or the day before. Im SUPER new to this
the chickens might have inverted normals iirc cause i had the same issue duplicating items
click on this button in blender and check if the mesh turns blue or if its red
if it is red hit Alt + N while in edit mode (top right) and select flip, that should fix it iirc
Thanks sm, that was the issue with the chickens
I flipped them, and learned a few other pieaces had the same issues
ayeeeeee good glad it was a simple fix
Ya, also
tried both but neither worked sadly
I got the Robust Weight Transfer addon for blender, and used that for the jacket. Is there a chance thats why thats a problem?
as in im dumb and dont understand haha
uhhhh no the weight transfer shouldnt mess up texture stuff at least its yet to do it to me, i know it goes pink when a texture is broken or missing, maybe remake the material and slap that on and check? 1 sec-
I use the same texture for a few other items that doesn't go through the same thing
right click in the assets area below and create a new material- actually i see you dont have ashader imported id suggest poiyomi that might be the problem
Im trying to make it quest compatable
Is there a way I could just add the jacket later?
yeah u can add the jacket later! you can delete it off the model or move it to another empty container to hold it til ur ready to try again
Thank god ๐ฉ
Wait, I can do it in Unity?
Lets say the problem is something that has to be solved in blender. Would I still be able to add it back later?
My biggest worry tbh-
yeah u can add it in later but id suggest as it own object like uh when exported outta blender have it on its own with the bones itt needs
could I just copy the bones from the model its being affected by?
yeye and then youd delete any left over bones that wouldnt be affectingthe jacket like hands legs etc
but be warned this will make the avi more heavy is you bring in loads of skeletons on clothing so use sparingly if u can
Thanks. From what I can tell, this will be the only one that may need it.
Or I could just do what you were saying, and add it with the rest in Unity, try and see if it can be fixed there, and if it cant, Ill go to blender
Thanks a bunch for your help! Probably just saved me from a VERY stressful night
yeah ifs finnicky learning avi stuff wish al;l the info was in one place haha but ye best of luck u dont run into more issues !
Um....so like...I was having this issue before but figured Id get it working...but I couldnt.
I was watching a tutorial, where they had the eyes set to either 25, or -25, for up, down, left, right, and it FRL looked good when I used my old model. NOW for some reason, its at like, a resting position of some sort, where the eyes are already down?
This what its supposed to look like
Just one value, and it looks down in a corner?
I have a anim controlled by a contact and parameter and whenever I get the parameter true, it turns off armature, clothes, body, etc, I disappear when people send the contact, but I dont come back. I dont know why, the resting/waiting state is with everything on
I synced the parameter in the expressions and stuff
(still didnt fix it)
it works half the time and then breaks the other half
I have no idea why, nor people more experienced than me know why weirdly, i thought it was a WD problem so I went off, on, neither worked
Works on client 100% of the time, but on server end only 50% of the time when it comes to syncing
Seems like a vrc issue and possibly could be
Everything is synced
tried to make a toggle where a prop would be held by a different part, so I just made 2 animation keys where the gun is in default state and in the new state (simply moved it in the viewport until it looked right), and then went through all the normal motions for making a toggle. The toggle never works and I found this in the fx layer. I honestly forgot i had vrcfury, I only use it for gogoloco.
did you check the animation and make sure its pathed correctly?
how do i do that
if you check the anims in your fx layer it will be yellow
fx layer then check animations
you mean this?
Well I assume if it were missing the text would be yellow
Also the animation does occure in play mode if I tick the box for the parameter in the animator, but the toggle does nothing
like im testing it with gesture manager and it has no effect
the parameter is named the same thing in the parameters, same capitalization as in the Animator, the same bool type, and the toggle in the menu has that correct parameter assigned, but when testing it just does nothing
what are you even animating
I have an avatar toggle issue, my avatar has this TV, and I want to make it so it plays a gif of tv static before switching to the actual image that the toggle is meant for, in the animation for it, there are 2 different objects, one with the tv static gif on it, and one with the main image, I have it set up so that it first turns on the tv static, and then turns the tv static image off and then immediately turns on the object with the main image, the problem is that the tv static gif image/object doesn't turn off and the main image never turns on, which makes no sense since it does it in unity playtest.
basically the avatar has a gun prop that also has an inbuilt umbrella so i wanted to have a toggle for holding it like an umbrelly
and heres a consol error
changing the mesh shape in blender doesnt change the texture png at all does it
unless you made a mess of the UV map, probably not?
so sculpting it should also change the texture
erm
not change the texture*
depends on if it changes topology or not
i kinda hope the texture doesnt get messed up for these clothes
My avatar has 36 material slots, how do i bring this down?
combine materials/meshes
idk
I combined the meshes, it still has 36 material slots
then combine the materials to match
^
speculation
bake or atlas textures
my usual avatar goal is one texture for the body and one texture for the outfit. sometimes it's a hard goal ๐
especially if you've got a bunch of parts for clothing or smt
About that...
what the skibidi
PS1 3d model has these textures made like this for some reasonm
ermm did you rip the model
i didn't make the model, simply ported it into blender and rigged/weight painted it
hrm
some guy on skecthfab ripped it from MGS1
what about this am I looking at?
i presume the like 36 textures
idk how that still works if they're supposed to be all one mesh
if its 1 mesh it shouldnt use multiple textures if im not mistaken?
36 material slots, no idea how to atlas it, followed a tutorial but i get this instead
there's a bunch of textures in the project but so what?
well that's ugly ๐
chaos
UV un/re-mapping might be my least favorite thing to do in Blender
idk how to do that, me too
is it even worse than weight painting low poly
yes
give me a video and i'll try to follow it
weight painting and retopo are the other two that make up the top 3 though ๐
my top 3 are: waiting for weight painting to load, undoing weight painting, and weight painting
waiting? Huh.
You got a tutorial that can fix this mess?
on rlly high vertices ones like some ive painted it takes a sec to load
math or wtv
probably you could just use Material Combiner
my computer is kinda bolshy so maybe I haven't had that happen
bolshy?
haha maybe that's not quite the right word. "strong/angry" is what I meant, iirc it's from Russian.
angry computer ๐
it's a 7950x3D, it's angry ๐
You do not compute on computer
Computer computes you
Since this is a ps1 avatar, what should the pixel size be?
I have never used this tool, I only know that it exists and does this thing
i love switching back and forth from blender to unity and accidentally using blender cam controls
then the avi dissapears into the distance
ugh. I do that and also Substance Painter.
use Armor Paint, it's cheap or free
what the hek is that ๐ญ
I used Substance today and halfway through I was like damn, should have done this in ArmorPaint to give it a serious try
ive no clue what either are
standalone SP-like 3D painting tool that's free if you compile it yourself but like $10 if you don't
i assume its for texturing 3d models
yes
it's for making textures in both 2D and 3D space at the same time
has a really nice node-based system for making materials, kinda like Blender does
oo\
I have a lot of substance projects and I know the workflow but I really want to do the next thing in armor paint
is there any huge difference
interface for sure
but beyond that, layer-based editor for textures
so not really
oh and like $110
How would you guys organize your menus if you have both modular avatar and vrcfury prefabs installed on your avatar?
i'd organize them by what they do ๐
Like how do you control their positioning
well for vrcf
you just click the options menu or wtv in the toggle component and change the menu path
and then modular you click the toggle object in your hierarchy and change the menu path wherever it is in the component
i think
@somber sequoia
I'm not sure why you are sharing this with me?
dont ping someone if they arent actively helping or know what the problem is
MatCombiner doesn't work
right but I already said that I have never used it - why would you think that I could help with error messages?
does anyone know how to to limit bone dynamics i went through safety but the perfomance options arent there? do i need to buy vrchat+
(possibly make sure your have a supported blender version)
bald.
huh. vrc+ doesnt grant you any benefits regarding avatars, so you probly want to post some pics or explain in more detail what you see where
oh well i just wanna shut off these stupid boob physics but idk how to i tried looking it up but all i foud were some people saying limit bone dynamics but thats no longer an option
any ideas?
is it an avi you own?
yeah i bought it but no idea how to work anything except changing textures ;-;
i just started vrchat recently in the past two days
you need to find the physbone component that's controlling the physics
look up a tutorial for physbones
i did its really confusing ;-;
but it'd most likely be in the chest hierarchy or a physbone object
search hierarchy anywhere near the chest bone ie boobs one, one of them have physbone component , delete it, youre good to go with rock solid boobs
a really easy and maybe not ideal way, once you have found the physbone component itself, is to simply increase the "Immobile" value.
one second let me take a screenshot do i delete the right one
'cause rock solid isn't ideal but SO so so many avatars come with unrealistically floppy appendages.
he speaks from experience
much of it is mere observation
in the "wow... that's.... okay yeah, that was a choice," sort of way.
its opening up but rock solid is literally what i want these new jiggle physics are so weird๐ญ
okay cool, then yeah, you can just delete or disable the component
ok so apparently the "shrinkwrap" modifier does not work as i was hoping
it's sometimes great. Other times not as great as you'd want.
yeah in this case it's just moving the whole thing, not actually deforming at all
so im trying to delete the jiggle physics on the boobs but i have no idea what i should delete so i sent a picture of the options
unless i just did it wrong
in both pics is a few different lists of stuff on the hierarchy side
on the "Breast R" & "Breast L" (or one of the children) there should be a component on the right named "physbones" or smt like that
either press the checkmark on the top left of that component or delete it
is this what youre talking about?
@reef jewelin both pics you didnt select any bone containing physbone as i said before, chest or, more likely, some of its children
๐
its children?
oh sorry i didnt know it was called that, but when i pressed its children it just says add component do i leave it alone and also i unchecked the vrc script box does that make it rock solid now?
@reef jewel here
if it has that object anywhere inside, its parent
I'd have to see but don't forget that you need a bunch of polys for this to work, you can't deform a single face well ๐
im very spiratic
yeah, first time ive used it so im testin stuff out
my bad
i moved it up and down it worked! nothing moved hold on let me upload it and check
its uploading i will let you know if it worked praying it does
its uploaded loading vr to check๐ญ ๐
if it works
you're officially a physbone pro
How hard is it to fix this manually with substance painter?
okay so one thing didnt work BUT BUT big thing it says save changes or discard on unity
Matcombiner isn't working, all the textures are different in sizes, 8x32, 8x16 etc
i pressed it but it stayed it was only until after it published i pressed save chnages it went away
impossible - you'd need to redo the UV maps in Blender (or similar)
orrr
wrong response
manual atlasing isn't too bad though if you want to go that way
or you could also completely repaint it as 1 mat :D
yep
what i'd do
Which option is the best to go with for a complete texture newbie?
re publishing to check
I often will make a new UV map then bake my existing materials into that, then take that into substance and touch up as needed.
did you disable it in play mode or not
dangit
wrong reply
but I wouldn't really suggest any one way as the best
if you disabled it while in play mode it wont save it
so itll still be on
so restart vrchat?
Alright, you got a video for any of those methods? I have no idea what to type in YouTube for what you guys said
I am a masochist for trying to make this avatar work
nono
i meant unity
anything changed in play mode on unity does not save
I don't really keep a list of links like this, but if you search for some combination of "blender bake textures" maybe you'll find something? I actually use a (non-free) add-on called SimpleBake for this, it drastically cuts down on the time it takes
so if you're in play mode, turn smt off, then upload, it never actually turned off in the saved version
how..do you turn off playmode wheres that at?
ah I remember using this video at some point: https://www.youtube.com/watch?v=eE7FedDW2AI
click play again
its that top button you use to simulate the physics
erm
to be able to move the avi with your physbones enabled
its a little play button
i pressed the play button its loading something
check if your physbones are activated or not
it'll probably run any processing scripts like vrc fury
and make sure they're the ones in the "boob R/L" parent, and that none of the armature pieces inside have other physbone components
this is what i saw
yep, VRC Fury pre-build processing. It's normal
sometimes takes a while
so after that the boob r and l still have unchecked vrc script
and the children have no components
and i pressed the play button a few times so it should be good to load up now?
are all of the physbones disabled in the chest hierarchy?
side note this is one of the children should i unccheck this box
uhhh lemme make a video so u can see and verify
no leave that
only uncheck the physbone component
sending video
oh my gosh it literally didnt film anything on unity
it filmed one screen omg one sec
lmao
also u said i dont uncheck that little blue box at the top just the script like it showed in the video?
see anythign wrong?
not rlly
idk why it wouldnt be working unless for some reason it's being re-enabled, or theres another object holding physbones that have those as the root
UHH should i press the save in the file section?
if you want to save the scene, sure.
yeah but you dont have to save for it to update when uploading
oh wait should i remove component after unchecking the script?
removing it means it won't be counted against you for performance rankings
on your avatar but disabled, it'll still count.
if they're somehow being re-enabled then removing it would fix that
(you might make an animation to enable it at runtime)
kazin guess what
chicken butt?
no.
hmm, my friend when we were 12 insisted that was the answer to that question.
its the answer sometimes, this is not one of those times
another collider?
?? idk the name of the model is pixie and one says pixie 1 one says pixie
it went away when i closed up that physics place
if you disabled the physbones on the wrong one then that'd be why they're still active
loading vrchat to check
it workeddddd
cant put it in caps but thank you SO MUCH
genuinely ive been fighting with this thing all day
i could cry thank you thank you thank you all three of u
hi lurker kazin
oh hi
friend of mine's trying to use pumpkin's to copy the config of one avatar to another, but for some reason it seems to throw everything outside of where you'd expect (not a child of the avi he's trying to copy to) I took a quick look at how he did it and it was basically the same as how I use it, and I've never have this happen before, does anyone have any tips?
Bringing up the eyes again. This is in game with no edits too them. For some reason their angled downwards, when their resting position isnt looking down.
Like this was the model before touching any of that stuff, and putting in a number in one slot changes more than its supposed too. I exited them, and it went back to doing that. IDK why it keeps acting like the rest position of the eyes are facing down, when its not like that anywehere
Alright, I want to start making my own avis with blender, is there any other software or apps I should use to help?
Unity to turn that model into an avatar and upload it to vrchat, VRChat Creator Companion (VCC) to get Unity and manage your projects, but that's about it
Was wondering if there was something I can do in Unity to hide/obscure my avatar completely if they didn't have me enabled?
Like some people have shaders turned off but avatars enabled in their safety settings and I was curious if there was a way to make it where they had to toggle me on to see me if they have their settings like that.
dont think so
Hey Iโm having this issue were my vismemes are getitng stuck open rn. They will cycle through fine but will then stay stuck open after Iโm done talking is there a fix for this?
I'm trying to create an animation for toggling a prop on and off, but whenever I go to click the prop, the animation stops recording, and idk why
make sure the prop is parented to your avi
needs to be underneath an animator in the hierarchy
can anyone help for some reason this toggle wont work but my other one does i have made new animations parameters and menus and it still doesn't work even remade the animations
dont know if these pics will help
Take a look in debug tab and see if animator layer state change according to the parameter.
where would an opacity texture go on poi
where is the debug menu
Probably alpha map.
ty
Hai um, this isn't exactly a help thing but I was curious as to if the RP Base was just better than the Zinfit Base? It says it includes things not in Zinfit and such, and would they make it better or is it purely based on what you visually prefer?
it shows there is a change but nothing is happening
Then the issue is your animations.
just saw this
but when i preview the animation it plays normaly
That should be irrelevant.
Take screenshot of the animation panel, and screenshot of your avatar hierachy to the animated object.
Yeah it's attached to my hand in the hierarchy, but it came with its own animator which is weird
these the right things?
Yes. Then, do you have animation confrolling the same object in the layer below in the animator controller?
And your animation isn't working at all? Or it just doesn't toggle the object on?
the animations work like if i go to preview and play the animation they work and i can toggle it on and off but nothing happens
yes
Avatar feet are clipping into the ground, Avatar at 0,0,0 , tried to take hip points up to fix, no change
Changed rig to try and fix problem, no change
The animation in layer below will override the animation from layer above. Effectively prevent it from working.
how do i fix it then
Just to confirm, try set weight of the layer below to zero, then see if the toggle works.
it worked but now the other toggle doesn't work
Then it's really overriding animation. You will have to figure out how to combine both layer into the same layer.
Please tell me if this should go somewhere else but if you can i need a video on how to do an animated hair emission like how the blue shows in this video im trying to learn but i donโt know how to do it please let me know if anyone knows a good video
It's likely poiyomi emission sliding, or panning emission map texture. Combining with emission mask.
emission scrolling is what i'd use, youd have to use an emission map for it
mask, not map
Fuck you
Stupid automod
Fuck you automod
Why cant i fucking see my Avatar model I bought????
Why is unity such a fucking piece of shit
Why can't it be easy???
I spend over $100 buying and retexturing a model to match my Fursona and I can't even see the dam thing
That's much excessive F words.
Well im pissed
I just want to be able to play as my own character in vrchat
Is that really so hard to fucking do
Difficulty is relative. This sound like you don't want to learn anything in avatar making.
well if you dont do stuff correctly, yeah
take a moment to calm down and think about what the problem is.
getting angry alone won't solve the problem.
most avis have instructions
I don't want to, I just want to import my own character into VRchat
also maybe try exiting play mode
and dragging the fbx into the hierarchy
meaning you have to learn how to upload an avi :D
I installed all the necessary files, why cant I preview it
https://youtu.be/rRAnDMUbWt8?t=80 It's 14 minutes of how to setup basic avatar.
^
I don't like YouTube.
Your political view is going to make it worse for you.
Fuck it
Sure.
Jeez
Buys avatar
Doesnt just get handed to on a silver platter
Be rude
Disregards any help
The entitlement
Louise
luiz
Loo eez
okay iโll look in to it thank you
otay thank youu
Ok im sorry for my temper. I just wasn't finding any good answers about shit
Now I have an actual question
cus you didnt ask questions
So I have the model that I bought, but I also paid someone to retexture it
Am I supposed to assume i need to add both files at once?
Ok how do I upload a mass amount of files at once
upload to where
Uh its the textures
Where do i put these in Unity?
wherever you want, preferably into a folder you can find again easily. from there, you add them to materials
That doesn't really answer my question, How do I transfer them to materials
It does answer that. You literally import all of your textures and once they are inside unity, you drag the images into the slots on your materials - aka color goes into albedo, normals go to normal maps slots etc
It doesn't let me import the whole thing by dragging it
why not
Idk why
drag into assets
Same thing happens
You should make a new folder inside your unity project and drag them to assets/your new folder or drag the folder the images are in already as whole into assets
I just get the red cancel symbol and cant put it in
if you drag them to here it should be fine
such a perfect red box
assets is YOUR files. "project" is a tab for a unity window, ofc you cant add stuff to a tab header
Ok Its in now
do you happen to know anything abt unity
doesnt mean you cant learn
Maybe, I did look up a YouTube video (although I hated doing it) and learned a little bit about it
Anyways
So I loaded the base model beforehand and I have this which seems to be some sort of showcase of different shapes and colors of the model.
uhuh
My textures didn't load in at all, is there anyway for me to see them
they will be where you dragged them into
if you dragged your textures to assets, theyll be in the assets folder
Yea but how do I actually see them in the scene thingy
click on one once and youll see a preview in the inspector
Can I not see them on an actual avatar until I imported it?
like i said
material tutorial
you would need to put the texture into the material's texture slots
And where would I put that?
the material texture slot
pick an avatar, click it twice (or find the mesh you want to target in it's hierarchy on the left) and find the materials on them in the inspector. Expand the materials and see all slots and settings - where is what inside that is different per shader
Ok im lost, where do I find the materials at? I don't see anything thats called that in the inspector
materials are assigned to meshes (body parts)
For some reason merging VRLabs Slash FX with Avatars3.0 Manager messes up my gestures to a way that it gets glitched out, any help?
Again I don't see anything called meshes
you clicked the avi once
i said click it twice
you want the avi to be outlined orange, not blue
hi eli
how do you know I'm here? ๐ญ
scary
**Eli ** is typing...
:)
Literally been clicking the avatar and the name of it in the heirarchy tab
Its not appearing orange for me
this is why i suggested a tutorial
and you'll get he armature and meshes
Gods im so fucking stupid, im sorry for asking
click the names highlighted inside the avatar on the hierarchy
Oh
as in when you're merging layers? you could be merging two different layers that have gestures on them causing them to glitch out
watch tutorials
making avatars is a big topic
okay thank youu
Ok i found the materials
not a 15 minute VC
vrlabs weaponslash fx doesn't have any gestures, only four things and for some reason without those 4 the gestures work properly
Alright what do I do next?
... Expand the materials and see all slots and settings - where is what inside that is different per shader
Ok...
there should be textures assigned to materials
hi eli
if they're not there you'll need to assign them manually
hi skibidi michstan (help me)
:)
you're next.
Is it these?
i was going to say smt but my lawyer advised me not to
double click on the one you want to open
But theres so many of them
or switch to the one you want to use instead
I'm not actually sure what you're trying to do
switch textures to custom ones?
I have custom textures for the model and I want to replace the default ones
okay
close that menu you have there
and double click on the material that's currently selected
you can do two things tbh:
- Drag your new textures to the slots in currently existing materials.
- Make new materials and use those instead. It would require you to set them up again with all of the settings you want
if you don't mind not having the normal ones you could just switch the texture out on them
Double click Spotted Hyena (not the circle next to it)
Ok
I love that vrlabs slahs doesn't work if wd isn't off
im getting so stressed
For some reason
When I use it with WD
It stops working
Slashes appear on the wrong side
and it doesn't trigger with hand movement
if i use it without wd
I see
works perfectly
that's weird
but gestures die
aghhh what do i dooo
eli you think it could be because i updated to the newest sdk?
i have no idea
that doesnt help us jack
For the body, eyes, and haircuts I have files for normal, metallic roughness, AO,and Albedo that the person that made the textures sent me what do those mean and are they important
your materials are made up of those slots
so for the full visual, each texture adds to it, so do you think details are important?
I see so how do I replace the revel wolf files with those ones instead?
the same as you did with the color textures
material slots are named, so find the ao, roughness etc and place the new textures that fit the name into them
if your premade thingy came with a material and you applied that material, it likely already uses those new maps
in this case, youre done
wowie a guide/tut
Oh ok
So what do I do with all the extra models? Just delete them?
whatever you want
I deleted the other 4 avatar models but I still have textboxes and shit, how do I remove those too?
find them in the hierarchy and delete them
Ok i found the other stuff
Now im about ready to upload it (don't worry I looked up how to do it)
Now should I be concerned about having too many bones in my avatar?
not really
ofc it's better for performance if there's less bones, but some avatars need the additional stuff
I have a question, why when data transferring do you swap nearest vertex to nearest face interpolated?
Unless that is wrong, either way I've seen people use both and I am curious about which one I should be using and why ^-^
Is their any way I can get an avatar from very poor to poor or better?
It has 102568 triangles and 78.49055 MB
4 skin mesh renderers, 6 material slots, 15 non-local contact component count
And a lot of phys bones and bone components and transform count
As I mentioned earlier
I don't remember the limits from memory so I can't tell you what that means performance wise
if you want less triangles you'd need to go to blender and dissolve some vertices or bake your avatar using the tuxedo plugin
here you can read the limits for specific ranks: https://creators.vrchat.com/avatars/avatar-performance-ranking-system/
I see
Is being poorly optimise a huge deal? I have quite a few of them in my collection
And I see quite a few like that
Eh fuck it I see plenty of people with them I'll publish it
how come nothing happens when i click agree and get license for the free unity license
How do I select faces through other faces while editing in blender?
I knew but have forgotten ;-;
Alt+z for X-ray, 3 for face select
Thank youuu
What do I do here?
My first instinct says hierarchy problem, but don't bet the farm on it
Usually, this happens because you've got the bone in the wrong spot so it isn't being calculated correctly, but there's a lot more info needed and you'll need a pretty involved reshuffling of things
Will I have problems if I put this as none? lmao
Only if you want a working spine ๐
not much of a avatar problem, more like unity if anybody can please help, it was doing this for ages
constant loop of this
@robust wadi try to make backup and delete Library folder
This is more of a question, but is there a quicker way to import a model from blender to unity if youve already got it like...in there? Like, Im finding myself hoping back and forth from Blender and Unity to edit this model, and each time I do, I delete the current FX folder, and materials folder, and re-add the file. Is there like, a faster way to update that file that doesn't have me re-adding litterally everything?
you override the fbx
already did
Simply just don't delete anything. Also don't unpack prefab in the scene, this to make sure the model is update with the overwritten fbx file correctly.
nothin, same, it even got me all the way back at the start so I had to wait 13 hours and now its here again
So when overloading it, is it as simple as saving over the fbx file in blender, and re-opening Unity or something?
"overwrite", yes. Doesn't matter whenever unity is open or not, it works both ways.
open the unity assets file in the explorer window and drag your new fbx in, pick override. That's how i do it
Alright thanks. Every video made it look stupid hard-
can custom c# scripts be used on avatars
No.
no
no
What's an easy way to make this avatar slightly brighter? (Poiyomi shaders - Vertex Rounding ON)
Something like a Minimum brightness option at the least
That's the answer though?

