#avatar-help
1 messages · Page 82 of 1
I remember in Second Life, there was a particle asset that instead of shooting confetti in the air or something, would slowly send drop-shaped images downward. That might be an option
You could try playing with particle system.
how would i find that?
Add Game Object > Effect > Particle system
So, I have a freebie avatar that I'm trying to edit, but it seems some of the default assets were deleted, probably for optimization. I'm trying to make a menu item that will make the character sit (because reasons, I can explain if asked), but the video I'm looking at wants me to open up the VRC Avatar Descriptor>Base>Action file, but there seems to be no such file. I remember there being sample assets available somewhere in this program for just such a situation, but I do not recall where to look... Can anyone give me a nudge?
Sdk asset files have been moved into Packages folder.
not too experienced with this but there should be a thing in the vrchat control panel. Builder window i think?
Should I have more than Poiyomi Toon Shader and VRCFury Temp Files in the Packages folder?
check if you have eye clicked. I think the sdk files may be hidden by default now.
Sorry I read it wrong. To create a new Menu asset, go to Asset menu > Create > VRChat -> Expression menu
yes, there should be. After you log in
Although I'm still confused that you're trying to create a new menu but you described for action layer which is not the same thing.
How would i go about attaching the particle emitter to the hand and also make it togglable?
I'm following this video as best I can, having hit a wall at 1:41
https://youtu.be/vZ_5aLx7pmU?si=2mWt__ruQyvqaaKi
either put the object the emitter is on onto the hand bone, or use a parent constraint do that.
toggle the game object on and off.
That's to custom action layer. If you don't have any action layer yet, then go get and duplicate the action layer controller asset from the vrcsdk sample folder.
OK, yes, that's what I'm asking for... except I can't seem to find anything marked "SDK" outside of a GoGo Loco thingy. Is there a way to generate a new SDK folder?
Your packages likely are hidden. Click on the eye button to unhide.
Ooooooooohhhhhhhhhhh.... I thought that Eye only controlled the Console messages. 😅
yeah no
I think they may be hidden now by default, so it's always worth to check
Thank you. That's what I was looking for. ❤️
I guess that makes sense, but doesn't help if you don't know that. 😅
yeah, true
okay so i’m back about this i still don’t understand what i need to do or should look up i just need a video please i dont understand im pretty new to editing avatars and all the fancy stuff
could anyone help? two somewhat popular avatars crash me the moment they load. they're medium quality on pc and i can't even preview them
are you developing these avatars, or are they publics?
if they're publics, you probably can't do anything about it unfortunately
and #1138891887374237706 would be a better place to ask
alright, thanks about that (and they're public ;-;)
Report the problem to the creator, maybe. Might be something they don't know about.
it might also be due to something on my computer, since it worked before i reset it
Alright I'm back again with another question
So how do I add in animations to the avatar in unity?
What are you wanting to add?
as in dances and stuff like that? or something elsee
I got these files for the model I bought which allows me to change head and body shapes do all sort of things.
How to I enable them so they work in game?
It does
yeah they're probably animations for the circle menu in game
that's where you change it
if you wanna change the default you'll need to do that in the parameters list
I know they are
Is this the parameters?
the 3rd folder probably
then I don't understand what your initial question was about
seems like you know how to change them in the circle menu
The issue is the menu doesn't work in the game even though its there
is it made with vrcfury or manually?
Uh idk
well, did you need to install vrcfury when you were getting the avatar into unity?
I don't remember, but I don't see any files with that name on it
check the model's upload instructions if it came with any (generally on the description/download page or in a .txt file of some kind
could also just ask the creator about upload instructions aswell
Theres very little instructions
does it list any required scripts you might've not included (like VRCFury for example)
or is your menu/FX layer/Parameter list even attached to the model's avatar descriptor?
No, the only requirement it has is mooche's shaders
They are attached
Wait
When I press play these popped up
@left gull
im not a big error nerd so dont 100% rely on my judgement here but those specific errors just kinda seem like they're listing what you already know 
Which is?
your animator isnt properly animating, not sure if its the same for vrchat but in unity this means that it wont work because its not playing anything/is disabled
its kinda just an ignorable warning
is there anything else in the console? (also hit collapse to get rid of duplicate throws)
No
Pulling up VRC SDK so I can look at the errors and I found this one that might be relevant
Is the second one about write defaults what's not allowing my animations to work in game?
worst thing ive seen that error do is slightly break them in-game not prevent usage entirely
Hm
unless you're doing really intricate toggle stuff it can be ignored
How about instead of trying to explain what the problem is I'll just send you a clip of what's going on
God fucking damnit idk how discord works on desktop
There
Once again though my fucking phone
i see no video
just complaining about desktop
Oh
those just mean its not optimized
for the 1st image, change all materials used on the model's shader to the one listed in the error ( any provided under Vrchat/Mobile) for the bounding box go into your meshes and resize them to be smaller then what they are currently but slightly bigger then the meshes size (the yellow error means you need to change your rig into humanoid, click the .FBX> change from generic to humanoid)
if they are errors that look like a stop sign, then you dont want it, otherwise fine unless you want to upload it for quest
If I give you the 3d model, can you make it for me?
file sharing isnt allowed here
also 96k triangles is low compared to some stuff
I don't fully understand, can you explain in a little more detail?
Because the max is 70k
can I do screen sharing
I had a brain fart
"max"
or I can give anydesk
theres no VCs in this server and not quite sure how i could explain it better
reccommended max basically
dm?
no.
ok
Well its the max that VRC accepts without treating the avatar as very poor
or I can give anydesk
thats why its the "reccommended max" like i said
file sharing of any kind isnt allowed
bc they dont care how many triangles or wtv, just as long as its less than 500mb for pc and like 10mb for quest
well quest amounts matter, pc doesnt
binding code for a program where you can control the screen, not the file
520922380
connect
Cube.013 isn't showing up for me to select it as Viseme Blend Shape. Anyone have any ideas? not too bright with this
I still can't figure why my animations aren't working in game
very sketchy sounding ngl, if you cant figure out how to do it/google for better answers you could commission someone to do the work for you
is it a blendshape
Can you come to the dm and help me?
Bruh
also this is why you name everything for what it does so you know if you're on the right thing
I have like almost no knowledge of unity at all
Is there anyone who can help me?
yes
so many seperated meshes oml, hope you plan on merging them later on so you can actually upload it
Is there anyone who can help me or can do it for me
go to VRCTraders (link in #1204490664637890580 ) and find a commissioner there if you want someone to do the work for you
they want someone to call them and help them learn unity basics or just do all the work for em
youtube
exactly
Are you trying to upload this for quest?
Theres an addon that practically makes it work for it. VRCQuestTools
yes
is there a way to have multiple facial radial expressions that interact with each other? like, if you have a smile at 100%, the frown is automatically 0%
?
How would I do this with 5 expressions?
no, mixed write defaults will randomly break stuff all the time, even simple on/off toggles
i'd recommend just adding a vrcfury fix write defaults component
Look into Unity add ons. I was in the same boat. The one I sent, makes it instantly work, but you should stull make sure you dont have too much and crash everything out
I added VRFury
Fuck you automod
It didn't fucking work
Its still not performing the animations
Im about ready to just pay someone to upload the damn thing for me
I don't care if its public or not i want my damn avatar
Hey guys, so im like having alot of trouble trying to use VRCFury Armature link and the toggle component on a hat im using, like i dont remember where to put all the components
is it like, normal that I get this much warning, but when I check with Thry It seems all exellent?
oh ok so the avatar would end up doing exellent performance at the end then?
Thry is calculating VRAM usage, nothing else
thry is only checking one thing not the entire thing
I seee
following my question, where would i put those two components? 😭
anyway I can reduce the things said in the warning? I been looking around but dont see any way to touch these setting
remove physbone components
you need to delete some physbones
I mean this was their stats when they were a vrm idk so much can gone wrong lol
I have no idea how you managed to have almost 30 of them
they're either on your bones in the armature, or there is a special item in the hierarchy that has all of the physbones
Which are the components you're referring to?
vrm doesnt use physbones
oh sorry. Armature Link ideally on the root of the "add-on"
I don't use the toggle one so not sure, but I'd guess there too
did you convert the vrm in unity using some magic converter?
also vrm restrictions are generally less strict than vrchat
it looks like it, cause they add phsybones everywhere they can
yeah, you should convert it in blender instead
it's very quick and painless
and doesn't give you 1000 phsybones
also good lord 110 bones affected by physbones
that's what unity converters do
here's a minute long video with the steps (it was made for vroid but it will work for any other vrm)
how do I open an unity thing in blender?
you take the vrm file
and import that
with a vrm importer
and convert it into an fbx following the video that I have linked
where did you even get the vrm
I made it
then you should have an fbx before it was converted to vrm
wait uh-
does that mean I had to re-do all the customization after I re-do the vrm?
vrchat doesnt use vrm?
unless it was made in vroid, that just outputs vrm
(which you usually turn into a fbx then put that into unity)
treat this as one way, imo: vroid -> blender -> unity
yup
trying to go back and forth is pain you don't need, for no real reason
probably yes. Did you do a lot of it?
if you really don't want to touch blender, just delete all of the phsybones from your avatar
yeah I did spend the night adding expression wheel with gesture thing
so delete phsybones from your avatar
and for future reference, don't use unity converters
delete the whole "secondary" object. That should be the one that stores all of your physbones
this one?
yes
that will make the character lose all "physic" or the only excess part?
oh dang
because the unity converter added everything everywhere
and that's not good
you don't need all of that
how should I treat a VRM then?
blender
The animator one, I BELIVE you gotta select the main model thingy in the hiarcy, and hit rig in Unity, and Config the stuff
like in the video I linked
The other 3, you should be able to use after
don't use unity converters because they're not very good
I did use blender before going into Unity... but I exported vrm from Blender
😭 why
I need help figuring out why the items are like this.....so far apart
okay, at least now you know better
yeah don't do that, export a .fbx instead
unity can import that natively without any other hacky things
that's way easier to work with
okay so roll back to the initial VRM file, do all that and redo from there
i think you could just reuse the animations and menus
hi kazin/eli
cause those shouldn't change (I think)
yeah
so either follow that video that I linked here
or this, if you prefer something that has spoken words https://youtu.be/6ITTI5KwC3o?si=Dt40wQ7ks6yZ8zbg
and you'll be good
me realizing I had to get "New User" after all this
they both were made for vroid, but will work with any other vrm too
yeah
new user or higher
and an official vrc account
lol its fine
I got my friend willing to upload the avatar for me to use in the mean time, it wouldnt be against anything right?
it depends
well they also offer to do all this for me but I'm doing it myself
if it was a bought model - yes, most definitely
it would probably be against tos of person who made the model
Well its me so xD
My trust rank is uhh
Have trust of someone with actual trust rank? Lol
Okay I had question for a future plan.
Can I have 2 set of models in 1 character that toggle invis/visible? And would doing so tank the performance?
Or you can do something like...
Only replace the visual but it use the same bones, same expression set and everything
but if you want a completely different head and completely different body, just make two avatars
Yeah...
Okay can an avatar spawn vfx on creation/ can a vfx from last avatar last when you swap. Wanna have like typa transformatiom effect
if you mean like a seamless transition between avatars, it probably wouldn't work like you imagine, cause when you switch avatars you're a diamond till it loads ♦️
you could make it I think
but it wouldn't look like you imagine
you also don't know how long it takes your avatar to load on someone else's system
I also haven't tested to see if worldspace particles will be culled when you switch avatar
I dont get why the hair piece for the beanie isn't showing up for this toggle... Like, everything else is disapearing and apearing that its supposed to, exept the Hair piece for the beanie
Sob
Welp, anyway. Is it hard to make 3D particle for your avatar?
no
Ngl I saw this gojo who pull an entire hollow purple lol, of course I dont want THAT level yet
or yes - depends on how extreme you want to get 🙂
Can you use face tracking and gestures at the same time?
Like if I buy a lower face tracker can I keep the eye gestures on?
Eh just like, a halo that stay behind you, or super saiyan aura - level
Yes - some gestures may stack up and look weird, but it does work if you set it up well
for example, I can't get my FT setup to do "mouth closed, tongue out", so I have a gesture for that
(it seems to report that my mouth is open when my tongue is out, one of these days I'll tweak the animation stuff to deal with it properly)
Ty
use #1138520828556890214 if you need to find it maybe, but also make sure that pic is not nsfw.
but huh....kind of common hair style so maybe try booth?
can anyone help?, My personal skeleton sits/crouches with what looks to be the best posture ever but my other avatars sit normally
what do you suppose I go about fixing it?
Hello, anybody knows how to reach this pixelation effect?
anyone know how to fix this?
I just re-set materials inside Unity
Where are the textures
Drag material on mesh, then in inspector drag on Albedo
there isnt any materals in general
Textures will appear
nope
Weird?? Should’ve come with one. Or the actual unity package
Try importing the set itself
there still grey 
Once importing is there now a mat folder?
You may just have to drag the materials on now if there is
on model no materials
yeah thats why im confused
warning about empty model
huh odd
i would but the folder didnt come with materials, when i imported it there wasnt a materials folder
Then this
I also have problem where FBX don't have materials and I had to make new materials and set up them in Unity
That's normal, but you can extract materials if you want from the fbx
You still have to set up the shader and settings, it just creates the materials and adds the textures
If I want to have a prop toggle animation work for quest, do I need to make a separate fx controller and a separate main menu / parameters thing for the quest version of my avatar?
Cause I think I need to make new animations for toggling the quest versions of the props as opposed to the PC ones
No, unless they are toggled differently
Wym?
If they are toggled the same method with the same logic and have the same hierarchy path, then it will work the same
I mean, what's the difference between the quest props and PC props?
The names and the materials
Are you animating the mesh object and they have different names on PC vs Quest?
I'm toggling the visibility of the prop, and they all have different names:
- Gun with Light PC
- Gun without Light PC
- Gun with Light Quest
- Gun without Light Quest
Oh there's no reason to name the props differently between PC and Quest if they otherwise function the same. Keeping the names the same will mean you can reuse the FX controller and animations
Oh alright so just name them the same in both hierarchies
Thanks
Also for some reason it said my Quest avatar compressed was 27MB and uncompressed 70MB, yet it still let me publish to Quest and it still went through
After I published it, the size errors are gone
if you uploaded it from the same project as the pc one it most likely still displayed the pc values
How do I check the file size for the quest version once it's done?
and after publishing it the errors went away cause it realised "way, that's a new avatar" and it updated
you could use the performance tools
I think it shows that
It measures in MiB instead of MB, is that normal?
Wait no I have a thing called "BuildSizeViewer" and the total compressed size is 9.5MB while total uncompressed size is 19.3MB
I'm assuming that's for the Quest version, even though I still have the PC one as the active scene
anyone know a good glass shader i need it for the eyes of my avatar
i need help, i am doing a avatar for a commission and im trying to use robust as the normal way to waight paint a chocker onto an avatars neck isnt working.. it keeps clipping when you tilt the headset. as seen in these two photos..
but now i am getting this error on robost that says "Failed weight inpainting on Chocker: This usually happens on loose parts, where vertices are not finding a match on the source mesh. Use Select Rejected Loose Parts to solve the issue." so am i forgetting anything? here is a screenshot on how i set it up...
hey, i'm having an issue where an object on the avatar is being deleted when i test it using gesture manager, does anyone know how to fix? it has a vrcfury apply on upload to toggle the object off but no delete on upload so i'm confused
i tried to open an avatar file and got this and now it won't let me open the avi, how do i fix this?
What do I have to fix on my armature for my avatar on the rights posture not to be so good
I want it to be like the one on the left
Cause it doesn’t work well with full body, it looks really wonky
I just updated my SDK to 3.7.6 and now it's letting me select multiple platforms at once? How do I go about uploading to PC then Quest?
Cause I don't want the quest one overriding the pc one
shouldnt it just upload to both..?
Idk how this works 😭
Could you help me out
if anyone has a answer to this. please @ me... thanks
anybody know how to fix this?
Idk how to work with this new SDK. Could someone explain if it's ok to check both boxes, or go one at a time? I might just revert back to 3.7.5 just to upload it...
Anyone have any tips on how to add particles like this to an avatar I'm making?
For the first one it looks like they have the shape disabled and collision on, then I think there's a submitter that emits an invisible particle with a red light on it. For the second one you can set the start speed to 0 and set the shape to whatever shape you want your cloud to be (like a circle for example) and set them to spawn in the volume
I'm not at my computer rn so i might not have all the names correct but that's what I'd generally suggest for those particles
And the collision looks likes it's set to kill the particles
Thank you so much!
Hellooo! I am pretty new to this but need to start somewhere, so.. I bought an avatar a bit ago, it is PC only (Idk how much info is needed, so I'll just provide whatever I think could be helpful) and it is NOT from booth. I really wanna put different clothes on my avatar and even got a set now. The set which I got has fbx files (fitting for multiple bases - my avatar is using one of these bases), a unitypackage and a zip file in it. I've read that I need to use blender to work with fbx files. Does anyone know what the best procedure for that would be? I saw that there are many different ways to put new clothes on avis, but I'm not sure what would fit me in this case. Or even how to get my avi into blender without breaking it. Any tips or ideas where to start?
how do i know what direction the seats are facing, i've put arrows for whhcih directions im tyring to make them go
There’s nothing wrong with it really. Just a different armature so it looks different
How can I make it not have a good posture like that though
Back straight as a arrow
Unfortunately it’s not just my sitting pose
Or gogo I believe
It’s just weird, not sure how to explain it
your upper leg is significantly shorter
My back doesn’t bend, it’s very stiff
your proportions are just different
working on gogo loco, trying to remove the old gogo loco from an avatar, should I delete this script? I'm installing gogo loco with vrcfury
That didn’t fix the problem
Do you think it could be my spine or hip bone?
🤷♂️
It seems to be bending at the hip bone instead, so there isn't any spine there according to the animation. Your model's spine starts on this model's hip.
Can someone walk me through how to add audio to one of my emotes (animation) on my avatar? I also want a seperate toggle for if the audio plays along with the emote or not.
I've looked through videos but a lot of them are either really outdated or not exactly what I'm trying to do
how to i fix abnormal shading in blender?
smooth shading option
i think its in the right click menu on a mesh
i tried that it didnt fix anything
might fix it idk
recalculate your normals.
does anyone know anything about this?
recalculate outside?
Yes
Then, run the normal checker to make sure your faces are all outwards
Its in the top right I think
yeah its still looking a bit wonky
Lets have a look see
please someone help me.. if i could pay whoever that helps me with alot of money i would but im flat broke...
i am using blend shapes on it not sure if thats causing the shading to distort
Try next to merge the nearest vertices, sometimes missing one or two will mess up your maps
Unfortunately, that's not in my area, I'm old school 😂 Sorry about that man, but I know lots of people here use those
damn it.. im basically a ghost..
all good
i dont know much on weightpainting
maybe because nobody is able to answer your question :o
I'm sorry friend, I would help you too, but I don't want to give you wrong advice, I'm not the best at weight painting yet
well you could have said idk maybe "sorry but we dont know how to help" instead of ignoring me. its kinda rude tbh
nobody ignored you
just bc we dont reply doesnt mean we dont see it
it rude that you're complaining that ppl dont know how to help with your weight painting problems
thank you for the help im try to figure it out because i think it is the shapekeys that are causing it
how was i supposed to know that? im not a mind reader. i didnt know that no one knew how to help
im using multishapekeys rn
Sure, don't forget to reset your transforms just to be safe since you messed with your maps
im sorry but for being rude, but think about it in my shoes. you explain a problem that you need help with and instead of people saying "sorry we dont know how to help" they just dont answer you at all. period. you too will think people is ignoring you. this is why i barely text in this discord server..
k.
ive had questions go un-answered
didnt start complaining
again sorry for being rude. but i do have a point... even if you see it or not
yeah i had got it
you could also look it up on google
use chatgpt
etc
you know what? fine. im just gonna be a bigger man and just walk away talking to you all is like yelling at a brick wall. have a good one.
im just gonna leave the server since this one is no help. bye
um, what?
LOL
also showing no alerts
im stumped rn, tried restarting my unity and everything
damn, thats rare :D
omg just had the same issue, i duplicated and reslected the duplicated avatar and it let me see the alerts again
this did not fix :c
im trying to make it crossplatform now but it looks like this and im stumped 💔
argh im very sorry 🥀
good thing im not currently updating to new sdk 🙏
you think the servers are shitting themselves?
mayhaps
how do you revert it 💔 i have no idea when it even updated
iits driving me mad
idk
if you have a saved version of the previous one that import that
without opening with vcc id assume
or make a new project and use vcc to import the previous sdk version actually
fix: dont use new sdk just yet 👍
personal mirror
Can someone walk me through how to add audio to one of my emotes (animation) on my avatar? I also want a seperate toggle for if the audio plays along with the emote or not.
just add an audio toggle in the fx controller that has the same transition condition as the emote
then have a second parameter in the condition for if you want the audio to play or not
when both "you want audio" and "emote" is true then itll play the audio during the emote
my pos constraint doesnt show in vrc but does in unity and play mode
something im doing wrong?
I linked the targetpos into my armature so it should follow right
putting the weight lower so it sticks closer didnt seem to fix it either
Is there a way to customize the animation that plays in the Avatar Details inspector? I've noticed some avatars have different animations (swinging arms, sign language, peace sign, etc.), and one even has a completely unique pose.
There is no way to use animation to change detail in avatar descriptor. Those different poses are just made from custom playable layer that branch out to different poses according to parameters.
or in the case of a lot of avatars
taking the default locomotion layer vrchat provides and changing animations
That's what I meant! Thank you ^^
Can you tell me how to set up the audio toggle? I know how to make anims for toggles, but I'm not sure what all I would need to put on there
Do you know what specifically drives that? (Eg. Action Layer, Idle layer, etc.)
I'm not very knowledgeable about specific terms, I'm sorry
I didn't mean to change details, I meant to change the pose that the avatar is in when viewing it in the avatar descriptor.
Thanks!
You know, I don't even know if I have my audio source set up correctly ;-;
If you can't hear it then it doesn't.
Make a new layer, add a node with the play audio source component, add a transition with 2 parameters needing to be true, the dance toggle and audio toggle
I made it with an empty gameobject and just added the audio source component to it, then put it on the root of my avatar. Was there something else I needed to do?
Did you put on audio clip, or use animator play audio behavior to play sound?
I already told you tbh
its not bad
you need 2 params to be true
it will only work if you are already using one toggle (the dance animation)
You still needing a waiting node too
Can one parameter not control two toggles? I want this audio to play with an emote, so both are using the VRCEmote paramater
make 2
I'm using the gogo loco layers btw, if that matters
I made a parameter for the audio. It's a bool
Okay, I'll try that. But I'm struggling with making the audio toggle
used a booth afk animation which makes me summon a table etc while afking
but i can't see the table in mirrors (or in cameras)
will other people be able to see it normally?
The problem is from making toggle inside of action layer.
How do I set up the anim that plays the audio?
just toggle on the audio?
enable recording mode
click on the audio and toggle it
then save
should keyframe it no?
Still no object ingame, why does my object not show when i apply pos constraint?
shows in playmode already so idk what it is
Do I toggle the audio source?
your toggle probably isnt set up correctly
yea
then make this a checkmark (toggle on), and then click on recording mode again.
it will keyframe it and save it
(its not a toggle)
is it even under the hierarchy of your avatar
Isn't that for the animator component?
shows when I tick constraint off
so
hmmm
idk why its removing it
just an example
but for "Audio Source" in this case no?
are you sure its "removing" it and you didnt just fuck up the constraint
constraint works in playmode
Anyone else have issues with toggles that can be turned on, but not off?
and what does said constraint even do?
No.
may want to check write defaults i think
I think weight should be clamped to 1.
Unity constraint will be converted to vrc constraint, but both doesn't have exactly the same behavior so that's why it's mismatch in game.
Okay, so it just needs the one keyframe that has it enabled and that's it?
oh. i duuno. Not really sure what's causing my issue
what even is it targeting
just run weight under 1. on the other then?
You should try using vrc consraint instead so behavior matchs.
an empty on my head armature
yeah, you are righrt probably, I had the vrc one but I removed it and put the normal one by accident
thanks for poiting out
uh
wait
where is the vrc one
I heard that vrc constraint doesn't work right with weight outside range 0-1
Search vrc position constraint.
it does but you need to do a specific weight
theres multiple weight settings in it
uhhhhhhhh
you need to be on a sdk that has it
Might be sdk is too old.
This is on my FX layer. Don't know if I set things up correctly.
And this is how my audio source is set up
I did the vrm optimization thing and.. is an fbx suppose to look like that in unity?
higher priority breaks set it back to default
oh yeah i was on 3.6
FBX often doesn't have correct material and you have to manually setup materials.
But 0 is the default, which is the highest priority. It'll make it cancel out pretty much all other sounds around the instance
0 is not the default
default is in the middle which I believe is 255
oh okay, its 128
half of 255
i mean in that way yes
how do I do that?
its how computers math
ty
@fervent spear Make sure your friends Safety Settings->Friends-> Avatars/Custom Animations are also both on when they help you check your work.
For the fire animation, you first want to place it on the hand without it being a physbone, make sure that works
Then try it as a physbone.
Then try using an aimConstrait with both versions to get it to point in the direction you want.
-The aim constraint should belong to the same parent as the fire, so the transform moves with the parent
-Getting the point to world up is also an option, but that one might take a bunch more R&D
still doesnt show
but in playmode it does!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
like it did always.....
Now try with gesture manager too.
yeah it does
Okay well I got the audio toggle working I think, but there's another problem. The emote is a really short animation that loops, and I want the audio to play independently of it so that the whole audio plays through and only starts over when the audio ends
What is the another source and where it's put on?
The target.
ok thank you:)
np! @fervent spear
also,
For the fire animation, you first want to place it on the hand without it being a physbone, make sure that works
Then try it as a physbone.
Then try using an aimConstrait with both versions to get it to point in the direction you want.
-The aim constraint should belong to the same parent as the fire, so the transform moves with the parent
-Getting the point to world up is also an option, but that one might take a bunch more R&D
Did you just have the bottle outside of avatar hierarchy?
Will it not render if so, probably was that
Object outside of avatar hierarchy doesn't get uploaded.
oh yeah because youre uploading the avatar descriptor
oh thank you for the tip :D
I can't find the original marterial
I can see them in blender
Still need help with this
You can't trigger off the end of the audio, you'll need to make an animation that's as long as the audio
Is that really not possible??
Cuz the animation and the audio are two seperate things that just happen to activate at the same with one toggle.
anyone with experience working with shinano know why this happens?
im not sure what causes it and ive seen another person online with the same issue
there's no way to trigger based on random events on avatars.
Material combiner should export textures. So look in where you exported the model and find the textures.
Set rendering preset in material to transparent or fade.
Sorry, I think you might be confused on what I'm trying to do. I just want the audio to play the whole way through before looping, not looping with the animation itself
I've seen it done on avatars before, so I know it can be done
this one?
Yes.
But that's a wrong material.
not sure if I have a third way to tell you the same thing. You'll need to make that animation the same length as the audio, or just do this with two different layers or something else.
i need to do it on the alpha material?
Yes.
Oh they are on two different layers. The emote is on the action layer and the audio is on the FX layer
that doesnt look right
Then you change shader.
then I'm definitely not sure what problem you have, those are two totally independent animations.
anyone ever get an issue where their hands are like 90 deg rotated in?
it looks normal in unity and when i use gesture manager but in game its broken
it worked!
tyty
If I save the atlas with Matcombiner I just get that, how do I get the file for the 4 material in here
"Combine" mean 4 materials got combined into 1 material.
I mean it did work, yeah but now its the problem of trying to make the target independent now
its something easy probably
but I have no clue lol
Then I don't know how to exclude material because I don't work with matcombiner.
Do you mean you're trying to make it as slow follow instead of snap to position?
Yes
I know there are tools for that
but I dont wanna use a tool as a first time doing it
then i literally have no idea how it works

The tool is just a preconfigured constraint.
I looked on how it work by using the tools.
Is the one for it from vrlabs?
might already have it
oh no i just have 3.0 manager
It not exactly a tool. Just a prefab with preconfigure constraint.
av3 manager is only for toggle the follower.
alr so apparently, when i try to import my model into unity, some its rig's bones and bone weighting have either changed position or, in the bone weight case, just doesnt exist anymore. i also run into a problem where for some objects, the blendshapes havent been imported.. someone please help
blendshapes not imported usually means you left a modifier on that object which can't be auto-applied
what about random bone alignments?
no idea based on that description
what part of this should we be looking at?
the missaligned tires
Your armature shouldnt be a selected bone
im confused
You have a rigged bone jutting out from the origin
The root bone should be the hip bone
You shouldnt have a bone containing the hip bone
oh aight
also is there a way to do auto shade smooth without it being an actual modifier?
object mode, right click, there's an option there
it automatically puts it as an modifier im afraid
oh huh, I never do this so I didn't realize that's what it did
well its called "smooth by angle"
yeah I'm not sure when I'd use it either
When I set it to shade smooth it doesnt add that
what ver of blender r using
4
yeah shade smooth is a one time operation
what I just said
hm..
im changing to 4.3.2 to see if anything happens
oh my GOD it keeps putting a modifier
yeah, that makes sense
Ive used blender since 2 and it has never done that
Well 2. Something but idk what that .whatever was
ive used blender for a while too, and ive never seen that as well
I'm not sure how auto would work otherwise
maybe it was some internal magic before
i wish it was
now because its a modifier, i can aply it to objects w blendshapes
:/
Theres a plugin on gumroad for that
I use this one: https://github.com/przemir/ApplyModifierForObjectWithShapeKeys
But just smooth it once after you are done
smooth makes it ugly
I mean its smoothing
I'm not sure what more auto-smooth would do then, isn't it just the same thing?
my model has sharp edges that i wanna keep sharp
The different edits you make have settings
Automatically does it after edits ig
auto vs smooth
Since smooth doesnt update for edits normally
probably you need to "reset vectors" in the normals menu
hard to see what's what with the color though
Or yknow just calculate them in unity
I don't find that to work well 🙂
Can you repost this in solid? its easier to help then
solid...?
It works surprisingly well for me every time I used it
view mode
The view mode, hold z and move your cursor down (i think)
it's one of the little view mode globes at the top right
again auto vs smooth
It has settings
edit mode, select faces, alt+n, reset vectors
I think you've got some vertices that aren't connected properly, your map isnt stretching across your shapes solidly
(make backups, etc)
Make sure to save first, then merge to nearest, recalculate, etc
yeah something is causing that to look weird, could be you moved things around, split stuff, etc.
not a big difference when reseting vectors
that's strange.
Once you merge them, do alt+n, recalculate
i did
again, not a big difference
Then what's left is to clean up your topology on the bottom there, it looks like you did pretty well on top. Maybe you should try to separate the shapes and put different values to them.
Separate them into different meshes, I mean
my model already has a lot of meshes, i dont want it to become too unoptimized that i cant even upload it to quest
🤔 The sisyphean struggle, indeed
yep
Besides that, you're just gonna have to clean up your angles, I guess
You can still always try unity's calculate normals
well speaking of which, i found out that in the newest updates of blender, auto smooth is now only a modifier
so imma just import my model into an older ver of blender, and see if it works
I would definitely try what Diven says first, that sounds like an awful big jump 😅
but this isnt the problem im having
my problem is i cant auto smooth
bc my mesh has blendshapes
So?
I posted how to deal with that
Theres plugins that allows you to apply with blendshapes
I use it purely to apply mirror when I need to big edit my model
https://echovrc.gumroad.com/l/BlendshapeSmoothingTool Here you go, I found one really quickly
Or
yeah I don't remember using it for anything else lately
THAT is a life saver ngl
it is
One that you ignored earlier
hi kazin
.... now I want waffles. I should go to bed.
sorry lol-
Those waffle sticks with the syrup cup
I wonder if I still have a waffle maker
Make one and be a waffle maker maker
deep.
kazin would you make me a waffle
drop it into the project, drag it into the scene
You dont exactly convert since its what vrchat supports
ye
Add the avatar descriptor component
I add the component and stuffs, right?
yes
i scaled the thighs. but the second dot is not in the right place when i try to sculpt with symmetry
Why won't my physbones upload to quest parts that should have physics and move don't it's probably a ez fix but I'm slow
bc quest auto deletes all physbones if its over 4 components i think
Huh but the public version works on quest but when I buy the model it doesn't work with any of em
and yes it auto deletes
You need to apply transforms
check in the sdk how many components you have
I'll open it rn
then maybe its a different version
bad news is that the truck tires r still missaligned
how?
ctrl+a
in edit mode?
object mode
Then align it?
thank you, I'm too slow
A to select everything
ctrl a - apply all transforms
doesnt work, it reverts it back to how they put it
???
that's not your sdk window
Idk what I'm doing 🤣😭
now that I asked to check
ty so fricking much
also hi eli :D
when you go to upload the avatar
Then redo the rig by setting it to generic then humanoid again?
at the top of the screen
well... it either worked or didnt work and i cant tell
vrchat sdk - show control panel - builder
in "configure avatar" it shows the tires alligned
but in the scene, they are unaligned again
idea:
rotat
idk its a thing unity does smt because of a difference in blender -> unity importing rotations or smt like that, they use a different system? idk
can someone guide me on how to fix my animator on my avatar in the creator companion
switch to generic and back to humanoid
its so dumb cuz ive nevr had a problem like that :/
or set it to humanoid of you haven't yet
click the fbx in assets - rig - humanoid - apply
if ur talking to me, i already did that
Did you edit the bones after adding it to the scene?
yeah it still didnt work
before
Is it posed in blender?
Why is it a missing prefab
because missing is better than being
the less thats there, the less to deal with
theres no such problem in blender
Well no the prefab that was dragged into scene was deleted
Making it missing
wym sorry this is deadass my first ever avi
yeah i knows
but id rather have a prefab that no longer exists
means i dont have to work on it anymore
If thats true, try fixing your transforms in blender and then putting it back
Based on the fact one is okay and the rest arent, thats what it looks like to me
wait, did you also use an automatic unity vrm converter?
don't, go convert the avatar in blender
unity converters are very unreliable
i made alot of the stuff in blender then moved it to unity and added textures and now i cant upload
thats all i did fr
because it's called VRM
and VRChat doesn't support VRMs
so I'm a bit curious what happened here
and if you're trying to upload the second one, the Kammy one, it's missing a prefab
so you may have deleted it
yeah, deleting files can't be undone
you even get a warning saying "are you sure, you can't undo it"
only if you made a back up
so i need to delete the modle retexture everything then try to upload?
only the untextured modle from blender. i saved the unity file but cant find it anywhere in my actual files
well, look for it
.unity file stores references to actual file. so no.
damn
so just do this?
i got everything on the avi i dont know what im missing??
the prefab, that's why it's red
what do i do for it?
btw, i think you should learn unity basics first
i just started today
im just trying to upload this n fix wtvs fucked uo
just need sum help not opinions pls and thanks
It sounds like you're asking someone to explain it step by step which is pretty much doing it for you. Pointing you towards teaching tools is a kind of help and arguably a much better one.
can someone please help.. I keep having this issue even when I enforce tpose and it wont go into a humanoid
I put that in but the arms are still messed up and it doesnt go humanoid
what's that one bone song?
and if that doesn't help, check your hierarchy
i just need help with the animatior part i have the rest
yeah so use a tutorial
pretty easy.
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set it to humanoid
or to generic and back to humanoid
does anyone have one in mind? ive been searching yt and cant find a helpful one
physbones, maybe not connected to the right bones?
could be couple of things
basically matches up names if im not mistaken
click your fbx in assets
go to rig, set to generic, apply, and back to humanoid
oh nvm that worked
or set it to Humanoid if you haven't already
but now i got sum new shi to deal wit lmao 🤦
?
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Well do what it says
looks like you might be missing, idk, a bone
like an entire chest
no ribcage for you ❌
it still isnt working
is the hierarchy alright?
it sometimes throws that error when the hierarchy is messed up somehow
okay i got it thank yall sm
yet you had no problem being rude when i told you not to post the same thing in multiple channels
this is the hierarchy
does anyone know how to fix this now? all i did was move the hair in the avi heirarchy bc i forgot and fixed the view position
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sculpted to the leg, attached to the leg, transferred weights from the body. why is this my result?
Weight painting
Its not going to be perfect
I wouldve personally just duplicated the leg and alt s scaled it out a tiny bit then untoe it
you don't need to worry about that warning
if you need to fix it you'll need to go to blender and rename the bones
because unity organizes the stuff alphabetically
How do i make the avatar always white / not affected by the color of the world's lighting? (1st and 4th picture are my avatar, 2nd and 3rd are examples of what i want)
Hey any ideas why my avatar cant press world buttons? Like in just b club 4 in the elevator I cant press the elevator buttons yet other avatars can
if youre using poiyomi u can change lighting to be set to greyscale in the lighting section
can even animate a float radial for adjusting it to suit your preference when world hopping
(also super useful for vrc photography)
I'm just going to throw this out there 'cause it seems everyone jumped over it
VRModels is a piracy website that redistributes paid avatars for free against the ToU/ToS of the avatar creators. Please don't use it
also doesnt really help that vrm stands for things other than that site too
oh
didn't skim through it too much, but hopefully they meant that
that's why i got confused
i was thinking of the vrm model file
that for example vroid gives you
yeah, I've had a few misunderstanding arise from that
yeah 😅


