#avatar-help
1 messages · Page 83 of 1
oh frick
One message removed from a suspended account.
One message removed from a suspended account.
btw poiyomi also has a translation tool that converts liltoon to poiyomi mats (if u arent needing those liltoon mats for anims or something)
just an fyi incase u werent aware
super useful for booth models, if youre more familair with poi mats than liltoon
So, heres what i wanna do. I took a novabeast from pc since the fbx i can modify with blender has all the physbones removed and noting animates except the base skeleton. So im trying to optimize the pc one just enough to a poor rating so people dont have to show my avatar which i have to do all in unity.
Ive got a drcimater to reduce polygon count to 20k but it wont let me combine or delete materials in unity
God damnit
Wait for blender or unity? I already have an optomized fbx but just tired of it being so basic and no interactioms
blender
also i'd recomended baking your avatar with the tuxedo plug in blender instead of decimating, it makes it look better most of the times
should aim a bit lower, lots of people block poor avis too
green/medium would be better to aim for
yeah, making pc avis medium isn't that hard (quest is a different story)
and if you're just aiming for poor, there's no need for 20k polygons, just do 70k
Ok. Well ill consider that for reducing tri count from here forward but guess ill determime whether to keep it very poor or use my fbx since android phones can show very poor ratings now
20k is a quest thing
or i'm misunderstanding and you want to optimize it for quest
if that's the case, it's a different story
the novabeast server has already premade green opti packages
and quest premades too, just have to verify in the nova server to gain access to it
just btw ofc
oh that's handy
yeah its v neat
it's for quest and yeah I know except they most likely have it locked behind something, I'm not gonna go there after how toxic they've been to me. most likely that's gonna have everything stripped from it too, I don't want it as a fallback, I have my main sona for that. basically what this came down to is I'm tired of it having no animated tail or interactions on it and no longer blinks or has a moving mouth cause I had to remove shape keys to decimate it.
in that case I'll just stick with the poor one I created if I can't optimize this one further, I doubt people on quest are gonna go that low, the performance doesn't even affect it that much. don't wanna go literal wii quality on my models just to make it medium or good
alright well if I can keep vietmieses to have it blink and move it's mouth when talking, it won't be that bad. thank I'll try it out tommorow, it's really late for me currently.
yeah, i use it for my avis
it doesn't always look the best if your avi has a lot of polygons to begin with, but it's better than decimating
high to low normal baking saves my lowpolys 
what does that mean? also huge thanks!
Oh iam stupid, you mean like a way to change the value ingame
ye
or u can ofc just set it to whatever u want without animating
just throwing it out there
Should i adjust for add pass too?
i personally do both greyscales
Alright, i'll try 0.25
I think i'll stick with 1, doesn't look out of place compared to the other 2 models in the example pic, what do you think?
Hello everyone, maybe someone know how to save T pose ? When I try to save it and click Apply then Done, nothing change.
from what i know you can just do it in blender
well yes, I can change hands, but problem in fingers
what do you mean?
Well, they need to be on correct angel, so I need fix in blender, then re-upload file in Unity to check
I don't think you can actually change the skeleton in unity
sad
is it possible to do a alpha map to cutout some parts from a texture on a quest compatible material? for example hair
alpha cutoff
i don't think so
for example this but quest compatible
quest doesn't have transparency
oh okay
you need to go to blender and cut out the mesh to fit the texture
There's a special version of gogoloco i've seen that only has poses and has no taunts so you can add Coffeetauntsv2 or prismotes without it breaking, anyone have it / know it's name?
Or is it just an earlier version of Gogo loco?
Example:
Oh, so can i immediately put Coffeetauntsv2 with the current gen gogoloco or do i have to use this version?
are the animation clips for both gonna overlap? i don't wanna manually put the taunts in gogo loco
i don't know what taunts are, so i can't answer that question
they're the dances that desktop users use the most
ah i don't do dances so idk
Coffeetauntsv2 is just a bunch of those, and every avatar that has those dances either integrates it into gogo loco manually or has an older version of gogo loco
I guess i'll fuck around and find out, one last thing, i want to add Visemes to this avatar, how did they manage to do it like this?
i'm gonna be honest with you i don't see any mouth movement on that video
visemes are blendshapes that you make in blender and assign them in unity in the avatar descriptor
No i meant how does he make the head bob based on movement? it's intentional
blendshapes
Oh okay, got it
instead of making blendshapes for the mouth, they made blendshapes fo the whole head
I have a quick question to ask, does anyone know what could cause an item to not toggle in game. The avatar is pre-made, and all of the toggles work except one. I edited the avatar in blender (I did not touch any bones, or armatures I just flattened the chest and clothing to match) I also exported the FBX with custom scale and no leaf bones and no bake animations because that’s the only way the avatar would work (I fixed another issue I previously asked about) . I’ve tried a animation repathing tool but the tool says there’s nothing wrong with the animation paths, the item itself works fine in Unity. Just won’t show up in play mode/AV3 Manager/gesture manager or in game
is the item in the assets?
is the prefab missing?
you could also check the layer, menu and parameters to check if everything is set up there
Item is in assets yes, and yeah the prefab is there!
I haven’t touched the layer stuff, because I struggle there and it’s set up with AV3 so I’m way to scared to mess with that because I’d have no idea how to do so 😅
did you override the fbx with the edit? or did you move the layers to the new avatar
if you moved them to a new avatar it could be misaligned names or something like that
No I copied settings over with Pumkins avatar tools, because replacing the FBX with my version with this particular avatar doesn’t seem to work
(Legit causes it to completely turn invisible)
The item is a set with arm garters, leg garters, arm warmers and leg warmers. So it technically has multiple meshes
I copied everything over
check the animations themselves and see if the meshes are listed as missing (they'll be yellow) if not check that the parameter names for each toggle are consisent across your param list,fx layer and expression menu
does anyone know that base model for this avatar?
mb
i keep getting an error that says “trying to load data for an avatar we do not own, clearing blueprint ID” how do i fix it?
generally thats not the actual error preventing upload, can you send a screenshot of your topmost console errors and SDK upload panel?
uh yes, just give me one second
this is at the top of the console but im confused which part of the upload panel did you want to see?
the one about the missing prefab assest is the error i got before i got the blueprint ID one
looks like you didn't install the face tracking package
where do i get that?
vrcft.io I think?
the other one is about Gesture manager - you probably have the prefab in the scene but haven't installed that package either. It's only used for testing, so up to you if you install that or delete the prefab
so i don't need gesture manager? do you recommend i have it though?
It'll more likely be VRCFury and Jerry's Templates
I'm new to FT, so yeah, maybe that 🙂
yeah i was confused on that because it said vrcfury face tracking
I use AV3 Emulator more, but Gesture Manager works well. Really personal preference here.
oh i don't know what AV3 Emulator is so i won't risk it
I don't like AV3 since it seems to have more bugs, and it uses Gesture Manager anyway
May as well just use Gesture Manager
uh wait where do i get the vrcfury thing though?
like gesture manager, it's a tool for making testing easier. there's no risk here
it's the first hit on google
oh no by risk it i meant like mess stuff up
it won't, but sure, up to you.
sorry i shouldve worded that better, i have vrcfury but where do i get the 2nd one, the one for face tracking or is it the website you said earlier
or vrcfury face tracking
Jerry's Templates on Google
alright i'll check it out, thank you
having an issue where for some reason my normals are getting inverted even though they're perfectly fine in blender and another where when i apply a blendshape it removes the shade smoothing from the model
sorry is it this link or the gumroad link?
The templates are on GitHub, yes
You add it to the VCC then install that package into your project
ok, thank you
now it says its conflicting with stuff
I need some advice, I have an animation on my avatar, and I've set it up so that when you hit a toggle, it turns the object on, animates it, and then toggles itself off at the end, but when I upload it to VRC, the toggle turns the object on, but it doesn't move, and for the record, it isn't set to static.
set to static?
if someone knows how to fix this or wants to help just ping me
Literally said right at the end that it isn't.
Here, I looked at the animator in unity and the animation gets stuck right at the beginning.
You probably have the templates imported in your assets folder as well as now your packages. If they're in assets delete them and only use the one that's installed into packages via the VCC
sorry, that wasn't clear - this is an avatar project, right? I'm curious what would you set to static?
deleted the one in assets tried to upload and got this
That asset shouldn't contain any templates either. I'd suggest just reimporting things
like delete it then readd it?
If this is a particularly old avatar that wants the assets templates, you'll need to upgrade it
no this is a new avatar that the creator posted recently
seems like one of those cases where someone packed up a whole avatar with everything included, which they shouldn't have done
should i just start a new project completely?
also they had seperate downloads for pc and quest so idk if thats what you mean
but yeah, reinstalling that stuff via VCC should replace what's incorrectly included
Just delete the templates folder inside Wooferine, and replace what it's moaning about with the equivalent files from the templates in the packages folder
Nevermind, I figured it out, thanks though.
That doesn't look like the packages folder
You have Assets, then you have Packages
alright, cool 🙂
i thought you said inside wooferine?
I said delete the template folder from inside Wooferine. If it's not there then that's fine already
Yeah the path will be the same. Jerry's Templates, animators, eye rotation
The files it wants will be in there
ok so once i find the files do i drag it into wooferine or something else?
You'd drag it into the full controller that wants those files
I don't know where that would be on your avatar. Probably labelled face tracking
would that be in assets, the picture in the screenshot or would i have to find it in the inspector?
open the blue one
Seems like gesture manager also needs to be readded to the scene
i found these
someone told me it was just for testing
expand that so we can read the whole text
the red one or both?
me, and it is, but definitely recommended.
I meant the window, sideways.
ok i'll do that after then
oh
It is but the prefab is broken, that's why it's red xP
ooo
cool, now you know what prefab's package you need to add.
do i add it there?
Delete the one that's red then readd the arkit VRCFury prefab from Jerry's Templates... That should fix it
It's probably just because of the inclusion of the templates by the avatar creator
alright, if i have any other issues should i ping you? just in case it doesn't work again
Anyone else getting security check failed on Avis they made after uploading a quest version?
Just post another help request. People are always around
alright
how do i make acknowledgments be a string and who is null object
(how do i update my avatar through webpage)
This just seems like the avatar creator included part of the things that were needed, then you added the rest of the files using the VCC, and the legacy files got cleaned up and broke some references. As long as the face tracking has been added from Jerry's package you're all good
ok im sorry but i don't know how to readd it in
Thanks to all the people here sharing information to help people do what they want
I just want people to make avatars that I can see without compromising my performance 🙂
Go into the prefabs folder of Jerry's templates and find the prefab with the same name. Drag it onto your avatar and delete the one that's red
do i drag it into the hierachy or like the actual picture of the avatar also i deleted the red one already
Onto your avatar's object so it becomes a child
im dragging it onto the avatar but it won't let me
Really quick though, I'd like to make it so that the animation automatically disables itself after it's done playing, rather than loop, does this animator look right?
Sure, that looks ok, assuming the transition conditions are all reasonable
thats one way to do a toggle, but dont use any state
Right, well there in lays the issue, it still loops, so I assume the transition conditions are messed up, do you see an issue with these?
yeah I don't see what the any state transition is for here
definitely not with "can transition to self" checked
Okay well I just turned off "can transition to self" and it still loops.
Btw loop time on the animation itself is turned off.
you dont have any condition for going to off
Been having this issue with new avatars, It won't import the asset at all and noone has had an answer. I'm in the updated SDK and current vrc unity version but noone from the avatar servers knows what to do
I'm also at work at the moment just remoting to my home pc so please ping me for responses!
Copy the transition parameters from "any state">"billy ride on", delete the transition. Make a new transition between "billy ride off">"billy ride on", paste both
also transitions without conditions sometimes will not transition and get "stuck", so i suggest adding a redudant condition to the transition
i usually have a float parameter set to 1 in my controller that I use for DBTs, so I also use that for my transitions that don't need conditions
also if you want to disable the parameter "billy oops" once the animation stops, add a parameter driver to your "billy ride off" state and have it set the value accordingly
yeah it'll go there after the animation is done, that's not unreasonable
ideally, but the behavior is bugged and sometimes doesn't transition. I always add conditions to my transitions after discovering this behavior
I had this issue with a blinking animation a few months ago. It was very simple and by all accounts should work, but each time it attempted to transition there was a chance that it wouldn't, and would get stuck forever. The only thing that fixed it was adding a condition, and I found a few people online saying they've had issues with this before as well
huh that's weird
Hey yall. Wanted to ask if theres a way to bind a gameObject to the Players view instead of a bone like the head bone?
the head bone follows the player's view, so just parent or constrain it to the head bone and center it on the view
That is not always true, especially when looking up/down and/or doing poses with for example GoGoLoco
I already have it attached to the headbone, but would like a way to attach it directly to the viewpoint instead
oh then no, not really. If you're just going for a visual effect though it can be done through shaders and/or particles
and then it will go back to on via anystate, thus causing looping
yeah but they don't need the anystate transition anyways, it looks like they just want to transition between the two animation states
Right, I already disagree with using AnyState here
well, question was, why it loops, i said why🤷♂️
Hey, could someone help me, it's the first time im using VRC CC and im trying to export an VRoid avatar
DUDE Im freaking out. I was trying to fix an issue with the jacket on my avitar, and I miss clicked something, and now the avitar is all fucked. What do I do!? https://youtu.be/-KWjUD-PJbA?si=fy5MdYrqGgx8bbX0
(the vid I was using)

ctrl z
looks like you simply preview the wrong shaders
could i get help with this
It didnt work
ctrl u?
....
I thought it wouldn't save if I closed it, and well....it did...and now I cant undo it
like zero said, you probably clicked something related to the shaders
Just make a backup of your avatar projects
God....I could feel my soul loosing a few years 😔
Def gonna do that now
goes for both unity and blender for a very good reason
I just need to fix the pink on this stupid jacket
I have like 4 backups on blender, so Ima do that in unity rq
publish the avatar in offline mode just to make sure you actually fixed the problem
Ight
I know the pink jacket thingy will still be there
any idea what it could be?
Even in this pic, you can kinda see how the pink acts almost like an overlay, and reveals some of the actual texture
are you on quest shader? so its vertex colors?
Im on quest shaders, VRChat, Moblie, Toonlit
Its weird since the jacket shares a texture with the mask, and beanie, but the jackets the only thing affectde
vertex colors is a mesh specific thing
i know this isn't exactly an issue with an avatar itself, but does anyone know some good places to get free/cheap particle effects or textures for particle effects for avatars? I want to spruce up some of the features I have on my avatars but i'm not really a VFX artist so i don't know how to make the particle textures themselves
Whats that?
So I gotta get that addon?
or fix it in blender
Alright, Ima get the addon, first. Is it a simple right click and search for Vertex colors or something?
is there a way to rotate cubemap? cause i want the sun in the front but its in the back
NVM
First time trying to use CATS in blender. Every time I try to enable it, it gives me this warning and I’m unsure what the issue is
hi spencer
Hello (?)
The original cats repo on github is abandoned and only works on older versions of Blender (3.5 and lower), use the unofficial branch that is more maintained
Does anyone know how to make a Blender model into a vrchat model? I have never ever used Blender before so I'm at a lost currently
Do you have a model in Blender?
tutorials on ze youtube
best way to learn basics
I've tried but still couldn't figure it out
I do I have the original .rar files of the Avatar that I wanted but unfortunately the model is a Blender model and not a single person that I know really knows on how to move it from Blender into Unity
export as an fbx
if it has bones and weight painting that is
And... I'm not too sure if anything else needs to be done on it
sooo
what did it come as in the .rar
and was it a pre-made ready to upload
or just the 3d model
I dunno... my uh pc is kinda shitting the bed at the current moment so I can't really check all I know is I got the original files from the model creator themselves
My pc has been acting up for awhile now and I dunno what's wrong with it 
So, after this link, select unoffical cats ?
select which one applies to your blender version
grab the latest version that it gives you
then downgrade to that version if its that important to use ig
Does anyone know any free particle system?
the versions your listing are the plugin versions, not the blender version
Gives me this
Yes
I am using the “CatsBlenderPlugin4.4Latest” ZIP
you're using blender 4.3
So I should switch to that one I assume
i forgot how to upload the avatar
i done did what i wanted now im trying to figure out how to up load it
generally there'd be a tab at the top of the screen but you seem to be missing that
is the SDK even imported into your project?
i dont think so
did you reopen blender?
you need to if you tried installing original first
oh it's fixed
okay
importing the SDK is meant to be your first step before even importing any required model scripts or the model itself
can i still import it?
as you can clearly see i bearly know what im doing
i only retextured her was all
is it possible? yes but it could break the model, you should open a new project along-side your current one and import the required scripts/add-ons then drag your current project's model folder into the new one
you're gonna have to run this step by step with me
im new to everything
only just finished buileding my first pc not even 2 weeks ago
and doing the avitar stuff for less then a week
what should I do when parts of the characters model is pink? body is pink, pants is pink in game, the material has the assigned texture it loads up with
but in game, the material is just pink
I tried changing material or texture, and all the same parts is still pink in game, I test the swap texture thing, and its still pink in game
Are you somehow uploading pc shaders on quest?
nope! its doing it for quest and PC
What kind of shader are you using?
Maybe try creating a new material with this shader from the start and reasign the textures. Also make sure your SDK is up to date
okkkk!
i dont have the patience or time to walk someone through that, you could try looking over the info provided in here: https://discord.com/channels/189511567539306508/1139228456090087495 or if you've got specific questions google them/ask in one of the channels here
What's the best texturing program for a beginner? Ibis paint / Substance painter or Armor paint? price is irrelevant
doesn't seem to let me update the SDK, been having this error for a while, when i try to add a package or update it, it just does an error
on vrchat creator companion
probably Substance painter but its a bit overpriced and adobe are scumbags, theres a few built-in blender add-ons out there for painting if you just want something light for when your creating your model (and later using an external program to clean it up)
RQ, is there a way to have a toggle that switches between shaders for quest?
I like 2, cant decide, and figured Id have them be a toggle if I can
set up the toggle as a material swap though thats a bit un-optimized
Yeah, possible but not recommended
oof. Ight then. Thanks
you could make 2 variations of the model (with the two diff shader options) and upload them seperately
Oooo. I think I will
hey so anyone have an idea on how i could make my avatars movement choppy? say like 12 - 24 fps or sm? i swear ive seen someone do it, but that mightve been some steam vr driver or something
is there a way to transfer physbones from an avatar to another? basically thing here is I'm making an optimized avatar for quest and while normally the model has physbones on it to like, animate certain parts, the fbx doesn't have any and the model kinda becomes static asside from the basic skeleton that's animating the model.
so like, the tail doesn't move nor any of the fur on the character.
is it like an alt version of an already existing avatar? like a quest edit?
i believe pumpkin tools can transfer physbones, although i could be wrong
and you can also add physbones manually
which will allow you to have more control over where you place them
because quest can have max 8 physbone components
using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
public class ChoppyMovement : UdonSharpBehaviour
{
public Transform trackingSource; // assign your head or controller transform
public Transform avatarRoot; // the part you want to move choppily
public float updateInterval = 0.2f; // in seconds (adjust to taste)
private float lastUpdateTime;
void Update()
{
// Only update every updateInterval seconds
if (Time.time - lastUpdateTime >= updateInterval)
{
avatarRoot.position = trackingSource.position;
avatarRoot.rotation = trackingSource.rotation;
lastUpdateTime = Time.time;
}
}
}
would this work on an avatar?
im tyring to give it choppy movement
i believe avatars don't allow for custom scripts
how do you fix "animation culling"?
like an avatar stops playing animations if its far away
as someone who makes animated avatars, this is very annoying
know any slternatives?
custom animations i guess. I think you can create a custom walking animation
i meant more like the actual tracking lol but fom the looks of i it i might need a custom steam vr driver
but why would I want my computer to play stuff I won't see 'cause it's too far away? I'm not sure there's an ideal situation here.
yeah, that's what i think too
I absolutely understand your point of view
i understand wanting people to see your avatar, but at the end of the day if someone is far away enough not to see it than it doesn't really matter. They aren't talking to you if they're so far
because those avatars rely entirely on animations
the avatars "slide" because their animations aren't loading
slide?
still probably not something the viewer cares about if it's that far away
the animation culling might work fine in an enclosed space but these maps im on are nature maps so you see people from afar
@earnest jay in theory you can constrain each and every bone to its copy. your tracking moves copies, while mesh weighted to og. then switch freeze on/off via animation.
yes, because the walking isn't showing because of the animation culling
again, animated avatars
aka generic
@light charm afaik only stuff like visemes/eyetracking is disabled automatically from far away. everything else is only because of distance hider.
ie blue gems
i'm gonna be honest with you, if i'm not talking to someone, i don't look at them 🤷♂️ they're all just diamonds
I rarely cull by distance/count, relying on tools like this animation disabler and the download limiter.
but you absolutely should now, when its finally disables animators
but if you're far enough away, I'm not looking at the detail anyway
except that those avatars are pretty big xD like mammoths and stuff
oh then I'll probably manually hide it and that's that
so its very noticable
so it's hidden
in the right situation, this is probably fine. maybe a client option to enable that stuff would be interesting, but I tend to think how it's currently setup is a decent compromise
it's going to cause alot of issues with the videos my friend are going to record though
we'll need to record from afar for some scenes
ah, there's a special case that it'd be nice to be able to do, yep
Random question, If I add an Idle animation, would it affect people on quest, or with a headset?
yeah...
is there a fix for it?
😔
hopefully they'll add some kind of fix for this (like if you manually enable the avatar it will not do the animation culling)
How can I add the "floating" animation I have on the cloud ON animation to the cloud position radial?
you should put in a feature request on canny, or find one that already exists and +1 it
in the condition for cloud on/off check if the radial value is > 0, then it should go on
Where do Ifind that?
Oh I see
You put that as a condition for the transition.
(or whatever other conditions you want)
I put that and it still is doing the same thing it seems
Hopefully im doing it correct
@light charm if vrc indeed disables loco layer, which i never heard of, try slaping same onto fx, not like it matters much for generic rigs
those conditions are joined with AND - so both must be true for that to work
I of course don't know how you have anything else set up
almost none of my packages are appearing here despite having them installed in the project
check the eyeball in the upper right, it may be hiding stuff
didnt fix anything
@short iron if your goal is to pick some frame from animation just use position float as motion time for ON (where on is both enables cloud and moves it)
no need for 2nd blend tree layer at all
But how will it animate with the hovering animation
It has a positional radial but the ON animation has a "floating in the air" type animation
k fair then you move howering animation part to other layer, like just entry->hower
quick question, i am baking my materials into one in blender, most of them are 16x16, 16x8, 8x16, and 32x32, what size should i make the width and height? also, for a lowpoly avatar like this, should i turn on Direct/Indirect light?
It's 42 materials btw
I've never seen those settings, cause I combine materials differently, but generally you should aim for a size that's the same height and width
for size... up to you. direct/indirect it depends on what kind of baking you are doing
Alright i see, i am currently debating whether i bake all the materials into one mat or bake the 42 materials into 9 seperate ones
probably aiming for 1k works if it's low-poly, but if you want to stuff a lot of things on one texture set, you might need 2k for detail
kinda depends on what craziness you've done to your UV map
ignore the lack of arms, some kind of rigging problem
this is what happens when i put all the materials into one
9 is gonna be not good for performance, if it's already low poly why not make it have less mats? but if you don't want good performance, then it depends what kind of toggles you'd like. Or if you wanna use different shaders for different parts
I'm not sure what you're showing?
the UV map of all the materials into one, i think
left is the baked version, right model is the original
not really, but okay
What do you call the 2d picture that has the textures of a 3d model again?
I mean, if you don't know the model, looking at a UV map isn't really very interesting anyway
depends on which texture it is, I suppose. Anyway, don't put effort into this, I wasn't asking to see your UV map.
Alright, i'll make it into 3 mats, 1 for the skirt split specfically so i can do the cutout shader for it, one for the head and one for everything else
Quest version's gonna have either 1 or 2
reasonable
i am guessing i am required to edit the mesh myself in blender to mimic cutout
yes
Can quest do Cull?
you will need to cut the mesh to fit the textures
Quest will cull back, always
Im having a bit of an expression issue, only a single one of my facial expressions is occasionally breaking (the other faces not itself) inconsistently. how would i animate it/set it up to stop it from breaking Fixed
(sorry about the audio didnt realize ;;)
Fuck, gonna have to shift d the skirt/jacket so it doesn't cull
you'd need to kind of double polygon count if you wanna get around it
yeah, that's what I was gonna say
shift d and flips normals
Meh, polygon count of this avatar is only like 700
faces?
One message removed from a suspended account.
as in 700k? wasn't it supposed to be low poly? and don't upload that to quest
it's gonna crash
if just 700 than okay
You can't use your own stations, so you'd have to setup an animation to pose your model and probably lock some of the IK down so it doesn't move while seated. VRC Animator Tracking Control can do some of that.
it's 700 vertices and 1k triangles, 900 faces
@somber sequoia Huge thanks for the video you sent a while back about baking materials, you've been a huge help!
you too eli!
those stats I do like
Yeah! it's a really useful technique. not sure if I mentioned, but I use a (non-free) add-on called SimpleBake that makes it really easy.
Oh yeah i am an idiot, forgot about the direct / indirect option, which one do i choose again?
depends on what kind of baking you are doing
what kinds are there?
which type of texture do you want to produce? Set up your baking specifically for that.
Alright i'll figure that out, i'll give it 2k size for the body materials, and calculate the size for the face and double that
you probably do not need 4k textures for this
Should i just calculate the size of the sum of all the textures (example : three 16x16 textures get 48x48 space) and multiply that by 1.3-1.5x?
because the baked texture i processed has alot of empty space
I'm not sure I get why you're doing this math
cuz eli said i should aim for the same height x width
but why math?
if you're baking multiple materials to a single with a new UV map you can make that UV map look like whatever you want and target whatever size you want
including reshaping islands, such as making some larger when they need more detail
Oh okay, so i just give 2k and worry later
We think this gonna finish?
ok. also if I recall, you're the one who recommended tuxedo plugin to me?
yeh
it could've been me
or me, but I only really use it for twist bones
why is the hair all oily how do i fix it
could be vertex colours
i was gonna say isnt that a blender thing
thank you
it is
but it shows up in unity with quest shaders
what would cause this when applying a new material btw
yeah I look back it was. so I tried it, and it generated a bunch of unecessary coppies for different ratings, and highest one was a medium preset, but even then, it doesn't look bad for 14k tris, but now since it combined everything into a single 2k texture, it looks a little pixelated now.
it generates everything
you need to delete the ones you don't want from the list of things it can generate
pick one or two and it will only generate those
the texture will be pixelated a bit, you could theoretically set it to 4k in unity, but that defeats the whole optimization point
Well I was gonna say at this rate, I really do not care if some people block poor as long as it will show up for more, people I come across imediately report to me they see very poor ones I have on. but I was gonna ask if you can just manually set the amount of tris in the output, and literally a single 4k texture won't make a difference. all I wanted really was to just keep the vietmieses while doing the bare minimum for keeping a poor rating so it won't be blocked by default
a 4k texture takes up quite a bit of memory
you can put in a custom number of tris in tuxedo
make your own preset to generate
so yes, you can set it manually
eli would you happen to know
"this"?
seems all black
yeah, all i see is black
its the same texture just with a color change, dont know what changes the color in the shader settings though
yeah really no way to see what's going on from just those pics
- Add a new platform
- Select it
- Set the amount of tris
- Set the texture size if you want
done
custom baking settings stuff
it will generate all platforms you have in there
so you should only have one or two, because baking takes a long time
ok, I'll do that. thank you. one last thing for now, I see the model like, has bones already for the tail and other parts of the fur, but the times I've put it in the sdk, it turns out they're not animated. I'm not sure if it's cause I have to generate an animator for a humanoid avatar, so would there be a way to get it to use them or is it better to just look into pumpkin tools to try to get the physbones from pc somehow and transfer them onto the quest/android avatar?
what do you mean by animated?
and i highly recommend adding physbones manually to your quest version, so you know where they go. And keep in mind that you can have max 8 components. Easier to keep track of if you do it yourself
Dude iots been like 30 minutes, is thsi shit gonna work?
got it, its bc the color change materials have an outline set to 0.1, but the original has it set to 0.0001
with the novabeast you can usually see the tail, ear, chest fur and that stuff move but because I'm just using the fbx, it's all static.
and how would I add them manually I have no idea about how physbones work
depending on what you did to trigger the load then it might be reasonable
@dusk tundra
physbone tutorial
ah
yeah, i can link you a physbone tutorial i watched and has many useful info
hi eli
hi mich... meshvr?
ok. but I'll be doing this little at a time since I'm not gonna spend too much time on this.
it was a joke thingy
here's two shorter tutorials if you don't have the attention span
physbones: https://www.youtube.com/watch?v=PTTnWUkswkU&t=10s
physbone colliders: https://www.youtube.com/watch?v=pT6wO01dwTU&t=9s
I'd use a blendtree
well vrcf has a slider, but it looks like it only does blendshapes?
lemme test that ✔️
I dunno, I don't use Fury for this
im not good with blendtrees
I use the heck out of direct blendtrees, but you don't need to go there for just this one thing
yeah
Dude, it wont even let me close it
task manager
what do i do on itZ?
force close unity
task manager, gettem!
How do I do that on Task Manager
open task manager, right click unity, end task
would suck if you didnt have it saved
I didnt
Thats the only reason I waited so long
But I like, saved before what I was trying to do, so I just gotta start this one process over.
still having this problem
Is your smoothness down
Yes
Is there any vertex paint in blender?
everyuthing is white
making my first avatar, does anyone know why its backwards?
Normals are right side up?
Yes
Is your scale and positions positive?
How do i adjust that
needs to face -y
alt a apply all transforms having the mesh selected
i tried it like that previously and it didnt work but i can try again
Then make sure normals didn’t flip if so just flip it again
you rigged it backwards so youd need to rerig it properly
Lol ur good
thanks
Np
i just had to flip name directions and it worked, thank you for the help though!
what does a vrc spatial audio source do?
i tried setting the gain and far on an animation to increase the volume and distance of the volume and nothjing changed
I used this one: https://youtu.be/ES4DHdNZ1-o?si=E-j9tD8mf_funqLn
idk if its animateable but iirc its just a more optimized way to handle audio
yeah nvm i gave up and im gonna do it the non-optimized way
but the comments say that they forgot how to show one step, but it's not that hard to figure out
also fixes some issues
alrighty
but ty eli 🥺
like it looks like i can be but i dont know if it actually works
How do I add tails and stuff?
create the tail fbx, import into blender, give it bones/weight painting, then import to unity
probably
I mean it fixes issues where the audio doesnt understand where it is
if your avatar is humanoid there's no need to create a generic rig
if it isn't then it's a different story and I'm not sure how to go about that
Oh it is humanoid but I want the long parts of their hair to move
you do that with physbones
you add physbones
so its not animatable? how would i make it louder then 1?
set the rig to humanoid and apply
and after that you can add phsybone components
Google a tutorial on what they are
👍
make the audio itself louder as you cant get louder than 1
bruh, damn it
has anyone else's uploads slowed down significantly?
nah
how weird
it could take longer if the stats are bigger
Does the world freeze save its original location if someone hides and shows your avatar again?
what does vrcf "protect with security" do
doubt it bc it unloads the asset
nope, you still move around the world
What is a compiler error and how do i fix it?
look in your console window
this is what it says
check the red ones
unsure if this is the right channel but, I got this avatar and it has some really cool variants to the clothing. However I dont know what basecolors are and where these slots would be found, any time I try to drop the textures onto what I think is the correct piece of clothing it doesnt show up at all or It doesnt look how it should help?
Seems like a number of errors from add-on packages, perhaps they are not compatible?
and one just not added at all
ill check the assets
thank
i deleted the ones i wasn't using and it worked, thank you!
nice and easy
did you forget to count particle systems?
I have all gameobjects turned on in Blender for accuratcy
I have 2 particle systems with combined max paritcle count is 33
are they mesh particles though?
I dont think so? Theyre both just materials
look at "Render mode" in the "Renderer" tab, if set to "Mesh" then each particle's mesh counts
Both is billboard
ok not that then
I cant figure it out
so i want to add physbone to the 2 long hairs, does anyone have suggestions how i should make the forces?
i tried some forces but it looks kinda odd
MIKU!
miku miku beam
i would recommend smth like gravity 0.2, gravity falloff 0.075 to begin with
idk messing around with gravity/immobile is fun
I like using curves on gravity for long twintails
Done this for a few characters (miku, sweetheart, entrapta)
What looks best to me is to have the gravity at 0 towards the top, then where the hair bends down, have it go up to 1 on the graph, and then back down to 0 towards the end of the hair
This helps it keep it's shape
What does this mean!?!?!
But also lets the hair point all the way down
It means your avatar build failed, you need to check the console to know why
sooo I do that, 20k tris and 4k texture, but these past 2 times after all the time waiting, blender just closes itself during the process and all I get are the textures, not the model which ruins it.
Hi "michstan el waffle lover or smth" :3

@compact dust @arctic ginkgo okay thanks
Hope your miku goes well
Wait, so do I have to delete that hidden one for it too work?
What errors are in your console? Because you shouldn't have to delete it, no
I can't help you with that, since it always worked for me. The only thing I can recommend is to try again or reach out to the tuxedo discord, it's not very active though.
Okay try enabling the hidden avatar, then go to the build panel and select the correct avatar
Sometimes it tries to upload a disabled avatar even if it isn't selected, not sure why but enabling it and selecting the correct avatar seems to fix it (even if you then disable the avatar again)
thank you so mcuh it woooooooooorked
Wait a minute, how do I make a new one of this model, and stuff without it overrighting the model?
Is there any way to make particles for quest?
Yes, you can use any of the quest allowed shaders. If you're not sure what they are, you can check the creator docs, but if you have an idea of what effect you're going for lmk and I can recommend one
where, they don't provide one
if you need to dm me go ahead
??? it's the first thing in the read me on GitHub
does vrcf have a world constraint where you can spawn an item and leave it
i assume thats what "world drop" is
yep
yea? those are just animations
fx layer for the expressions
gesture layer for the hand pose
oh ok I didn't see it lol I'm used to just seeing the images at the bottom if github projects ever link their socials
I'm in a rush so I just skimp through things
mhm
you put the faces in fx layer and gestures in the gesture layer
gestures go in gestures
you will need to move them there
gestures as in hand movements should be in the gesture layer.
facial expressions triggered when you perform certain hand movements generally go in FX
why am i getting this??? this is my first time trying to upload this (specific) avatar, shes just been sitting in blender the whole time until now??
my blueprint ID is empty.
how to fix this?
I got this model from Sketchfab but I can’t seem to sculpt the model at all, the vertices aren’t the problem as it has enough, I just can’t edit the mesh at all and I wanted to know if anyone could help out
The model has clothes on, it was just suggestive so I blocked it out just in case
are you on a inactive shapekey?
I’m still relatively new to blender so I have no idea what that is
Basis is highlighted yes
no matter what I do it wont go as a humanoid, I tried enforcing tpose too ( yes I added the chest bone ) can someone please help?
Is your forearm bone a child of your upper arm bone
I had that same issue earlier and that was the fix for me
maybe its your active modifier?
yes?
the only ones I have active on the mesh
check once more on blender
the direct problem with mine was it had two identical bones in the same area but the wrong one was parented to the wrong bone
if not that then I am sorry for that was all I could provide
hopefully another would be able to provide further assistance
I am sorry I have no idea what may be the issue
you could try the browser to see if that could help, or reddit. Reddit always helps me
Take two with my night peeps now- Been having this issue with new avatars, It won't import the asset at all and noone has had an answer. I'm in the updated SDK and current vrc unity version but noone from the avatar servers knows what to do
Bro, Im litterally soooooo close......
The butterfly toggles on, but the butterfly is for some reason in his leg? I even went back to blender, and made sure to apply the transfer again, and still it's in his leg :(
Ideas?
(2nd send cuz first one failed) so the arm isnt supposed to glitch like that, and in unity, it looks fine, what did i possibly do wrong??
I also have align position on
If your storage doesn't have enough space to import and that would cause it to failed. Another common cause is the package file itself is simply broken.
If your model rest pose arm elbow angle is completely straight, that would cause unpredictable rotation like that.
so it should be slightly bent?
Slightly bent toward direction of intended bending.
i see
sadly it still does it
the thing is that its not the actual forearm bone spinning, i have another bone parented to the forearm bone thats suppose to immitate it and be able to spin
this is how the animation is supposed to look like
Weird that it causes entire arm spin. Does the animation controlling the arm also?
nope, no keyframes are modifying the actual arm
Can you screenshot the animation panel to confirm?
all the things highlighted are the arm bones
the bone ArmCannon is the one that spins the arm
To test this, try removing the transform properties and see if the arm still spin.
does anyone know how to fix this
alr so i removed the keyframes that made the fake forearm rotate and the arm doesnt spin anymore, but it doesnt glitch as well
Hey just wondering if anyone knew about this weird issue.
On this specific avatar the mouth is Jagged and weird during a couple Visemes in unity.
In blender they work great! its when the mouth frowns in unity it becomes jagged.
any idea on how to fix?
TYSM
That's really weird the transform animation affecting parent transform.
yeah, tell me about it lol
Is the animation on gesture layer or fx layer?
could the problem be that theres multiple child bones on my forearm bone?
I don't think so. Unless multiple bones have same name which isn't the case. My hypothesis is the animation mess up with arm IK tracking. which this doesn't show up when testing in unity because gesture manager doesn't emulate IK tracking.
damn, even when i added back the rotation keyframes onto the animation, it restarted glitching
Is it only the ArmCannon that's causing the issue?
wow i found something out
What could it be?
when fully on the ground, the glitch seems less apparent??
i wonder if the glitch even appears when using the avi on VR
Might even be more prominent on VR.
that... sucks.....
could this be the cause of this?
Could someone help me with a thing please?
How can I make a mesh to be hidden in first person (VR mode)?
Possibly. Very likely.
Use HeadCap component.
You mean this?
I'm trying it but it doesn't hide the mesh, both with scale factor 0 and 1
Yes. HeadChop. You have to put the bone as the transform.
The mesh I need to be hidden doesn't have a bone, is there another way to make it work?
If you use scale tool to scale that transform, does the mesh scale correctly?
Oh yeah that's the problem, it doesn't scale since it's just a mesh
Is it mesh renderer, or skinned mesh renderer?
skinned
Then it has bones.
It's tied to the Neck bone, maybe I should try that
Yes. But I'm not sure the effect of headchopping humanoid bone.
Ok, I'll make some tests, thanks
is there a way to turn off idle blinking without also disabling eye movement?
as in entirely or through an animation?
entirely, so it doesn't happen at all but my eyes can still track people
If you set the blinking blendshape to none in the avatar descriptor, then the avatar won't blink at all
To add blinking back in a toggleable way, you gotta make an animation for blinking, and an animation where the avatar doesn't blink
Then you can make a layer for this in the FX controller, with these 2 animations
You can use a bool to transition between blinking and not blinking
that's the thing, it is set to none right now which is why I was so confused
I think I found the issue though, there's something in the animator which seems to be custom blinking logic, wasn't named anything related to that so I looked over it
yeah that was it lol
thanks regardless! 🙏
One of your playable layer is corrupted. If you're using vrcfury or modular avatar, try restarting unity and see if it's resolved.
already restarted unity
its happening for me and the person i sent the file to
Then the file is corrupted.
Is there any way to play a sound in reverse using VRCAnimatorPlayAudio in the same way that you can by playing a clip with negative speed?
One message removed from a suspended account.
Maybe the pitch values? They actually affect speed as well
random question but does anyone know how to scale down the 3D icons when in Unity 
everytime i try to import my model to unity it keeps giving me this issue with the foot despite me knowing its fine. the other foot and other bones work fine but it keeps giving me the most trouble here for no reason and i have no clue why.
i dont know what to do now. ive tried to troubleshoot for 2 hours now and nothing has worked for me
Yikes, that’s what I was hoping wasn’t the problem… meaning I can’t really fix it unless going back into blender and fixing the model… meaning I have to restart the animations 😭😭
You could use Silent's avatar tools to reorder bone.
Link pls?
What icons do you mean?
Like the audio and light ones
i dont think you can scale them only turn them off completely
click this (or open the dropdown and toggle specifically the audio and light checkboxes) to hide them completely
I need help
gotta specify what you need help with rather then vauge posting
Need help finding different variants of the robot avatar
go to prismic or #1138520828556890214
You can!
scaling and turning them off is there
I forget where the option to scale them is I don't have unity open atm
soooo... for some reason, my avatar's parameter menu is empty in the game. even though it's not empty in unity. what the hell is going on??
Anybody can explain how to make texture changing?
I mean I already have animations for it.
For example I'm making Hoodie = 2 and Animator plays Set Texture 2 and then Show Hoodie
My problem is: Actions from Set Texture 2 are resets when Show Hoodie plays.
Set Texture 2
Clothes: Skinned Mesh Renderer.Material._Texture Hoodie ID = 1 (Parameter from Shader)
Show Hoodie:
Clothes: Skinned Mesh Renderer.Blend Shape.Hide.Hoodie = From 100 to 0 (Parameter from Blend Shape)
I have no override of animation keys but Show Hoodie don't remember Texture Hoodie ID from Set Texture 2
All Animations have Write Defaults = ON
Or I should make texture Settings in separate Layer?
You can't swap textures, only materials
I can. I made texture atlas and with help of AI I made UV Offset in Shader
An offset isn't a texture swap, that's animating an offset
If it's just an int, then setting the int in the animation should work fine 🤷♂️
Might anyone know why I cannot sculpt my mesh at all? It’s not the vertices as it has more than enough
Atlas have 16 tiles with 1024x1024 textures. And Offset modifying looks like texture swap. But it is offtop for my question
My question is, how make unity to remember data from previous animation
i need help. im following a tutorial on doing facial animations for a vroid avatar but theres nothing and i dont know what to do
its telling me to go to the packages for the animations stuff but theres nothing
You don't? You set the offset index for each swap you want it to be in
Each animation needs all the data in it that should be animated. WD on means that if the field isn't animated it will return to its default
https://youtu.be/mMhDy5gQ21g?si=CeDM8y01gSFxX_wh&t=321 this is the tutorial im following
how do i get permission to upload a avatar?
expand the avatar and click on the body if what you're looking for are blendshapes
and click the eye in the top right corner of the assets if what you're looking for are missing packages
and just so you know the X in your view position should be 0
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
that means I need to make 7 copies of Show Hoddie to keep texture on it?
Because I have 7 Set Texture Animations
I haven't read the whole history but in each of those, also enable the hoodie.
or put the enable/disable in a separate layer, though this is slightly worse for performance.
Enable/Disable are animations with smooth appearing. I think it will be hard to sync "texture swap" and appearing/disappearing of hoodie in separate layers
If the enable animation is separate then no, but if your texture setting is tied to your enabling of the hoodie, yes
Earlier I did animations in Godot, and in there objects remembers states modyfied in animaitons.
In Unity I have troubles with that.
Yeah I have 7 animations which material modifies and 2 animations for enable and disable hoodie
Unity WD on means that if a field isn't animated it will return to the default value. WD off would work with what you want, I think, but you shouldn't mix WD modes
If the texture offset setting is separate from the enabling then you don't need to include the enabling in the texture offset animations
But it needs to be on a different layer
I tried to remove Write Defaults for Show Animation. No changes.
I removed Write Defaults from Set Texture and Show Animation. No Changes
Because mixing WD has bugs, is probably why
^
I don't undertand it
Have your enabling in a different layer from the texture offset changing
Then you can animate just the texture offset in a layer, and it will go between all the animations you want
Or, just use VRCFury and make a flipbook builder slider with the set material property action
VRCFury breaks entire avatar... I already spent 2 days to fix consequences of that plugin.
No it doesn't. You probably just used it wrong
And if it did, report the issue in their server instead of dismissing it
I followed tutorials and pressed same buttons
Tutorial was probably old. VRCF has multiple updates a day
GoGo Loco also removes with VRCFurry. I mean it make me choise, or I will use my own animation sets or use GoGo Loco only
Anyway... You've got your solution for the texture offset swapping
it will be buggy as one guy said here
Seems I need to make 7 Enable animations and 7 Disable animations...
I must not understand what problem you are trying to solve with this.
are you now doing the WD off workflow?
I just want to make switching textures, but playing. I Pressed Skin 2, and it shows Set Skin 2 and then it plays Enable Hoodie with Skin 1
WD is ON everywhere
if the object is off by default, then you shouldn't need more than a single enable animation, using WD On.
Object is enabled, but it have animations where Blend Shapes smoothly makes Hoodie visible
ahh. Okay then on and off makes some sense.
and I guess I need to make Show Hoodie + Skin 1 and then use Set Skin 1 to remember a texture of hoodie.
This is just a question on how to do something, I have an avatar Of a box tv, and I want to make a toggle that makes the tv stay where it is and allows me to move away from it while invisible myself.
VRC Parent Constraint, toggle the option to freeze it to the world. I forget the exact name of that option but it's obvious.
I see a "parent constraint" component but not a VRC one, I assume that's it?
uh im confused everytime i try to upload an avatar i get this message
i have no idea how to fix this
is this the only error you have?
i mean theres this, but the main one that pups up in the sdk is the other one
paste the first 2-3 errors, at the top.
this looks like you have version incompatibilities though, maybe make sure your SDK is up to date.
its the newest
Newest SDK also requires specific version of Unity
wich one ?
2022.3.22f1
I use 2022.3.22f1 as Companion recommended
okay yeah i have that one i just checked
Yeah so, slight issue, the only way to update the SDK is to update my unity project as a whole, and when I do that the whole project breaks.
both of those statements seem weird
I mean, yes, this is project based, but what breaks exactly?
Well tbh I don't know if "breaks" is the right way to put it, but rather, the new version of the project gets like 60 red errors in the console, I haven't tried uploading yet though, so I'll try that real quick and get back to you.
Clear the console and do a build, see what shows up there.
Can't clear it, and when I try to playtest it tells me that I have to fix all compiler errors.
yeah you have issues with version mismatches - upgrade the other packages also if you haven't. Like Gesture Manager.
I still need help on this
I think the only thing that needs to be upgraded is gesture manager, but I can't find it in the asset tray, do I just drag and drop the latest version of it into the project and it will just upgrade automatically?
I don't use VCC but you should be able to handle it with that
Yup, that fixed it, thanks Mr. Clutch Master.
excellent
I joined all my meshes as one like an idiot and separating by loose parts doesn't put it back like it used to before, is there a way to transfer the mesh data from the backup blender project?
you could import the backup mesh objects though
oh nice
Hey, sorry to bug you again, but I'm trying to make the toggle using the VRC parent constraint, but it's not working, the animation itself looks fine, and I have set it up in the animator, but when I playtest, the option to freeze the object doesn't toggle as it should.
this isnt really avatar help more of help with the SDK panel, ive tried looking online to see if anyone else has had the same issue or asked my friends but a lot of them dont even have this version of the SDK..
is there any fix?
You have to click on the avi in the hierarchy
Then go to one of the side tabs like conntent manager and then go back
Should refresh
Also make sure u have the avatar descriptor set up properly
Let me show you what I mean, In the animator, when the animation is triggered during playtest, it doesn't do anything, yet outside of playtest, the animation does what it's supposed to.
What are u tryna do with this exactly?
thats not how you do a world drop
check advanced settings , 'freeze to world' , you must have a element source or it will never go back to origin
Yep yep
My avatar is of a box tv, and I want to make a toggle which freezes the tv in place so that you can move away from it while invisible yourself.
Ya
That's called a world drop
What u do is set the source to the spawn point of the object
(I recommend making a game object for it)
BRO

Thulen
Super sonic speeds up in here
Holy
Also
One last thing,
Make sure to have rebake offsets off
But then why doesn't the animator toggle the "is Active" option on the script when playtested?
Cuz that's what saying the contraint is working
Without it goes by the point to where the object is located on the avi
Can anyone help me figure out why my mesh doesn’t move when I try to sculpt it?
Than what exactly should the animation toggle to activate and deactivate the freeze?
The world drop
Freeze to World
First frame have it off
Then second frame turn it on
Should be in advanced settings on the constraint
im still new-ish to unity.. lol
i did the first thing you said and it didnt work
It's all good
U can message me in DM's and I can take a look
Just tried it and when playtested it still doesn't toggle that option either.
ok
I'm not sure about your actual question, but just note that you're working on a specific shape key rather than Basis.
How can I fix that
Basis is highlighted in the thing, someone helped me earlier with that
in the upper left, it doesn't say Basis though
How can I fix that?
it's possible you selected that in a different editing mode, you'd have to look in the shape key list to confirm.
So the source should just be an empty game object set to wherever I want the item to drop? And the target transform should be the object I want to be frozen?
target transform is the object, yes, but it can be blank if the constraint is on that object.
Perhaps object mode or edit mode?
no, those are different modes, pick the shape key you want when in the mode you're using.
And that should be “basis” in sculpt mode right?
Still getting the same problem...
it should be whichever shape key you want to sculpt
I honestly have no understanding of shape keys as this is my first time having a issue about it
I don’t know what a shape keys defines
The box just won't tick in playtest for some reason.
time for some blender basics then.
"basis" is the default. every other shape key contains data describing where each vertex is relative to that default.
do you have an animation active affecting that? That would prevent you from manually clicking it.
I do yes, multiple in fact, it's a tv so there needs to be animations which change what's on the screen.
So for example if I wanted to morph the forearm id need to select the bone that the forearm mesh is connect to in the shape keys?
You can't manually change a thing in play mode which is set via an animation.
bones have nothing to do with shape keys
they exist only on a given mesh object.
What if I made it an int instead of a bool?
irrelevant
So I have the select the forearm shape key?

