#avatar-help
1 messages · Page 84 of 1
Is that a thing?
it's your model, not mine, I don't know what shape keys you have
no, I'm saying that if you have an active animation changing that specific thing, then you can't poke that thing manually in play mode. You'd have to disable the animation to do that, or change the variable driving the animation, if there is one.
I don't know what you mean by "forearm shape key"?
Does all individual vertices have a shape key?
What are you actually trying to do, just reshape the basic body shape? Select 'basis' and go sculpt.
Yeah basis is already selected but when I try to sculpt nothing happens
and watch this: https://www.youtube.com/watch?v=B11XBZmIIZc
again, I wasn't trying to help you fix the sculpting problem, just making you aware that if you're not editing basis, this may not do what you expect.
I said I do not.
Well The freeze animation I made is the only thing which affects that specific box, the other animations only affect the screen, I don't understand how those would conflict..
I don't know anything about what you're animating, was just offering this as a reason as to why you can't toggle that box while in play mode
Does somebody know why when I export my VRM avatar for the second time after I have putted the belndshapes and hair bone to use it in VSeeFace, the clothes remain in tposemode? It’s a shirt that worked with modular avatar but I insert every armature bone to the correspondent armature of the body model..I got no clue why it’s not working rn.
Anyone know why my avatar cant press world buttons like the ones in the elevator in just b club 4? My other avatars work so I know its this one I just dont understand why its doing it
got hands and fingers?
uh yeah?
hey, gotta ask, not everyone does. But those should use the default colliders which you can see at the bottom of the Avatar Descriptor, if you didn't mess with those, it ought to work.
Oh sorry gotcha I thought you wre being a troll lol.
Yeah didnt mess with them and still dont work
hah nope, legitimate question 🙂
UPDATE it was not a storage issue, not is it a storage write access issue, not is it file issues or unity issues or the sdk. I beg before I take this to reddit if ANYONE has an inkling of an idea
Any ideas on anything else it might be?
not really
Hello,
i wanted to have the "water bed" but the prefab whatsoever seems broken?
anyone maybe has it or knows a fix.^^
Okay then, I solved my problem by merging 7 Set Texture animations with Appearing. And playing them all in duplicated Sub-Machines
Hoodie Appear: Set Texture (N) + Hide Hoodie, but Reversal (Speed = -1)
Update Texture: Set Texture (N) + Hide Hoodie, but Animation Speed = 0
Hoodie Disappear: Set Texture (N) + Hide Hoodie
oh there is a much easier way to do this
if it works it works, but for the future try using DBTs
idk what is this
waaay too much for a (is it on ?) and use this offset
but we all make different stuff if it work, okey
do yall know if theres a way to make only a certain part of a physbone grabbable? like only the end part of a chain can be grabbed? my first thought is two separate physbone components, one for the main part of it (without grab enabled) and the very end piece (with grab enabled), im just unsure if the ungrabbable physbone will allow the chain to move towards the grabbed piece properly
Direct blendtrees, you can use them to play multiple blendtrees and animations at once, plus you can nest blendtrees. An easy way to do this is have a 1D blendtree that has animations for changing the texture on all clothes, and having a seperate one to turn the hoodie on/off with a nested 1D blendtree for the on state that turns on the specific hoodie (if they are two seperate parameters, otherwise you can do it all in one blendtree)
you can't control the time of the animations with one of those though, I think this is the best way to do what they're doing
Blend Tree uses float, I have int.
(I'd like to be proven wrong)
doesn't really matter, easy to change if needed
you also can set the texture and enable the hoodies using different layers, so you don't have to account for every case
yeah I tried to suggest that one 🙂
just have one layer that controls the logic for enabling/disabling the hoodie, and one that changes the texture
I tried to make Sync Layer but seems it still have conflicts in logic
ohh are they using an effect like dissolve that needs to happen over time? in that case you can do some things with DBTs if you use float smoothing, but it would probably be easier to just use two layers
yeah I thought there was mention of dissolve
I do this with DBT's and considered dissolve, but really didn't want to put the effort into building exactly this 🙂
you don't need to sync the layers, they should have different logic if i understand your goal correctly
the logic should be the same for enabling/disabling the hoodie, just replace the Sub-State Machines with Animation states that change the visibility of the hoodie
then on another layer you set up an int toggle (whatever your preferred method for that is) for the texture
Can someone please help me, im having some confusion with VRCfurys armature link and the toggle, like im putting it on an accessorie and its just not working
could someone tell me where id put armature link and toggle?
put armature link on the root of the asset
I wanted to make this (in one layer)
choker there, as far as I can tell
alright
yeah i mean that's a decent way to do it in one layer, but definitely very time consuming. It would be much easier to make with 2 layers, and you could also use DBTs in each animation state to have the hoodie animation and a blendtree for the texture in one blendtree. Just change the parameter to use a "proxy" parameter and copy the parameter from the main one whenever you need it to update via a parameter driver.
Also you can use floats pretty much as ints
just set it as a float in the controller and set it as an int in the expressions parameters (if it needs to be in there)
only limitation really is that it gets rid of the "equals" and "not equals" conditions, but when working with whole numbers it's easy to just use multiple parameters and/or transitions to get around it
For "equals" just make 1 transition with the "greater than" and "less than" conditions one below and one above the number you are looking for respectively, in whatever increment you're using (in this case whole numbers)
For "not equals" use two transitions, with one having the "greater than" and one having the "less than" condition, and both using the number you are looking for
I have no idea how it will change texture and will play specific animation using blend tree
And will it play disappearing animation for update texture
you would set the blendtree type to "Direct Blendtree", then add a motion field and put the correct animation and speed in it. Then you add a blend tree and set the parameter to you your texture "proxy" parameter, then add a motion field for each texture and set the threshold to each whole number (1, 2, 3, etc). The easiest way to do this is to add 2 motion fields, then disabled "calculate thresholds" then keep adding motion fields. Then you just put the animation in for each texture.
Uh..? What?
ive never seen this before was there an update i didnt know about? i didnt see this yeaterday and i have yet to close or update my project?
you should be able to just click "ok" there and do everything else like before
doesnt work ive tried a few times before sending this
i need to be able to test my avatar. hitting x wont fix my problem
Heyyy, could anyone help me upload my first avatar? I already watched YouTube videos but there r still many issues :c
what kind of issues?
and do you have the correct criteria. Official VRC account, and rank new user or higher.
?
if you cant upload avatar = you cant test avatar in vrchat, do it in unity
Yes i have that all cx I also already uploaded the Pc Version from the avi but now i try to combine it with the Quest version 😦
are you getting any errors?
can you show the statistics of your quest avatar?
where do i see them?
thats the only thing that shows
that?
yep T-T thats why i need help its also my first uploaded avi ever
how do i give my 3d avatar a 2d face that is animated?
can you check the size of your avi with this add on?
https://github.com/MunifiSense/VRChat-Build-Size-Viewer?tab=readme-ov-file
if it's only a bit over the limit you could get away by making the textures a smaller size, but if it's a lot over the limit, you will need to delete some stuff and maybe do some blender work
So like, I wanna make a new version of this avatar, but with a diffrent shader. IS there a way to litterally just change the shaders, and upload it as a diffrent avitar?
yeah
copy the project and change the shader in the new project
or simply switch the shader in the current project
just detach the blueprint id, so it's a different avatar
How do I detatch the blueprint ID?
click on the avatar in the hierarchy
scroll down in the inspector till you see "blueprint id"
click detach
K thanks
Is there a way to get avatar audio to work on quest?
not that i know of
don't ask for dms you'll get scammers
if you're having problems describe them here and we'll try to help
I can read through scammers lol, I require calls and all
+Scammers can barely hide their excitement to scam
Hello. I am trying to create a toggle for my VRChat avatar that will lock my eyes to look forward. Can anyone here show me how to do that in Unity?
Do the eye's have bones?
I don't know exactly. How do I find out?
Open up the armature of the avi
And check the head for any eye bones
Like that
It's this thing
Sure. I will provide screenshots to make sure I am in the right area. One sec,,,
Gottcha gottcha
I think it does...
Yes
Ok
so pretty much you'll make an Ani that rotates the eyes forward
Then an animation that would reset the eyes back to normal
Then all u would do is make a basic toggle in the animator with exit time turned on and set to 0
For both transitions
Ahh good. I already have those set already. All I gotta do is re-record the animation to the rotation of the eyes.
yep yep
BTW. Is there an easier way to re-record an animation file once it has been created? Right now in order to do it, I need to take the animation file and drag it to the avatar in the heiarchy, in order for the Record Button to actually work.
U can just copy the keyframes onto a new animation
Is that the only alternative?
Message me in DM's
Sure! 🙂
Reposting because I'm still having issues and I wanna know if there's a way to fix it before I do something like rerigging the entire thing
I'm trying to upload an avatar to quest but it won't let me, are these errors "reccomendations" as they say they are or actual limits?
you should switch the platform to quest, as those are pc limits. I can tell by polygons
and you probably won't be able to upload it to quest
I mean yeah, they are recommendations, but quest also has hard limits it cannot cross. Mostly the MB size
an avatar with those stats will most likely not be successfully uploaded to quest
and if you somehow manage to get it uploaded, it's gonna lag a lot
even for PC those stats are a bit overkill
mine are usually double those 😔
i had one break 500mb last week or so
yikes
testing ze limits >:)
the questies will never know what hit em
bc theyll never see it.
didnt ask for em to see
idc if someone does or doesnt
alr
Hello I am new, I would like to know how to upload a new model? it says that i have to spend more time playing, how long I have to wait to be able to upload a model?
You need to make friends and join other worlds with them basically, you can also spend $10 for a VRC+ sub and get to new user instantly. Trust rank is not based off raw playtime and you cannot AFK to rank up
so if I pay now can I upload my avatar right away?
yes as that would get you to new user instantly, you don't need to stay subbed either
Alr chat, what design should we go for?
This one's gonna be similar to a murky purple metal with shiny bronze highlights
Quick question, don't mean to intrude: Is Apply Root Motion always a good/necessary thing in an avatar?
Is there any way to apply vertex rounding on quest shaders?
does anybody have good physbone settings for objects that are supposed to droop? preferably ones that do not gain lives of their own 😅
I keep getting this error "Failed to build the Avatar, check logs for more details
UnityEngine.Debug:LogError (object,UnityEngine.Object)" when I try to upload an avatar to quest i'm pretty new to this so any help would be appreciated
mess w/ gravity settings
screenshot the whole console, as it says that's just an error telling you to look at the console (logs)
I thought for the quest version I didnt need to install packages
It still uses the VRCFury version of GoGoLoco
anyone have an idea on how to get the light to have a fake volumetric effect for the helmet? have that like cone shaped fading light effect?
probably mess with the shaders using a mask for wtv parts need to be changed
know how to do that in blender but unity i dont know.
probably best way would be to tinker with transperent materials that allow you to use emission maps
I have a material on my avatar that's set to "VRChat/mobile/lightmapped", but the SDK says that it can't upload to quest because it has to be "VRChat/mobile", needless to say I'm rather confused.
that shader is for worlds
for avatars you can use mat cap lit, standard lite or toon lit
unfortunately the shaders aren't separated like they should be
this particle I have isint showing up in vrchat
heres the settings too if I have anything wrong
and for the shader too
is anyone elses vrchat website showing the wrong performance ranking on a avatar than ingame/unity?
are you trying to view it in a mirror? I know mirrors dont like to show certain particles so maybe thats why
When I set my fbx to humanoid in unit this error popped up but when I look in blender there’s no duplicate bones and it won’t let me configure the fbx in unity to fix it
what happens you click "configure" there?
nothing
that is quite weird.
I'd set the animation type to "generic" and apply, then set back to humanoid and see if the configure button works
hi kazin ze vrc nerd
hello
Hi everyone, mostly new user here. I got VRchat because I've been really interested in learning to make avatars and worlds, but its an uphill battle trying to learn to use things like Unity on account of the fact that I don't know much about programming or game dev
SO I followed a tutorial on youtube for getting avatars to have animated mouths with 2D textures but I can't get it to work on my avatar and I thought I'd come here to ask for help
you dont need to know any programming or game dev to use unity in this context (base knowledge at least)
So far yeah but I definitely think I'd do well to take, like, a basic online course or something
oh sorry lol
anyways
this video is the tutorial I followed
i think for an animated 2d mouth you'd need to have an animation that plays when you activate the talking blendshape or smt like that
the animation would probably be a material swapper?
what de heck
Yeah the video I linked explains it
it's flat textures moving in front of a face, just barely, to give the impression the mouth is moving
but its using blendshapes to do it
the trouble is, my uploaded avatar only seems to be stuck on one single blendshape?
I'm not sure if there's a setting I hit that I shouldn't have hit, or what
yeah it'd have to use (i presume) 1 blendshape, probably whichever is the most common
it does for sure
the 18 that are used for standard VRchat stuff, at least, according to this thing
it'd play an animation that has like 5 material swaps from (ex.) - o O o -
thats what i would do at least
So I think, I THINK,
whatever's causing the blendshapes to be stuck is related to why the "pp" and "ch" have blue bars next to them
(I have no idea what those blue bars mean)
but "pp" happens to be the blendshape its stuck on when I boot it up on VRchat
so like
I'm certain I borked something there
pretty sure the blue bar doesnt mean anything, unless it means its animated
When I right click the "pp" and "ch" it shows I have the option to "Revert"
doesn't show "revert" for any of the other visemes
what would it revert to?
or its just this
probably 0
hmmmmm
maybe it really was that simple
I'm gonna try uploading it again after fixing that and see if something changes for the better
yeah
whatever it is I'm doing wrong
its stuck on "pp" and won't change whenever I talk in VRchat
it reverts to whatever is saved in the prefab, or in the case of a model prefab, the defaults
The blue line indicates you have a scene-specific override for that value
That's weird, not sure how that happened. I reset it though
this guy seems to be having a similar problem
"stuck on viseme" etc
similar build to mine where the frames are inside the head and move outside when speaking
Wait I think
I THINK
I'm onto something here
I just noticed
for some weird reason
3 of my visemes are missing??
I can't help but feel like that's breaking something
I'm almost certain I know what happened though
The tutorial I Was following was missing 3 visemes because I guess they've added 3 since that tutorial came out
so
I need to, tomorrow morning I guess lol, go back into blender and create three new visemes instead of just copy/pasting the 3 like I did
i, o, and u are all missing for some reason
I'm certain this is related to the problem
or at least, hopeful it's the solution
it would be, you need to have them all set
Can someone properly tell me how to network sync contacts properly?
Nothing online about it
I know contacts are not reliable at all when it comes to syncing
I know using drivers on a new layer helps, but im still having syncing issues so idfk
Press Ctrl + Shift + B and make sure the android tab is installed
It's on and I'm set the platform to android too
anyway to make the multiplier have more parameters?
or like idle state?
maybe I just make it play default anim until the proxcimity of the contact is closer
erm how do you export blender textures by themselves if you have a texture, but it doesnt show up besides on the fbx :D
is theres any way for me to have Multiple sound files for one toggle,
like i want to make my wand wood play a random sound file when ever i turn the toggle of it on ,1 of 5 sound files plays Completely randomly?
no textures right? liar
Select the image icon then select your image. Sometimes the don't show in the editor automatically.
there are none
How did you paint the model? Did you paint it with an image or did you use vertex paint? If you used an image, it should be there.🤔
not in blender, painted in a different application, exported as a glb/gltf into blender
being exported as a glb/gltf auto shows the textures but it doesnt have one applied
What program did you use?
nomad sculpt
i could probably just paint it in blender but idk how to do roughness stuff :D
Okay, I never used nomad sculpt, but are you able to export images from it? It kind of sounds like the model doesn't actually have an image texture but does have vertex paint.
yeah i can but its weird bc i have to unwrap a UV map, then it doesnt have it when exported
Well, the model will need to be uv unwrapped if you want it to have proper textures. You might have to re-paint it.
prob just repaint in blender
One message removed from a suspended account.
its real easy
theres a couple ways to do it
i think vrcf has a way to do it if you have a toggle that turns ON object A and turns OFF object B
Does anyone know of any tutorials for starting out with Animator as Code? It seems super cool, but the official guide is like "Here is a block of psuedo-code, I'm just gonna assume you know what to do with this" lol. Do I put that in a class? Do I put that on a gameobject? The example isn't even valid C#, its just random lines of code seemingly pulled from various sections of a larger example.
struggling to upload avatar, not sure whats wrong. it gets to about 50% progress of uploading before telling me to avatar failed check my console and im met with messages telling me failed uploaded, and the error listed below and thats it. any help is appreciated please!! not sure what this code is refering too
UploadException: Failed to upload file
VRC.SDKBase.Editor.Api.VRCApi.UploadFile (System.String filename, System.String fileId, System.String friendlyFileName, System.Action2[T1,T2] onProgress, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:958) VRC.SDKBase.Editor.Api.VRCApi.CreateNewAvatar (System.String id, VRC.SDKBase.Editor.Api.VRCAvatar data, System.String pathToBundle, System.String pathToImage, System.Action2[T1,T2] onProgress, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:664)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.BuildAndUpload (UnityEngine.GameObject target, VRC.SDKBase.Editor.Api.VRCAvatar avatar, System.String thumbnailPath, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2527)
Rethrow as UploadException: Failed to upload file
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.BuildAndUpload (UnityEngine.GameObject target, VRC.SDKBase.Editor.Api.VRCAvatar avatar, System.String thumbnailPath, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2569)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>c__DisplayClass104_0.<CreateBuildGUI>b__4 () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2016)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
Quick question, maybe.
I have the head and body seperated on my model. The head has Blendshapes in unity, and those work PERFECTLY. Now the body, I gave some shapekeys in Blender, but in unity the Blendshapes stuff doesn't show up on the body, and its not an option. Can 2 things have blendshapes in Unity?
Can't find the unsupported shadered - I'm at my with's end
It would be SO helpful if the unity builder would actually tell me where this is?
I'm also using Thry's optimizer, that normally shows all materials - I've gone throught all individual Poyiomi toon shader files - yet I can't find it -.-
What other quest tools there are that actually would change all the shaders to vrchat mobille?
Not a perfesional, but if your trying to upload to VRChat for quest, I know their really picky about which shaders you can use
So its probably means you can only use those shaders provided.
ik - but I can't find the shader from a avi I got
thanks, need to find that file
Found some files - weirdly couldn't see them in my tool search
Still - any CC- tool that would help out finding and converting all my shaders for Quest conversion instead of been forced to look the shaders manually?
not that I know of
shame - would seem like super useful tool -.-
VRCQuestTools
this isnt a vrchat question but a unity question when the rig type is none this mesh is normal but when i change the rig animation type to anything other than none it collapses in on itself
cant figure out why
at least I got the shaders out of the way...
Still need to work on it - idk how this file is so big
how many polygons and materials do you have? I'd suggest lowering the texture size but idk if it's gonna make that big of s difference
yeah that's just mainly textures and it can be blendshapes (use VRCFury's blendshape optimizer always)
apparently a lot - it's a free avi I found, but it's packed with different color options
still feel ridiculously large file size since it's not that complex, it does have a "helper" companion so gonna lose that
did already made tighter textures - still looking into it
how I use VRCFury's blender optimizer? Isn't it automatic?
just place the Blendshape Optimizer component on your avatar anywhere
trying that - thank you
I doubt you'd save more than 40mb of data with that though
that's usually textures
40Mmb might be enough - curious seeing how much it can compress... not much 😅
sheesh, such pain
i mean blendshape optimizer usually only gets like 1-3mb
unless the avatar is absolutely caked in unused blendshapes
it just might - there's an exessive amount of different color options, and I'm trying to give this to a friend with very indecisive mind 😅
at least I now have a tool converting the shader to vrc -mobile without a sweat - Huge thanks for that 🙏
Have to get back to this later
doing last, several texture file compressions from 4000 -> 1000 - got 20Mb down
manually - the conversion tool wasn't picking this up -.-
closer now
I see why there's ton of textures; A synth avi uses individual textures as Eye-expression frames
Got it! 🙌
😮💨 Still would require a tool to autocompress all textures into smaller size it seems
i have no idea what's causing this all i did was change the FBX in blender(which i done b4) for the SpiriVali and now im getting validation error AND unity keeps removing the face mesh , iv tried clearing blueprint ID that did nothing
Your avatar descriptor doesn't have the face mesh specified anymore
screenshot your avatar descriptor
Better take screenshot again but entire screen.
iv narrowed it down to the FBX itself as when i put my original one i edited b4 this one it uploads fine so ima see if pumpkin might fix it
how would i restrict THIS amount of movement of phys bones when i walk?
Limiters
can somebody give me limiter settings please?
there's no limiter settings
every model is different
what works for me may not work for you
i just dont get each type
ty
i learned a lot from it, highly recommend
are you attaching clothes in unity or blender?
they must be attached wrong
or the jacket hoodie doesn't have proper weight painting
unity
vrcfury or manually?
manually
easiest and better way to link armatures is using Modular Avatar or VRCFury
you can Setup Outfit with Modular Avatar: https://modular-avatar.nadena.dev/docs/tutorials/clothing
or add Armature Link component (VRCFury tutorial: https://vrcfury.com/tutorials/linking-clothes) to your cloth root
did you drag all of the hoodie bones to the correct spots in the avatar's armature?
or do it in blender for better performance if that's something that interests you
if you're attaching clothes in unity you need to drag the clotheing bones onto the avatars bones, in the correct spots. Hips under hips, left arm under left arm
okay
thanks
hey, i have a avatar model which the physbones work fine on my end, but they break on other peoples end
unsure whats causing it, but does anyone know why it does that?
I was wondering how would i make a prop spin in unity? got a staff i want to twirl on ana avatar but im unsure on how i would set it up to spin
I uploaded my first avatar, but the legs keep stepping back, causing me to lean forward.
How can I fix this?
I'm trying to work on a avi but this warning is popping and forcing my model to be non-humanoid
You cannot have a mesh named head
Yeah taking a second look at these screenshots I think some visemes just got renamed over the past couple of years and I misunderstood it
I made an "I, O," and "U" and later saw there were visemes called "ih, oh, ou" and thought I missed three
when really they were just renamed I guess
ahhh
I fiddled with things and almost, ALMOST got it working
uploaded a build to VRchat and the mouth moves, but it still just the one singular panel moving
I'm having an issue.
I'm trying to upload a Good Performance avatar but when I upload it, the website says it's poor. Help?
show the rest of the stats
Thats all
ah ok
cause avatar performance isn't only dependent on triangles
could be other stuff
I think you should be able to tick view all in the sdk settings
okay, so that's def weird
yeaah
i'll try maybe removing any extra physbones im not too worried about and upload again
maybe that'll fix it? idk
nope ;-;
look at ingame stats, if you use vrcfury /whatever its going to add more
easy to spot wich one went over limit
yes
still desperately need help with this
any help is welcomed
clear your console, then upload. If it doesn't work, check console and send screenshot of the top warning
Does anybody know how I can go about fixing this?
I'll send a photo a bit later, cuz I'm in college rn
why does my avatar stats not go down even when i delete physbones/ colliders/ polys?
PLEASE
Is there ANY way to quickly copy and paste components from one avatar's armature to another? Specifically ones using the same bones & bone names
I'm getting SO tired of the incredibly slow, boring and repetitive process of transferring bone components every time I update my avatar's textures in Blender
just overwrite the fbx? (if you unpacked you goofed up)
otherwise there is this https://github.com/rurre/PumkinsAvatarTools
i love you
oh huh alr
I always unpack because one of my avatars died because I DIDN'T unpack it once many years ago
unecessary lore drop how lovely
I will check out, thanks thulen 👍
i am trying to weight paint the fingers of this model, but for some reason when i try to bevel the line between the fingers it doesn't budge, are there any alternatives?
Hello can anyone help me and a friend with figuring out our issue in unity and vrchat?
We are having the issue of the avi being stuck in T-pose while in unity and game. The avi was made from purchased and free assets and a tutorial was followed but we just cant seem to get her fixed.
did you set the rig to humanoid and is the avatar properly weight painted?
I'm definitely still doing something wrong with my avatar
during testing I'm not seeing the avatar change mouths
did you set it up correctly in unity?
oh nvm, i skipped forward and saw that
nbd nbd
i would've done it a different way tbh, i have no idea how this set up works
so, the viseme controller is behaving like it does in the video, in that if I swap to 12 or 8 or whichever, it goes back and forth
how would you have done it?
Do you have a tutorial I can follow?
Right now I'm just following an online tutorial I found so if there's a better way I'd love to see how I'm screwing this up
i don't have a tutorial, just an idea that got to my head when i saw it, i'm not even sure if it would work
Man
I have no idea why its so hard to just... make shapes appear in front of a mouth while talking
could it be related to the fact that I've been using blender 4.1?
Should I only be using an earlier version of blender?
Is there a way that I exported the model thats causing it to malfunction?
blender vertion shouldn't make a difference
yeah
hi chat
the viseme is currently stuck on V0
It successfully moved off the base, but won't transition to other visemes
but I don't see anything wrong with the way I set up the viseme to enter and leave the state of "0"
wait maybe
hang on
I caught a few visemes where I didn't remember to uncheck "has exit time." But that didn't seem to change anything.
Anyone know how to fix this problem? i've watched a video of how to weight paint low poly hands but none of them mention changing the topology of the meshes
id assume its bc its already attached to an armature but im not very well versed in blender
oof, that's a tough question for me. Sometimes if there's a shape I really, really want I just have to find an alternate way to do it
sometimes those damn verts just act busted
is it possible you're pulling in a direction the verts don't want to agree with? Like maybe because you've got multiple points converging on that vert blender isn't sure which direction you're trying to bevel in?
Nah it's only 2 vertices, it's not that
since you watched this video do you have any insight into why my avatar is failing?
Hello, im new to Uploading Avatars to Vr Chat and im Having some Difficulties and dont know exactly how to do it. Could someone help me maybe?
explain what
wait
Well i bought an Avatar but since i never did that before i dont know what all the Requirements mean that i need and i dont know how to do it
Put the unity package into unity and then that's it
what requirements?
VRC Fury
Poiyomi Shaders 7.3-8.1
Unity Version 2022 (Has not been tested on 2019)
VRCFT - Jerry's Templates
not if the avatar uses vrcfury or a custom shader
you need to get those too
Probably the path to the object that's acting on is invalid. You can edit the path by clicking twice (not fast) on the yellow text, and putting in the right path, based from the avatar root
@somber sequoia when I click twice it just asks me to rename it?
you need to download those things + creator companion, unity version is 2022.3.22f1
Mostly i just notice that
if I'm clicking on it in the hierarchy, its greyed appropriately, but if I click on it in the scene, it's yellow as if it's not attached to anything
ok i will try but im pretty bad at stuff like that
yeah that's editing the path to the object. Though if you renamed it, it may not work
that must be related to the problem, right?
the two things at the top and last at the bottom are unity assets, you install them first before importing your avatar
wait, where is this animation, is it not on the avatar?
ok
I thought it was
@somber sequoia https://youtu.be/l--1c8QGpVw?si=FN9ZES4aqwC-d9V5&t=188
and beware that you need an official vrc account and a trust rank of at least New user if you want to upload content
this is the tutorial I'm following
oh i didnt know that
yeah, that's a requirement
I think, uh
I'm still not quite sure how to read this but
does this say that my animations/animator controller is not attached to my avatar?
no
I'm trying to figure out why my avatar in the scene has a yellow text around the blendshapes in the animator but not in the hierarchy
I've been stuck on this for two days now
I'm not sure I understand what you mean by "in the scene" vs. "in the hierarchy"
anything in the scene must be in the hierarchy
so hang on let me grab two different screenshots to explain
wait, no
not quite
yeah one sec
so you're right about the hierarchy terminology being totally wrong but
I also wonder if this isn't related to why the animation controller is working, but it isn't showing up on the avatar
the animation window isn't going to be of much use if you haven't clicked on an object in the hierarchy which has an animator. So the yellow case there is not really relevant
So does that mean my avatar does not actually have the animator applied?
"puppet head" is my object that should have an animator applied, right?
you can verify this by looking in the inspector after having clicked the avatar root
which is your avatar root?
it's the one where your VRC Avatar Descriptor is.
ahhh
generally it's the top-level object of the avatar "tree"
That's where the animator should be. And nowhere else, unless you have a very good reason.
And so, when you are working on animations, that's the thing you should have clicked first. If you don't have the avatar object with the animator selected, the paths in the animation window will be incorrect but also that's irrelevant anyway.
there, in the FX layer
"Puppet Proto2" is the animation controller name
could this somehow be related to, I don't know,
Fuck I just hate being so stuck on this problem like this
I've rebuilt this unity project 4 times over 2 days and something is going wrong somewhere that I can't find
@somber sequoia any chance you've got any ideas?
I have not read back to see what the actual problem is
the problem is, I can't get the avatar to change the faces when speaking
do the viseme animations work in the editor?
you mean the scene?
no they don't, but the controller does in the animator when I press "play"
yes, I mean playing with them in Unity
... they don't work if you manually tweak the blendshape values?
No, if I manually tweak the blendshape values the numbers in the controller shift appropriately, but the blendshapes don't change in the editor
but the thing is, they do, actually, a little bit. One single blendshape will appear and stick that way
that's a problem. Are you working on the right mesh object?
I'm not sure
you do know which mesh object has the face, right?
let me pull up OBS and show you what happens when I try to press play on this, I'll record something
I'm not asking about play mode
by "in the editor" I mean find the mesh with the face and in the skinned mesh renderer component, play with the blendshape values while watching the face in the scene. You don't have to record this, just verify they all work as expected.
hmmm
if they don't, you'll need to fix the model
So don't mind the face or the design because its just something I slapped together to see if this kind of rig would work
not sure why you are showing shots of an animation
that's how the tutorial expects it to be done, it clarifies that default lipsync is bad for this kind of 2D flat texture viseme controller
this is the one I'm talking about
are your visemes not blendshapes on a mesh object?
they're blendshapes on a mesh object, yes
whats confusing is when I press play, it does switch to another viseme, but it won't transition in or out of it, or any other visemes
and when I try to manually tell it to pick a different one, it doesn't
ok then you're way ahead of what I was telling you to test, so I dunno what to tell you
viseme detection, no lipsync setting required (unless you want it to affect multiple places) found any state to be alot faster , old generic exsample
speech/mic already get picked up
@balmy barn is there any chance that's basically the same set up I'm trying to do?
and, if so, that you might be able to show me what I'm doing wrong?
@somber sequoia So that's a video of what I'm talking about
get av3 emulator test it there , from this pic it looks like you have a animator+controller on wrong mesh shouldnt show a yellow error path
notice the mouth is different because it's stuck on-- ah
I thiiiink I do have av3 emulator installed? I'm using VRC creator companion
why does my sdk look like this wtf
@balmy barn
I uploaded for windows already and its making me do a whole different name and thumbnail??
like i already did that??
Sure, but do those animations even work?
@balmy barn Kazin brought up the same possibility but doesn't this screenshot say I've got the animator on the right controller? And, if I'm wrong, how do I go back and fix it? Do I just add "Avatar Descriptor" To the mesh and not the overall thing?
you want only one avatar descriptor, on the avatar root object.
(also that has nothing to do with whether the animations animate)
I'm at the point where I want to just... bundle up this project and upload it and let someone show me the dumb little thing I'm doing wrong
I'm so completely certain its a really simple little thing, somewhere, and yet there's so many widgets and doodads in unity that even if I'm certain I've followed the tutorials 100% 5x in a row and gone back and triple checked everything I still can't figure out why it isn't working
the animation is clearly working at least a little bit! Because it bothers to actually swap to "sil" from base when I start the game mode
And, when I manually change blendshapes in the viseme controller, the viseme controller does exactly what its supposed to do in unity compared to the tutorial on youtube
but the blendshapes don't change at all
Do these animations do anything other than change the blendshape values on one mesh object?
As near as i can tell, no
Because it updated
Also, are you using the viseme blendshapes lipsync method in the VRC Avatar Descriptor?
@somber sequoia No I am not. The tutorial explicitly states to not use the blendshapes lipsync method, and instead use "Viseme Perameters only." He goes over it here: https://youtu.be/l--1c8QGpVw?si=Xoudx-SBhXbCG4rW&t=238
okay, just making sure. But I'm not sure why you wouldn't just use that if you're simply changing blendshapes on one mesh object.
So, he explains it just looks bad because it happens too slow, so that's why he built this animator controller
If you've got a separate avatar for Android, and you already uploaded for Windows, you'd need to make sure you copy the blueprint ID over so that they match, otherwise they'll be treated as different avatars
is there a way to get a blender hair modifier into unity :)
you'd have to turn it into a mesh object
offhand not sure, apply the modifier if it's on a mesh object? right-click the object and see if there's a convert to option?
So as near as I can tell I haven't done anything wrong in blender because all the blendshapes are named properly and are in the correct order
will try
It also, when I switch from "Viseme Parameters Only" To "Viseme Blend Shape," Accurately relists all my visemes. Having "Viseme Blend Shapes" Open does not fix the "yellow" missing blendshape text on the mesh
it still says its missing the blendshape on the mesh. I cannot understand why this is.
again, clicking on "puppet head" when that is not the object with the animator is not of any use, and yellow in that case is meaningless.
It looks like the animator is on puppet head when it should be on puppet proto2, no?
do not have animator other places then root of avatar , 99.999999999% times you never need more then one
@balmy barn Right, but I've got it in the root of my avatar. Here's my avatar's root selected, and here's my animator applied to the root.
unless this is wrong somewhere?
how do you see the wireframe on blender again ._.
that seems fine
one of the little bubbles at the upper-right of the view, or shift+Z
Right there in the viewport
So that must not be the problem then, right?
oh that's not what I thought they meant, but also useful
yeah there's a few different ways to see wireframe
"that" being what?
good lookin vertices am i right
"That" being whatever's causing the avatar mouth to not animate
he might be a little bit dense
animator seems to be applied properly, doesn't it?
If you want to work with an animator, making animations and such, make sure it's in the right slot in the "Animator" component on the avatar root.
If you want to put that animator into a specific playable layer so it works in-game, put it into one of those in the Avatar Descriptor component.
So yes, this looks correct.
how, idk how to do that since this upadte 😭
Which is good that we've ruled out that being the source of hte problem
update*
but I"m still here scratching my chin
I just build the avatar and uploaded it to VRC just to see if it's working there
It's exactly the same as before. You copy the blueprint ID from the pipeline manager on your avatar's root. It has nothing to do with the SDK GUI changes
Ive never done that
when the old ui was around i didnt have to do that so i have no clue how too
how did you not have to do it in the old UI?
I dont know
But all ik as every avatar ive uploaded ive never had that issue
i upload it for windows, change to quest, get my quest avi and upload it with quest
and my avis came out the same
Still would've had to copy the blueprint ID if you wanted to upload them as the same avatar
so ermmm
the axolotl is about 1.01m faces, but decimating isnt doin much
isnt there another modifier or smt that lowers the count
you could try the one in the menu - edit mode, mesh -> clean up -> decimate geometry
Hello excuse for this question, how to import blender avatar in Unity/Vr chat, thanks for that
lots of tutorial videos, such as this one: https://www.youtube.com/watch?v=bSwMz4WcajQ
yeah
I just went back to a previous prototype build
there's definitely something fucky going on with that yellow text
Ok thanks, is there a specific video for importing blender avatars?
the previous build shows some level of animation going on and there's no yellow text
it is so frustrating learning how much of unity revolves around doing something in a very, very specific order, and if you do something out of order its almost impossible to fix it
that one I linked would work fine
this other build is almost working perfectly but I borked it because I accidentally made three extra visemes and I can't make the mesh delete its own visemes through unity
to export, simply file -> export -> export fbx, and make sure "Apply scalings" is "FBX All" and you uncheck the option about leaf bones under "Armature".
yes except it's a blender file not unity
so open it in blender?
Yes I open it via blender but to import it on vrc I don't know how to do it
open it in blender, export as fbx with the settings that Kazin gave a few messages above and import the fbx to unity
You have to export from blender then import into Unity and follow along with that tutorial
Well when I import it, I have no texture
that's normal
you need to import them separately and attach them to materials
does your model come with png textures>
?
if not you will need to export them from blender
yeah you can't really use Blender materials in Unity anyway, so there's not much value in embedding stuff, just make materials in Unity.
hum yes*
i have texture png files
cool
so import them into unity and create materials
how to create materials
yet another tutorial video 🙂
what tutotial ;-;
but what do I mark to find the tutorial?
You can ask chatgpt a lotta stuff too fyi
i think there's material set up here
yup
there is
So no one's got a solution to this problem? I tried the knife tool but it doesn't really do it well, loop cuts don't work as well, bevels the closest thing to work but some lines simply don't work with bevelling
yeah sometimes your geometry isn't quite right for beveling to work simply
Is there a way for the knife tool to make a straight line to mimic bevelling? When I do it it's not proportional/even on all sides
I almost never use the knife tool. You could just subdivide the faces and slide that next to the original edge
So I did some work on an avatar and uploaded it a few times, but the final version won't upload properly, in unity it says it worked fine but in vrc when I switch to it it's still the old version. I can upload as a test build tho and that works fine. Is it just dellay on vrchats part?
That happens to me too, sometimes i just keep trying to uploading it until it works, worst case scenario you detach the Blueprint id in the Pipeline manager in the avatar, so it'll upload it as a new avatar
Ok, I'll try that thanks
I think i am doing it wrong
what are you trying to do, bevel the inner edge of that finger joint?
Yeah, it just doesnt do it
first make sure you don't have duplicate vertices.
then can you just select that one inner edge and bevel that?
if not, I'd select both of the forefinger sides there, subdivide based on those and you should get an edge parallel to that one you want to change
you'll kinda have to figure a lot of this out 🙂
I am the pinnacle of stupidity, apparently the model had 2000 vertices that were ontop of eachother
love you kazin
yeah that's a problem. Mesh -> Clean up -> merge by distance
i'll only merge some of it for now cause i am afraid if i merge the entire model by distance it'll break the weight painting / rigging
also to be clear, you're not the pinnacle of stupidity, just a bit new 🙂
Is it possible to set up contacts with an object that is already weighted to a bone? I really want to make my face grabbable but I need the bones to be on the face and stuff, is this possible??
Yeah that merge is based on selected stuff, so just select the area
One last thing, should i bevel the lines between the joints twice or once? i saw in the low poly weight painting video there's 3 lines
really, whatever you need to make it look how you want it to look
so i attempted to do smth in blender, my pc was running at basically over 100% Memory usage for like 2 hrs
poor pc
uhm, how do i reset the avatar's position after a playtest? its stuck in the ground
pumkin's tools has a resetter
is there another way, without using tools or?
how do you do roughness painting in blender? ik you can make a roughness texture but is it the darker the shinier?
it's just a greyscale map, black = 0, white = 1
also pick a greyscale colorspace when you setup the image texture node, Non-Color will work, but probably one of the Linear ones is better (I use Linear Rec.709 for reasons I forget)
Need names for my Strawberry Snail avi (she a priddy lady) any ideas?
Shellby
There’s another similar one with that name, so I don’t wanna be accused of copying T-T
But I love that
is there anyone that knows how to deal with this avatar called “the holy uwu” or something similar?
hmmm
strawby?
That could be cute!
"deal" meaning?
How to take it off without having too much of a glitch- i’ve been trying for 2 hours:[
to take it off-
glitch meaning?
basically, once you put it on your game zooms out a bit then it acts like a very slow stop motion. If i try to open the vrc menu it take like 1-2 minutes to open, and open the quest menu is slow aswell, it glitches my whole headset, but i close the game in general, the glitches come back (yes i’ve tried shutting the headset down, shutting vrc down, yet it still glitches)
if its an avatar in-game then reset your model on the website
if it glitches on quest it could be very unoptimized
do you still need the 2fa app to upload avatars?
ok, thank you for the help!! i fixed my problem:)
what 2fa app?
you need creator companion and unity
I know T--T
Email 2FA is always enforced for logging in on VRChat (if you don't use totp)
but about 2 years ago when I tried to log into vrchat it said I needed to use the 2fa app
authy or something
you don't need mandatory totp
okay ty
it'll email you instead with a code
ah i wasn't here 2 years ago, i had no idea this used to be a thing
Email 2FA was enforced right after this blog post since users kept giving out their credentials or having bad passwords
i beg, how do i turn this map back to normal positions instead of this crooked mess
I don't really remember because it was 2 years ago but I'm pretty sure it said I had suspicious activity, I was doing a lot of commissions at the time and uploading a lot so idk. It could have been email and I got confused I guess, like I said it was like 2 years ago I think T-T
Hey, does anyone know how to get the fallback bot Avatar Model
Hey there, could somebody assist me with transferring the Physbones and colliders to another model? I tried to just copy them over and change it to the new armature but that hasn't really worked out
what do you mean by hasn't worked out?
if the avatars were exported from blender with the same settings everything should work
why da hek is it that when im weight painting it works
but when i switch bones and paint that, it messes up a different bone's painting
You may not have the weight group selected
Ok, so the physbones go from having a little volume around them to just arrows and the colliders don't seem to show in the viewport
I would recommend using weight groups to switch to what bone is selected
what's a weight group :D
do you have gizmos enabled?
that's what im using to change bones, if you mean this
Mhm
When you click through them, you see the weighted vertices shift around yeah?
uhuh
Unless you mean, “I color this vertex, and when I click on another selection, the color I gave it earlier to me coloring it disappeared.”
yeah kinda that
1s
So vertices can only have a total weight of 1.0, or absolutely red. That goes for ALL groups on a mesh.
So say I color it 0.5 on one, the max I can provide is 0.5 on another group.
i weight paint it, switch bones and weight paint smth else, then switch back and its kablooey
Oh? That… what version of Blender are you running?
Hmm, there was once upon a time a bug where when you made a new selection, it wouldn’t obey.
It was patched a while back
Try using the bones in the viewport to select your zones….
Um I don't know. Should they be?
Make sure that your root bone has everything you haven’t painted red
so in this case i have the parent bone the back one, everything else is a child of it
I believe it's this icon
(Or try an automatic weight group run and see if it handles it well)
yeah thats what i did to get an idea
was also kablooey
Can you show me the list of modifiers
Hmm yeah that seems right
I'll try
also wondering about mich's issue, i use 3.1 blender and had similar issues with a booth item awhile back. i never found a fix for it or other users with the same issue either so i gave up
Try simply restarting blender, if that fails, export the mesh as an FBX, then reimport it into a new scene
It could be corrupted scene stuff
I remember there being a button to clear corrupted blocks
It has been forever since I had to use it though
ok so i did what you said
but now the bones are moved around and the weight painting changed lmao
anyone know if I should be optimizing this? Or is this normal?
all of my other evaluations are considered Good or greater
That is really high for good or better
lmao I mean like my blendshapes and whatnot
well as of right now my blendshapes are horrifyingly high but I'm gonna delete pretty much all of them after I get my toggles set up
I assume you merged your mesh all into one?
No, do you mean in Blender?
No in general, you gotta have like, thousands of blendshapes to get that high on a mesh of ~30000 triangles
ohhh yes I do have a lot of blendshapes
Again I'll be deleting 9/10 of them after I get my toggles set up
will that decrease the mesh memory size?
I wonder if you have read/write disabled on a mesh or something
here's the entire thry evaluator for context
As Jojo part 2 says... "HOLY SHIT!"
this is my first avatar I'm creating from scratch tbf so I'm going through a lot of very simple issues that I'm learning from atm
182K blendshapes!
kinda just that phase of avatar development ya know
YEAHHH
Uh you need to delete, like, 182K blendshapes...
wayyy too many blendshapes especially if that's the upload version of the model and not the edit one
You have more vertex transformations then you have verticies
I spent like a week optimizing the textures wondering why the hell it was still considered very poor 😭
then I got thry and realized I have. a few too many blendshapes. 😰
use vrcf blendshape optimiser
if blendshape is animtaed by nothing, its baked on upload, done.
nvm the bones didnt move
but for some reason they all now have an extra bone on the end
You left leaf bones on
bones somehow doubled
you didn't disable leaf bones
its under armature during export
idk what that is so
oh like the blendshapes will remain, but once I press upload they are baked and removed?
Do they stay on my Unity version afterwards?
I was planning on just deleting the blendshapes I won't need once I get all the toggles I want set up
But that's probably easier
@delicate olive yes theyre still available in editor, aka nondestructive
oh you were faster xd
okay great thank you 😃
also how tf 182k, like what game its ripped from
what's the apply transforms do
applies transforms
which is 🥺
you should always do that, cause your model/asset needs to have a scale of 1.1.1
LOL it's called Booth.pm I bet you've never heard of it, it's very underground you see /j
and apply transforms does that
oh
basically makes it scale each way when scaled instead of wtv direct you're scaling
I recommend applying transforms inside of blender and not on export
sure, however you do that
When you move the cube using object mode, it only shifts the visualization in the scene viewport, pressing that on will make it save those transformations in the model.
no, I think you're misunderstanding, or I am
or we both are
Seems to be on but once i switch bones to the other armature it changes and dont know if thats bad XD
did you export both of them with the same scale from blender?
A - to select everything
ctrl A - apply all transforms
For apply settings I recommend FBX Units Scale if you want float accuracy in Unity. FBX All gives problems sometimes with certain offsets.
I heard the opposite 😭
so I started doing all
Weird
I followed the instructions from the creator
yes
huh, that's weird
selected is optional, means you only take what you have selected in the viewport
I used to do units scale but people said it's bad and all is better, so I switched XD
also should i add another bone for ze face so that it doesnt do this
Aye but I selected everything?
or just weight paint it to the bones you have
I dunno, I never did weight painting from scratch like that
ig that would work
would anyone know how to make a avatar on pc play a audio over your voice if you speak but make it so that if someone with the same parameter can understand you?
You need to do some hacky stuff
if only you were helpful eli 😔
Firstly you need to offset the head bone realllly far away
I'm sorry 😭
get mpreg reacted
wouldnt that mess with how i move my head?
Well, yeah, unless you use a constraint
You want a rotation constraint on the head bone
i wonder when ill learn weight painting
but what about the other thing? where if someone with a same parameter can understand me?
wouldnt that make everyone else also hear me?
Mk I have returned can someone help me with lack of hair physics when I upload my avi?
so if its done the way you are saying, i will be able to
speak to my friend if he has his set up the same way
and others wont understand what we are saying?
this is for some larp stuff for some futurustic stuff
Yeah
if it's for quest and you have more than 8 physbone components they will all be removed on upload
Hmm it says 4
You need to have the other player have a local collider that makes your animator move the bone back into place.
i wish i had something to reference for this www
how do i edit this texture so that it becomes ideally a decal i can use? i want the lace to be a different color. i already tried coloring it red in photoshop and putting it on lighten mode but when i dragged it into unity it didnt work as i thought it would
Do you need me to like explain it....
pls....
DMs?
that works
for you take your garmet into substance change the material to be alpha blend and use a HSL filter to mess with colors
i can help you with that once i figure out my issue lol
what if i dont have substance painter
You need to allow me to message you :p
i can help myself
huh?
They are saying they can fix it for you I guess
pretty much
Using substance
thank u :3
You could also use UVs and an alpha adjust with a mask....
if its fine with you just send the garment piece since thats all i need the texture and then we move from there
Recorded what I am doing. Maybe I am missing something.
can someone help? im trying to figure out why my avi doesnt upload? i just got this avi and this is all it says
?
OH
you're doing it like thus
this
the root transform
they're probably still connected to the previous avatar
😮
you need to remap them to the new one
I thought thats what I am doing when swapping the bone :<
Should I make them from scratch and copy the settings?
that's on me
😛
😅
you could try and see if it makes a difference
woah, those are some big numbers
I wouldn't be surprised if the size is too big to let it upload
i just bought those files yeterday. i am not sure why they are the way they are
thats the avi i got and honestly not sure whats wrong
a lot of avatars this style are horribly unoptimized
dang
could you check your build size with this?
https://github.com/MunifiSense/VRChat-Build-Size-Viewer?tab=readme-ov-file
and for future reference, I'd recommend not buying avatars that don't state their sizes and statistics on the page
not sure how to use this im still new to unioty
eli guess what
I think I go it! The collision radius is too small in the original for some reason. The original is 0.0005 but when copied i need to set it to 0.05
there an existing avatar with something pretty similar sounding to what you're trying to achieve i think, it even has a public test model iirc
lemme find it
Sorry to bother again! Could somebody tell me how I can re-assign the animations to the new prefab?
Perhaps its better to just assign the new body to the old one?
Anyone know what I can do to fix this?
these stats are very, very, very poor and going to make everyone's performance suffer. Can't see from these images what the "not building" reason is though, but I wouldn't be surprise if this just won't work as-is.
paste a screenshot (not photo) of the top 2-3 errors, there's not much to go on here other than the first message about gogo loco - I'm guessing there's a "missing script" error hidden up there.
hm. hair mesh
this looks like it will run so well in vrc
totally
how would i give it physbones? i assume just do a parent constraint or smt like that
parent constraints have nothing to do with physbones for this. put a physbone component on the hair's root bone.
yeah thats what i meant
so that the hair mesh stays connected to the body
are you going to sell this as a separate asset?
if not, just use the avatar's armature
why do you have prefabs named like that? Did you download a ripped avatar?
no, personal use atm
edit: nvm, answered in original channel
yeah I'd just merge the hair bones into the avatar's armature and export the lot of it from Blender together
yeppers
what kinda merge tho
object, auto weight, wtv
select hair armature, select avatar armature, ctrl+j. Set the parent for the hair bone to be the head.
i got it from a friend, i'm not sure if they ripped it or not
if it's stuff that you should have paid for, then you should pay for it.
(it's probably ripped)
i'd ask your friend where they got it
well it shouldnt being shared like that anyways, most likely against avi tos (assuming not ripped)
if its ripped then obviously kaplooey
damn