#avatar-help

1 messages · Page 84 of 1

quasi trail
#

So are you saying I can't do it unless I scrap my other animations on the TV?

untold minnow
#

Is that a thing?

somber sequoia
untold minnow
#

I see

#

For an example is that what it would be?

somber sequoia
somber sequoia
untold minnow
#

Does all individual vertices have a shape key?

somber sequoia
#

What are you actually trying to do, just reshape the basic body shape? Select 'basis' and go sculpt.

untold minnow
#

Yeah basis is already selected but when I try to sculpt nothing happens

somber sequoia
#

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.

untold minnow
#

I see

#

And

#

Do you know of the solution for my sculpting problem?

somber sequoia
#

I said I do not.

untold minnow
#

I see

#

Thanks for the information then

quasi trail
somber sequoia
#

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

feral abyss
#

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.

fickle ivy
#

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

somber sequoia
#

got hands and fingers?

fickle ivy
somber sequoia
#

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.

fickle ivy
somber sequoia
#

hah nope, legitimate question 🙂

bold marten
#

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

fickle ivy
somber sequoia
#

not really

half forge
spring jolt
#

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

arctic ginkgo
#

if it works it works, but for the future try using DBTs

spring jolt
#

idk what is this

balmy barn
#

waaay too much for a (is it on ?) and use this offset

#

ratl but we all make different stuff if it work, okey

surreal bane
#

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

arctic ginkgo
# spring jolt idk what is this

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)

somber sequoia
spring jolt
somber sequoia
#

(I'd like to be proven wrong)

somber sequoia
arctic ginkgo
somber sequoia
#

yeah I tried to suggest that one 🙂

arctic ginkgo
#

just have one layer that controls the logic for enabling/disabling the hoodie, and one that changes the texture

spring jolt
#

I tried to make Sync Layer but seems it still have conflicts in logic

arctic ginkgo
somber sequoia
#

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 🙂

arctic ginkgo
#

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

heavy cipher
#

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?

somber sequoia
#

put armature link on the root of the asset

heavy cipher
#

so blue box

#

?

somber sequoia
heavy cipher
#

alright

arctic ginkgo
# spring jolt I wanted to make this (in one layer)

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

spring jolt
#

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

arctic ginkgo
# spring jolt I have no idea how it will change texture and will play specific animation using...

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.

spring jolt
#

Uh..? What?

pure isle
#

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?

somber sequoia
#

you should be able to just click "ok" there and do everything else like before

pure isle
#

doesnt work ive tried a few times before sending this

desert elk
#

x?

#

or alt f4 is nothing else works

pure isle
#

i need to be able to test my avatar. hitting x wont fix my problem

spark walrus
#

Heyyy, could anyone help me upload my first avatar? I already watched YouTube videos but there r still many issues :c

desert elk
#

what kind of issues?

#

and do you have the correct criteria. Official VRC account, and rank new user or higher.

#

?

balmy barn
#

if you cant upload avatar = you cant test avatar in vrchat, do it in unity

spark walrus
#

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 😦

desert elk
#

are you getting any errors?

spark walrus
#

but somehow

#

yes

#

i also did copy the ID from the PC version

desert elk
#

can you show the statistics of your quest avatar?

spark walrus
#

where do i see them?

desert elk
#

in the sdk

#

same place where you upload your avatar

spark walrus
#

thats the only thing that shows

desert elk
#

expand number 2

spark walrus
desert elk
#

yes

#

those are big stats for a quest avatar wow

spark walrus
#

yep T-T thats why i need help its also my first uploaded avi ever

soft thistle
#

how do i give my 3d avatar a 2d face that is animated?

desert elk
uncut lotus
#

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?

desert elk
#

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

uncut lotus
#

How do I detatch the blueprint ID?

desert elk
#

click on the avatar in the hierarchy
scroll down in the inspector till you see "blueprint id"
click detach

uncut lotus
#

K thanks

quasi trail
#

Is there a way to get avatar audio to work on quest?

desert elk
#

not that i know of

pulsar lion
#

Whoever can help me on a one on one level plz dm me

#

its for a completely raw model

desert elk
#

don't ask for dms you'll get scammers

#

if you're having problems describe them here and we'll try to help

pulsar lion
#

I can read through scammers lol, I require calls and all

#

+Scammers can barely hide their excitement to scam

onyx owl
#

Question,

#

Any thoughts on this design?

humble shell
#

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?

humble shell
#

I don't know exactly. How do I find out?

onyx owl
#

Open up the armature of the avi

#

And check the head for any eye bones

#

Like that

#

It's this thing

humble shell
#

Sure. I will provide screenshots to make sure I am in the right area. One sec,,,

onyx owl
#

Gottcha gottcha

humble shell
#

I think it does...

onyx owl
#

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

humble shell
#

Ahh I get it

#

That makes sense

onyx owl
#

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

humble shell
#

Ahh good. I already have those set already. All I gotta do is re-record the animation to the rotation of the eyes.

onyx owl
#

yep yep

humble shell
#

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.

onyx owl
#

U can just copy the keyframes onto a new animation

humble shell
#

Is that the only alternative?

onyx owl
#

Message me in DM's

humble shell
#

Sure! 🙂

timber delta
#

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

quasi trail
#

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?

desert elk
#

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

left gull
#

even for PC those stats are a bit overkill

compact dust
#

i had one break 500mb last week or so

left gull
#

yikes

compact dust
#

testing ze limits >:)

#

the questies will never know what hit em
bc theyll never see it.

light charm
#

😐

#

well thats one sure way to get people to hide your avatar-

compact dust
#

idc if someone does or doesnt

light charm
#

alr

finite salmon
#

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?

somber meadow
finite salmon
somber meadow
#

yes as that would get you to new user instantly, you don't need to stay subbed either

ember blade
#

Alr chat, what design should we go for?
This one's gonna be similar to a murky purple metal with shiny bronze highlights

glass condor
#

Quick question, don't mean to intrude: Is Apply Root Motion always a good/necessary thing in an avatar?

frail temple
#

Is there any way to apply vertex rounding on quest shaders?

late heath
#

does anybody have good physbone settings for objects that are supposed to droop? preferably ones that do not gain lives of their own 😅

inland moth
#

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

somber meadow
inland moth
somber meadow
#

you don't have VRCFury imported into the project

inland moth
#

I thought for the quest version I didnt need to install packages

somber meadow
#

It still uses the VRCFury version of GoGoLoco

inland moth
#

Oh alr

#

Thank you!!

west kestrel
#

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?

compact dust
crisp trail
#

probably best way would be to tinker with transperent materials that allow you to use emission maps

quasi trail
#

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.

desert elk
#

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

glass solar
#

this particle I have isint showing up in vrchat

#

heres the settings too if I have anything wrong

#

and for the shader too

cold temple
#

is anyone elses vrchat website showing the wrong performance ranking on a avatar than ingame/unity?

cold temple
flat marsh
#

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

somber sequoia
flat marsh
somber sequoia
#

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

compact dust
#

hi kazin ze vrc nerd

somber sequoia
#

hello

severe field
#

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

compact dust
severe field
#

oh sorry lol

#

anyways

#

this video is the tutorial I followed

compact dust
#

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?

severe field
compact dust
#

what de heck

severe field
#

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

compact dust
#

yeah it'd have to use (i presume) 1 blendshape, probably whichever is the most common

severe field
#

it does for sure

#

the 18 that are used for standard VRchat stuff, at least, according to this thing

compact dust
#

it'd play an animation that has like 5 material swaps from (ex.) - o O o -

#

thats what i would do at least

severe field
#

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

compact dust
#

pretty sure the blue bar doesnt mean anything, unless it means its animated

severe field
#

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?

compact dust
#

or its just this

compact dust
severe field
#

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

somber sequoia
#

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

severe field
#

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

somber sequoia
proper storm
#

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

cosmic pulsar
#

It said upload succeeded but it isn't available on android? Does anyone know why?

somber meadow
cosmic pulsar
cosmic pulsar
compact dust
#

does this look like too many bones for 1 asset

#

its supposed to be a plush btw

proper storm
#

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

compact dust
#

erm how do you export blender textures by themselves if you have a texture, but it doesnt show up besides on the fbx :D

bronze lodge
#

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?

compact dust
#

no textures right? liar

mellow shadow
#

Select the image icon then select your image. Sometimes the don't show in the editor automatically.

compact dust
#

there are none

mellow shadow
#

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.🤔

compact dust
#

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

mellow shadow
#

What program did you use?

compact dust
#

nomad sculpt

#

i could probably just paint it in blender but idk how to do roughness stuff :D

mellow shadow
#

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.

compact dust
mellow shadow
#

Well, the model will need to be uv unwrapped if you want it to have proper textures. You might have to re-paint it.

compact dust
#

prob just repaint in blender

grand geyser
#

One message removed from a suspended account.

compact dust
#

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

gray pewter
#

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.

mighty kestrel
#

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)

uncut lotus
#

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?

spark walrus
#

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?

uncut lotus
#

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.

desert elk
#

remember to check particles

#

if you have any

spark walrus
#

ik - but I can't find the shader from a avi I got

spark walrus
#

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?

desert elk
#

not that I know of

spark walrus
#

shame - would seem like super useful tool -.-

spark walrus
#

giving it a try

lone nymph
#

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

spark walrus
desert elk
#

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

somber meadow
#

yeah that's just mainly textures and it can be blendshapes (use VRCFury's blendshape optimizer always)

spark walrus
#

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

spark walrus
somber meadow
#

just place the Blendshape Optimizer component on your avatar anywhere

spark walrus
#

trying that - thank you

somber meadow
#

I doubt you'd save more than 40mb of data with that though

#

that's usually textures

spark walrus
#

sheesh, such pain

somber meadow
#

i mean blendshape optimizer usually only gets like 1-3mb

#

unless the avatar is absolutely caked in unused blendshapes

spark walrus
#

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

desert elk
#

blendshapes aren't responsible for colours options

#

that's toggles and animations

spark walrus
#

doing last, several texture file compressions from 4000 -> 1000 - got 20Mb down

#

manually - the conversion tool wasn't picking this up -.-

#

closer now

spark walrus
#

Got it! 🙌

#

😮‍💨 Still would require a tool to autocompress all textures into smaller size it seems

wintry hatch
#

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

somber meadow
#

Your avatar descriptor doesn't have the face mesh specified anymore

wintry hatch
#

on upload

somber meadow
#

screenshot your avatar descriptor

wintry hatch
ornate stump
wintry hatch
#

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

timid kite
#

how would i restrict THIS amount of movement of phys bones when i walk?

timid terrace
#

Limiters

timid kite
#

can somebody give me limiter settings please?

desert elk
#

there's no limiter settings

#

every model is different

#

what works for me may not work for you

timid kite
#

i just dont get each type

desert elk
#

this tutorial covers physbones very well

timid kite
#

ty

desert elk
#

i learned a lot from it, highly recommend

ocean drum
#

Hey, does anyone know how to fix this?

#

I'm still learning how to make an avatar

desert elk
#

are you attaching clothes in unity or blender?

#

they must be attached wrong

#

or the jacket hoodie doesn't have proper weight painting

ocean drum
desert elk
#

vrcfury or manually?

ocean drum
#

manually

left wharf
desert elk
#

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

ocean drum
#

okay

desert elk
#

like here

ocean drum
#

thanks

sterile cedar
#

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?

soft estuary
#

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

safe mesa
#

I uploaded my first avatar, but the legs keep stepping back, causing me to lean forward.
How can I fix this?

worthy blade
#

I'm trying to work on a avi but this warning is popping and forcing my model to be non-humanoid

junior void
#

You cannot have a mesh named head

worthy blade
#

oh.

#

stupidishly dumb lol.

severe field
#

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

somber sequoia
#

ahhh

severe field
#

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

jaunty ravine
#

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?

desert elk
#

show the rest of the stats

jaunty ravine
#

Thats all

desert elk
#

it should be in settings I believe

#

"show all validations"

#

or something like this

jaunty ravine
#

ah ok

desert elk
#

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

jaunty ravine
#

found it

desert elk
#

okay, so that's def weird

jaunty ravine
#

yeaah

#

i'll try maybe removing any extra physbones im not too worried about and upload again
maybe that'll fix it? idk

#

nope ;-;

balmy barn
#

look at ingame stats, if you use vrcfury /whatever its going to add more

#

easy to spot wich one went over limit

desert elk
#

oh I had no idea vrcf could add more like that

#

good to know

mighty kestrel
#

any help is welcomed

arctic ginkgo
safe mesa
#

I'll send a photo a bit later, cuz I'm in college rn

sterile cedar
#

why does my avatar stats not go down even when i delete physbones/ colliders/ polys?

delicate olive
#

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

balmy barn
#

just overwrite the fbx? (if you unpacked you goofed up)

delicate olive
#

unecessary lore drop how lovely

#

I will check out, thanks thulen 👍

frail temple
#

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?

tame agate
#

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.

desert elk
#

did you set the rig to humanoid and is the avatar properly weight painted?

severe field
#

I'm definitely still doing something wrong with my avatar

#

during testing I'm not seeing the avatar change mouths

desert elk
#

did you set it up correctly in unity?

severe field
#

I'm checking to be sure, but

#

I'm essentially at 9:15 in the linked video

desert elk
#

oh nvm, i skipped forward and saw that

severe field
#

nbd nbd

desert elk
#

i would've done it a different way tbh, i have no idea how this set up works

severe field
#

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

desert elk
severe field
#

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?

desert elk
#

blender vertion shouldn't make a difference

severe field
#

yeah

desert elk
#

oh nvm, maybe my idea of bad

#

i looked at the video again

severe field
#

So the trouble I'm having in the video is

compact dust
#

hi chat

severe field
#

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.

frail temple
compact dust
severe field
#

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?

frail temple
severe field
desert elk
#

i didn't watch it I just looked through

#

to get an idea of what you're trying to do

zinc surge
#

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?

desert elk
#

what difficulties?

#

errors?

severe field
#

wait

zinc surge
# frail temple explain what

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

severe field
#

just found this

#

why does it say I don't have a mesh there? how do I fix that

frail temple
zinc surge
desert elk
#

you need to get those too

somber sequoia
severe field
#

@somber sequoia when I click twice it just asks me to rename it?

desert elk
severe field
#

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

zinc surge
somber sequoia
severe field
#

that must be related to the problem, right?

desert elk
somber sequoia
#

wait, where is this animation, is it not on the avatar?

severe field
#

I thought it was

desert elk
# zinc surge ok

and beware that you need an official vrc account and a trust rank of at least New user if you want to upload content

severe field
#

this is the tutorial I'm following

desert elk
#

yeah, that's a requirement

severe field
#

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?

compact dust
#

no

severe field
#

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

somber sequoia
#

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

severe field
#

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

somber sequoia
#

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

severe field
#

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?

somber sequoia
#

you can verify this by looking in the inspector after having clicked the avatar root

#

which is your avatar root?

severe field
#

I thiiiink "puppet head?"

#

not quite sure how to determine that

somber sequoia
#

it's the one where your VRC Avatar Descriptor is.

severe field
#

ahhh

somber sequoia
#

generally it's the top-level object of the avatar "tree"

severe field
#

yeah

#

I'll take a screen to show you but yeah its right here now

somber sequoia
#

That's where the animator should be. And nowhere else, unless you have a very good reason.

severe field
somber sequoia
#

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.

severe field
#

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?

somber sequoia
#

I have not read back to see what the actual problem is

severe field
#

the problem is, I can't get the avatar to change the faces when speaking

somber sequoia
#

do the viseme animations work in the editor?

severe field
#

you mean the scene?

#

no they don't, but the controller does in the animator when I press "play"

somber sequoia
#

yes, I mean playing with them in Unity

#

... they don't work if you manually tweak the blendshape values?

severe field
#

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

somber sequoia
#

that's a problem. Are you working on the right mesh object?

severe field
#

I'm not sure

somber sequoia
#

you do know which mesh object has the face, right?

severe field
#

let me pull up OBS and show you what happens when I try to press play on this, I'll record something

somber sequoia
#

I'm not asking about play mode

severe field
#

oh

#

No, I suppose they don't

somber sequoia
#

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.

severe field
#

hmmm

somber sequoia
#

if they don't, you'll need to fix the model

severe field
#

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

somber sequoia
#

not sure why you are showing shots of an animation

severe field
#

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

somber sequoia
#

are your visemes not blendshapes on a mesh object?

severe field
#

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

somber sequoia
#

ok then you're way ahead of what I was telling you to test, so I dunno what to tell you

severe field
#

damn

#

hang on I'm gonna pull up OBS

frail temple
#

Even if i use knife tool it comes out very skewered

balmy barn
#

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

severe field
#

@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

balmy barn
#

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

severe field
#

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

heavy cipher
#

why does my sdk look like this wtf

severe field
#

@balmy barn

heavy cipher
#

I uploaded for windows already and its making me do a whole different name and thumbnail??

#

like i already did that??

somber sequoia
severe field
# severe field

@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?

somber sequoia
#

you want only one avatar descriptor, on the avatar root object.

#

(also that has nothing to do with whether the animations animate)

severe field
#

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

somber sequoia
#

Do these animations do anything other than change the blendshape values on one mesh object?

severe field
#

As near as i can tell, no

mental estuary
somber sequoia
severe field
somber sequoia
#

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.

severe field
#

So, he explains it just looks bad because it happens too slow, so that's why he built this animator controller

somber sequoia
#

uh huh.....

#

fascinating.

severe field
#

mhm

#

he goes over it in the video

mental estuary
compact dust
#

is there a way to get a blender hair modifier into unity :)

somber sequoia
#

you'd have to turn it into a mesh object

compact dust
#

alr

#

how would one do said action

somber sequoia
#

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?

severe field
#

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

severe field
#

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.

somber sequoia
# severe field

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.

mental estuary
#

It looks like the animator is on puppet head when it should be on puppet proto2, no?

balmy barn
#

do not have animator other places then root of avatar , 99.999999999% times you never need more then one

severe field
compact dust
#

i remeshed this mesh to smooth out stuff
it has now turned invisible :D

#

nvm

severe field
#

unless this is wrong somewhere?

compact dust
#

how do you see the wireframe on blender again ._.

somber sequoia
severe field
#

Right there in the viewport

severe field
somber sequoia
severe field
#

yeah there's a few different ways to see wireframe

somber sequoia
compact dust
#

good lookin vertices am i right

severe field
#

"That" being whatever's causing the avatar mouth to not animate

compact dust
#

he might be a little bit dense

severe field
#

animator seems to be applied properly, doesn't it?

somber sequoia
# severe field 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.

heavy cipher
severe field
#

Which is good that we've ruled out that being the source of hte problem

heavy cipher
#

update*

severe field
#

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

mental estuary
heavy cipher
#

Ive never done that

#

when the old ui was around i didnt have to do that so i have no clue how too

somber sequoia
#

how did you not have to do it in the old UI?

heavy cipher
#

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

mental estuary
#

Still would've had to copy the blueprint ID if you wanted to upload them as the same avatar

heavy cipher
#

yeah ive never manually done that

#

But im asking now how to

compact dust
#

so ermmm
the axolotl is about 1.01m faces, but decimating isnt doin much

#

isnt there another modifier or smt that lowers the count

somber sequoia
#

you could try the one in the menu - edit mode, mesh -> clean up -> decimate geometry

final ferry
#

Hello excuse for this question, how to import blender avatar in Unity/Vr chat, thanks for that

severe field
#

yeah

#

I just went back to a previous prototype build

#

there's definitely something fucky going on with that yellow text

final ferry
#

Ok thanks, is there a specific video for importing blender avatars?

severe field
#

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

somber sequoia
severe field
#

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

somber sequoia
#

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".

final ferry
desert elk
#

so open it in blender?

final ferry
#

Yes I open it via blender but to import it on vrc I don't know how to do it

desert elk
#

open it in blender, export as fbx with the settings that Kazin gave a few messages above and import the fbx to unity

somber sequoia
final ferry
#

Well when I import it, I have no texture

desert elk
#

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

somber sequoia
#

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.

final ferry
#

i have texture png files

somber sequoia
#

cool

desert elk
#

so import them into unity and create materials

final ferry
desert elk
#

right click > create > material :)

#

or you know

somber sequoia
#

yet another tutorial video 🙂

desert elk
#

watch a tutorial

#

i was just about to say

final ferry
#

what tutotial ;-;

desert elk
#

one you find online

#

there's a lot on youtube

final ferry
#

but what do I mark to find the tutorial?

junior void
#

You can ask chatgpt a lotta stuff too fyi

desert elk
#

i think there's material set up here

#

yup

#

there is

frail temple
somber sequoia
#

yeah sometimes your geometry isn't quite right for beveling to work simply

frail temple
somber sequoia
#

I almost never use the knife tool. You could just subdivide the faces and slide that next to the original edge

slim horizon
#

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?

frail temple
somber sequoia
#

what are you trying to do, bevel the inner edge of that finger joint?

frail temple
somber sequoia
#

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 🙂

frail temple
#

I am the pinnacle of stupidity, apparently the model had 2000 vertices that were ontop of eachother

#

love you kazin

somber sequoia
#

yeah that's a problem. Mesh -> Clean up -> merge by distance

frail temple
somber sequoia
#

also to be clear, you're not the pinnacle of stupidity, just a bit new 🙂

proper depot
#

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??

somber sequoia
#

Yeah that merge is based on selected stuff, so just select the area

frail temple
#

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

somber sequoia
#

really, whatever you need to make it look how you want it to look

compact dust
#

so i attempted to do smth in blender, my pc was running at basically over 100% Memory usage for like 2 hrs

#

poor pc

summer hearth
#

uhm, how do i reset the avatar's position after a playtest? its stuck in the ground

somber sequoia
#

pumkin's tools has a resetter

summer hearth
#

is there another way, without using tools or?

compact dust
#

how do you do roughness painting in blender? ik you can make a roughness texture but is it the darker the shinier?

somber sequoia
#

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)

round comet
#

Need names for my Strawberry Snail avi (she a priddy lady) any ideas?

round comet
#

There’s another similar one with that name, so I don’t wanna be accused of copying T-T

#

But I love that

foggy dragon
#

is there anyone that knows how to deal with this avatar called “the holy uwu” or something similar?

round comet
#

That could be cute!

foggy dragon
#

to take it off-

desert elk
#

glitch meaning?

foggy dragon
# desert elk 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)

left gull
#

if its an avatar in-game then reset your model on the website

desert elk
#

if it glitches on quest it could be very unoptimized

austere bay
#

do you still need the 2fa app to upload avatars?

foggy dragon
desert elk
#

you need creator companion and unity

austere bay
somber meadow
austere bay
#

but about 2 years ago when I tried to log into vrchat it said I needed to use the 2fa app

#

authy or something

somber meadow
#

you don't need mandatory totp

austere bay
#

okay ty

somber meadow
#

it'll email you instead with a code

desert elk
somber meadow
#

was probably mistaken for Email 2fa

#

they never enforced totp

desert elk
#

ah

#

i see

somber meadow
#

Email 2FA was enforced right after this blog post since users kept giving out their credentials or having bad passwords

timid kite
#

i beg, how do i turn this map back to normal positions instead of this crooked mess

austere bay
# somber meadow was probably mistaken for Email 2fa

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

cosmic cove
#

Hey, does anyone know how to get the fallback bot Avatar Model

neon osprey
#

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

desert elk
#

what do you mean by hasn't worked out?
if the avatars were exported from blender with the same settings everything should work

compact dust
#

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

nocturne lintel
#

You may not have the weight group selected

neon osprey
nocturne lintel
compact dust
desert elk
#

vertex group id assume

#

the green triangle

nocturne lintel
#

Yee

#

Sorry, used to another naming convention

compact dust
#

that's what im using to change bones, if you mean this

nocturne lintel
#

Mhm

#

When you click through them, you see the weighted vertices shift around yeah?

compact dust
#

uhuh

nocturne lintel
#

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.”

nocturne lintel
#

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.

compact dust
#

i weight paint it, switch bones and weight paint smth else, then switch back and its kablooey

nocturne lintel
#

Oh? That… what version of Blender are you running?

compact dust
#

latest

#

updated like a week ago or so

nocturne lintel
#

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….

compact dust
#

ex. havent even painted this bone yet

#

he kinda wonk

neon osprey
nocturne lintel
#

Make sure that your root bone has everything you haven’t painted red

desert elk
#

yeah

#

they should

compact dust
desert elk
nocturne lintel
#

(Or try an automatic weight group run and see if it handles it well)

compact dust
nocturne lintel
#

Can you show me the list of modifiers

compact dust
nocturne lintel
#

Hmm yeah that seems right

neon osprey
left gull
#

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

nocturne lintel
# compact dust

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

compact dust
#

ok so i did what you said

#

but now the bones are moved around and the weight painting changed lmao

nocturne lintel
#

Oh my gosh

#

You never applied your transformations

delicate olive
#

anyone know if I should be optimizing this? Or is this normal?

all of my other evaluations are considered Good or greater

nocturne lintel
#

That is really high for good or better

delicate olive
#

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

nocturne lintel
#

I assume you merged your mesh all into one?

delicate olive
#

No, do you mean in Blender?

nocturne lintel
#

No in general, you gotta have like, thousands of blendshapes to get that high on a mesh of ~30000 triangles

delicate olive
#

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?

nocturne lintel
#

I wonder if you have read/write disabled on a mesh or something

delicate olive
#

here's the entire thry evaluator for context

nocturne lintel
#

As Jojo part 2 says... "HOLY SHIT!"

delicate olive
#

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

nocturne lintel
#

182K blendshapes!

delicate olive
#

kinda just that phase of avatar development ya know

delicate olive
nocturne lintel
#

Uh you need to delete, like, 182K blendshapes...

left gull
#

wayyy too many blendshapes especially if that's the upload version of the model and not the edit one

nocturne lintel
#

You have more vertex transformations then you have verticies

delicate olive
#

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. 😰

timber wharf
#

use vrcf blendshape optimiser

#

if blendshape is animtaed by nothing, its baked on upload, done.

compact dust
compact dust
#

bones somehow doubled

desert elk
#

its under armature during export

compact dust
#

idk what that is so

delicate olive
#

I was planning on just deleting the blendshapes I won't need once I get all the toggles I want set up

nocturne lintel
delicate olive
#

But that's probably easier

desert elk
#

leaf bones, last one yellow

timber wharf
#

@delicate olive yes theyre still available in editor, aka nondestructive

desert elk
#

oh you were faster xd

delicate olive
timber wharf
#

also how tf 182k, like what game its ripped from

compact dust
desert elk
#

applies transforms

compact dust
#

which is 🥺

desert elk
#

you should always do that, cause your model/asset needs to have a scale of 1.1.1

delicate olive
desert elk
#

and apply transforms does that

compact dust
#

oh

#

basically makes it scale each way when scaled instead of wtv direct you're scaling

desert elk
#

I recommend applying transforms inside of blender and not on export

compact dust
#

sure, however you do that

nocturne lintel
#

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.

desert elk
compact dust
neon osprey
desert elk
#

did you export both of them with the same scale from blender?

desert elk
nocturne lintel
# desert elk

For apply settings I recommend FBX Units Scale if you want float accuracy in Unity. FBX All gives problems sometimes with certain offsets.

compact dust
#

do that before exporting?

#

when everything is how i want

desert elk
#

so I started doing all

nocturne lintel
#

Weird

neon osprey
desert elk
desert elk
nocturne lintel
desert elk
compact dust
#

also should i add another bone for ze face so that it doesnt do this

neon osprey
desert elk
compact dust
#

to red

#

?

#

or 50%

desert elk
#

I dunno, I never did weight painting from scratch like that

compact dust
#

ig that would work

boreal kettle
#

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?

nocturne lintel
desert elk
#

I think I've seen an avatar like that

#

but I have no idea how it was done

compact dust
nocturne lintel
#

Firstly you need to offset the head bone realllly far away

desert elk
compact dust
boreal kettle
nocturne lintel
#

Well, yeah, unless you use a constraint

#

You want a rotation constraint on the head bone

compact dust
#

i wonder when ill learn weight painting

boreal kettle
#

but what about the other thing? where if someone with a same parameter can understand me?

nocturne lintel
#

Move the bone back

#

ezpz

boreal kettle
#

wouldnt that make everyone else also hear me?

nocturne lintel
#

You use locality

#

The remote user doesn't see exactly what you see

true leaf
#

Mk I have returned can someone help me with lack of hair physics when I upload my avi?

boreal kettle
#

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

nocturne lintel
#

Yeah

desert elk
true leaf
#

Hmm it says 4

nocturne lintel
boreal kettle
#

i wish i had something to reference for this www

timid kite
#

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

nocturne lintel
boreal kettle
#

pls....

nocturne lintel
#

DMs?

boreal kettle
#

that works

boreal kettle
#

i can help you with that once i figure out my issue lol

timid kite
nocturne lintel
#

You need to allow me to message you :p

boreal kettle
timid kite
#

huh?

nocturne lintel
#

They are saying they can fix it for you I guess

boreal kettle
#

pretty much

nocturne lintel
#

Using substance

timid kite
#

thank u :3

nocturne lintel
#

You could also use UVs and an alpha adjust with a mask....

boreal kettle
#

if its fine with you just send the garment piece since thats all i need the texture and then we move from there

neon osprey
spark walrus
#

can someone help? im trying to figure out why my avi doesnt upload? i just got this avi and this is all it says

compact dust
#

the weight painting is fine now

#

this is so silly

spark walrus
#

?

desert elk
#

you're doing it like thus

#

this

#

the root transform

#

they're probably still connected to the previous avatar

neon osprey
#

😮

desert elk
#

you need to remap them to the new one

neon osprey
#

I thought thats what I am doing when swapping the bone :<

desert elk
#

oh nvm

#

I didn't finish the video

neon osprey
#

Should I make them from scratch and copy the settings?

desert elk
#

that's on me

neon osprey
#

😛

desert elk
#

😅

desert elk
desert elk
#

I wouldn't be surprised if the size is too big to let it upload

spark walrus
spark walrus
#

thats the avi i got and honestly not sure whats wrong

desert elk
#

a lot of avatars this style are horribly unoptimized

spark walrus
#

dang

desert elk
#

and for future reference, I'd recommend not buying avatars that don't state their sizes and statistics on the page

spark walrus
compact dust
#

eli guess what

neon osprey
left gull
#

lemme find it

neon osprey
#

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?

grizzled knoll
#

Anyone know what I can do to fix this?

somber sequoia
somber sequoia
compact dust
#

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

somber sequoia
#

parent constraints have nothing to do with physbones for this. put a physbone component on the hair's root bone.

compact dust
#

so that the hair mesh stays connected to the body

somber sequoia
#

are you going to sell this as a separate asset?

somber sequoia
#

if not, just use the avatar's armature

#

why do you have prefabs named like that? Did you download a ripped avatar?

compact dust
ornate helm
#

edit: nvm, answered in original channel

somber sequoia
compact dust
#

what kinda merge tho

#

object, auto weight, wtv

somber sequoia
#

select hair armature, select avatar armature, ctrl+j. Set the parent for the hair bone to be the head.

grizzled knoll
somber sequoia
#

if it's stuff that you should have paid for, then you should pay for it.

#

(it's probably ripped)

ornate helm
#

i'd ask your friend where they got it

compact dust
#

well it shouldnt being shared like that anyways, most likely against avi tos (assuming not ripped)

#

if its ripped then obviously kaplooey

grizzled knoll
#

damn