#avatar-help
1 messages · Page 85 of 1
I'm painfully close to solving this
someone pointed out the "LipSync" layer was at 0 and needed to be set to 1
that did a lot
spaghetti animation
I'd think you would want to have sil turn off when another shape is active
but the trouble is, every layer I have on this controller, the viseme has "sil" set to 100%, even though-- that's the thing
check your first layer, probably a bunch of them there
every layer? why?
no I didn't do it on purpose it's a weird glitch. But yeah thulen I think you might be right
when you add animations by dragging its in first layer, i leave it blank
yeah delete all that stuff
do I just... snip the connection between "entry" and "v0?"
no, delete all of those states.
ahhhh
you can put a sort of "reset" state in there if you like, lower layers can then override it
hey so what if the hair doesnt have an armature
but you don't need anything
gonna see if it works now
make one if you want it to move. Otherwise you can weight paint the hair 100% to the head bone
well
I mean make bones - they don't need to be a separate armature at all
ha
Hallelujah it's working!!!
yay!
So I'm working on an accessory for my next project, and when this is finished, I'm picturing this being a locket, but I don't know what to do next to make the chains for the necklace part of the locket.
so make extra bones to account for the hair
obviously wouldnt make one for each hair
if you want the hair to move with bones, then yeah, make bones, weight paint hair sections to those bones
think i could merge it to the current armature and just paint it to the body one, which is just 1 long bone that runs from the tail to the head
then weight paint
if you have no armature/bones there's no merging though
if its for pc just use a fur shader , warren v5 have alot of new things now and locking
would a fur shader recreate the same thing but not using a seperate mesh
simply add an armature modifier to the hair mesh, that connects it to the avatar's armature. Then weight paint.
warren you can pain directly on the mesh in unity colors, hue/wind direction'n, audiolink, decal, ectect
https://warrenwolfy.gumroad.com/l/atntv just try the lite version
havnt touched it much but this is a thing too
ermm how do you get textures from blender to unity again, i forgetted
if they're image textures, then just copy the files. If not, you'll have to bake procedural materials into image textures
gots it
Anyone know a way to get the eyes to look at the camera in game when taking pictures? Is there a way to make it lock on, or do I have to do it the long way and just make a puppet in unity lol
@somber sequoia @balmy barn Thank you both, sincerely, for tolerating me this afternoon while I tried to make this thing work
I knew it was something simple! It was just deleting the animations off the first layer and then turning the second layer up to a weight of 1! Of all things!
The animations work appropriately but the lipsyncing is awkward and doesn't perfectly match what I'm saying and when I'm saying it. I have to figure out how to make it more accurate from here. That's a whole different issue for another day though
I tried this once and was not happy with the performance
I need help with this whenever anyone's able to help me with this question.
just like..
make chains?
seperate mesh, same mesh, doesnt matter too much
Yeah, I just need help making a chain for the necklace part of the locket.
specifically what sort of help are you looking for?
is there a way to get rid of the mats bc its messing up a vrcf controller
those are files you can delete, if you want
yeah but how
... select, click the delete key on your keyboard
selecting and pressing del doesnt work
that's weird, it does for me
maybe cus its part of the fbx?
oh you can't delete embedded materials
it's not clear those are embedded from that image
mb thought it was bc of the arrow or wtv
oh I see, I never use that icon view, forgot what the "these are part of that" icon looks like
the embedded materials shouldn't affect that though
well the controller wasnt doing what it's supposed to anyways, and dk how to use it
it was just a thing that gives the hair on the shader that thulen suggested some physics
but the fur is so short it doesnt rlly matter
yeah not sure what you're trying to do there
idk the shader doesnt explain what its supposed to do
Warren's? It's got lots of docs, the last time I looked
it has an option to create a vrcf controller if you want physics
ah, interesting
but then doesnt say what to do w/ said controller
in unity anyways, probably has info on the docs
not important enough tho
The help I'm looking for is just like how to get the general shape of a chain link started, from there I'd be able to figure out how to connect the links for the necklace shape.
well if you model each link, then that'll be a TON of polygons, and very inefficient. You might consider a cord.
Otherwise perhaps a chain of very simple polys with a cut-out image of a chain link.
beyond that... this is modeling skills, there are lots of tutorial videos. If I were doing this super-high poly I'd turn a torus into a chain link and make an array along a path.
(but I wouldn't do that for vrchat)
Ok, I think I'll go with the simple polys option with the image of a chain link.
So is there like a video tutorial I can use for that? Or something else?
not that I know of, but I haven't really looked for something so specific
I see. Just thought I'd ask.
a possible future client is asking about centaur avatars, is there a tool I can use for making four legged avatars?
there's a discord for this, and some models you can buy! gg/Limbs
thank you
it's pretty involved to do from scratch
theres a discord specifically for centaur avis?
well various alternate limb patterns, that's one of them
there's a good mer-thing base too
I'm getting the "Spine hierarchy incorrect" issue
The rig is fine. I have no idea wht it's telling me it's wrong
hello everyone am new here
that first error means it isn't fine
I know but I can't figure it out
Is anyone else having issues with the ears animations just not working?
Physbone is ticked for IS ANIMATED
it works in the fx preview
animation transitions are set right
But it just refuses to work in game
All my avatars are doing this right now. Specifically with ears
It was fine before this recent update, now suddenly they don't work anymore.
show the hierarchy from the root armature down to head.
not what I asked for
i have that issue also
did you find any fix for it?
someone help me fix it
This?
that
will you like to talk to her?
any reason the face would be tearing like this if its weight painted to not move
nah just send me a screenshot
actually can you close everything below the upper arms? I can't see where the head is
oh that's better
yeah you have too many spine bones between "spine 003" and the head
extra neck bone
also you can turn off leaf bones in the blender export.
should i send you her username?
i dont want more dms from strangers.
If its a fix, share it here
So what should I do?
If you mean the "bones" instead of circles. I happen to like the bones.
she just help me finish it
combine those two bones into one
4 and 5?
and no I mean you have all the _end bones which aren't necessary.
read the error - it should go chest -> neck -> head. You have 4 there instead of 3
How do I go about animating based on someone touching a spot on my avatar. For example, I want an emission to play if another players contacts touch a particular part of my avatar and increase in intensity the closer they touch the center of that place.
it may mean simply merging those two
contact receiver that listens for another avatar's default contact sender on their hand/finger (up to you)
the contact receiver sets a variable that you use in an animation state machine
I'll let my friend who did the rig know
Hopefully I can get it fixed that way I can use thee avatar.
I dont even know what that means. Can you help me find a ressource that explains it to me?
I usually use VRCF toggles or do simple animation clips I tie in with VRCF
docs on vrchat's site of course: https://creators.vrchat.com/avatars/avatar-dynamics/contacts/
I need to understand or learn to understand "Animation state machine"
the animator is a finite state machine. "animation layer" might be another term for this, but you'll need to understand how animators in unity work to do this
I see, so basically it's like I need an animator that somehow interacts or reads what the "reciever" recieves and then somehow animate my emissions based on the value it gets out of that? I think this is too much of a project to just pick up, I will have to ask a friend to guide me through this visually
there are lots of tutorials for this stuff
Oh wait I kind of get it? So it writes the value in the parameter I set in my animation controller right? So for example set up like this the closer to the center the value of the parameter, likely "float"? will be seen as that. And now All i need to do is make the animation I make for my emission intensity sync up to that read value?
That sounds like programming. How do I make my animation sync to my parameter value though?
you could use that variable in a blendtree, blending from off to on. Or in a single animation which goes from off to on, with the variable as the motion time parameter. there are a few ways to do this.
What even is a blendtree AAAAAAAAAHH why is this so complicated XD
I regret learning most things about unity besides animations now more and more.
So what I want is:
The closer to the center the touch happens = increases the value of my emisison intensity.
Use Blendtree for that or "motion time parameter" thing?
either one would work
I guess the second option confuses me as you said "Or in a single animation which goes from off to on" which describes it as from 0 - 1?
it would help if you had a fundamental understanding of the animator, there's a lot of stuff to explain to get to this point
Oh wait, are you saying that lets say I make an animation clip, first keyframe on 0.00 with value 0 on intensity of emisison, and on 60sec it has a value of 1.00. Then the motion time moves along 0.01 - 1.00 all values inbetween?
but if you make one animation which sets whatever parameter off at frame 0 and on at frame 100, then you can use the motion time parameter to move along that animation
oh you DO get it
excellent
so if I set the same parameter that I sync to the reciever and the reciever picks up depth at 0.37, the motion time parameter using the same parameter as the reciever picks up 0.37 and then the animation uses that value for the emisison?
contact sender on the syringe, receiver on the target avatar which must be specifically setup to receive it and do things with it
yep, that's the basics
so all I need is one animation clip, then assign motion time to it with that parameter name and done?
never done any of these things
again i'd need like detailed screenshots
all I can provide you is a hint in the right direction, I can't hold your hand and walk you through it
the syringe is also a blendshape and not a seperate mesh
doesn't matter what it is, you need a contact sender somewhere if you want to send data to another avatar.
yeah but i only want it when the syringe is enabled
Ok, let me summarize and please correct me if I'm wrong:
Create animation clip with emission intensity from 0 - 1 between two keyframes.
Create Parameter named EmissionRecieve as float
Assign Parameter to Reciever.
Set new layer in animation controller, include animation clip recorded.
Set motion time parameter to EmissionRecieve.
Done?
Seems like a decent method
I will try that!
use the toggle that enables the syringe to enable the contact sender also
got it
can someone help me figure out how to upload this avatar i bought ill cashapp $5
i need someone to hop on vc with me and show me pls
repost ^
honestly can't even tell what that is from that image
whenever it moves it goes ee
only the body does, all the other bones work as intended
the body doesnt even have a bone that's affected by the script
I'm not sure I get what part of that is the body?
the part to the right, being deformed when moved in playmode, not supposed to be moving at all
only the frills/feet are supposed to
uh... I guess inspect weight painting?
Kazin, you are amazing, you dont just give the solution, you actually lead people to the solution like you did for me. It worked. My emission test worked exactly as I needed it to. The face getting red was just a test. Thank you for guiding me into this unknown territory, much appreciated. It was successful!
feel free to provide details in this channel, perhaps someone here isn't busy and can help.
woo excellent!
im a noob idk what to do
you start by describing the problem and what you have done so far to solve it.
im trying to upload a quest compatable avatar and its saying i cant use the shaders and its too big
#quest-optimization is a good place to find clues for the second part
and whenever i click "build and upload" the loading bar is stuck at 0
can u just hop on a call rq
pls
i have 3 files, one says ivan, another says ivan opti, and another says ivan quest
whats the difference between opti and quest
no
i have an avatar with 2d lipsync that uses viseme parameters that change the image with animations, if i were to do a material swap toggle, how would i work around changing the visemes into different images if its possible? would i have to use shapekeys?
u a lame
so you're going to insult me because I am working on my own projects rather than helping you?
that sure is a way to get people to help.
be quiet if ur just gonna type "no" and not help with anything
maybe learn how to upload an avi like the person who you're insulting
what exactly do you think im doing here?
also he didnt say he wouldnt help, just that he wouldnt get on a call
You asked if I could help in VC. I said no. That was a perfectly legitimate answer to your question.
not looking at an upload tutorial which has every step
so you check every single post from everyone and type "no" and ping people?
when you have nothing of value to add?
no, I answer direct questions though
buddy did not read it
"no"
You need VRCFury installed in this project
looks like a ripped avi with those prefab names
Yes - that was a direct answer to your question, I don't see why you're getting all upset about that.
i bought it
from where?
how do i do that
you install it
how
by installing it
doesnt answer the question
hard to explain installing smth
yes it does
how do i use it with vrchatsdk
try google
especially when the website for the thing has instructions 🙂
is this what i seem like to you sometimes
because i need it to be there when i open the project with vrchat creator companion
this is the help channel dummy
you seem to have much more clue, though I have no idea what your purple blob is 🙂
and sometimes the answer is better read on google
this is the research
yeah idk i redid the bones and now the physbones dont work at all lmao
already checked. nothing. thats what this channel is for
how do u know it needs vrcfury
your error messages clearly say VRC Fury on them
bc if im not mistaken they all do
if they use components from it at least
big red arros
it worked
Yo what happens to VRChat?
Happened*
For some reason it wouldn't lete or my friends log in
Let*
Me*
Rn?
maintenace i think
guys theres 2 .prefab models and one says "ivan" and the other says "ivanFT" and i want the one with full body tracking. both of the models open when i double click the .unity file that says "click me", and the "ivan" is in the middle and the "ivanFT" is a few feet to the right. what do i do
ft is face tracking buddy
usually
oh
yea i dont need that
what do i do though
do i just delete the ft model
do i need to click the one that says "ivan" before clicking build and upload so it knows not to use ivanFT
just check which on the sdk has selected
it says im missing a billion materials
uhuh
if only there was a screenshot
good job
those dont matter
yellow errors mean basically nothing
probably reinstall whatever shader that got you the Thry editor, probably poiyomi
maybe look for red errors at ze top
yeah, 8 errors
I've been struggling to actually get the ability to transform my model to be quest compatible but it just isn't giving me the option to tick android and I got this one thing that'll let you convert to android and it still wasn't giving me the option. If someone like knows a really good video that goes step by step of everything I need please help me out 😭 been stuck on this for like 5 days
im not sure if it came with shaders, i only got a .unitypackage file
well look for instructions that say what shader it uses
do what's in here, if you haven't: https://creators.vrchat.com/platforms/android/setting-up-unity-for-creating-quest-content
missing script means you didnt install something the avatar requires
Yea i can't switch to android lol
hand missing script, haptic plug wtv that is, smth in the avatar, and gogoloco
I have the option but it's greyed out and untoggleable
missing scripts kablooey
what do i do
install wtv is missing
probably means you didn't install the android build stuff in the link I provided
Ans the thing i downloaded is suppose to do all the converting it's self but it hates me
Lemme see
there should be instructions that have what you need in them
I have an android sdk on mine tut
hello! anyone know how to disable the default vrchat foot IK? im trying to make a tank avatar and its very annoying when i turn and the entire tank just starts jittering on the ground because of it
cant i install poyami and itll fix?
should be a setting in unity to disable feet moving
or you can use gogoloco to do that too i think
that's not a missing script
do i have the wrong one maybe?
you don't need 6 or 2021.3.45f1
2022.3.22f1 doesn't seem to have android - there's your problem
Where, exactly?
it doesnt let me add modules
unity 6000.0.41f1🗣️🔥
oh my god im so blind thank you so much
there should also be a setting in game that does it but idk where it is
it says i need poiyami 8.1 but it doesnt say if i download 8.1.66 or 8.1.67
just get the latest
ill pay someone $10 cashapp to get these models in the game and let me clone them off you. this too much
i still cant add modules tut
says i need scripts that dont exist
i have a unitypackage file and nothing else. instructions just say add vrcfury and poiyami
usually the creator's got a webpage or instruction that tells you want to get
don't get scammed by people DMing you now and offering their avatar creation services
especially when they just joined this server yesterday
yea that dude did dm me
like a moth to a flame
broken english and all
who woulda thought
this place is filled with scammers lol
question, does using parameter drivers w/ contacts solve syncing issues?
I had a friend make a guide for me, works, but just wondering the logic around why it doesnt sync if I dont use drivers to toggle a second parameter after contact touched
(there is no info online about this)
i just needed vrcfury
i didnt have it on
now i just gotta figure out how to add the quest version
it might also be a bug, or intended because of ping and network syncing, but contacts that will disappear in 1 frame, after being disabled by a animator, will only be triggered locally, not globally
I just found this out yesterday when messing with some stuff, so I have no idea if its a bug or not
You should start by watching guides on how to optimize avatars to be quest compatible
i did watch a lot
all i could find
theres always little stuff missing though
you can have as many poly count, contacts, mesh particles etc, but some stuff will not work on quest and refuse to upload
wish i could just have someone show me
I would start by making a copy of the avatar, and stripping all shaders
ok think i got it now seems like my unity just mightve been hating me installed a diff versions and it works
any info on this btw if anyone knows, nobody seems to know anything on this
Report them in #discord-tickets
even forums have no result really
welp nvm still doing it
he didnt say anything incriminating, pretty sure it wouldnt do anything
they will ban
ik what he was trying though
people do this stuff all the time
they'd get kicked and not scam someone else
its already suspicous
true
ill say hes using broken english and messaging right when i bring up $10
cuz he probably was a scammer
welcome to the hellpit that is, my spam dms
all commision scammers
not sure how you installed this, but on Linux I found I had to install the editor through unity hub, rather than a standalone package. I think vcc does this for you on windows, you might try uninstalling and reinstalling via vcc
what is vcc
creator companion
oo i have that
yes i see that
what package on there do i need?
or well what one im suppose to uninstall
these are the community ones i have
are any of those the unity editor?
probably not those then
got chu
do i need to maybe install the ios one as well?
imma see if that does it or anythin
when uploading the quest version after the pc version of an avatar, do the name and description have to be the same, or just the name
blueprint id have to match iicr
also what do i do now. i just uploaded the pc version rn and i have the quest file of the model
not sure where to put it, do i open a new project
same unity instance to?
yes
check both, inside the avatar descriptor component
if they match up, i think you are able to upload on quest
dont qoute me, I think thats how it works
you upload with same name and stuff, just to android/quest then
if you have more than one avatar in the project, you can choose which one to upload
Can you use sprite renderers in the avatar sdk? I saw I cant in my thing when I try to push my build, anyway to use something similar?
name is not relevant - copy one blueprint ID into the other avatar
that message says you can't, so...
no there aren't
not this time actually?
it's not a whitelisted component, so you can't use it
So phys bone issue, for some reason on a constranted arm the phys bone doesnt move when moving your arm in vr, but when you move around in general (the controls) the phys bone moves correctly, any ideas on why
can anyone help me fiqure out how to upload my avatar on to my avatars list on vrc
do i remove the poiyami shaders
because i just upoaded a pc avatar and i know quest cant use them
and i need to add quest version of this same avatar
if you remove them, you would break avatar
what do
I would say to just change all materials back to normal unity shader
chatgpt said remove them and switch to android build
on the copy avatar
🚮
how do i do that
materials folder
no
yea i added the quest verison
at first it was just "open me" and that opened "ivan" and "ivanft" then i added quest
then theres the "ivan Q" prefab in the heirarchy, but its not in the assets. do i drag it in there
ivan Q only appeared once i double clicked the "ivan Quest" unity file
do i copy this and put it there
my god.. did i do it
did i upload my first avatar
what is this?
not a very useful error message, unfortunately
okay one sec!
Are you sure you've imported all the packageds needed?
i read what the instructions said, which was poitoon 9 which i imported before, and fury
maybe if i start over and put gogo in there before?
Just install gogoloco as vrm package. No need to start over.
Package that installed via vcc.
Or you could just delete Gogoloco object in your avatar and add a new one back.
i actually dont see it in the file menus
Which file menu?
conten drawer
or sorry that unreal term, the project assets
i usually see a gogo prefab of some kind
That's even less understandable.
yeah as i said, thats unreal engine. their assets get put into the content drawer. what i mean was project assets menu
You should see Gogologo folder in asset menu. If not then you didn't import it.
okay, ill import it before i import the unity scene along with the rest of the instructed and see how that goes
nope same error
any idea on how to fix these
im a dumb ass
there a blueprint at all?
blueprint?
yeah sometimes if a blueprint is attatched by the creator you wont hve perms to upload since you wouldnt own it by unity terms. nor would it validate it
i think the outfit was bugging it out but the model its self is fine ive uploaded it a few times but keep running into an issue where im invisble and my turning just makes me like fly through walls n shit lol
Does this mean you found your mistake?
yeaahh
idk why its being so fussy its literally just a base novabeast with just texture 😭
Shader is the problem.
im using the vrchat mobile toonlit shader on all the textures im usin TuT
You're missing some of the materials.
oo lemme see
idk what im missing everything thats suppose to be on there is one there TuT
VRCFury is giving me this error and I tried to solve it by searching my whole avatar's hierarchy but found nothing. I tried uploading a new project and it gave me the same error so I suspect there is an issue with VRCFury that I'm missing but I would like to know if anybody can help
that's not the vpm repo link
there's an "add to vcc" button here: https://www.poiyomi.com/download
i did the add to vcc n it did that lol
that doesn't seem likely
the one that shows up on this screensot
do the one in the link I just gave you
you're trying to do a quest version, you can't use poiyomi
that last one, it's a material embedded in the FBX, you'll need to replace it
im not sure how to
make a new material, drag it into the slot. there are lots of tutorials for this if you need visuals
it wont let me change it
change what
what was the solution? I'm currently having the same issue
the material
exactly what are you doing?
i dont think thats the issue anyways cuz i was able to get the model in before even with that there but it was missing things so i went back and then everything just got worst
it clearly states in the error report that this is an issue
it wont let me drop or change the matieral
Im trying to help a freind, they have a free to use model they want to reduce the size of the butt prortions. is there an easy way to do this? we are both new to this.
Sculpt it down in blender or see if it already has such a blendshape
I'm uploading an avatar for the first time so be patient with me please.. 😭😭 this keeps popping up whenever I try to upload I tried searching online and nothing helped
Please use screenshots (Windows Key + Shift + S), scroll up in the console, and send the screenshot in this channel
Okay
anything above "assetbundle was not built" are the important errors
You still need to scroll up
You have 11 errors
You are only showing the 3 that are just the ones saying it failed
you need VRCFury imported into the project
oh
thank you 😭
I bought it i can check the files
Bought it isnt a place
yeah, that's what happens if you export the model with different scale settings. I'm not sure why the author gave the wrong settings
I figured something out in the meantime. I found out I can just completely replace the old armature and body. That worked great! Unfortunately the weight painting is a bit messed up but thats a new issue entirely XD
Nvm I think
Hello again, im trying to uploud a character into unity so i can take him as my avatar in VR Chat but since its my first time ever doing this i dont know how it works. Would someone be so kind to tell me step by step how i do this or dm me maybe so i can make a discord stream and someone could guide me through this. Im suffering very hard with stuff like this and i bought an Avatar so it would be a shame if i cant do this now, if someone could help me it would be very nice!
better not ask for DMS, there's a ton of scammers here that will make you pay money for help. This is a tutorial on how to upload an avatar if it's an fbx that's ready for vrchat: https://youtu.be/rRAnDMUbWt8?si=L5g2K9Aj-97OLsV4
If you need any other help a text here
Okay okay thank you very much!
if it's a bought avatar it probably has instructions and a list of addons that you'll need
like custom shaders for example
yea it has Requirements but sadly no instructions
ok
does this need to be installed too? It is not in the Requirements so im asking
i'd get gesture manager so you can check if the toggles work
other than that, no. Unless you'll be modifying your avatar in some way (than avatars 3.0 could be useful)
ok
@desert elk At this point it looks like it's working, but if there's a new problem I'll get back to you, but I'm really grateful for your help!!!
no problem 👍
where do i find my created avatars in vr chat i cant find it 😅...?
In avatar listing menu, Uploaded section.
thx
uuuuuuummm... how come android support just... vanished? I tried reinstalling it like.. 3 times now. Whatever the new sdk update did, it broke quite a few things. Lack of android support so porting to quest is impossible, the fact that my wolf avatar's expression menu is completely empty in-game while it's not empty in unity. there are so many issues here, I don't know what to do!
totally broken
, no idea what happened to your unity for all i know you could have no space to install android support (restart after)
what shader should i use for the rindo gesture particles?
i´m using standard but it looks bugged in vrc
the tears look like this and when i blush for example, i have a huge red box on my face
Anything that supports transparency.
okay
Hello people ^_^
how would I go by making a toggle that has an animation, and during it's transition I can pause it and unpause it with a button, I've gotten close to doing it but I think I need to start fresh and do a different process so any tips/ways of doing it would be appreciated!
I am not sure why even those two visemes are not working. I am trying to setup visemes for an avatar im making
you need all or nothing will work
You may just need to add them into those slots yourself
In cases where I didn’t have them all, I just had to use the ones I did have and wing it, seeing what lined up the best for which noise
But that’s also tedious and doesn’t always work
state multiplier set it to 0 , animation stop
back to 1 it continues
(float) can also speed/slow things down with a radial
I still need help with this issue
somewhere you have a prefab with a FullController component.
I know but there are many
And they are all detrimental to the avatar
radius is zero?
apparently you are
If bone gizmos show volume and set isGrabbable then it should work.
Can you screenshot physbone settings and in the scene?
you can set that colliders "size" property to 0 if you aren't actually putting colliders in that list
otherwise that looks ok, though immobile is set to 1 so it probably won't do that much
the docs are a bit unclear, but yeah it helps with that
are there any guides on how to make an audiolink toggle? i’ve seen a lot of guides on how to make audiolink but now how to make it a toggle
depends on your shader
you'd need to toggle whatever property your shader uses. Poiyomi has a master toggle, others don't
would be poiyomi!
the docs are your friend: https://www.poiyomi.com/audio-link/#anim-toggle (updated link)
how should I fix this?
Dont have a mesh use a humanoid bone name already in use (rename your mesh)
do you have two head bones in your avatar?
imma just rename it face or sumn
ugh, obvious, I should have asked that first.
you do have more than one bone in this chain, right?
a bone for the face? isn't that just the head
Huh? No the mesh for her face was named the same as the bone
So I was trying to decide a new name
They were both called “Head”
Oh, just call it Head_mesh or something
Head (bone) Head (mesh) unity will go uh wich one is wich , why isnt it merged
so you just have one mesh usually named Body
I suppose I could merge them 
how do i fix this?
go find that transition and add an exit time or condition, just like it says
Anyone know why an uploaded VRChat avatar would suddenly turn invisible for seemingly no reason? The file hasn’t been messed with since it was uploaded and worked perfectly fine until I entered an egg hunt map with it, and suddenly it’s no longer visible to myself or anyone when equipped.
is it just that map?
if it is then might be a screen effect they use on the map that's over-rendering whatever shader you use for your model
Hey guys, I recently purchased a Rusk base to edit and learn avatar creation/editing with but I'm hitting a hiccup now and can't find any information online to help.
There's a prefab I'd like to add via VCFury, the prefab has to be place on the hand for it to function correctly, but the avatars hierarchy in Unity of has armersture for hips down and a spot for body. Anything from the torso up isn't showing. Same for head and adding hats etc. I've checked all the other options I have, the rusk prefab, the .fbx file. No other body parts listed in the hierarchy from the waist up.
What am I missing here? Thanks. 😊
Am I just not looking in the correct spot?
Ohhhh, ok, so I'm not looking into it deep enough?
I have a question, when we finish importing an avatar via unity on vr chat, the avatar folder created by VRCompanion beforehand to import/edit the avatar, can we delete this file without it having a direct impact on vrc or do we not care about it at all?
if you click the arrow while holding alt it will expand everything
if it didn't have stuff above hips it wouldn't function in vrchat
Thank you. I'll try this when I get home from work then.
That's what I thought.
if you're sure about not wanting to do any further edits you can delete it
I assumed it would be like, head down, but I guess everything starts at the hips.
yes
Okay thanks u are a GOAT
hips -> spine -> chest -> upper chest (optional) -> shoulders, neck...
here's an example
of what an armature looks like
oh that's even better 🙂
yay
Hey Guys! Its been a hot minute since i touched VRChat or Unity, but i found a really nice model on Booth and decided to get back into it, one question tho which i cant find answers to googling. Do i merge these prefabs or not?
merge? that's not a thing, is it?
they're likely different shader, ranking, outfit or platform options so no dont do any type of "merging" unless some instructions that came with the model say to
Well i might just be confusing this with other Unity shenanigans...
Ok!
ah, could be! What's your actual goal?
Is there a way to set up texture swap toggles without needing to shove em all into a dozen animation clips?
Just building the Avi really, i bought quite a few of them and am working myself down the list now
there's not really another way to animate that
and this view position should be fine right?
you can use one animation clip that has all of the texture swaps and use motion time to change it
i always worry though that it might not sync correctly if you have too many or just happen to set it to the wrong value since the local precision is higher than synced precision
for floats
so i guess I'd reccomend converting the parameter range to whole numbers locally, syncing that, and then converting it back to 0-1 range remotely so that it synced correctly
if you're worried about that
How would do that with the motion time?
This is about as complex as I've ever really done with manipulating the blend trees
just set up the animation to change between the texture swaps over time and then use the parameter for motion time
the parameter for motion time
I'm kind of lost at this part I admit. How do you make a parameter for motion time?
Would that be a float?
yes
My current parameter attached to that blendtree already is one, but I'm still not sure how to make it change through the materials with the single animation as I see no effect when I slider the red bar around
Oh I found the motion time spot
Alas I'm still not having any luck figureing out how that is meant to work
make an animation that's 100 frames long. When you move the Motion Time float from 0 to 1 it'll move the animation from frame 1 to 100
Oh I'm a dummy. I forgotten to attach the FX to the model. No wonder the gesture manager didn't seem to work
noticed and tested ingame that my model had lost all hair and tail physics, while the bones are still there I think?
What do I do?
add a physbone component
How do you set up toggles to disable one another?
Like say you have different hats you can swap between
you could use an integer instead. Or you could use VRC Avatar Parameter driver to turn the other off
I saw mention of something called Avatar Parameter Driver that could possibly be used for it too
int toggles at 3:30
https://www.youtube.com/watch?v=XqtSg6_W07Y
idk how to set it up with the Parameter Driver
cause i've never done it like that
Is there a way to see from the POV of yourself in Unity? For testing the head crunch thing?
how do i make expressions change when I click my controllers? some avatars have different expressions depending on which trigger is pressed
Are you asking this for an avatar you own and have inside of unity?
You can't change existing avatar's animations if it's just a public avatar you've found that doesn't have it's files shared in some way
its an avatar i made from scratch
it's shown here
the first part of the video
obv you will need blendshapes for facial expressions
Was actually rather straight forward and toggled each other off but I ran into an issue with that trick.
They don't turn themselves off when untoggled
having this issue where i go to upload my avatar and it fails, even on old projects it doesnt work. I've tried literally everything and made multiple new projects and completely reinstalled vcc and unity but it still doesnt work. It can happen at random points during the upload too, like even if the avatar says 100% it times out and doesnt upload. i recently upgraded hardware (cpu ram and mobo) and also upgraded to winddows 11 idk if that helps diagnose.
It happened on that map, but then the effect persisted no matter what I did or what map I went to. Resetting the avatar didn't help either, which was odd because before that map the avatar worked fine for 3+ hours 
if i tell a parameter driver to enable other bools, can i also have it disable those bools once the action it's attached to gets disabled?
I've run into a peculiar bug
https://i.gyazo.com/fe16a64a1f4e8bcde3d56909b0bfd182.mp4
When I have a pair of toggles that instantly untoggle themselves when I click on them, but the thing they toggled stays on
They're both set up the exact same way as the poncho
I've got a question for people who're familiar with Substance painter.
I've only recently started getting into Substance painter, since before I only ever did Blender, Unity and I use Krita and shitty PNG's and such for my Tattoo's and such, but I want to have quality stuff, now I've tried and seen plentiful youtube tutorials, but they don't really help for me personally, from these i've come to understand some basic elements of Substance painter, yet succuessfully adding a tattoo that looks good has yet to happen. If anyone has tips, or is willing to help, that'd be awesome!
I add stuff like that (usually TShirt logos) in Unity with the decal feature on Poyiomi shaders.
Otherwise, you're at the mercy of the resolution of the UV island you want to put the tattoo onto, it might be too small for any real detail. You'd need to resize that or use decals, or perhaps a secondary UV map if your shader supports it.
Well thing is, using Alpha's usually gives good results. (given that the Tattoo's resolution is good) only, I've yet to get something properly done, and since this is (As far as i've heard and seen) The best way to add high quality tattoo's, I'm kind of out of options, so I'm just learning this, although I do struggle with it.
Is there a way to copy paste blendshape settings? Aside from pumpkin tools that is
does this exact same thing on my laptop too now it makes no sense 😭
try vpn/warp your connection seems to time out
dont have a vpn, what's warp?
i did reset my router too
reboot
also if i didnt need a vpn before why do i need one now
never needed glasses, i do now, things change
search this discord to find the link to cloudflare warp, cant post it bot hate it 
Cloudflare's WARP tool
ur kidding me lmao
why does that work
well thank you very much
annoying that i have to use it but oh well i guess
isp can have bad routing sometime, so vpn/warp thing might help
huh, my face seem to have a different shading to everyelse
only in the dark tho
is this something to do with material or texture?
is the head/face a separate mesh object? If so, set the "anchor override" in the mesh renderer to the same bone as the body, I usually use the chest bone
also I mess alots of files in the same folder/project
when I upload avatar do the unused stuffs get leave out or they got drag along?
Having a strange issue atm. The View Position parameter isn't being obeyed, instead the camera is somewhere in the Avi's chest. At first I thought it was the accessories I added causing issues, but after removal the issue still persists. I've made dozens of Avis using this vroid base model and never had this issue before. Any ideas what could be the issue? The preview in the testing menu also seems funky, so I took a screenshot of that too.
you don't have a camera on the avatar, do you?
There isn't, no.
I've had issues with the view position for a while, I'm not sure if it's a bug with the current sdk?
Maybe? But I updated a texture on another avi just now and that's perfectly fine. I'm going mad trying to figure out what makes this one different.
so many contacts
What I did is I use Unity to fix my tail, then port the vrm into blender to fix it using CATS, THEN I export the fbx into Unity again
lol
I have.. zero Blender experience. And I've converted vrm files to vrc hundreds of times without issue over the years using univrm. No idea why now, suddenly, on this avatar specifically, the view position is busted.
those colliders do nothing, there's no long hair/ears anything to collide with (you'd need to set that up anyway in physbone)
blender would take about 5 min to convert a vrm
colliders are friend
when they have an object that supposed to smash into it at least
not as friendly as angle limit tho
does anyone know how outlines for things like mouths are made on anime models? I've been doing it through texturing, but that sometimes causes some weird stretching when deformed.
and im not talking about outlines in general, I know you can just use poiyomi for that
like 3d or 2d outlines
like whatever the mamehinata model has going on. I would buy it and check it for myself, but i dont got the funds rn
i will check for you
thank you :3
gimme 1s to open this unity project
im in no rush
thank you, I'll check it out
lemme check to see if theres a specific setting that causes it tho
How do you fix this?
how do i get it to show? i have the box checked but i still see this'
Where'd you get the model? 
you sure the bought that?
yea
thats totally not just a rip of a specific avatar id in game
huh?
that doesnt look like just a "prefab file"
not how selling prefabs work bud
next time dont rip at all
link the store page then?
lmao
??
your friend definitely did not make it
ok so looked at it, made a new mat with no settings
its not the settings, its the texture itself (for the mamehinata at least)
oh
can i still know how to fix it or no? im new to all of this im sorry
like i dont understand how some can rip 😭
no one here is going to help you with a ripped model
pirated/ripped content isnt allowed here nor is assisting with it
okay sorry
Thank you, yeah I figured since I decided to go on my quest to check the sample models which does have an outline for the mouth (quest compatibility is the bane of my existance istg)
i didnt even know god
legally purchase the content and then people here will help otherwise you're SOL
like i said i didnt even know so no needed to get rude
quest 😔
not being rude?
i wouldn't care about compatibility if half of my friends weren't on quest 😭 \
yeah i gave up on attempting to make quest compatibility after the size reduction
Looks like a possible weightpainting issue, how're you adding the clothes on?
honestly fair. I was once asked why I play on pc with my quest as if it isn't obvious lol
anyways, thanks for the help, I shall head off and try and finish my models lol
bc quest is cheaper
can run anywhere without being plugged in, etc..
can also be connected to a pc somewhat cheaply/ easily
yeah I use a quest 2 through air link, so i get the best of both worlds
i will one day figure out how to get face tracking with my q2
unless i get a q3
doesnt q3 have ft
some kind
I think it's pro that has it
neither am I 😭
darn you eli
i think q3 has upper body tracking, but not face tracking
I just saw people say it online
always so unhelpful
I'm sorry 
do not apologize, youll make it worse
wahhh
anger.
you're blocked
ilyt
Just dragging it on because there is no thing that says open me
wdym open me
clothing should usually just be an fbx
and if its not meant for a specific avi, youll probably have to manually sculpt it to fit
Ohh okayy i’m not used to adding clothes to avatars cause I’m a little new at it
yeah if its meant for that base, you could just use smth like modular avatar or vrcf armature link to attach it without manually doin it
otherwise its manual editing before attaching
Oh okayy
I'm having trouble finding where is that
expand "probes"
there's three materials which set different property
i guess that is the issue
did you just export from blender?
yeah I export it from blender
did you forget to apply all modifiers on your mesh objects first? (yes)
uhm what are you refering to?
idk what are those @@ I just confuse that it didnt occur to my first model
hmm Kazin is confusing now?
i think we just need to setup materials correctly
ah if you didn't add one the maybe that isn't it, but I'd go look. Click on mesh objects and look under the wrench in the properties box (bottom right) - anything in there that is not Armature must be applied before exporting
not sure what you're talking about?
oh
i think it's not a lighting issue
sorry both of you are talking 🙂
I'm talking to Lam, not sure what your issue is, @left wharf , I didn't scroll back yet
this one ?
that top one, not sure what that is, but it might be the problem
i have no issue now
I'm seeing Lam's issue too
ahhh
yeah the newer one missing the blendshape
New bug, very likely related to the first with the funky view position. That hat on my avi is duplicated in the world. Doesn't move with my avatar, just static where it is. Scaling is all messed up, but it's the hat. No idea what's causing this, hat was imported as a regular old fbx file
hello im having a problem when updating my fbx to a more optimized version. the method i used has worked on other avatars but it makes this one dissapear for some reason. doen anyone know how/why this happens and how i can fix it?
you unpacked your avatar prefab. Don't do that.
sorry, I didn't reply, I meant @hardy oxide
it goes for everyone though 🙂
it isn't blue in your video, did I miss something?
thats how i opened the unity package
not sure what that means
oh - was it unpacked by default? that's still not going to work
i unpacked mine before I knew it was bad 😅
also who does that when publishing a package
i've never had packaged avi's before tbh
doesn't really matter how you got it
lemme try to repack it
if it's unpacked, overwriting the fbx isn't going to do the thing you want. And you don't repack
drag the model into the scene, start building from there
pumkin's tools to copy stuff from the old if you prefer.
I don't know what that top one is but if it can't be applied, that'll be your issue
this is useful here: https://github.com/przemir/ApplyModifierForObjectWithShapeKeys
Anyone have an idea for this?
why does the texture of my avatar degrade so much when its imported into unity?
is this normal with texture after export fbx? I gonna cry
left is after
set your texture to be bigger resolution
we share the same issue
should fix it
in Unity or Blender?
seems like the UV islands on that body are really bad requiring a higher texture resolution than 2k
is that entirely one material?
I do not see
Is there a way to edit the toggles that come with a base?
what exactly do I click? i clicked on the texture
many options
you can edit anything if you have the files for it
hrm
not here, in the inspector
you're right clicking the texture, left click it and look in the inspector tab
on the right side
set the max size higher, please don't do this with too many textures as using anything larger than 2k for textures is really bad for VRAM usage
I don't see a toggles folder in my base files
what do you mean by toggles?
it could be called something else: animations, menus, whatever else the author wants
My base comes with an outfit, and toggles that are default on, that I did not set up
I need to be able to remove the toggles for the base outfit so I can swap it
is it a toggle on the circle menu? or does it just wear that outfit?
oh if only "toggles" were clearly labeled as such.
I see
thank you
Hmmst. Toggles are in fact nonfunctional now. They're just there
Good enough I suppose
you can modify the menu to delete them or replace them with your own
I do not see the ability to modify the menu
menus are linked in your avatar descriptor
ohhhh
the PC .unitypackage file had a .unity file that said "OPEN ME"
but the Quest .unitypackage has nothing
if it's a prefab you should be able to drag it to the hierarchy and it should be set up
with the menus and stuff
the descriptor
what would you be missing?
idk
im new at this i like clicking the open me file
also this always pops up and i always click auto fix is that okay
having a werid issue with this avatar and its dlc, someone told me it may be the blend shape but idk, im new to unity also
should be okay
if the issue is the clipping there could be a Blendeshape. Click on your body or the mask in the hierarchy, in the inspector there will be a section called "blendshapes". Look through it
no idea, I don't use vrcf
and you should probably delete that, since that avatar is obviously against vrc tos
:)
Read the error, it tells you how to fix it
i uploaded the desktop version
and idk how to make the hiearchy the same, the quest .unityassets file didnt have a .unity file to open
but the pc .unityassets file had a .unity "open me" file, so im not sure if that has anything to do with it
also one more problem
it keeps opening file explorer every time i click something in unity
having trouble finding it mn
mb
click on the mesh, in the inspector there will be blendshapes
if the avatar has any
you may need to expand them
I don't know what happened, but for some reason the tips of my physbones are acting really weirdly. I don't know what's causing it but it only started happening recently. I have not modified how my physbones are set up. The only thing i've changed is that i updated my SDK
it did not sadly
the other one was for he female body
the
if it doesn't have blendshapes to modify the size to not clip, you will need to sculpt it in blender
so it fits properly
Has anyone had this issue? It's a toggle issue but I have no idea what is wrong with it
We're you ever able to do this? I have a model from World of Warcraft that I would like to attempt converting. This is what it looks like in blender. I would like to somehow retain the idle animation, which requires a bunch of the twist bones all over the model which I am not sure is compatible with VRChat.
twist bones use rotation constraints which all work great in vrchat
(those bones though, as-is, need some work)
I just straight up put it into unity as is and it does a hella good job at detecting the bones through all that mess, but its just ever so slightly mangled.
anyone know how to use krita + recolor a specific texture on an avatar* ? o.o
I've been meaning to try Krita
yeah Unity doesn't actually care where the bone end points are so as long as the roll is ok, that'll mostly work
aha, not quite right 🙂
This is what it does, which is wild that it was able to figure it out.
Actually tried it a second time and now it seems to have worked flawlessly
Can you walk around without actually exporting the avatar?
exporting?
Like could I test to see if it will work without publishing
there's "build and test" which works locally I guess
I use Linux so it never worked for me (though I guess it does now?)
Guess I need to play VRChat more to even test the avatar
oh I thought you can upload it for your own private use without having a properly ranked account
ah maybe it's the thing where you can upload a test one
(I don't have unity open but thought I did this at some point)
The idle animation from the game, is that something I could retain? I am guessing for like desktop players that move with keyboard?
where "the game" is which game?
WoW
ah, I know nothing about ripping from games.
serial ripper is lying about his illegal ripping activities
Can someone upload 2 avatars to my account for me I need help
no
99% sure its gonna be against avi tos