#avatar-help
1 messages Β· Page 87 of 1
Viseme is for VRChat telling you which viseme it wants to use. What you do with that information is up to you.
details here: https://creators.vrchat.com/avatars/animator-parameters/
(because it works differently for each case)
Ah okay, it does mention the jaw bone too in that
So.. now my other question though
How do I add them in and connect it to the mask?
I assume I add the Viseme Int to the parameters list
Correct
But I'm not really certain how to attach it to the toggles
it depends on what you want to do with it
A simple change of the jaw flap range when the mask is toggled on
you can't change what vrchat does with the jaw flapping. You can disable VRChat's control of it and then animate it yourself.
Well yeah I assume that's what I need to set up
Or do I need to make both ends custom?
ends?
unless you already have animations for the "mask on" case, yes, you will have to make those.
VRChat handles the "mask off" case if you don't disable it via VRC Animator Tracking Control
I did already make a custom animation for the talk range when on, so atm it's mostly just not knowing how to add it
is there a way to remove/shorten the "fade in" transition for dances/animations? I have an avatar where the animation is completely fine everywhere else, but for some reason in vrchat it distorts the model a lot during the fade in (but it's completely fine once it actually does the animation). The animation starts in a fairly neutral pose already so I wondering if I could just remove the fade in, it's less than ideal but I can't seem to fix this issue so it's the next best thing π€·ββοΈ
click transition, look in inspector at the transition times
the thing is I set everything I could to 0
also tried turning off fixed duration after
i dont trust 0 , so mine lowest is usually 0.1 
heh yeah 0 can sometimes be weird
alright I'll give it a try
Does anyone know if it's possible to change what blendshapes visemes use when you toggle an expression?
or make a gesture
I mean its something you make with an animation to begin with
there isnt a default expressions tied to gestures
that I am aware of
my issue is that on certain expressions the lipsync gets all messed up due to some blendshapes not mixing well
then animate it
So yes, if you do all of the viseme animation yourself rather than relying on VRChat to do it
thank you, I'll try to figure that out
what I've seen some do is go the other way around - use the speaking volume variable to control how much to do the expression.
how does that work?
(I'm total ass at Unity, this is the first time I actually play around with gestures and expressions)
I'll try to figure it out
Funnily enough I'm struggling to figure out how to do that myself @limber hedge
It feels like people keep stopping short of explaining how to put the things together π©
generally what you'll get here is hints and clues, not a 100% solution that fits your unique problem exactly
Well all I can gather atm is I somehow use the animator tracking control to disable the avatar descriptors built in talk
Then somehow connect my custom talk animation to play in it's place
And somehow connect those both to when the mask is toggled on
When I tried asking a few days ago, another mentioned something about motion time and blend trees
So.. basically I just got like a pile of ikea furniture that's missing a instruction manual
for part two you make a new animation layer which runs based on the Viseme parameter (or whatever) and does whatever you want when you want it to happen.
We don't know what you want to happen or when, so it's hard to give you more of a clue than that
I thought I gave a pretty straight forward answer though
more like you bought ikea furniture and are now trying to build something else using the pieces
something we don't know the shape of, but probably you do
mask toggles on, and plays a different jaw flap animation when speaking
I don't feel like it's that complicated of an idea compared to some of the wild things I've seen others do with the animator
add more visemes, etc.
I assume you can probably guess what conditions are used in the transitions too
I mean you could make it transition from anystate
yep, could do that too, this is just one way
this way though you can use the "mask on sil" to disable tracking and "vrchat speaking" to enable it
Is the vrchspeaking empty, or does it have the animation tracking on it?
all that does is set the face/jaw tracking to "Tracking"
the "sil" one sets it to "Animated"
Dang I feel like I need to learn an entirely new language just to do avatars lmao. I'll just keep to simple expressions for now.
well also disable the mask in the tracking one
if you really wanted to you could just not use the avatar descriptor's lipsync at all
(then you can talk about write defaults on or off and.... yeah...)
yep, also an option!
I did this in like 30 seconds, so π
or if you are doing an expression just dont lipsync
or have it auto disable the expression if you talk
also I've tried that and wasn't as happy with it as I wanted, so when I did a mask, this is what I did.
I've only really done basic toggles and texture swaps so far with the animator, so going beyond is black magic to me atm π
beyond is just stacking basic toggles on basic toggles
you want "Tracking" for VRChat controls it and "Animated" for you control it.
so....why does the ear bones is removed when i attach other bones of my earring ?
well its now technically a "root" bone since it splits off to an earring
just tell the physbone to ignore your earring root bone
how ?
That is an aggressive amount of bones
there is only one bone per metal ball for the chain
I probably would of just two bones at most for the whole thing for optimization
thats an excessive amount of bones
yeah, i have try with only two bones but the chain dont work like chain and more like a stick with that
Id personally use 3
2 for the chain so it can actually bend/warp and then 1 for the snowflake so it independently rotates
With some clever weight painting, you can make even one bone be enough to make a smooth bend
Basically just having the weights spread across further between what ever the root might be and the bone ya want to move it around
i dont know well how weight paint, i mean, i dont even use blender for my asset XD so i start to think maya bones is not good for unity and other blender bones
that dont work ;-;
Oh hm.. I assumed that's what that slot was for
i have tried with the ear root and the bone root
I'm trying to replace the Idle animation on my avatar. I thought I needed to place the animation in the Upright Idle State of the IdleAction control and then place this controller in my avatar's Additive Base layer. However, this doesn't work. How do i change my avatar's Idle animation ?
You set the ignore transforms to 1 or 2
then drag the bones you want to ignore into there
so the ear bones ?
dont work either
The action layer also has some spots for the idle animation
Also the locomotion
Ah I tried the action to no avail. But I'll see what the locomotion layer does π
It has a blend tree for standing, and there's a idle stance in it
So I've tried replacing the StandStill_idle. Now my avatar does a weird walking animation which is neither the default idle or the one I placed in the blend tree. In addition, strafing left is now broken
π€
Seems like you might of moved the idles position
It should be 0, 0 at the center
chat why is my avi hand tracking at the forearm area instead of at the hands π
I'll try this fix. Although I did duplicate the LocomotionLayer controller that comes with the latest SDK.
I need help can someone upload for me π§I bought it already
that's most likely against tos of the avatar creator
and don't give people your password
I donβt think soπ€cuz they have people in server that upload

All fixed thank you kind traveller π
But now I wonder, what the heck does the IdleLayer do π
you still shouldn't give out your password to strangers online
i just uploaded this avi, and in game when i have my controllers straight out in front of me, the hands are pointing upwards and it seems like its tracking at the forearm/wrist area of the avi instead of the hands. any idea why this is happening?
Alright so I feel I might still be missing something, but this is what I've fashioned together @somber sequoia
I'd probably do a blendtree between those 0 and 100 states
bones in the wrong spots?
they look and work just fine in unity and blender
Oh yeah, another did mention something about blend tree and motion time
my inital thought was for some reason its tracking at the lower arm (elbow) bone instead of the wrist but i have no idea how to tell if its that
because its moving right at where the elbow bone ends
Is there any yellow errors in the builder about "so and so bone isn't the second bone"?
you could try going to blender to fix it
you'd need to remake the bones that are currently first children
since bones are arranged alphabetically in unity
how would i do that? ive never had this issue ever i dont know how to do any of that π
can you send a screenshot of the hierarchy? the arms and the leg parts
I'd assume those go in front of the children list in unity
Because L alone comes before LE when arranging stuff alphabetically. Rename it to something like LZ_...
that seems to fix problems like that for me
thats the unity version
so i rename all those bones in the ss you sent to something like LZ_Bicep?
I put a ~ prefix on mine,
this or that
and do that for both of the arms! (I haven't seen the right, but it could have the same thing)
so, just to make sure ive got this right, L_ZForeArmTwist renames to LZ_ForeArmTwist, L_ZBicep changes to LZ_Bicep, L_ZArm_Twist goes to LZ_Arm_Twist, etc?
how do I actually make new anim here?
the proxy anims arent the full animation
click the dropdown right below the record buttonand hit "create new clip"
yeah, that should work
oh? where are them
didn't work, if I do that on my model it just face blend anim
oh you want body animations
yeah like making new walk anim
hello , is there a way to make like a toggle to switch between both textures in the photos ?
matswap easiest , theres alot of other ways using a shader
depends on the shader you are using cause either material swap or use something like poiyomi that has decal support
sorry guys i'm not that much in unity , " matswap" does someone have a explanation how to do it ?
record your base state, and go to the second frame, then on that second frame drop on your new material. then take that animation and set it up as a toggle
well i tried renaming them in unity, did nothing
or just animate you swapping the material int he slot of the avatar
hit record , drag another material on where you want to do something , toggle thingie
ohhhhh
oh that's weird, consider the ~ Kazin suggested?
okkkk thank you all <3
and i just went back to do that and it didnt even save my changes
wdym?
it re-named them all back to L_Z whatever instead of LZ_whatever
how are you renaming the bones?
i did it in the rig configuration at first, then i just redid it in the scene hirearchy instead this time and it still has these (replied message) errors
you need to rename them in blender
cause it sounds like you used unity
click armature, edit mode, green bone on the right, somewhere there you'll get a box to change the name in
re-export into unity
should work
im about to tweak out, i just had to drag them because i unpacked my prefabs
...
im gonna go cry in the corner now
do not unpack your prefab
yeah i know its a bad idea
do not unpack your avatar prefab
it will most likely cause you problems later on if you ever wanna modify the avatar
i know this was a one time thing, and im never working on this avi again π
i usually never unpack them but i made a dumb mistake of not putting my head mesh in the top of the list and really didnt want to go back to blender (head not being on top was causing issues with detecting visemes) so i just unpacked it
does anyone have a clue on how to properly texture fur π
I used a fur brush in Substance Painter at one point. You can also use Warren's fur shader instead of texturing
ok wait let me rephrase
by fur i dont mean normal maps
or whatever type of other maps
i cant find a good example
yeah you'd have to explain somehow then
welp nevermind issue is still happening in game
ie the transition between fur color 1 to fur color 2
i hope you enjoy my masterfully crafted example
i have issues making this transition effect look actually good
do you have an art gallery? I would like to become a patron.
atm i have sharp transitions, so basically straight lines where the fur immediately changes to the other color
anyway, I'm not sure what that has to do with fur I guess
are you intentionally making such sharp edges?
blur brush?
note that I am quite far from this kind of artist π
sure
I usually have my partner do the classic artsy stuff.
is there like a relatively easy workflow to do that type of texturing
dunno, I tend to mess around with blur/smear brushes
honestly like a
but I don't do a lot of avatar texture work
smear brush that doesnt blend colors might work?
that way i can "drag" strands of fur over the other
do that mak sens
does that even exist/is that even a thing that works in substance
if you put the two colors on different layers, then sure, you can do that in subtance
oh yeah i like
have different layers which use masks
so i dont technically paint anything i just edit the mask layer
yeah that seems a good workflow for most things
the layers are all just completely filled in colors
mfw cant find a good cat avatar base
i got rid of those two error messages that should have been causing the tracking issue, but its still happening π
why cant i just meow in peace and be silly π
https://youtu.be/zXaUTwhVIRI So by random chance someone did make a video recently showing how to set up a custom jaw flap outside of the descriptor
when i lower my body my avatar go up, how do i fix this?
like is there something wrong with what is count as "ground level" here?
avatar height just average to the hip when my height change
what issue?
this is the issue
I put gogoloco on the avi
and its js broken for some reason.
broken how?
idk
I just see it running
again, what's the issue?
I could show you in a call
No
if you can't explain what the problem is, how can we help you? send a video if you think that's better
you used vrcfury to install it?
yes.
did you put the prefab in the correct spot?
I can't offer more help since I don't use vrcf
welp./
Show the avatar's descriptor
Before VRCFury runs
Im confused
outside of play mode
its not in playmode
Your avatar shouldn't have VRCFury animators before VRCFury runs
would you be up to call?
Idk how to do this imso sorry
so, I have seen avatars like, have these effect symbols on their face with their expressions, like for example, the common angry symbol on their face when they're mad. I've been thinking about adding stuff like that to my avatar, but don't know where to begin. avatar creation is still new to me.
I figured it's related to adding particles to the animation of the expression or something, idk. is there a guide to help me start
if its non-animated (like it just appears on the face and doesnt move or anything) then its likely just a normal blendshape
Oh ok then
Yeah i do remember now when i put a base i have that had those, theyre stored in the head. So in this case, how would i attach it to a blendshape of the animation then
edit/record the animation and activate the blendshape
how do people have animated shirts
one animation can in fact use more than one blenshapes
like how do I make a shirt with a gif
I did this but it didnβt help π
im new to avatar creating and need some help modifying an avatar
can someone might be able to help me
what do you need help with? also check this out first https://discord.com/channels/189511567539306508/1139228456090087495
i need help to put a asset on my avatar and i cant seem to find the right guide
might you be able to hop on a vc with me it would be easier for me
No
there you go
tutorial for a prop toggle
if you don't want a toggle and want it permanently on just don't do the animation steps
https://i.gyazo.com/e4b034bef4b24688005e4d7b0282e584.mp4
@night ember @somber sequoia
Changing the default to a custom animator definitly made it easier to eventually figure out
Now it's split off to it's own separate toggle
beautiful also that AA looks like you are about to scream at me in smoke detector
haha
read the first popup
you need to upload the PC version on the same VRCFury version
This may be a stupid question. But I changed this avatar in blender a bit and it seems to be missing whatever this is when export it. I feel like it may be connected to why this happening when my avatar moves but I am bit lost.
Set the model's rig to humanoid
or just overwrite the original FBX (make a backup of the creator's version)
How and where do I do that? o.o
click the model file, and look in the inspector
but reading is hard!
Ok I managed to create one π
I've just deleted the old Armature, Body and Hair from the old fbx with the new FBX to avoid having to create all the Physbones from scratch is that the right way?
It seems to apply it but once I delete the old FBX from the project and try to use the gesture manager the models disappears XD
Basically what I want to do is is swap out the newly sculpted model with the old one.
assuming you haven't unpacked the avatar prefab, simply overwrite the .fbx file
I can try that
Hmm its still the same :<
Maybe I messed up the bones in blender somehow but I only sculpted and weight painted so not sure
hard to say from here, but I do that successfully literally every time I upload an avatar
its weird tho cause the problem only occurs once I start gesture manager as if something is being applied
chat it's time to crash out because of bones again
i added this prop to my project and it has its own bones and mesh. how would i attach it to my hands and add phys bones? ive only added things through blender before
but it under the hand bones
so like
Wrist
Item
smth like that
i want to do everything from this object. im familiar with settings up things through armature link also
wdym "everything from this object"
but do i add armature link to the object or the armature of the object?
first of all i need an armature link
you link the object's armature to the avatar's armature
and add phys bones on fans armature?
hi kazin
yeah on the object, if that's where the bones are
ty
kazin are you busy w/ anything important
one might say that everything I do is important.
agreed
sometimes it's very important to be sitting on the couch sipping a cocktail
why do you ask?
sounds like a good friday night
so if i could send you a simple fbx i made could you try making it an armature/physbones, because at this point i think it's the mesh thats messed up
it deforms whenever any form of physbone is applied
i thought i fixed it yesterday but it deforms even with 0 weight painting on the parts that deform
that sounds like work
if you could test just the 6 frills (6 bones) and a physbone component is all
not anything too in depth
or i could just take a video of it
ik its not the weight painting at least
cus all bones have it set to 0 except the needed areas
Hey, how do you solve the go go loco bug with Davali?
which bug?
there are many bugs with gogo loco
My legs are completly disabled with it and just hang stiff. I know its a known thing with Davali but I'm having trouble looking it up and not just getting genatic results
The curse of a hyper specific problem
XD
how do i fix my int toggles, for some reason i have to deselect the toggle and select a new one for the stuff to actually properly switch
id like to just be able to switch toggles without having to deselect them 
using vrcf?
no
Is there a way to preserve transparent/cutout pixels when atlasing a texture or should i just make them a separate texture/mesh?
this is supposed to be replacing my avatars stomach. i added mesh from blender but no clue how to proceed.
combined the meshes, or make a blendshape that deletes the stomach from the body and adds that?
or make a version of the body that has that, and then a toggle that switches between the normal body and that version mayb
you mean your texture file has alpha transparency? Make sure the tool you're using to atlas supports that.
btw here's ze video kazin, sadly the answer is not weight painting
what am I looking at here?
Yeah, the Skirt_Split and Inner_collar/Outer_collar textures have white pixels to represent alpha transparency, but when atlasing, all the whtie pixels turn completely black, and i can't find a tutorial to fix that
only the frills/feet have physbones
the body is not supposed to deform
no bones are on the main body part
those parts move correctly but main body does not
so the bit that kinda sticks out pointedly when you grab it and move it?
yeppers
seems obviously something weighted in a way you aren't expecting
possibly the tool you are using does not do RGBA textures
at least, fixed neck problem! thx so much to help!!!!
yeah which is what i thought
but then going to check weight painting in blender, nothing is painted incorrectly
all the parts that should move are at 100% (or however much) and the parts that should not move are 0%
hmmm
thats why i was askin you abt takin a look
cus maybe im just messin smth up and i dont see it
Sure, send me the .fbx
I am actually straight up stupid, the video says disable alpha because we don't need any transparency pixels, somehow that went through one ear and out the other in my case...
mmm hmm.
Can someone teach me how to create an avi
or that
practice with already premade avatars, unless you like pain then practice with game ports which you'll have to weight paint and rig yourself
and if you really like pain then make an avatar from scratch
what I was tryna do lmao
any sites I should visit to test premade avis?
i think gumroad has some, i also used sketchfab, just make sure whatever you're getting is Vrchat/VR Ready
alright
I'm running into an issue where my viewpoint in unity and game don't match up for some reason . in game it's way higher than it was set to in unity
ok, so a big problem I have here is I'd like to make some changes to my avatar's blendshapes to like add some stuff I can toggle with it, but thing here is that requires exporting the fbx and I know for a fact when I've done that and import it back in, the physbones are gone.
copy paste the physbone components?
a) don't unpack your avatar prefab
b) don't unpack your avatar prefab, really.
c) if you want to do crazy things you can put your physbones in empty game objects not in the armature and they any changes to it won't affect them, other than having to update the root transform. You can even do fun stuff like making them into a prefab.
If you don't make drastic changes to the armature when you do the export, it should be just fine in most cases.
d) if you did unpack it, you can use Pumkin's Tools to copy everything en masse to a new packed avatar prefab. Or do them one by one like Michstan said
oh, I see. I'm mainly speaking from experience when I had to use an fbx of the model optimized for android/quest but as a result the tail and everything else stayed static. this time it's just so I can edit the pc version. I'm just new to all of this so it's very confusing
yep, it's often easy to do it wrong, and lots of older tutorials teach bad practices
especially since a lot of older ones use a different version
so some stuff is different
ok, so in this case I know not to unpack it, but all this time I could've saved the physbones of it and put them back on the model in unity?
cause idk how to do that
copy paste is an easy way
I put all of mine into a tree of game objects, then make that into a prefab, and so I can have the same settings for each avatar in the project. You just have to drag the right bones into the "root transform" slot (because the component isn't on the target bone)
so it's not quite saving but more planning ahead for potential disaster, or just sharing settings.
pro tip: you can do this with constraints and colliders too
lwk can I get like an avatar creatiion tutor
I'm sure such a thing would cost money
true
is there a way to see all parameters inclouding MA und fury ?
How can I edit skins, such as changing the color?
image editing software
blender
procreate, microsoft paint, wtv works
Do you have the link?
to?
gimp, krita, substance painter, armorpaint, the list goes on and on
krita is paid isnt it
at least on steam it is i think
I didn't think so but I don't use it
on steam its $10 but im p sure you can get it for free from the website
Krita is free download form their website.
i dont think they're the same version tho
mn and there was a website that had options and one of them was world and editing the color was https://xanxys.github.io
It was this one but it's no longer working to edit skins. I wanted to know if there's one that still lets you change the color.
where can i see this?
see what??
how do i import a model so it has textures?
You need to setup material in unity.
import fbx and import texture
make a material
i removed all bones from the hair and attached the mesh to the head. now when i move hips, hair doesnt move with it. help
You need to keep the hair bones.
im making opti so no
yeah it has no bones to attach-?
can somebody please be actually helpful. thank u
maybe listen and it will help
Then you must weight paint to head bone.
wait, you want the hair to move but don't have the bones that make it move? yeah this doesn't work
But if you just want it to move with the head, you'll need to weight paint that mesh to the head bone
it'll probably look janky
head bone was the one i wasnt sure about. thank u. ill paint the head bone
anybody know about writing shaders?
writing my own and they render fine in one eye and are off the screen in other eye
Anyone know why the avatar i'm making is autofalling on entry? Even if i'm grounded and not jumping, it still plays the fall/jump anim right after the entrance anim. I have to jump to make it stand normally again. It's a generic rig, not a humanoid one, just using anims ripped from the game
Copied transition reqs from a sample animator in the sdk
Can someone send me the editor or link to it so I can edit the skins, I just want to change the color?
Just floats on entry after the cry. Jumping fixes it and it works fine then but it's just a bit annoying
what editor? They are image files you can use any image editor you want.
right because when sitting idle, Y Velocity is 0, so that condition for jump would be true
and an editor where I put the link of the skin, it appears, I take the parts and go to the paint app and change them
Changed -2.001 to 2.001, now it works fine... so i wonder why the sample had it negative. thank you
possibly other coordinate system
without having your model we couldn't possibly tell you what or where to edit
hi kazin
But generally the colors come from textures, which are image files
it was this one https://xanxys.github.io/mev/ so it doesn't work anymore it stopped
ooh I thought that was spanish but it's portugese
no idea what might have been at that link
Is there anything I can do on my mobile?
Why would you do it on mobile? You need a PC to use unity to create avatar so just use PC app to editor your textures as well.
quick question, how do i fix outline sizes with liltoon shaders getting really broken after exporting from blender?
Apply scallings, FBX All.
appreciated
how do i have automatic blinking stop? i use vrcft and its messing with it
Unassign eye blink in avatar descriptor.
do you have an animation doing it?
Then it should not have blink, unless there's still custom blink in FX layer.
happens to all of us!
one more q, should i keep my lip sync control? im ngl i dont have a clue what ti does as this isnt my avi, was given it cuz i use it alot and just wanted to add haptic+FT
Why does this happen when baking? For some reason, the front face textures and Upper chest texture along with several others get mish mashed
Doing the head by itself works, but doing the body by itself doesnt
woah, so complicated
figured it out
also when seperating meshes, they retain the textures of ALL the meshes, so you have to delete this
thank you blender
Is it better to keep transparent textures seperate or to put all transparent textures in a seperate Atlas?
I mean it supports different levels of transparency so together
I only separate what I dont want to make a global mask for
Oh so i put the transparent textures with the non transparent textures in the same atlas?
Sick
keep transparent materials seperate from opaque
Oh
this will avoid triangle sorting and transparency stacking issues
you'll also avoid doing a lot of raster overdraw
My avatar's entire body is opaque so that is its own uv then I have my shirt, earring, and glasses lenses on its own material since they are just solid transparent squares with different opacity levels
Then my wings have a separate material since they use the fresnal alpha setting in poiyomi which I didnt want to make a global mask for
you can bake the atlas down to all the same texture, that's fine
Just use separate materials for transparent and opaque
ye
Alright sick, quick question i needed to make two atlas textures, one for the body and one for the face so i can apply different shader settings, i made the body 2k, should i also make the face 2k in height and width
they don't need to relate to eachother at all
do what looks good and leaves room in your performance budget
my avatar has 700 verts / 1000 triangles, i'll just do both 2k
or 1k for the face, something like that
you're nowhere near any kind of perf concern lol
use 2k, treat yourself
that's the part people are going to be looking at the most anyway
While my model sits at 25k since I wanted to try and make a fully modeled face
someone know why this happens?, i remember that the last time this happened to me i just downgraded the sdk and the vrcfury version, I tried that again but still saying that (as I noticed only happens when sps stuff is attached to the avatar)
Do you need sps?
yep
I baked and atlas'd the textures, but for some reason, when i remove compression and put it on No point filter, i no longer get the pixelated look i had before i baked the textures into one mat
Is it because i made the textures 2k?
Did the texture got scaled up when you baked?
I think so, most of the textures at 16x32, 64x64 or 8x32
How do i preserve the pixelated look when baking?
Then the problem came when the texture in the atlas isn't at its original size.
I have no idea when using the bake tool.
Do i just measure the texture's total length and width then base the texture atlas size on that? (for example 4 textures with 16x16 will get a atlas size of 64x64
Totally no. You have to do it anyway to keep texture width length in the atlas the same width length of its original.
I don't follow, so what do i do ?
As I mentioned: I have no idea when using the bake tool.
So what's the formula?
Do I just add up all the texture and divide by 2?
Well no
A texture is both horizontal and vertical
16x2 is 32
Which only accounts for 1 axis
Which a 32x32 is both axis
Wouldn't 4 textures, each consisting of 16x16 still equal to 64x64?
no, 16 is half the size of 32, but since they are squares, you are talking in terms of area, not length. 16*16 = 256, so 256 square pixels for 1 16x16 image. 4 images therefore would be 256*4 = 1024. so area of 1024 square pixels. 32x32 = 1024 as well, so the two have the same area
simple math:
16*16*4 =
16*16*(2*2) =
(2*16)(2*16) =
32*32
sorry for edits, i am fighting the formatting with the asterisks lol
so when combining volumes together, doubling each length gives you 2^d volumes within the new defined volume, with d being the dimensions
1D (length) = 2
2D (area) = 4
3D (volume) = 8
and this extends beyond 3 dimensions afaik but you likely won't be working beyond 3 dimensions lol
so, I have a problem here. I recently edited my novabeast fbx model to have expression symbols and recorded it to existing keyframes for expressions already on it. I combined materials of all the added meshes. now as you can see here, they're there and I'm assuming "default" in the materials is for that mesh, except it won't allow me to put the texture on it even though I imported it there. it's not letting me do anything with it.
how can I fix this? it was just fine in blender.
those are the materials embedded in the fbx file, you can't edit them. you must extract them or just make new materials
So the problem here is how do i extract it to like put the atlas texture on it or somehow assign the new material to that mesh? I tried that already but dont know how to assign it on the untextured mesh there
in blender this model has shapekeys but it uses the shapekey selector but to export it it doesnt have any and only operates with the shapekey selector how do i get the shapekeys or how to i transfere them need help pleaseee 
Nvm i figured it out
Hey hey. Does anyone know why my elbow twists like that when i face my palm up? I'm assuming it's because i have these twist bones and maybe they're not rotating properly. I tried to merge the twist bone to the elbow bone but it didn't seem to help, but maybe i did it wrong or something.
Does anybody know why unity is giving this error? Iβm selling an avi and out of the 30 who bought it about 3 of them get this error and I cannot get it, but my boyfriend can. Any tips?
Looks like weight paint issues with the hoses
i have like. actually no exact clue, it might be weight paint like marina mentioned but it could also be uhhh
whats it called
it could also be avatar muscle settings
i heart that i think upper and lower arm twist settings in these can cause but also fix "candy-wrapping"
Well, that's a menu i've never seen before
When you set it up as a humanoid itβs on the right side youβll see muscles above all the bones
but i think its mostly weight paints
Get silenced lol
wow...
Either weight paint or wrong bones
Anyways can someone tag me if they have any solution for my problem π
pleaaa
Thatβs just the sdk not unity
ive had
ive had this happen
You do? Howβd you fix?
when uploading a jpg image thumbnail that was converted to png
it might be the thumbnail
try asking them to upload without thumbnail
that fixed it for me
it might not be the exact error
Im having bf check en
Rn
The thumbnail picture is on a cube so Iβm having him delete both the picture from unity and the cube
try uploading the avatar without a thumbnail at all
i doubt its the actual texture file or sometihng
Nah I think you need one
looking at the error rn i can
i might have an idea why
Originally my bf though it was bc they have no storage bc he said normally thatβs what that error means but he has storage. And only small amounts of people are getting it
I will be in ur debt
If u know how to fix
looking at the error it has some problem with some filename (i think)
whats the location of the thumbnail picture on the drive? i assume it gets stored in the unity project folder while uploading
it might have a problem with the file path
i fixed it by importing the file i wanted to actually upload into unity and capturing it in scene lol
I put the image into the unity project itself not through my pc
Omg it worked
weird
Deleting the image
oh my god i msor good
Robin
im so good
idk pay me 70 bucks thanks
how do i delete parameters where do i delete it?
Uhm
go into ur avatars main prefab
under vrc avatar description
*descriptor
Robin you are amazing thank you
okay im here ^^
and here u have like
list of parameters
i dont know which ones you can safely delete and which yiu cant
this is all i have not sure why its telling me that i have a lot or im over
yeah
it tells me this lol
it combines the asset's parameters with ur avatar ONLY when u upload it
that means u have too many assets adding their stuff
so delete some assets?
you could make a 2nd avatar with those things you removed so you dont have any missing stuff
i asume you paid for like most of those things so
π
@severe crownthis part is actually really important
you should be able to go thru files of ur assets and see which has the most parameters
and maybe ask the creator if there are any that are not important
yep yep ^^
its just i got it from booth idk how to contact the creator
ill remove some assets then ^^
yes
its a rave avi ill remove some unncessary stuff then
start with those with the most customizable things
those usually have a bunch of parameters to save colors, size, options, etc
no problem
i came here for help and i end up helping like 5 people in total
YAY!
Modular avatar bone proxy makes my gameobject fly above the head after upload / play mode
how do i make it merge with the head
i wanna avoid using MA merge armature because i want it to be a prefab that you can just put on your avatar
@fierce thunder
have you checked under the advanced tab
not super familiar with MA but id assume it have custom offsets in here
nothing relevant in here
if you want the pixellated look just don't atlas your textures
there's no reason to
with textures as small as what you're working with
Yeah I just tried everything in my power but literally nothing works
I have 42 material slots, I am forced to
oh damn, yeah that's a reason
what are you using to atlas
it's probably doing scaling/filtering when generating the atlas
i tried going with 128x128, same stuff
it just gets deformed
I'm not sure whether blender resamples when atlasing, you might just have to use a different method
I think it does, you got any other methods for me to try out?
I don't, sorry
I think https://github.com/d4rkc0d3r/d4rkAvatarOptimizer might be able to do something for you? I haven't used it specifically for this before though
Nah, my only problem is the material slots, otherwise this avatar has 1000 triangles, no way to optimize it further
I think i'll have to only bake certain materials, how many slots should i use for PC port and for Quest?
I wanna get several dance/flip/etc animation that I can add to avatar emote, is there a website for that?
d4o can combine textures
i accidently put an skin on :/ how do i become the default error robot again?
...and is just generally great for getting rid of material slots
you can change into it on the website
https://vrchat.com/home/avatar/avtr_c38a1615-5bf5-42b4-84eb-a8b6c37cbd11
thx!
can i get the full name? everytime i google d4o i get a bunch of stuff unrelated
i literally gave you a link to the github
oh
it's d4rk's optimizer
that's darkavatar optimizer
how do you edit the rest hand pose ?
trying to make the fingers closer to eachother so it feels nicer
you can modify one of the default animations
if i manage to find the tutorial i saw before i'll link it
but basically you can take of of the default animations, go to the animation tab and start recording
and position the fingers how you want them to be
with the numbers
I need some help with bypassing the blendshape weight clamp. It's mainly for a specific blink animation I'm looking for.
One that's a bit exaggerated in a way, but not overly so.
nvm I got it
You can't bypass weight clamp. Even if you somehow did in unity, the weight still got clamped when in game.
bruh
You can do it in blender
Hi, I'm having trouble using an animation controller that swaps between 2 states by going from "Finger point" to "Finger gun", because of the "Idle index" state that happens for a few frames in-between. Is there an easy solution for this?
Hi! Sorry for newbie question. Are there any requisites for uploading my avatar in vrchat?
So all I did was add eye tracking to my avatar, and all of a sudden the hands just randomly got fucking mangled
Left is Blender, Right is Unity.
can you show the blender view with the bones?
but if you did nothing else maybe your export settings were different than the last time?
that looks fine
trying to upload for Android, Unity says sucessfully uploaded, but when i view it on the website it says security check failed, and it says pc only in game. any idea what that means? ive never seen "security check failed" before
at a guess, probably it's very, very poor
could be too high file size
you can view it with this tool for example
or if you show the stats in the sdk we could probably tell you if they're too high
i genuienly dont understand anymore. i went back into blender, changed only the bone names (i was having the tracking at the wrists error yesterday) and made a brand new unity file to re-do it. ive added no physbones, no toggles, no nothing. just a descriptor and view look. how is it to high in file size its smaller than the sucessfully uploaded but bad tracking one
oh if you changed bone names, go and redo the rigging setup
i remember why i quit avi making now 
oh wait, I'm confusing two people
did that π
oh
k, good π
i did do that tho lmao
any errors on upload?
only one yellow warning saying im using more than 1 pixel light
(i dont even know what a pixel light is)
Hi, I am sorry if it's a wrong channel but I am looking for an *avatar editing * tutorial. I cannot seem to find one. I have purchased an avatar and I don't want to add new features etc. I would like to for example remap gestures, turn off some gestures, turn off physics for certain bones etc. Just customise it a bit with what it comes with out of the box
alr thank you
(did u manage to find it...
no, sorry
i am sobbing
I see. I figured out some things myself but some seem to be beyond me. Will change my googling approach then o7
tutorials that teach you how to make avi's will teach you the basics of this ironically
there's only this that i found
the process should be the same excpt you can edit the premade hand gestures
Surely, but I would also have to ingest a lot of information I don't need. But I might go that way if I need to
never hurts to learn imo
I think I'm on the right track to fixing Shawn's hands.
(FYI: My avatar's name is Shawn Cobalt. Only saying this to clear up confusion)
whats ur current unity knowledge
I just installed it an hour ago xd
its over π
if you really cant find any tutorials id be happy to hop in a call and try and help you out
you can generally check out the channel that uploaded the video i linked. They have a lot of beginner friendly tutorials
watch a few videos abt avatar creation
most importantly toggles and stuff you do once you have an avatar already done
yeah
you dont need to know all about idk FBX import and unity avatar etc
Wow, thank you very much β€οΈ I will watch some vids first though, and only then if I still can't do what I want I might decide to take up on your offer.
just don't unpack your avatar, that's basically the only thing you need to remember
eh
eh?
u shouldnt
yeah
xD
why is it even that bad
it makes stuff very complicated if you wanna make futher edits in blender
or any errors arise that you need to fix in blender
yeah
i just assume i dont need to do anything in blender
because if i do i just give up π
ive ALWAYS had issues with reimporting
like overriding the fbx?
ensure you're using the same export settings as you originally used in blender and it should be good
well, unless you didn't export the fbx from blender yourself
and do not unpack your avatar prefab
what if im editing an FBX π
then you do it till you get it XD
lmao
works fine
yeah, i said that already XD
i still dont see why its that bad π
it should be said repeatedly π
like its bad cuz of the reimport but like
what exactly does it break or make harder
because it breaks the link between what's in the scene and the .fbx file so you can't simply overwrite to update.
cant i just. Re link it
no
nope
yes
oh
you drag a new avatar into the scene and then re-setup, you could use pumkin's tools to copy stuff though
i heart pumkin
but if you just don't unpack, this isn't an issue
no need for external stuff :
so thats probably what happened with me LMFAO
does anyone know how to target all physbone scripts in a specific prefab? in the hierarchy just trying to disable grabs for everything all at once
I will leave learning how to edit gestures, facial expressions etc for later, but for now I just have one more question. It appears that my humanoid rig avatar does have running animation, but only when I am half body (rather than full body). Other avatars do not seem to have this issue. Does it mean it's the way avatar is set up that's affecting it?
The avatar is Runa
When I switch to full body it starts gliding when I move
wdym?
fbt have this toggle
there's an in-game toggle for this
I do not recall fiddling with such thing with other avatars though. Will try though.
in the editor under your avatar prefab
that force loc animation for 6 point tracking is OFF
idk why its on here i gotta disable it
it was probably because every other avatar had this toggle turned off
in the editor
how do i set an avatar as my fallback π
so if I want running animation I need to turn those off, yes?
it needs to be uploaded to every platform with a rating good or excelent
uhuh...
got that
after uploading the quest version there should be a button for "set as fallback" in the sdk
on the quest version
I don't know where cause I haven't uploaded fallbacks on the newer sdk
open the quest unity project
open the sdk window
and look there
should be a button somewhere
maybe posted in the wrong area, but any help would be nice. https://discord.com/channels/189511567539306508/1350515266270003332
does anyone have a clue on how to preview/edit animations of an avatar
im trny change the idle hand pose which is controlled (i think) by the idle anim of the avatar
I can't seem to find this :/
hey guys im currenly working on the eyes for the revel wolf clothing compatible version and when I change the main eye color it changes it to a weird gold/green mix, am I doing something wrong?
Mochie
Oh, got it. It is already unticked though
oh
hm
i sadly dont know then π
I'll tick it and see what happens
Its what was recommended for me to use with that base
have you tried the ingame toggle?
that ought to be in the gesture layer
i see
yeah, didnt help.
hey guys, quest users can't see my eyes looking around on my face tracking, but can see the shapes of my eyes move
regardless of shader you'd have to look at the settings, there's not really anything we can tell you without further info
i was able to confirm its only with my avatar that I added FT to
lmao sorry but what now?
i have never done anything animation wise except for basic toggles
and evne then the animation thingy is so uhg
Well Im not sure where to look, is there any other color options that would cause this?
All I did was go to eyes (material) and changed the textures
The default color is green
Oh
I see
Hdr color is set to green
shader settings π
kazin, sorry to bump butlike
π
I haven't been following along, I was just answering the one question
yes... but it also gets rid (deselects) the animation in the animation window
but it looks like you found one
if you want to work on an animation, that animation must be in the animation controller in the Animator component on your avatar.
Yes. Not the one on the Avatar Descriptor
no, just a jerk who tries to politely remind people of things they probably saw in a tutorial video but didn't realize was important at the time π
i
actually never saw this in any video lmfa
i assume there isnt a way to mirror these right
it's in every video about animating avatars
yeah
also in the one I linked π
(if I remember correctly)
but generally I see it in most tutorials
it's also very easy to miss how relevant stuff like this is the first time
same, and got my avatar stuck in bike pose more than once
I don't think you can in Unity
i hate unity
Actually having this setting u told me about ticked fixed it π
oh
lmfaoo
no more glide
i dont wanna call whoever made the floofkitty bad... but
one of these hands/hand poses is
better than the other
yes :3
it's probably more that most people just let VRChat use the default animations here
does this actually mirror the uhh
editting
like if i edit the left hand does the right hand get edited aswell?
yeah, that plays it forward then back
anyone know?
yeah, I know what you're asking for, but haven't seen a thing to do it
make sure the parameters are synced, and your parameters list is the same (including order) for both avatars
how do I check they're synced?