#avatar-help
1 messages · Page 88 of 1
i just manually copy pasted the values
it works 💔
actual good fingers
that track well with hand tracking too
how do I set it so that only the standing locomotion override tracking but doesnt if I'm in crouch or prone?
I mean you can just rename the paths to the fingers to the other hand
and have it take up 50 years of my precious time
i cant give you a quick and simple answer to that but i can give you like a starting point i think
under an animation
atleast im pretty sure thats the way to do it?
So like, I only complete the standing/walk/run set for now
And I dont want crouching set or prone set to overide tracking
I know the ingame option but that applied to all 3 sets
can I just empty out those blendtree?
you want the running but none of the other ones? can't be done
oh hmm you could mess with the default locomotion probably
what if I empty the crouching and prone blend tree?
.... this is a tempting idea actually
because its like this:
When I'm standing ingame, I want running anim that I made
when I'm sitting down, my avatar already physically sit down via tracking, so if there is no blendtree corresponding they will just keep sitting
would it like, work?
is this part important?
I been slotting different FX into it but nothing change
that's used when you're working on animations in Unity, it's not used in-game.
component itself is, controller field is ignored
Right
How do I change the textures of my clothing? Its just all white for me
make materials which use those textures, apply to the avatar
there are lots of tutorial videos on this of course
I have materials how do I apply them on the clothing
In the MeshRenderer components, you'll find materials slots
Gods you guys are so useless when it comes to simple questions
... okay, good luck with your project then.
Kazin told you how to do it? what more do you want?
hand-holding I'm assuming.
maybe a back rub too.
I want hand-holding too :3
Sorry, its just I always get some stupid answers like "JuST lOoK iT uP oNe yOutUbE"
I just need to know what's the setting that lets me change the material on clothing called
"make materials which use those textures, apply to the avatar"
The how ^
"there are lots of tutorial videos on this of course"
The details ^
Did you miss this message??
He typed that immediately after I said that
for me it appears before
kazin i have so much respect for people like you that actually help people
honestly same
sometimes I wonder why I bother, but thank you 🙂
haha real
you helped me and im like eternally grateful for you 🙏
I mean, there's a lot of self-interest here, if you all learn how to not make Very Poors then my experience is better 🙂
I think it only say how my avatar tax on vram, not its filesize
yeah this tool doesn't do file size, the SDK will warn you if it's large and I think there's another tool that will do this but I forget what it is
my first avatar was Good but I had since setled for Medium
there is, I just sent the wrong one
LMAO
hey buddy mines medium
awesome!
league of mid
i believe it's this one
https://github.com/MunifiSense/VRChat-Build-Size-Viewer?tab=readme-ov-file
Tbh if unity wasn't so confusing I would probably learn to
OHHHH
ah that's the one I was thinking of
Anyways thanks for the help
yeah
anyway time to update all 3 of my avatar with the same loco and emote system
I sent the wrong link by accident
thank u kazin for actually helping me get this avatar from a 7/10 to a 9/10
time to texture paint this and loose all my braincells, nerves and my respiratory system
how do I sprint in VR ?
You walk?
I notice that my full run forward just not playing and only play the middle animation
This avatar ranked Medium yesterday, but now it ranks Very Poor? What did I do?
quest vs. pc perhaps?
those are definitely VeryPoor quest stats
Platform is set to windows, unsure why it's using quest stats
If i build and test, will it show as VeryPoor on PC?
sometimes that option gets confused, you can often swap to android and back and it'll work itself out
still shows the android optimizations, thankfully ingame it still shows my respectable medium performance rank
my avatars physbones only move when my head moves, when i use my controller/keyboard to move they dont move an inch. does anyone know how to fix this?
in unity they dont move when trying to test in play mode either, i just have to hope for the best LOL
does anyone know the name of that one blender plugin that does data transfers but better i cant remember the name 😭
Ohhh
THANK YOU robust is what its named i forgot robust was even a word 😭
haha yeah
I had to just star it on github 'cause I couldn't remember the name of it either
does anybody know how to get footprint particles to work? :o
I've done it, there was a janky prefab I found a while back but it's not too hard to do without that
Any one know how to fix this? I'm attempting to put this hat onto my avatar via Armature Link with VRCFury
but I cant get it to sit on its head correctly in gesture mode?
first time with armature link
here is my heirarchy if it helps

go to blender and parent the bones properly
How would I do that?
import model, select the armature, go to edit mode, click on a bone, in the menu on the right click the green bone, find relations parent and select the correct bone
this is somewhat what your hierarchy should look like in unity
upper chest and toes are optional
wait so i have to go to belnder or?
you'd need to parent your shoulders and neck to the same bone, chest or upper chest if you have it
yes, you need blender
I'm just showing you what it should look like in unity
with both shoulders and neck being parented to upper chest
look at your hierarchy, it probably doesn't look like that
FBX exports with no bones i dont know if im missing a setting
no bones!!!!!!!!!!!!!!!!!!!!!!!
but they are shown in blender ofc
are these the armature?
and if they are which one?
the orange one
also yes, they are here
just not shown when I come back to unity and import
I dont mind adding them again but it could be a issue later
how do i go to edit mode?
top left, object mode > edit mode
can it be any bone?
read my messages again
this one
uh
Which bone should i select?
its a HLA model
it looks like you have 5, should be max 4
from a pc only vrc server
but idk what their purpose is
the UU
no idea what any of that means
like I said, select the neck bone and the shoulder bones and parent them to the upper chest
it has a ton of bones that I have no idea why they're there or what they're for
you should also check the unity rig menu because with that money there's a chance something for auto selected wrong
!docs VRCAnimatorPlayAudio
... darn
anyone know if the behavior component is documented?
toggles are still displaying shadows when hidden, how do i fix this? or is it just the world im in? i use the vrchat mobile toon lit shader
quick quesh about the VCC
if i want to DUPLICATE an entire project i can just duplicate the file within the file directory in File Explorer, rename it, and import it right
aka i worked on a pc version and i want to work on a quest conversion too but i'm too many steps too deep to do an easy way out so the easiest way on hand is just having a second project for the quest side lmao
easy way out being vrcquesttools duplicating it within the same scene
that's correct
alr thank u sm
I swapped head meshes on my avatar to the main prefab you pull from the files and now this happens
oh i see the problem
I didnt swap the root bone transform
should be fixed now
or not....
I dont exactly know how I swap them, still happening
swapping the mesh in the renderer seems to make it invisible too
Does anyone have a tutorial or just steps to follow for setting up toggles to change outfits for base models that already have an outfit WITH the base?
These damn errors are going to be the death of me
look up how to make toggle
I am aware of how to make a toggle.
Ok so question, and I am a complete beginner to VRchat model stuff so keep that in mind, is there a way to make liltoon shaders less glowy in bright light, and appear better in the dark, and if not, is there an alternative shader that would be suggested
Go to the right side after highlighting the blend mesh, go to shader options
Light > set preferred min/max lighting
may only work with emissions but should work with other things
weird
exporting from blender to overwrite this, completely breaks the avatar
invisible fully
fbx shows like this now
i need help im trying to publish my second avatar but its saying i need more play time
and my rank is user
make friends walk around talk or vrc+
ive done all that
purchase vrc+
lies
🤷 I'm only User and I've got like 10 avatars uploaded
you dont need vrc+ for that
skill issue then ig
what is lil guy on about
it’s important that you set the proper export settings, i don’t have them at the top of my head but exporting with cats sets the right ones
it’s also important that you don’t unpack your prefab which it looks like it is
I started from scatch and did the same so its working now
Im just having issues making my shaders singlepass because I dont know how to set that up in shader graph
lol
yeah that’s the long workaround but aslong as the prefab stays packed you can overwrite no issue
Audio sources should be inaudible outside the red sphere right?
Yes unless you set them to be 2D or without spatialization
anyone know how to fix avatar mapping errors?
I come to notice my avatar by default has an expression on and people have seen it when im on quest version. Although my quest version doesnt have expressions its all static. So for pc, how do i have it disabled by default?
Like by default it has angry toggled on in the expressions menu how to have that off by default?
Anyone know why I can't pull anything or use Sculpt Mode on these ears? I have no clue what I'm doing wrong
https://youtu.be/qxCfUX8TcwQ
upload an image
not a download
Its a video, should I convert to .mp4?
i still saw that
Sorry ^^'
just upload wtv makes it into a discord embed instead of download
wtv? Not heard of it, will go do that now ^^
wtv is shorthand for whatever lmao
hi "so dumb" :D
Smh my head 😂
I should probably also say that I am not Phoenix Hellcat, I am her tech support lol. So anything said by me isn't something she would say
So if I'm being rude its me, not Phoenix lol
no idea who that is so 👍
check if the object is masked/ flipped normals, etc
also is it using a multires modifier
How do I start with making avatars?
Start by uploading some pre-made working aavatars. Tinker with them and play until you get more of an understanding. Thats how I did it
ive uploaded abt 47 and i still dont know how to weight paint and add bones correctly apparently
LMAO DM me, I can help with that :3 I'm @barren slate
nty
Thats fair
I swear I have unc status 😭 idek what you just said lmao
So the normals are fine and the only modifier is an armature modifer
has it been scaled up a bunch at all?
anyone know what shaders works with the current vrc patch?
been seen everyone in pixels and me included lol
poi
lil toon, i think there's one called crystal, idk
I was of the understanding all shaders were allowed, what works and doesn't is dependant on thhe coder of the shader
never heard of crystal 😮
ive only had 1 avi that used it, if im thinking of the right thing at least
prob
i just don't get it... it uploaded faster on quest, but... no matter what, security checks failed
check error console
Have you tried optomising it more? :/
wait... it actually went through
i've been trying all day, and tonight it actually worked...
Niceee!
Are there any more detailed resources on 2d visemes like this video? https://www.youtube.com/watch?v=l--1c8QGpVw&t=17s ? the guy doesnt explain how to assign them to the right vertices so how does the system know what the mouth vertices are. Bonus pic of what I'm working on :>
you select whatever vertices you want and move them wherever you want in a shape key.
how do I assign vertices to a shape key?
you don't assign them, you just move them while editing the shape key
a shape key basically stores positions of any vertices moved from their default place
So the workflow is something like select the vertices, create a shape key, name the shape key according to the vrchat naming scheme thingy, then move the vertices to where I want them?
pretty much
I'm having this issue where when importing a new texture png, some portions come out pixelated. Sometimes this happens, sometimes it doesn't. I was told by someone that it was an issue with how I was exporting the png from krita (yes I know), but they didn't tell me how to fix it. Re-exporting the texture then re-importing it into unity doesn't change anything. Any ideas?
I’m trying to get the avatar to have the circular eyebrows and they appear circular in the menu but in game they are normal eyebrows, I’ve never been able to figure this out
CCould an animation be setting that blendshape to 0 when being played? Enter Play Mode with Gesture Manager and check to see if the blendshape is still 100 or if its set back to 0
alright brb
yeah its set back to 0, idk how to fix it :(
So that means there is an animation somewhere (usually the FX layer) that is setting it to 0. The easy way to tell is remove a playable layer one by one until it stops resetting to 0. When it does, the one you just removed caused it. You ccan then go one by one to turn each of the layers weight to 0 (stopping them from working) untill it stops reseting to 0. When it does, the one you just disabled contains the animation that is changing it
alright thanks!!
Anyitime :3
I have an avatar I really like, original creation by third party, but there's one aspect of it I'd like to change: a tattoo on the back. Frankly, just remove it. However it is not it's own asset, I think it's part of the asset that makes up the texture of her skin/body. Any broad directional help on how simple this might be to fix up for a unity newb? If it's extremely difficult to fix something like this for a newbie I'd just ignore it for now but if it's not too hard I might try.
How can I tell what is assigned to a shapekey?
Either edit the texture manually in any image editing software or cover it up using a decal slot in poiyomi for example
do the shapekeys have to be individual objects?
waitttttttt so shapekeys are like individual states an object has?
Any reccomendation that's easily accessible for software?
Honestly if the texture is simple enough (like the back is flat with the tatoo on it) just a color fill on anything will do
I'm worried about being able to convicningly "color over it" like isn't there skin textures and shadowing or shininess or other sorts of doodads as a part of making skin look realistic lol
In my mind I was like, ok use dropper on nearby skin, then pencil over it
Depends how the texture is made, check that first
One message removed from a suspended account.
avatars eyes dont move in game for some reason, in unity it works fine
guys im trying to upload a quest version of "juno" but whenever i fix this error the avatar becomes to big at 10.07mb/10.00mb limit
this is the error
also the instructions say "import vrcfury and import SPS" and i have vrfury but i have no idea what they mean by "import SPS"
how do i check the size of the prefab before i do the auto fix? im new
i just wanna make sure it isnt already 10.07mb before i do the auto fix
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you'd have to see it move really. But "assigned" is not how to look at it, nothing gets "assigned" to a shape key
look in the console
modular avatar and vrcfury at the same time?
interesting.
remove modular avatar ?
no idea, I've never used it
Currently setting up an avi and I try to use the Gesture Manager, but when it loads, the avatar disappears.
Does anyone know how to fix this?
like when you go into play mode?
How would i fix this?
explain what "this" you are referring to
I did get it to do what i want :)
excellent
oh because i don't want to "pm'ed you the fix" chat: the workflow I did for 2d visemes (My character doesn't have to blink) was duplicating the mouth vertices 15 times and stored them inside the head, named the shape keys, then for each shape key I set the value to 100, moved the vertices just in front of the mouth, going back to object mode and setting the value of the shape key to 0, then I'd repeat down the list.
hmm, not sure why you'd duplicate the vertices
it needs multiple mouth vertices for lip syncing
I'm not sure I understand?
like each of these is a different phonetic
oh these are 2d things
yup
Fixed it, I did a few too many undo's and it got rid of the rigging as humanoid.
It's all good now.
Can someone help me with this
You just have to set default value in the parameter list.
You could have just made a sprite sheet that gets animated in unity
how can i rename something without animations breaking?
I found it but there is a new problem. The layer is called “facial default”, I turned it down to 0 and looks fine until I do the gestures thing and it looks like this UPDATE oh my god i finally got it, thank u so much and sorry for ping
hello everyone i have a problem
i am pritty new of avatar making
and i have a problem with a material toggle
everytime i try to create a new animation and drag the amterial on my avatar
nothing happens and the error coms with
InvalidOperationException: Cannot revert overriden properties in Animation Mode.
UnityEditor.PrefabUtility.WarnIfInAnimationMode (UnityEditor.PrefabUtility+OverrideOperation overrideOperation, UnityEditor.InteractionMode action) (at <80a8ce1980c648dca8e68f0d8aa3b930>:0)
dos someone know what the problem is
ok thanks
Ok so I have an issue It’s only supposed to fire once and it happens every so often and sometimes doesn’t happen at all it also only happens on pc basically sometimes when I’m in the avatar it works regular and other times it’s weirdly full auto and fires when I hold a fist and let go
since box coliders dont work on quest side how am i suppose to make seats (VRC Stations) function?
it will make box collider automatically on upload
do animations that move the seat mess up the hitbox then?
i asked my friends to try out the seat and they say it doesnt work
is it enabled by default?
My friends having trouble uploading a prefab avatar
Idrk what's happening
Anyone got advice?
I’ve been having issues with Unity doing this to my FBXs. This is a fresh project, currently to test. I’ve just copied the FBX to the desktop and dragged it in, renamed. I’m using Thry’s AVI VRAM calculator to check. I’ve tried a fresh Unity install, empty projects with just the FBX, different settings under the model field on the FBX, messing with the materials, etc.
Where do you guys get the prismotes? i am trying to find those taunts but can't find them
Have you enabled legacy blendshape normals?
You will have to look for a few first red errors above.
No errors, just it saying very poor
Ohhh nvm
No. Error in the console.
what the heeelll, I think that fixed it, idk what that even did
If you take a look in the sdk build panel, it will give error on this option. And explain its effect.
missing scripts, thanks yall
I need help finding a hair that would fit this rat of a creature
And how im supposed to like properly size it and attach it to the model (while being able to have like different hair toggles)
I want hair similar to this
I can probably mix a few hairs to get there
I think gumroad / vrchat mods has stuff like that
Ive checked uh gumroad i think
Ill check again
Yeah no hair
Yeah nothin
On vrchat mods either
size it to fit in blender. Apply transforms. Keep it a separate mesh so you can turn it off/on for toggles
Im normally used to just editing models via adding like prefabs via vrc fury
if you wanna use Vrcfury:
import model to blender
import hair to blender
size to fit
press A on your keyboard to select everything
Press CTRL A - apply all transforms
delete your model and model's armature (bones)
export hair as FBX
now your hair will be the correct size
and you can use vrcfury to attach it if you want
Oh thats cool :0
Id just need to find a hair that is similar to this or a mix of 2 hairs that work to make this
good luck 👍
I'm not sure, maybe vrcfury will size it for it
I don't really know how it works
i attach all of my stuff in blender
how do I make it so a bone ignore colliders when its grabbed
Right uh also how do i add a vdc avatar descriptor to a model?
Nvm found it
So uh
This thing was supposed to have bones but it seems they are missing now
It seems to have no arm bones
And its labeled as non humanoid
it needs human bones to be Humanoid
First fricking step
hah
The rig
Wasnt set to humanoid bones
Also how do i get this redundancy out of the prefab
redundancy?
One sec
Gotta open discord on pc
it adds an extra tab in the hierarchy which makes it a little confusing for me one where to put the animator
or should i do all that animator stuff here in the prefab
drag the hair onto either your head bone or add it to the model in blender and parent it to your head
yeah
In the models armature?
either manually or with vrcf
Ah ok
or blender
Rahh
Issue
This thing does have a head
Nvm
Its just called face
Whats the little plus next to it mean on the box?
drag it under the armatures head bone not the face if thats what you're doing
wrong spot
confusion
armature>hips>spine>chest>upper chest (if it has it)>neck>head> drag the whole hair's armature under the head directly or create an empty and add it to that
you likely broke it
id delete the hairs mesh and armature and re-add a new one under the head bone
delete the hair
okay
what?
They said delete the hair, the hair is the model
The armature is just the physics for it
On this
have you watched any tutorials on how to attach hair/clothes in unity?
it would be helpful to you to see images I think
I have not
drag the whole "Wolf Hair by Ivccy" under the head bone and delete the old mesh and armature from the first attempt of adding that we just did
Wdym by old mesh
that's your first mistake right there
yeah it should work
I believe you also need to unpack the hair and move the bones to be in the correct spots
that little white dot between the legs is its hair
go into the hair's armature and re-size/rotate etc until it fits the head properly
Broke it again
Kk
you just put the hair on a different bone
That did not work
Step 1
Of just dragging it onto it for auto sizing
Probs cause it doesnt have a normal head
I don't know
it works for me 
and I don't know what you're doing
and how you watched that video in a minute
you've got a normal humanoid rig which is generally all that matters
exactly
but alot of this model base you're using seems.. off? like it seems to be a base for editing to make personalized rather then vrchat ready
seems like it could be too big in unity aswell
that's def made for customisation and not a ready base
the eyes are different types
i believe thats what the page says ;-;
I'm wondering if it will upload to vrc, just like that with nothing on it 🤔
not sure why they'd be seperated like that when generally different eye shapes are done through shapekeys/blendshapes
actually doesnt say anything about it being vrc ready or not
wouldnt work for quest atleast, might upload for PC but just be unoptimized
i can link it
yeah
Does anyone here understand animation states? I need an explanation on what's the difference between having no animation and having empty animation?
id look into manual setup with blender, you'd need to merge your meshes later on anyways if you want it to work on quest aswell and this way you can also add clothes and accessories rather then just hair to the model
yeah, besides in my opinion adding hair/clothes in blender is way easier
like what does even half of this mean
and i have the blender files for it
theres 2 of them tho
for some weird reason
likely 2 diff versions to mess with
maybe?
they're the same
then did they accidentally put it twice
blend1 gets created when you save the blender file for the second time
so i can get rid of blend 1 or just keep it for safe keeping?
wish images would load for me in this server w/o me having to open them in browser 💔
I delete mine and had no issues, I don't think it matters that much tbh
you can keep it to be safe
it doesn't take up that much space
kk
ill keep it just in case
downloading blender rq
so first thing i do is open the blend file for the model right?
after its done installing ofc ugha
or do i need somethin
you can get the cats plug in
make sure you're installing the correct blender version though
whats that
i cant use the latest one?
not sure what the latest one is or if its supported with CATS
it says the latest it supports is 4.3.1.5
some keybinds may be different
so do i
so get 4.2 🤷
uninstall this blender and download an older one?/
huh, what make my avatar had such a delay when jumping and landing, I just put in different animation
that's not what I see in my link
but generally, the latest one that is for your system (Mac, windows etc), so it looks like 4.2.7
the link I sent will just get you the correct thing with way less text
kk
Hey how do I customize my avatar??
customize how?
generally blender and unity
Google tutorials for things that you want to change
can you be more specific?
Like the look
Yeppers
A chicken nugget frfr
Shirt
Adding a train shirt
find one online or make it yourself in blender
add it to your avatar either in unity (with Vrcfury or manually) or in blender (with cats or manually)
Okay so uh
Ok ok ok
file > locate missing files
or something like that
cause it's programmed for the authors computer
so move the camera around
Lmao
cause that model is not well made
Like this thing
and we like optimized stuff here 🤷
Its the bedt ivd got for this type of model
How could i even optimize this thing
uhh
Or is it just death
Idk what this means
Wdym head, it only has 1 head
Google it
How do I make toggles that change the png player model for a png 2d avatar
similar
the hands are the claws or normal
texture swap
its supposed to be a toggle
if they're the same size
Thanks
Google tutorials
Huh
anyways, I've got a party now
Raaahhh
bye bye
how do I make a node change a value? like, how do I make it so that when this node is accessed it change VRCemote to 0
can someone pretty please help me ;-;
i dont know why my character has gone pink
Missing shader.
What shader?
Have you checked that the model require poiyomi PRO version and not the regular one?
Can you post the page where you got the avatar from?
i bought this one
wait am i supposed to like download it seperately and upload it before i open the project ?
yeah that's poor practice on the creators part delete the old folder and import a fresh version from the poiyomi download page
also fair warning the quest version of that model likely will need some fixing up to actually be quest compatible
Quest player won't be able to see your avatar.
yeah that creator is kinda meh when it comes to making sure their stuff 100% works imo, it'll likely be quick stuff like texture res or removing extra phybones
unless they've fully converted to just making it so that the quest version doesnt have any toggles that're provided on the pc version
no stats page, thats gonna be fun
I need help on this again
how do I make it so a bone ignore colliders when its grabbed
can you walk me thru that?
no
it in fx whenever that physbone grabbed do stuff
oh I see, it involve changing things in FX layer
anyone know what would cause shading issues like this in reaction to real time lights/avatar projectors? I'm guessing it's the normals but I'm kinda loss on how to fix it
Enable Legacy Blendshape Normals
it's already enabled
and set to calculate
It shouldn't be "Calculated". Try "Import" instead.
will try that, ty
Having small issue with making animation
Its stuck on proxy
And not the thing i named the animation
it worked tysm!
You had saved. It just is being somewhere else.
but
thats where i set it to be saved
and it made its own animator???
even though it has one
but this one is empty except for a single animation that has nothing in it
empty asf
What motion you put in the Eyes state?
And also when i have this animation labeled eyes i cant like select parts of the model to toggle them
Huh
Im frankly new to unity so no idea what that means
"State" is the rectangle things in the animator controller graph.
This is one state. And it's a default state.
Yeah that was on the seperate
Animator
For some reason
Not the one part of the model
Then you should check which animator controller has been assigned to animator component when you recording animation.
You just don't understand it.
Also
Uh
For some reason
Its putting the animator on the prefab and not the model in the prefab
So thats probably the issue
Its still on proxy?
I don't know what you're seeing right now.
Could you change animation in the animation panel dropdown menu?
this?
eyes isnt there
even if i tried
i could create new clip?
Still would have the same issue
You put a different animator controller in the animator component. Your current animator controller doesn't contain Eyes animation.
Wdym
I only have 1 controller
I counted 2.
Thats the one it auto creates for whatever reason
You have 2 nontheless.
For some reason, people are saying that I am really huge, but on my end my avatar height is 1.09 m.
and I want to use eyes for cycling the eyes
Then you have to add the Eyes animation into that animator controller.
but it has no
animations
cause i cant
select that modeL
How you can't select that model?
Yeah
The record buttons greyed out
When im in the animation
"Adding animation" means you have to drag the animation file into the animator controller graph.
In the layer that you want it to be on.
Even with that its still greyed out
Idk its supposed to be in the eye swap thing under a blend tree
But it has no animation
Again i cant give it animations
For whatever reason
I cant record with eyes
There we go
Weird
Nope
Okay that swaps it back to proxy
The record is grey out because you can't select animation file directly to record.
To record, you have to select the model in the scene that has animator component with animator controller assigned, and the animation must be assigned to some part of the animator controller.
Hmm
Cause what its supposed to do
Is have the animation play via a wheel
In the menu
That's the different topic.
Then you select the model in the scene, select animation from animation panel dropdown, and hit record.
It save automaticcally.
That's the different topic.
??
Technically
Yes i got the animation working
Now i just need to figure out
How i can get the eyes to stay
On correct eyes
Cause atm
On the slider when i click
It doesnt stay and reverts back to 0
And my eyeballs disappear once again
What your Eyes animation actually does?
uh
keyframe 1, all 3 disabled, keyframe 2 1st eyeball set enabled other 2 disabled
and then so on so forth for the other 2 eyes
and then keyframe 5 they all are disabled again
like so
Nvm i got it to work
Just had to remove parameter
I had parameter and rotate parameter
Only needed the rotate one
guys is there a way to load shaders onto every like component i have ?
cause i had to manually click it for each material in my model to load it
I feel that pain
shift everything
Hi elii
shift + something selects everything in a folder
or just shift click every material
how do i do that
If its a premade avi
Should come in a folder
With a bunch of materials in it in the project
hold shift and press your left mouse button on every Material
oh word i found the materials folder
how can i load the shaders onto the materials
You do the shift click
just you you were doing it before
Then do the thing
except multiple materials at a time
OH WOAH
make a menu
create - VRChat - avatars - menu
and click plus on your main menu
pick "submenu"
and add the new menu there
W
Gabsiths tools are so useful
Makes it so easy for this stuff
okay weird
is says that the chest isnt mapped but its there
does it want a period at the end
or its gonna throw a fit or wut
you have to look in the rig setup, not just at the hierarchy.
Inspector for the model, rig tab, click "configure"
it's optional
Thank god
Now issue
I might have to replace a lot
Because im using the model from a uh prefab
And idk if thst updates the bones automatically
Oh it does
Yippie
They are ready for a test upload
Wahoo
But ive realized
Imma have to customize every piece of clothing i wanna throw on this goober
yep
Because its got a funky body
Pai n
And perfect i got its claw swap working too
And last but not least the wings
this thing is cursed
Im gonna have to manually optimize it in blender later arent i?
of course
it depends on your definition of easy
Will it take 8 hours of my life away
triangles you can either reduce manually or by baking with the plugin - Tuxedo
but it's gonna change the way your textures look
Tuxedo on uh blender right
Pain
Did my own eyes for the first time. In the light they are identical to the original coloring but in the dark - they look awesome. How can I achieve the second picture for the light as well?
Poiyomi Emission 1 & 2 are used
so beware if you wanna do colour changes
textures as in the pngs
D40 mesh combiner also doesn't work, for some reason, when using blender to atlas my textures go from pixelated to blurry, anyone have any idea of a different atlasing method?
Pain
i don't know what D40 is, and I just use the material combiner add on to atlas textures. You may need to manually reside and move some uvs later because smaller things may become blurry on a large texture like that
or just do 4k texture size in unity
but that's not ideal
I think I am forced to manually stitch the materials and textures together on a UV map, do you have any videos demonstrating the process?
Otherwise it'll just keep getting scaled I think
Nope, I just use the add on cause it's good enough for me
Because even when making the baking image texture 128x128 it still looks wonky
I think blender has filtering in the baking process
idk I use an add on 🤷
i am not very skilled without them XD
I think you once sent a video of you baking or something? I was so confused the whole time haha
I personally use a non-free plugin called SimpleBake when I do texture baking to new UV maps, but here's a tutorial on doing it without. It's a little involved, unfortunately.
https://www.youtube.com/watch?v=eE7FedDW2AI
that plugin is absolutely worth the money
Yeah, what I did is basically
Object mode / Create UV map / edit mode / UV smart unwrap / New image Texture / 128x128 and 2k / bake
matcombiner then just move stuff after/resize
(cant be bothered to do every material setting before baking)
rare times gotto run through some upscaler since they are super tiny images
This is what it looks like after baking through blender
interesting the face is split down the middle
know that av its a mess of a tiny images and materials
This is how it looks before baking
Yeah, for some reason it looks completely fine before baking but after baking it looks like it's covered in vaseline
It has the same blurry effect as it does in unity when Bilinear and compression is applied instead of No Point Filter
Thanks! i am pretty sure it uses the same method i did but i'll watch just incase
Body's also a mess
eh, there's some level of mess these are going to be
is there a way to move an object that's bound to one spot? i cannot move the part to a different one
bound how?
hang on
the one highlighted is the one i'm trying to move, but it won't let me
the sheath
well it's a skinned mesh renderer, so it's probably attached to a bone
how do you want to move it? Do you want to make it movable in-game or just move it once?
and the second question?
yeah, i want it to be movable
Ok then I'd go bring it all into Blender and figure out what it's currently attached to, and if it's weight painted to bones already, remove all that, then in Unity use parent constraints to allow it to be movable.
hmmmm...
Yes 👍
Unbaked vs Baked
sorry for mention
The polygons
Any good mobile stuff for 3d painting? 
Can’t always rely on procreate since it’s iffy
That's the one my partner uses, it looks pretty great
why would one mesh suddenly loose all its common sense and start moving on its own as soon as i finish weight transfering another mesh? like i had these arm chains on, they moved fine. then i added a shirt, and after data transfering (and also tried robust weight transfer too) the arm chains just stop tracking to the body
you'd have to check the weight paint of course.
its confusing me bc it looks perfectly fine, both of them do
remember that just because it looks dark blue, doesn't mean the weights are actually 0
a sure way to make weight zero is to just remove the vertices from the vertex group.
well now its messed up every weight painted mesh on the body, somehow now the pants arnt moving right
ive never had this issue ever it only started doing it when i started using the robust weight transfer tool