#avatar-help
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exactly why having 10 backups should be normalized
sulks in i ran out of storage and have very little room for backups
I can't imagine not doing a back up before a big step that could break stuff
same
i bought a 1tb ssd just for unity
if you're not dying you're not trying
i also bought an ssd when I started creating avatars more seriously
@somber sequoia For some reason the video you sent me never talks about creating a new UV Map before the bake?
Did you need a tutorial on that? They already have a UV map that has everything on it
No no i meant the guy was supposed to show us that you have to create a new duplicate UV map before the bake otherwise the baked textures are just gonna use the old UV map
but that's what he's doing, he already has a single UV map he wants to combine materials into
amusingly, I literally just did that exact thing
unwrapped an object with 4 materials, baked it all into one texture set
If you want a different UV map, set that up first.
Weird, the video i followed had me create a new UV map before doing it
Sure, that's a perfectly valid thing to do if that's what you need
all this talk of disk space has made me take note that I've got 8% of my main one free, probably should clean some stuff up ๐
WinDirStat here i come
mine has like 10% left
win.... what?
xd
(I don't use Windows)
I do, but that's the first time I hear of it
never saw it before
Its not real
room for 3 more m.2's (doubt more then 1 would work , pci-e with 4m.2 but 4+4+4+4 lanes is rare)
I have two m.2's and two spinny drives
retired my old ssd/hdds so cousins got those
Bake the textures you want to use
feel free to not use any you want ๐
woah, that's a lot
(again this is why I use SimpleBake, you set up which things you want to bake and click bake and it does it all)
i am guessing the roughness map isn't really required for my vrc avatar
up to you
Roughness is the opposite of smoothness. more smooth = more shiny/reflective
I see
i can't imagine not using version control
Does anyone know how to properly texture paint a furry avatar in substance painter? would love some tips n shit ๐ญ
i have like basic idea of substance and I can layer n stuff i just need help with blending and stuff
Does anyone know how to like...properly reduce the or even lower the [123]MB in the SDK on the both warnings on the VRCSDK UNITY?
lower your texture res
texture size
^
change res, compression alg, etc
try to find a good point where its not TOO low res but not too high res aswell
i think i did but i only got
find a good middle ground
anyways ERmmm
Artgfgggg
im
textures are kike
pretty sure those are quest stats
those are quest stats ๐ are you sure ur uploading on pc?
The quest is as powerful as a microwave
and if ur actually trying to upload a quest avatar you'd need to do more optimization like combining meshes, materials and using atlased textures
which if you never did it good luck ๐
i dont know how myself
Pain
not really but vrchat is neutering every avatar so you can have 100 of those in one place ๐
can i screen share with sm1?
But why
so.. you can have 100 different avis in one instance...
because if you didnt know those exist
the quest headsets can render one heavy avatar just fine
ok well
but they cannot render dozens of them
maybe 5
not much more ๐
I wish we could have like
Client and server sided avatars
like LODs
Second i do Smart uv project on the face alone and go into UV editing, it breaks
client (so you) have the full avatar but others on serverside see your avatar as an LOD
but i can only hope for that to exist ๐
its like switching to a automatically generated fallback version at distance
@somber sequoia I know this is a bit unorthodox, but can you take the model and use the SimpleBake on it? i don't even care if you don't give me the bake after, i just want to see if it's blender removing the pixelized look
i think its the fact that
your texture size is increasing from like what.. 32x32 to 256x256
i think somewhere in blender is it upscaling it and blending the pixels
instead of upscaling it without a filter
I tried going onto 128x128 and it has the same effect
Or it just decimates it
i have no clue myself i wish i coudl help you
I think i've baked this model about 20-30 times now just trying to fix the problem and nothing's working
start crying maybe the gods above will let it work the next time
already did, the gods didn't respond and instead crashed my project and corrupted it
thankfully i had 200 backups in the next folder
so what's going on here?
F
Left is unbaked (42 material slots) , Right is baked
and you're trying to bake the entire material into a single texture in Blender?
ah, no, you're combining materials, right
Face and body are seperate
Face is 5 material slots, baked into 1, the pixelated look is completely gone
The tricky thing here is that the pixel grid of the combined texture isn't going to align with the pixels of the original textures
I've seen one avatar achieve this look while maintaining 1 material slot, and he isn't responding to any messages
change your texture setting in unity or you get the blurryness
it's already using point filtering
no point filtering for low resolution stuff
Already did, no change on baked one
This seems like a good place to make a single large atlas. You'd make a single texture out of all of the small textures, and then you'd move and rescale the UV islands accordingly
I haven't done something like this before
ALSO...
dont use these on low resolution stuff or you end up with a blobby mess
i think you mean to use those settings
default isnt that
if you use bilinear filtering, the color will be linearly blended from pixel to pixel
which is wrong
you want point filtering, which just gives you the closest pixel's color
turns it into garbage on low resoltion
and setting "non-power of 2" to "None" prevents Unity from rescaling the texture to a power-of-two resolution
which would also screw up pixel art
i think he knows this
Yeah those work great but for some reason the second i bake the textures it's like compression is being forced
it's because the baked texture is already smooth-looking
I WANNA ADD A NAME TAG LIKE the vrc one that stays upright and ffoolloowwss your eye look
how?
I don't think this should be done via baking at all
texture atlasing imo
Yep, bingo
i dont know why we're even baking
why are we creating a new texture when we can just
The only wrinkle is that atlasing systems might not respect your pixel grid
combine all of them into 1 setting
since they're expecting you to be doing "normal" textures
i am gonna be honest i thought texture atlasing and texture baking were the same thing
so i have an avatar that isnt mine and for some reason it says its quest compatible but isnt. I have quest compatible avatars that are larger but quest people can still see them i dont know whats wrong im fighting for my life rn please help.
Atlasing is just mashing a bunch of small things into a large thing
texture atlasing is "sewing" all your textures into 1 big texture
Baking captures what an object looks like and stores that in a texture
^
someone knows why i can't change the material while recording animation ?
uhmm..... I unable to upload my avatar...? the heck?
you bake high poly meshes so you have a texture that preserves the detail of the high poly and then apply that texture on a lowpoly model.. boom u have detail and save a bunch of space
navigate to the SkinnedMeshRenderer and try assigning the material in the inspector
i dunno what the problem is here, though
???????????????????????????
i will try
I see, do you have a tutorial for this? most videos i am seeing are just putting the word atlas and bake in the same sentence on youtube
atlasing is combining bunch of textures next to each other. baking is sampling textured model to get optimised texture.
like anyone? - Can't upload my avi despite not even having any problems
ran into this problem, duplicated my avatar project to another and it somehow worked
that or restarting unity
sure, doesn't hurt to re-start
atlasing is loseless while baking always comes with loss of quality, tho when baking from bunch of 4k textutes into single 2k should be perfectly fine
I did import assets that wasn't playing well with unity - and builder didn't even give any issue reviews
You have a video demonstrating how to do texture atlasing? i legit can't find an actual one that doesn't involve baking lol
does anyone know the best way to recreate this type of fur blending? im relatively new to substance painter and have no clu..
I agree with the rest of the discussion but just want to note that SimpleBake just automates the process, it doesn't do anything differently than manual baking in Blender.
@frail temple nah, no idea. but for vrc people mostly use mat combiner plugin that comes with CATS plugin
Oh yeah, i tried using Mat Combiner but it just breaks it
there's a decent fur brush I got at one point, it's a bit of work to set up and a learning curve but does a decent job of faking fur via normal map

i only want a very light normal map
i dont want those that like make fur look like tree bark
@frail temple could be random names for uv maps. did you use mat combinet itself and not optimise button in cats?
that should be pretty easy then?
which part of this do you mean, the edge between colors?
I guess I was referring to the texture on the darker color
Floff - the assest broke my file and I didn't have new backups ๐คฆโโ๏ธ
the console keeps now giving this warming
any ways to fix this?
the white fur "overlapping" the orange one
if that is not the very first error message in the console, paste the very first 2-3 instead.
Got it, yeah that's probably painted manually
befriend an artist and mooch off him instead
do you know how i can make a paint stroke go "through" the mesh? im trying to draw a line around an arm
through?
ok well. a hoodie arm but like ya
oh like on both front and back at once?
hmm, I almost never want that
im trying to make stripes on the hoodi
this ones?
that first one seems like a big issue
your attempt at censorship is. Ahem. Lower than average
so no ways to salvage it?
there's always ways to salvage it but I have no idea what's going on from just that error message alone
I imported an assest that didn't have proper installer that it suppose to have - I tried manually adding the asset by dropping it into the hierarchy since the stuff seemed to be prefab -> going to play-mode to test must have been to moment to brake it
deleting the assest from avi and project didn't fix anything
I'd probably start by restarting unity
mirror filter on substance sucks ass noted
already did that - didn't help -.-'
dunno, I find it works pretty okay in most cases, so long as you set the mirror point where you need it
mirror filter
do you still have the same error?
oh
not the mirror setting in the viewport thing
filter
i assume because it does it based on the uhhh
eye kan reed.
texture
and not actually the model
I genuinely dont understand
why you cant mirror on 2 axis??
YAY. what do i do now
how the fuck do i get it to.
the other side ๐ญ
yes - it keeps asking about the missing layer in FX-controller
you could be painting on a paint layer under your mask, then duplicate it and flip it
despite I deleted the assest file from the project
did the asset come with some scripts or something are still active? It's really hard to know what to suggest from here
the test run must have inserted something into FX - yeah... that's my guess, but I don't know how I can remove it, or if I can now -.-
think I'm done trying to fix this tonight anyways
such a headache
you can look in your FX layer but I suspect there's some rogue editor script there. If you re-add the .unitypackage but don't confirm, you can see which files it wants to add, then go make sure you actually deleted them all
I'm not even sure how to access that
the same way you add the unitypackage the first time
from memory (I dont have unity open) asset -> import -> custom package -> select package, and then it'll show you what files are in there
I'm not sure how you'd wind up losing the state machine
Each AnimatorControllerLayer has an AnimatorStateMachine, which is what actually contains the animator states
I already did that? - I re-imported the assest, but it's not doing anything
One possibility is that you have an editor script that is generating an animator controller, but is failing to save the state machine correctly. That would cause it to go missing after an editor restart.
Bit of a long shot
I didn't say to re-import, I said to look at the list of files it wants to import and make sure you deleted them all when you want to remove it
Exactly what I'm thinking
im gonna rip my hair out bro
I also deleted the files in the project? ?? I'm lost
Okay
If you've deleted the assets, but the asset import window says there is nothing to import, then those assets never came from the package in the first place.
Does this mean that you:
- Deleted the original animator controller
- Reimported the package, thus adding the controller back to your project
- Continued to get errors
I don't understand what you've actually done here.
did this
Does this mean that the prefab is installed with VRCFury? Just adding a prefab to your hierarchy would do nothing on its own.
it wasnt? I suppose to, but Idk tbh
according to the manual, importing creates a installation tool in CC
which it didn't
.. in VCC?
i wouldn't expect importing a package to automatically add a listing to your creator companion
yeah, I don't see how or why you'd do that with a Unity package.
idk, I'm just following the manual ๐
is the manual publicly available?
no, it came with the assest
you go to VRCFury's github and you scroll down to see the button that says 'add to VRCC' and it adds it as a package to your creator companion that you can put on any project
also, I would make sure that this isn't just an error caused by the Animator window trying to display a now-deleted asset
When i do the atlas, this happens
close the Animator window and then reopen it by double-clicking a controller
tiny,,,
I mean that be an atlas
you'll want to atlas them into a relatively large texture
The top head texture and Lower neck texture is missing
if each source image is 64x64, the atlas might wind up being 512x512 or 1024x1024
i bet that image tastes like a playstation 1
Hold on, let me post a vid
did that - nothing changed
but I'm done for tonight
I usually just manually make the atlas
but if its just missing a part of the texture then open the atlas already made and the hair texture and just stick it onto the atlas image
What program do i use to achieve that
diven do you have any idea of substance painter ๐
any image editing program?
with default settings mat combiner does not downscale the textures
so, how, why, etc
@somber sequoia i did those lines by using uhh paths
paths seem to actually. Be pretty useful
paths are awesome
lookin' good!
they r
hi kazin
guh
Before atlas / after atlas
I am guessing this is a blender rendering thing and it'll look exactly the same in unity?
16x32
oof
you just want to set filtering on texture to none in unity for crisp pixels rather that smooth mess
fingers crossed this is a blender rendering thing and it won't look like it was covered in vaseline on unity like it did with baking
ye baking wont work for lowres stuff, its meant to bring down waaaay too HQ stuff to some reasonable values.
where reasonable vaules being 1-2k
๐
Is it normal for transparent textures to just disappear when atlasing?
Eh, i'll just keep the transparent textures seperate or bake them
Say I want my movement to be tied to WASD/thumbstick instead of Velocity X and Z, what are the parameter for those?
isnt it already?
spaghetti
I checked the ingame blendtree and animation decided by your velocity rather than input
The animator does not have access to raw stick inputs (edit: clarified)
aw
when entering animation preview, sometimes a specific asset (an armature linked to my main armature with modular avatar) breaks, and then entering into play mode for testing results in this.
does anyone know why this happens?
the past few times it didn't happen
are you sure the outfit is linked with MA? If the bones match it should work
thanks
im not on my computer so i cant help you more...
basically seems like the hips bone on that outfit remained up
maybe just reimport armature
damn
did you properly buy Anri on booth?
if it's a pirated copy it might be bugged
try reimporting the avatar
I have yeah
but i didn't reimport/update to latest ver
too lazy at the time and all stuff worked well
this is the first outfit that just blows up suddenly
hm :( i dont have anri, only ash and shinra
no worries
as long as it works in vrchat... :')
i could just reimport the armature, and copy the transforms to the one that bugged
to fix it back to its original positions
voila, copy pasting the transforms fixed it completely lmao
I got a weird issue with a material. Same material is used for pants and shirt. However it doesnt change the shirt despite the animation working if I preview it.
amazing!! good job!!
SOS my face expressions are not working and I tried fixing them like 7-8 times
I just met my friend and their tail react to me just putting my hand on them (not grab), how do I replicate that effect for my avatar?
as in making bone collide with other player without grab ig, dunno how that work, just guessed
oh thanks
heya, does anyone have experience with poiyomi's panosphere uv?
for some reason, the texture is different between the two eyes in vr, and is causing some major headaches for me and others.
I've been testing stuff for like 7 hours, with nothing really working. If someone has a way to fix this, i'd love to try it!
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how can i locate this? clicking on it doesnt take me to its location
can you clip that less so we can get more of an idea where this option is?
its thrys vram performance tool
ahh
better pic, thanks. But yeah, clicking there has worked for me in the past
it works for everything else
guessing its one of those 'data' textures for a certain old shader , its in the shader setting - you have to find it manually
yeah
like in here?
remake the material and only attach that image
heya, anyone able to help with this?
i dont know what material its on
im trying to automatic weightpaint but I get this error, how do I fix this?
probably do it manually for that bone
im trynna automatic weight paint for everybone
I was doin it cause I dont wanna go through the tedious process of manually wp every bone
I haven't seen a case yet where automatic anything weight painting did not require at least some touch-up
maybe you'll get lucky though
with vrcfury how can I turn a blendshape off when a toggle is on?
yeah but how can I set the value to 0 when on and 100 when off
Is it possible to pose fingers for a toggle with a humanoid rig?
what are the honorable rules on using other skins as bases if there is no word on if from the author? I remember Minecraft Skins have a thing where most people have a "Personal Edits Only" thing where you can edit but not distribute payed and FTU skins.
(please ping when replying)
Definitely. But you'd want to do this in the gesture animator, and probably use VRC Animator Tracking Control to disable IK moving the hand while you animate it
Gesture animator?
you know, playable layers. base, action, gesture, fx...
Where can I find vrc animator tracking control?
What do I do when I activate the toggle the other hand don't move?
other skins as in pulling apart a model to use the base?
ye
I don't know what you have setup so I really couldn't tell you
if it isnt specified in the avatar page's description look if the creator has a general TOS if theres nothing then id say its safer not to especially if the model is using a P2U base with commercial rights
you could get hit with a DMCA claim on your account since you dont actually own the base that'd be used
thx m8
Had made the hand pose toggle in the gesture animator
really super quick question
how do i release the bicycle pose after messing with an animation
nevermind, just tapped another animation clip and it stopped
just stop previewing the animation
Having a small issue with my model, the mouth doesnt seem to show up in vrchat and talking has no animation, along with the wings being stiffer than a board
make sure you setup your mouth properly in the avatar descriptor and check the phybone settings on your wings (if you have the script on them at all, if you dont then you'll need to add the script)
yeah, select your model in the heirarchy and see if you have anything setup under LipSync
It was just on default
I tried doing auto detect but uh
It went to jaw flap bend shape, then tried to select the eyeballs for the face
well what way are you trying to setup the viesemes, theres several options that all have very different setups/requirements
Huh
Sorry im new to this stuff so
No clue what viesemes means
The other models seem to use viseme blend shape, and the face mesh is the head?
But i dont think they use the same base
err i suggest looking up how to setup Blenshape/shapekey viesemes or just a basic guide on creating your own models
that should work though if they're seperated like you said theres a chance it might not/show up messed up
you could check with gesture manager
maybe cause on default the mouth just doesnt show up
oh how could i do it with gesture manager
i have it on this project
find the gesture manager folder>drag the prefab into scene>go into playmode>in one of the menus settings there should be a section to test mouth shapekeys
it'll be a radial
none of the radial's wheel effects the face at all?
Correct
So maybe i selected the wrong thing in the lip sync?
The auto detected one doesnt work either
Okay got it
Mouths working now yippie
Had to relabel the face so i could select the proper one
Next is wings
Do i gotta check out if its rigged in the fbx?
yep, if it isnt then you'll need to take the model to blender and add your own+weightpaint it
Where would i check in the fbx
The configure?
Okay say there are bones it looks like
How do i get the wings to be animated?
Where would i link them?
Confusion
Upper chest maybe??
Nope
The rig got really angry at me
Same for the tail
Dont know where to link up the bones
Would i have to change its model type to non humanoid?
Nope that didnt work
They are supposed to use physbones
But still have no weight and dont move
And whats weird is the tail has bones too but is attached pbysically fo the body so i can specifically add bones to it
Im so confused
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
how can i fix this?
Configure your avatar and map the bones properly
Click on ur fx and hit configure
Then make sure everything is mapped right
i'm still having trouble seeing whats wrong and what to do
ot looks like you have way too many bones
the chest area can have maximum 4 bones
hips, spine, chest, upper chest
it looks like you have 8(?)
should i limit the bones?
most definitely
how many?
Pretty sure spine.004 is neck, and spine.005 is head
i dont know either
oh could be
I didn't think of that
It's just named weirdly
@dawn cave Could you send a screenshot of the whole armature expanded?
blender or unity
not this, the hierarchy
like I did here
why two armatures? what's that rig thing?
you only need one armature
you need to fix that first
exactly
you can't have two
it looks like rig is the one assigned to your mesh
but make sure and delete the one that's not weight painted
or merge them together
you need one armature
it looks a bit messy from the unity screenshots. It has a lot of bones that in my opinion aren't needed, but I don't really know how your avatar works
you could try
I gotta go now
bye bye
bye
What is the correct way to Export avatars from Blender without breaking them?
scaling - fbx all, and disable leaf bones. should be enough?
alr thx
got it working-ish just need to fix the eyehight now. how do i do that?
how do i get there?
you added an avatar descriptor
you should know where it is
click on your avatar in the hierarchy
the descriptor is in the inspector
sorry, this is my first time ever making a avatar. anyways its complete! thanks a lot for the help
Eliiii
me
Uh
How do i get my wings and tail animated
They have bones
The tails built into the body mesh btw*
if you mean moving like hair does, phsybones, if you want it wagging or flapping even when you're standing still you'll need to make an animation (I don't know how, cause I've never done it)
Just physbones
so add phsybones
click on the main bone of the tail, in the inspector add component, pick physbone
same with wings
In the rig im guessing
obv mess with the settings so they move how you want and don't clip
yeah, the armature
Speaking of clipping
How do i get the hair to not clip into the back of the body?
add a collider to the spine or chest, size it to fit
and add the collider to the phsybone component
Ohh where do i do that
also uh is this where i add phys bones or on the actual model?
same place as physbones, just search physbone collider
Ah okay ty
?
Would i put the physbones on the back or wings
physbones + colliders
Ah wings
yes
add them to the head bone (cause if you have hair bones, they're probably children of the head)
I'm guessing "hair root" has hair bones as children
using a tip from a videa to have them under a seperate thing called (whatever bone) child
then what is the wisps
root is usually the first bone in a chain
it came with the hair
I don't know ๐คท I've never heard that term before
okay yeah it is the hair root
but uh the hairs still clipping through the wings and back
you need to make the wings and back a collider
so do i put the collider on the hair or the chest?
set colliders or play around with the limit settings
im not sure what the best way to add colliders is
eli can u tell :p
Yes
for the wings collider
U r
p ain
Im pretty sure atleast
you're supposed to put the collider on the bone that it clips through
Yah
you're saying that it clips on the back so put it on the back
w... wha
cause if you don't do that the collider does nothithing
i swear to god ive looked at physbones quite alot and ive never heard of thst
there's a thing in the phsybone script called colliders
this is for the chest btw
you need to drag the bone that has the collider to the collider spot
could you please watch any tutorial
u should probably actually like edit the collider to actually fit the chest
i tried finding one but they seemed confusing
I think
exactly
also make sure you have gizmo display turned on
confusing
Im at school so I cant show you a picture
that's why you should focus and watch a tutorial
how is that confusing
maybe change the shape
oh god
to pill (or whatever its called) (if they have that)
if you look at the phsybone script you have X y z there
mess with it
now you made it gigantic
I linked three tutorials so far
you know its hard not seeing what you are doing real time
i have capsule
if you watch this one you will get a better understanding of how physbones work
capsules the right one
im looking at the vid
i like
yeah
its not hard ๐ญ
I just have a preset I use for every avatar tbh xd
if u look at both components
I set it up how I want it to be and it works for what I like
haha
I don't have my laptop with me in class xd
sob
wdym its not that hard
ive never messed with them before
this is my first time making an avi like bruh
we understand
but we are also saying it's not that hard if you actually take the time to learn and watch a tutorial/read a guide
its faster to just have someone explain it to me no???
that's what videos are for
I do not have the time to explain every single thing
the video does it for me
so I'm just gonna link it
besides the video has images which I cannot provide
mhmm
so i got to the collider part
and even with adding proper colliders and bones the hairs still clipping so unless it doesnt register in paused unity then im doing something wrong
for the colliders i have the wings and hair not wanting to touch each other
the back doesnt have phys bones so f
it's working a bit too well xD
btw any changes you make in playmode will not be saved
so if you wanna edit the properties, exit playmode
or edit the properties in playmode and copy and paste them
okay this works well
just changed a limiter
now the wings are depressed
Maybe no coliders for them would be fine
I think thats all good now
W
Thanks for the help yippie
Next big hurdle is gonna be clothing
And the fucking claws/fingers
The pinky always is broken
Mightve fixed it by changing it from pinky to ring finger for the last finger (since it only has 3 on each hand)
Oh right
One last thing
I like the look of the standard shader but wanna use poiyomi pro
before poiyomi
after poiyomi pro
aka the power of the sun has hit this thing
mess with the settings
I think that just crashed my unity
idk how poiyomi works but you should be able to make it less light
it's popular
it's handy if you wanna do hue shift
or some fancy stuff
I don't do things like that so I use a simpler shader
Fair fair
shaders are cosmetics, you use what you think is good for your model
Yeah
Im just not sure how itll look in worlds
(Which is why i have a prefab that makes it always have the same shading regardless of world but ill add that later)
Can you link it to me? ๐ sounds nice
I'm pretty good with poiomi imo
One of my favorite parts of making avatars is setting up the materials
ah poi and vrcf
nevermind xd
but thank you anyways <3
woah, I just set the same thing for all of my models
Anyone know how to fix this?
then i activate one of my hand toggle the other hand gestures lock in place
fair
could you help me set up mine to look like the standard shader?
If you want it less bright, I'd say mess with the settings under the shading tab. I personally like setting it to multi layer math instead of flat, it gives some nice shadows
But it all depends on the look you're going for! Best way to learn poiomi is to mess with everything until it starts making sense pretty much. There may also be tutorials online but I'm not sure
this is what i have rn but its still not like good enough has no darkness/shading to it
multi layer you say
I use multi layer math, inverted rim lighting to get the more shiny look and also normal darker rim lighting to make shadows pop +environment rim lighting
okay yeah this is good
dark rim lighting?
where do i find that
or just rim lighting in general
Yess look through the material you'll find settings for rim lighting, I can't exactly remember where it's at
ah rim lighting
You can change the color of it and stuff, I set the rim lighting to multiply if I want it dark
not enviromental right?
And then make it gray or black
I use that too
But it depends on what you want lol I think it looks nice
okay so i tried rim lighting
rn with just white and off its very shiny
for the hair
Yeah you gotta mess with the settings
black is nice
Yess I think it makes everything come together better
And I do inverted white rim lighting if I want it to look shiny โจ๏ธ just gotta mess with the settings till you get it the way you want it
Heya, could i have some help with setting up my avatar? I've been struggling for half a year and can't figure out how to get it from blender to unity with all the colors on it. I would appreciate it so much. ;0;
ive tried messing with them
but alas
0 changes
even with multiply on
instead of additive
You gotta make the materials and add textures in unity
Send me a screenshot of the settings
How do i replace the standing animation so the hands dont look awkward here?
ocelot W
Oh you're using poiomi pro, it's set up differently than poiomi toon
I use poiomi toon
Yeah, but I use toon cuz I sell my avis and toon is free
But the rim lighting there, the settings are set up differently than they are with toon and it kinda confuses me lmao
if I ever do sell avis itll be toon ofc
pain
this is toon
this is pro
Weird that's not what it looks like for me
its 8.1 toon since thats the latest
I'll have to boot up my PC I may be misremembering
maybe lmao
I use the vcc poiomi 
I swear I remember it bein set up different but honestly I may be wrong imma load up a project and look at my settings rq
tyty
oh no, i have the textures. i'm just so confused as to how in the world they are supposed to go on the avatar
You gotta make the material in unity and put the texture in the material
ye
Then put the material on the avi
how do you do that?
do what exactly
create a new material?
put the texture on the material?
ohhhhhhhh
thank you!
Yeppers
my poiomi had an update 
hey um what type of file is this?
LMAO
is that a zip?
yes
its a zop, knock off zip frfr
extract it first...
r u sure its a .zip?
winrar
that too
lmao
i think thats literally a unity project folder just zipped up
woa, I don't remember the last time I used that
unzip that folder and load it into unity ๐ญ
ancient magic ik
I just use the built in windows one now
It's old sims 2 sorcery
samew
sims 2 is so wacky
I've never played it
I like it :)
once you do, you don't go back from winrar
that's the only downside
i have
I got annoyed af at the constant adds
just use the default windows one
we are getting off topic
now I just use the windows one
rah
mk yeah mine is just slightly different
i understand
oh god
thats weird
mini tabs
mine might be outta date tho
i havent updated mine in a bit
Winrar sucks
7z best
Windows is. Average
yeah im a few versions behind on my poiyomi
is there a way to easily remove poiyomi?
or can i just import the new version
over the old one
anyone know how to do this?
are you using gogo loco?
Yeah
it's a little hard but you'll have to change the animation in the locomotion controllers
Im not 100% certain how to do it, its a little tricky
im assuming you'd change it here
you'd need ur preffered anim tho
alt select the 2 edges you want to fill together, right click and there should be a fill option
I need to do that 100 times?
nope
alt selecting the edge should select the whole cirlce
mkay
:0
Uhh ;D
A little wrong
@still shuttle
thats odd one sec
uh nooo do you have an option for "loop tools" when you right click? like this
it might be honestly if you cant edit them at the same time but from the screenshot it looked like they where on the same model
i forgot it was an addon LMAOO
yeah do that
and then you can bridge them together
so true
Its not easy when you dont know this thing exists :/
Great
oh its over
should actually just
be there
maybe get extensions?
i know they redid the whole addon menu n shit
with 4.0
I really need to login ๐ญ
but ya ill be glad to help u
Ge nd e r??
Yayyy
Bridge
Mkay
Should work
Nothing ;D
oh i hate blender
blender pain
J?
Ik there was another way
But I dont need that
yikes
...j
I want smth similar but without breaking
Tf u mean combine
just unbreak it frfr
Whats breaking when u join them
I want to be able to edit both parts
Like put custom material on them
U can. Still do that
And so I can resize and drag them still
Oh
oh yeah uhm
I think for that
You just
Join them
Then do the edit
Then seperate
look im sorry ๐ญ
lmao
Id say im decent at blender but not a master ok...
Im sorry I disappointed u blud...
you have not
weld 2.0 frfr
๐
