#avatar-help
1 messages ยท Page 90 of 1
for quest or for pc
pc
what shader
emission maps
huh
theyre like your color maps
huh
but they control how bright and what color sometihng glows
if ur making it for quest
quest comes later
youd need to make a seperate material that glows
i could never
and replace the material for the part that should glow
yea buddy its over
tyty
i just got home dude and you are already getting me to start up unity ๐
wats that ๐ญ
wats that... whats a weld...
perfect
so where do i go from here
on the material
if thats what i should do ofc
this bro giving me NO time
Yippiiiieee
How can I merge the armatures together ๐ญ
by merging them
yar
bitch u listen now okay
nar
(bitch used affectionately)
then make that texture
also the emission mask is a black and white texture
specifically the skull
yeah
remove everything else that isnt that skull
(add a black background)
and fill in ur selection of the skull with white
like around the skull?
one sec
sorry im slow
directions unclear d stuck in toaster
so this is the textures for my body atm
would this be what im going for
or this
This for mask
and the exact same but colored in the color u want
but u can actually just set the color in unity with the material
u could do a funny like rgb thing
for multiple colors ud make a seperate texture just with the color for the emissive
like in here
but u dont need that
like this
what in the hell
u need the white on black only
this
make sure u export the rest of the texture just blacked out
i just cropped the rest of it out but i dont think that works lmao
cuz it uses the same uv's
kk
all should be black except for the white skull
cuz thats the part thats gonna light up
so ultimately this
shader emmision slot
Yes
okay
then u can change the color its supposed to light up as with emission Color
make sure to set the emission strength to above 0
issue
?
because its BLACKKK
this dude brainless ๐
And change the color to white
And maybe even click Fix Now on that button, if you want to use it as a map
no
kk
Yea that aswell
i assume he wants it to glow purple
in which case
Yeah, and it shall, if it is set to white, but can also be set to purple ofc
use one of these
Yeah
perfecto
no issue ur lazy
wdym
Cut them some slack
im super baked
Oh ๐
They seem to be new as well
its the only way i can focus on doing one task at a time
its ok i think he knows im joking
from base
ofc frfr
so this is the tail
i kinda wanna make the juice glow
and it uses this texture base
it might be the purple
probably Is
but idk where the bubbles come from fr
id do the same thing as the skull right
black everything out but that texture and turn it white?
draw a different colour line / scribble on each of the blocks and check which ones correspond with the tail and then make an emission mask
sorry to butt in
all good
u can also just leave it purple
it just seems the purples the only one that would make sense
can i?
the effect is a lil different for white and purple
yea
i do it all the time HAHA as long as the background is black it works
can i make the light have the color glow darker?
than its default color?
this feels a little darker
cant tell tho
Is there a way to merge armatures that might have conflicting bone names? It seems blender correctly renames the bone to .001 but doesn't remap the weight paint to the renamed bone ๐คฆ
@quaint hound I might be needing help with Blender ;D
I think some of the plugins (cats or tuxedo?) does this, but I usually do this manually:
rename the new armature's bones to match the old (which renames vertex groups in attached meshes), then delete all but new bones and then merge only the new bones in, re-parenting them as needed.
Not sure if I read it right, but I mean like for example I have two shoulderpads with bone_0, if I join them to the main armature, both are weighted to bone_0 instead of bone_0 and bone_0.001
yes, because the ctrl+j operation is join, not merge
you'd have to actually rename first if you want that behavior
dang, can you like automatically prefix all the bones or something?
not with ctrl+j, but you can use the bulk renamer tool
Hey I go a question I want to make a sky dome but I hate if i move the skydome will move with me is there a way if I use the toggle it stay right there
Huh, is there a way to just change the position of the hands when Idling / Standing?
VRC Parent Constraint, lock it to the world
is there a video for that?
probably, but I don't have a link handy
Put a parent constraint on the dome, and animate "Freeze to World" in the component
ah that's what it's called, "freeze to world"
make sure it's VRChat's constraint component
Unity constraints don't have that option and need a gimmicky way of doing world constraints, also they just run worse
I still dont know how can I merge 2 armatures as one?
By merging frfr
With a new animation
depends on what you want out of this, there are some tools to fully "merge", or you can join just like I was describing a few minutes ago
I want so two armatures will be as one ;D
Sooo
so?
You just didnt answered to this
So how can I merge them together?
I want full merge
literally did here: #avatar-help message
IMO you almost never actually need "full merge"
uh
Idk what I did but now Hips and Neck aren't connected in the same place so head is another object which doesn't follow by moving any Bones
How can I parent neck inside Chest?
in properties panel with the little bone there's a "parent" slot you can change.
Or you can select neck then chest and ctrl+p (keep offset)
I'm not sure what you are doing to make the head move that way, I was just talking about bone parenting
Im trying to make so head will move also...
I figured. Is it the same mesh object as the body, or separate?
Its 2 different objects that I merged together
2 models in one basically
1 is torso
2nd head
so currently is it one or two mesh objects?
then the issue is likely weight painting.
mesh moves with bones because of weight painting. If it doesn't move with the bone you expect, it may be weight painted wrong.
where is weight paint
you probably want to look for a basic tutorial on this, it's a very large topic and the visuals will help a lot
ok
Okay so. Bones closes to my hands are being grabbed. But i want to grab the bone near the floor to pose it so i can wrap this around myself. Ideas?
Otherwise i was thinking if trying to maybe make an animation to pose it.
i need some help uploading an avatar :) i just started using unity and i don't understand how to fix some problems that i have
what problems?
So first thing i noticed is go to:
avatar descripter
blueprint ID
clear blueprint
import what it requires since you are missing it , page you **bought **this from should tell you
dont have nothing there ;(
Also as a note, always show the first 2-3 errors, at the top.
that's not the issue
yeaah, other pages i saw have that info, but mine doesnt
How many material slots can i get away with on quest?
wich page is this
ok, going
I mean in general - for this one Thulen is right
those are the first errors
You need VRCFury imported
And the Face Tracking templates
aah
avatars usually have import instructions
ty :) i'll try that
i think the page where i downloaded it doesnt
i can send the link if you want
that would be interesting to look at, yes.
Then I'm guessing you got the avatar illegitimately
yeah that's a reupload leaking website
no you can just that page is known stolen crap page
aaahh
ahh
didnt know that
after seeing all the assets they used and some of their tos, i dont really care that much if that 'creator' get their shit leaked
its just a asset flip from someone elses asset then slapping on a price
sure is a lot of that
after days of hard work, i managed to Atlas the textures for this avatar, just make sure to keep transparent textures in a seperate atlas, and to turn the roughness to 1.000 (Default is 0.500) along with re-adding the image texture to the Alpha constraint on transparent textures, as well as adding the normal map and emissions
hooray!
and everyone else too :D
Thank you for everyone who helped me with Atlas'ing/Baking
i still gotta change the default standing animation so the fingers dont look funny but i'll take a bake break
it's shalashakasla
I mean, shalakashaka
I mean, shalashaka
dammit I still got it wrong
the FURY!!!
?
So how do I fix this
well, is it set to humanoid? and are hips mapped?
Its set to humanoid
It has this error
yeah, check if you have hips
mfw unity doesn't pick up chest bone when bone is called Chest
Expand the "Import messages" dropdown in this page
check if every bone is mapped correct and try enforcing tpose
it won't be in a T-Pose properly if there's import errors
so check the eye bone
assign the left eye bone manually
yeah
lemme record a video
yeah correct rhat
How do I enforce that?
I'm gonna be so real with you
the background noise is too much to hear you talk
a
Another error
And its gone :D
I will test
WORKED
Thx everyone!
:D
hmm, been spending the day trying to get this guitar plugin to work.
I was able to upload my avatar, and it works fine thanks to Eli, but the arms aren't responding to the guitar.
the arms are not aligning correctly with it.
plugin: https://8ya.booth.pm/items/6257170
tutorial video: https://youtu.be/Wl9HNyNj0P0
what's strange is that I feel like I'm very close to fixing it but I'm just missing something important.
to me looks like it may just be too big and in the wrong spot
shouldn't it be a bit on an angle?
(I'm just guessing, I'm not gonna buy it myself to test)
it seems to be okay in unity
thing is it's also not supposed to be activated before I click the activate button
managed to fix that earlier, but now it's back to the same issue where it's on the moment I use the avatar
at least based on the tutorial: the particles, signboard, and guitar should be hidden until I go to expressions
My external hardrive got ripped out my laptop while building and now this happens when I build and it keeps telling me multiple unitys are open when task manager says otherwise.
it'll complain that unity is already open because of a lockfile in the /Temp folder
I would close the project, delete both the Temp and Library folders from the project root, and then reopen the project. This will cause Unity to reimport all of your assets.
I'm guessing something got mangled in the Library
The next build will take a long time, because it's going to have to recompile all of the shaders and do everything else from scratch
It's possible that your actual assets have gotten corrupted, but it's actually not that likely
Unity generally isn't modifying your assets during a build
(barring stuff like generating the avatar prefab)
Sorry, how can I open a vrc model in blender if it is in unitypackage format?
you can't
you'd need to open that in Unity and extract the model, likely a .fbx file
think of unitypackages as zip files
they're literally zip or .tgz files ๐
they really just are tar.gz in their own package
In that unitypackage there are 2 unity files. Model for PC and for quest, I need a model for quest, but in the unitypackage itself there is 1 model. I don't understand how it works
I don't get the problem there
extract the unitypackage into a project, find the FBX from it, and import that into Blender
In the simplest form, you could just import only the quest package.
Can someone explain what VRM0 is exactly? I was watching a video on the internet about transferring characters from vroid studio to unity and then to vrchat, and there is no such thing as vrm0 in the unity I downloaded.
when you export a character from VRoid Studio, you export it as a VRM, and get to pick between VRM0 and VRM1
it's a file format
if you're looking for the vrm0 tab at the top in the toolbar, don't
you're probably watching an old tutorial that shows you how to use a very unreliable unity converter
consider converting the model in blender
why is it when im trying to use physbones and i have a transform as a child of one of the bones, the bone does not move?
transform should be the root of the bones
transform affects it's children
if the child is one bone (and doesn't have any children of it's own) it's not gonna move, unless you mess with the endpoint settings
open section 1
??
what?
oh... should ฤฑ add an image?
this image literally displays the fields the error is referring to.
yes
Follow the instructions.
unity convertor, cry
thanks for help
why do people do this i wonder
Why is this happening? Edit Mode
Object Mode
What I mean is that my tail breaks
And when I export the same thing happens
do you have a non-rest pose? or an un-applied modifier?
is the tail rigged/using blendshapes
active shape key?
uhh
Oh shi
It was because of rest pose
;D
Fixed!
Why I cant paint on head? but I can paint or any other of my body parts
looks like Substance Painter
Adobe Substance Painter
oops, sorry, totally wrong reply lol
...but did you figure that out?
The problem is that I can paint or any of my body parts besides head
You may have different texture sets
people really need to give detailed info up front, so much "why is this broken" with no clue as to what "this" might be.
You'll get a texture set for each Blender material
Wheres that?
blender materials or substance painter texture sets?
the texture sets should appear in a menu in the right hand toolbar
Blender?
i don't have Substance Painter open right now and I'm not that familiar with the UI, so I can't be more specific -- but you can look up "substance painter show texture sets" and that should point you in the right direction
materials are assigned to each object in Blender
in substance it's usually a tab at the top of the layers list panel, I forget the name of it too
if you're starting a fresh texture job though I see very little reason to not have a single material for this mesh
(but have fun with UV unwrapping)
Its already unwrapped
I want to create a custom avatar from scratch - I don't want to purchase a base. I have Blender and Substance. I understand that the general workflow is:
- Krita: Draw orthographic references from each cardinal direction
- Blender: Sculpt
- Retopologize
- Rig
- UV Unwrap
- Substance: Texture
- Unity: add expressions
- Upload
However, I'm pretty bad at drawing so I can't even get started lol
Any tips?
make it simplistic, one colour ๐
it depends on your vision tbh
gotta learn a bit of drawing at some point
Where should I start with that?
nice....
Need references first.
That's why I'm asking about drawing
have fun playing the game till then
Pinterest, your imagination, i make my "inspo avatars" first in gacha club and recreating them after
If you have any recommendations on learning how to draw I'd appreciate that
I was once told a book called "Drawing on the right side of the brain" is a great place to start
my drawing is limited to textures xD
I still don't know what is the problem...
You can also find pre-made 2d art bases used for art references/character building and sculpt off of those if you can't draw. You could even commission an artist to draw them for you
I'm poor
so am i
maybe if you have the 2D view also showing, this may help. Or show the layers list, are you trying to draw on a fill layer, for example?
i use gacha club for references + my imagination
it's a free character making app for phones
i recreate avatars i make there + add more stuff in blender
I cant even draw on the head at all
again, the 2D view of the unwrapped UVs may help here.
... that UV map looks a mess
unwrap better
and how do I unwrap ๐ญ
That base model usually isnt that shit
watch tutorials
k
Its a custom one
And?
isn't that a Regulus base
the 2D view is confusing me: it looks like the tail's been overlaid on top of the rest of the texture
it has
Perhaps you're meant to have several materials
which is going to make this basically impossible to do as-is.
it'll be fine after fixing the material assignments
it needs to be taken back into Blender and have the UV map rearranged sanely
I'd still do it with a single material.
Its a regulus x Mayu base in one
that doesn't explain your problem, but it makes more sense at least
Its fixed
yeah that's not even remotely how I would lay it out. But sure.
Oh, I see what was happening
ideally you want the detailed areas larger, such as the face. And orientation will help you a LOT.
The head's vertices all had UV coordinates of [0,0] (or any other fixed value)
but hey, first time, have at it.
ye
Im aware iam awfully news but if i wanted a texture or paint to matche can i just slaps a texture once i calculate the size of the skin or select specific areas in the 2d window?
substance painter btw
Does the build size viewer work still? its no longer showing up in my unity.
this is the file im using for it
how do i fix this
Failed to upload avatar!
UnityEngine.Debug:Log (object,UnityEngine.Object)
VRC.Core.Logger:Log (string,string,UnityEngine.Object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__144:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2890)
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__144> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__144&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:UploadError (object,string)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__133:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2725)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<System.Exception>:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__133> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__133&) VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:HandleUploadError (System.Exception) VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Upload>d__131:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2705) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception)
VRC.SDKBase.Editor.Api.VRCApi/<CreateNewAvatar>d__35:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:709)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<string>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<UploadFile>d__38:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:1055) System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult () VRC.SDKBase.Editor.Api.VRCApi/<Delete>d__22:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:411) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>:SetResult (VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse)
VRC.SDKBase.Editor.Api.VRCApi/<MakeRequest>d__162<object, VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:342) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<System.ValueTuple2<VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse, System.Net.Http.HttpResponseMessage>>:SetResult (System.ValueTuple2<VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse, System.Net.Http.HttpResponseMessage>)
VRC.SDKBase.Editor.Api.VRCApi/<MakeRequestWithResponse>d__15`2<object, VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:334)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
it'd better to screenshot your console rather then post full text (its easier to read what actually an error or warning that way and avoids posting bloat texts)
are there any other red errors in the console or just those two?
just these 2
well not able to see anything that actually describes what made it fail with the 2 screenshots you've sent 
doesnt help stuff is cutoff either :P
thats as much as i can show without having to scroll
cut off on the side
why does the particle go up like that? I need it to stay in 1 place and dont find any option about velocity that havent already set at 0
ok my rig has 3 jaw bones and i want to have lip sync how would i do that
what is the start speed?
start speed needs to be 0
where do i go to be able to move these?
you need to fix it in blender
you can't move the bones around here
open the fbx in blender and set the wrists parent to be the elbow
It wonโt let me
won't let you what?
how are you trying to do it?
I first tried dragging it to the elbow, then I opened the bone menu and it said parent and it wonโt let me change it
click the armature
enter edit mode
click wrist bone
click the green bone menu
expand relations
set parent to the elbow
is that also not working?
Iโll see if thatโs what I did
someone know why I cant upload Quest version? the pc version works and the Q version is ready and set to upload but I cant upload it qwq
check the SDK Problems see what it says
check this
can i make a phys bone only react to people grabbing it and not me moving around?
yeah just use immobile i think
ye immobiel
i think i still need help
what does this toggle actually do?
let me open unity so i can give a more detailed explanation
What the heck does this even mean?
i use vrcfury for toggles to speed up my process
i have multiple toggles and it seems like the most of them are having the same problem
im not sure what the vrcfury toggles do exactly but this is what the onesie toggle looks like in my project at least
you're using Object Toggle actions, so that's going to activate/deactivate entire game objects
is this error causing the editor to open into safe mode, or is it just popping up once?
It's not safe mode, but it pops up whenever I try to upload my avatar.
It just won't let me upload.
I would close your project, delete the Library folder from its root directory, and reopen the project.
that clears up a lot of very odd issues
is it because i have multiple objects inside of a package? ive used vrcfury for toggles before i think i need to look at my previous projects to see what i did different
no, toggling objects on and off should never cause that weird shadowing
I guess I'll just delete the burst cache folder. I've never seen this before in my 3 years of avatar creation.
That should also clear it up
Hopefully.
The only thing that comes to mind is that antivirus programs can prevent Unity from opening or modifying DLLs that it has generated
I've seen that happen once or twice before
(because they're busy snooping around in the DLL)
Didn't do anything.
nuke the whole Library folder so that it has to do a complete reimport
there's something wrong in there
Does anyone know what could cause different lighting between hair and body mesh in specific worlds like popcorn time?
My anchor overrides are set and the avatar testing world the min brightness is working properly. Using liltoon if that helps
every world has different lighting
how do i get the outfit to stick to the model? i added the outfit on nlender btw
do i have neck 1 in the right place? also i have no idea what bones im supposed to use for the torso
weight paint the outfit meshes to your rig (or if the clothes are already rigged make sure the outfit's bone names are the same as your body's bone names)
hey when i take off the clothes from my avatar in vrchat and play mode, there's no belly
like there'll just be the upper chest, legs, and arms
because it probably doesn't exist
Is there a good tutorial somewhere for getting lighting consistent across worlds for liltoon?
if the avatar originally came with those clothes
it's very likely that the mesh doesn't exist
but it does in the editor
to avoid clipping
what do you mean?
like
if i untick the checkbox for the clothes the belly shows
but if i do it in play mode or vrchat, it dosen't
ah active blendshapes
okay, could be a Blendeshape
theres likely an animation that toggles some blendshapes to hide the belly and such
how would i be able to tell
to check if its actually the case while in playmode click your models body mesh and see if any shapekey/blendshapes are active
but to change it you'd have to find whatever animation is shrinking it down and edit it to remove those properties
i guess both
its for deskmate but i also want to have it correctly rigged so i can use it and other fortnite models as vrchat skins
for the steamgame that makes your model into a desktop pet?
yeah
it has mod support surprisingly
all you need for a custom model is a vrm file
i managed to get further but im not even sure a couple of these are right
yeah ive made a few myself, for the best outcome make your rig setup work like vrchat rigs (#avatar-rigging message) and follow the same logic you would for quest where you delete any unused meshes or meshes that you wouldnt see that're under clothing, then once done merge all of them into a single mesh and atlas the texture. For the converting part i personally just convert it into a VRM in unity since it feels quicker
but when i click it in the editor....
like this?
@left gullit was modular avatar fucking it up
sorry your pings didnt give me a notif but glad you fixed it!
err i dont think so? there shouldnt be a reason to be looking at the modifiers you need to be looking at the bone heirarchy or each bone in edit mode for the outfit and body rigs
Oh so I need the amrature for the clothes?
if the model is actually rigged it should have the modifier already
Ran into a really strange thing helping a friend with their avatar
Part of an outfit is added using modular avatar, but in-game that part stretches out some 100m away from the avatar
However it only shows up in-game, in the editor whether in play mode or with a manually baked avatar it appears fine
gesture manager running or not it looks fine in the editor
even uploading a manual baked avatar that looks fine in the editor produces the weird effect only in-game
Has anyone run into this before?
how do i see contacts in unity
gizmos
just a quick question: How do u fix the issue where you can see the hair through the whites of the eyes?
what
its the light brown in the eyes, i cant really recreate it in unity but in-game its noticeable
dont have the hair clipping in the head
hmm okay
got this tryna upload an avi
You currently have warnings disabled. Turn them on and look at them
All of the messages in the conosle are just "it didn't work" right now
anybody know textures better then me im trying too get the head and body the same color but im having a hard time
if your using creator companion just change poiyomi version
update it
thats not the issue those r warnings not errors
my avatar is taking forever to upload. it's been compiling shaders for like ten minutes. i'm using poiyomi and i made sure to lock all the materials beforehand. i've tried restarting unity and my whole pc, and it's still taking forever. any suggestions?
can someone help me why my blend shape cannot detect even though i already make the blend shape key in blender? i'm totally new with unity
If you had unapplied modifier in blender, other than armature, shapekeys will not get exported.
you're life saver thank you!
what with my avatar and being both poor and ok ? is it just a visual bug?
Maybe that is something to do with security checks...?
I also have that with a few avatars, I'm pretty sure
I think it's because one is the server rating and the other is the rating you got via upload
Those can differ since the server check is more accurate
Does anyone know how to toggle a unhideable object in unity I canโt seem to hide the object on my avatar
what is thiss
Whered you get the avatar
I donโt even know about those T_T
It feels like i just got my self a avatar and not knowing what to do lol
I thought it be straight forward and upload
Its my first time

you donโt need dynamic bones, just get the vr labs stub
anyone now how to fix this?
also i face other problem too like this
even though the bone already correct? (i might be wrong)
The head bone and head mesh are called the same
You gotta rename the head mesh to something else
If you scroll down on the right, there should be an arrow that opens a dropdown, where you can select the "enforce T pose" option
i change the name at hierarchy but doesnt work, is there other way to change it?
This is about importing, so.. it has to be named correctly on import
Which means you gotta change the name in Blender
ah that is the problem, gonna try it
spine, hip , chest ? ( hip - spine - chest - upper chest ) , lots of _End bones you dont really need
many thanks, you're life saver
ah this one i follow from the tutorial, so i dont really know much
is there a way to make it better? really appreciate if there is tutorial or something else (so far i dont find the best way of it)
its skipping a bone in the hiarchy , naming dont really matter much but leaving one bone not assigned ๐คทโโ๏ธ (wheres spine not hips)
disable leaf bones
when exporting from blender
you don't really need the root bone for vrc avatars
i see, many thanks all of you guys, i learning a lot today โค๏ธ
@fallow gulch @twin raft when i use the stubss it worked! TY 
Glad it helped out!
how to get Avatar building permissions?
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
can someone help me with the full body and IK tracking error?
Post the skeleton
You very likely had incorrect hip bone assigned in rig configuration.
the two orange highlighted bones are thigh bones, I'm currently in edit mode
I appeared to have fixed the right hip and right thigh bones but I dont remember how.
speaking of hips, here are the hip bones
highlighted in orange, of course
Those aren't the hips as required by unity.
oh wait, so in unity when i went to configure the rig, it says the automatic set "Hip" bone was this model's "WAIST" bone
Also bone orirentations are incorrect to begin with.
okay now I'm getting a headache
i dont mean to sound rude but, what do you mean by that?
All your bone diection is pointing forward. The correct bone should look like this #1139228456090087495 message
so just grab the balls of the bones with the G key and move them forward/rotate them forward with the R key then?
so i have removed 3 bones for each string of bones, and i have moved them, now the ear work fine with the earring. but even with physbones. my asset is motionless, why ?
i was wondering if anyone knows how to make a toggle turn off when u toggle one on cause i have a few outfits and it would help
You can either put these outfits on the same logic layer in the FX controller, to create exclusive toggles
Or you can use a parameter driver on the on animation of the clothes to turn off something else
what tohru said but you could also
make the current outfit parameters into a integer parameter
then have your menu options change the value of the integer
also u guys talking smart๐
im at school rn i cant help
oh ok
its a radial wheel? wut?
how much unity knowledge do u have
give me a sec ill take a ss
esp. blendtrees
gulp some ive started a few months ago
what abt blendtrees specifically?
can u send me a picture of ur blendtree (wherever the toggles r in) and the parameters?
uses bools interesting
yeah
look at blendtrees like code
for every animation you have โif THIS then DO THATโ
gulp
when hairs is at 10%, turn material 1 on
and so forth
so wait everything works flawlessly u just dont like the radial
yup..
thats it? no problems?
no problems
idk how to...
so this is fixed? or wut
yeah the radial wheel
i was just looking how to do multiple toggles for like outfits instead
yk
do u know how to set up menus
like the sub menus and shi?
ya
yuh
so i dont have the exact like how it works in my head or what options a button has (cuz im at school and cant look)
If you can spare the memory, you can just do a normal int
If you can't, then you gotta use a local only int, and use IsLocal to separate the logic into Local and Remote
On local, you'd use parameter drivers to set bool values to true or false, and that is what you'd use for remote
merz can u send me ur params
gulp
Kinda like this
yeah need to re open it
If you have a bunch of parameter memory free on the avatar, then don't worry about this for now
this stuff?
Yes, you have a bunch free, so you gotta be fine
had to for radial wheel
theyโre already float params
idk how to do that tho the thing u said
Yeah, I see hehe
so all he has to do is change the menu to be buttons to set the float to a specific value
This is fine, since you are not low on parameter space
So dw about it
Yeah, guess that works
Just a bit jank to do it like that
But it works
you could make these buttons? i think
You could use a local int that sets the float values
it would work for quest also?
Yes, but make sure that the parameter list is the same on both platforms, or things will desync between PC and Quest
i dont know how toggles can untoggle other toggles, do u @fallow gulch ?
Parameter. Drivers.
im so losstt๐ญ ๐
im pretty sure.. u gotta make sure to make submenus to fit all the buttons for different outfits in
so replace all of the radials with submenus full of buttons
ok 2 words dont really help
k
I explained them in detail before :P
for example, if a toggle sets a parameter to โ5โ and a different toggle sets it to โ4โ, does the 5 toggle turn off?
easymode
Well... if you do write defaults on.... and you have the layers set up in that way...
gulp
i know these pictures are helpful but also dont explain shitโฆ
all it tells me is โdo that. not this. why? fuck u thats why.โ
Basically this works with Write Defaults on, which is the default workflow
If one doesn't know what Write Defaults are, then they have it on anyways
gulp
i appreciate you trying to help though
i dont do walkthrough or step by step, parameter = 0 go here 1 2 ect
noโฆ alot of premade sold models often have mixed WDs
know this because im using one with mixed wds
I mean.. what do you want to hear?
An explanation about what Write Defaults is?
A solution for both WD on and WD off?
A good solution?
Or a jank one that will work for now?
(i have no clue what wds r)
Mixed WD is bad, with the only exception being Direct Blend Trees
Mixed WD breaks stuff otherwise
mixed bad why?
everything seems to work
ill check em latar tho
shouldnt be mixed eitherway but i never understood why
Because if you have a mainly WD on avatar, introducing even 1 single WD off state will stop Unity from writing defaults for everything
oh ๐ so its just using WD off?
This means that your facial expressions will get stuck, if they are set up in a WD on way
And whatever else relied on WD on, will also break
So yeah... don't mix WD stuff, unless it is a WD on Direct Blend Tree in a WD off controller
But DBTs are a story for another time
Hello, I was wondering if someone has an idea with installing the appropriate version of UdonSharp with the 2022.3.22f1 version of Unity? I kept on getting errors whenever I Install UdonSharp and I can't seem to find a decent repository that's applicable for the said version.
Thank you in advance!
This channel is for avatar creation which is not the same as world creation. And your answer is Udonsharp is now a part of SDK world package and you should no longer have to manually import the Udonsharp.
sorry about that, thank you so much for the information as well!
I'm new to these types of stuff hahaha ๐
can someone help me im new to avatar uploading and i got kind of a problem i got a avatar and in unity the avatar is kinda fine the quest model of the avatar is fine but the pc version of the avatar is completly pink
i dont know how to fix this issue
you probably need poiyomi or some other shader
ye i checked the avatar i need poiyomi shader
Get the latest .unitypackage here, and add that to your project
or add it to ur vcc so you can put it in ur project when you make itโฆ but u already have one so do what tohru said
got it just needed to put in the shader and autofix some stuff ^^
yup
and now its stuck at building avatar
Is it stuck?
How long has it been?
now like about 7mins
Also.. is there no window at the center of Unity that shows that it is building shaders?
nope
Then try to restart Unity
just the building avatar bar
nope doesnt work
anyone know if you can force the viewport away from were you are activly looking...
like if i flip the head around on the avatar i want to see behind me out of the head instead of the default viewport... is that possible in any way?
If you override your view by using a camera, this is possible
On desktop, this is easy, but VR needs some tinkering with the values to get it right
thats what i suspected.... having the distance between two cameras be the correct distance seems like quite the feat to get just right.... + i have genuinly no idea how to use render textures. never needed to yet.
In theory, if you place a camera on your avi without a render texture, then it will just override your view as is
It doesn't have to be perfect, but if it's close enough, that's already great
oh really? do i have to do anything specific to the camera?
and for vr. in that case. do i need 1 or 2 cameras?
Not really
But I'd try an FOV of around 90-95 or so
I'm not sure how well 1 camera works, but you can't have 2 cameras overriding your view at the same time
Maybe with some cool shader you could do... only overriding 1 eye per render texture (yes in this case you'd need render textures)
okay last question... if i toggle the camera off and on it should switch between that and the default viewport?
Yes, it does
I only tried the override without a render texture once, and it wasn't even my intention
It was just a mistake, cause I forgot the render texture lol
But it should work
ill give it a try then!
now to figure out how to not render the face mesh in the camera.... if i headchop it from the head (cause its not on the same bone as the head) will it still be chopped in the camera? i guese ill try it out
If the camera is close to your head, it shouldn't show your head I think
the head does not counst as the head... cause its not on my head XD
But maybe that is a property that only takes place when you are looking at yourself from first person
Ah, fair enough
i have 2 neck and 2 head bones cause i can move the head around a lil extra... thats why i needed the camera so i could use it to see out of were the head was
Yeah, that makes sense
posted a video in #avatar-dynamics were you can see the reason it needed to be on its own bone lol
Aye, I see
Makes sense then lol
man now im exited to try out the avatar in vr to see if it works!.... but i just rememberd i need to charge the trackers and controllersXD
Is there a way to edit the default idle animation for standing? i don't really need a custom one but for some reason the fingers on the default animations look weird just on standing and maybe even moving, on Full body tracking or a quest it looks completely fine
yes its possible... you go into the animation tree that handles the animations and just swap out the idle one for the one you want to use.
No i meant i want to just edit the finger bones of the default ones, i don't really want a completely custom animation
i dont remember the name of the animation thingie and i cant check cause my unity is currently frozen lol
yea
just gotta find the default animation itself and animate the fingers on it to bewere you want them...
If you don't have a base layer assigned, then go to Packages > Sdk > Examples > Controllers, and find the one for the base layer
Duplicate it, move it over to the Assets folder, and assign it to your avatar
After that, you can find the idle animation in this controller, and now you can find the animation
Is that the case for GoGo Loco aswell?
dunno, never used gogoloco
One of my avatar buttons keeps breaking, displaying as "button text" with no icon, or functionality. What causes this, and why does it keep happening over and over again? This is now the 10th time it has happened.
I was going to go to bed until that happened, and now I have to fix it.
oops XD
I'm having 2 UV maps for head and body but there is a small part around the head and body aka between them that I want to be only in head UV. How do I do that?
The part btw
I dont want this ring to be in body
I want it to be removed
on the other uv just scale it to 0 and put it in a corner?
ยฏ_(ใ)_/ยฏ
Please @ or DM me if you have a fix for this. I want to go to bed, and it's very late for me. I want to fix it, but maybe not when I'm sleep deprived.
i dont see why it should
I mean its the same UV, so it should?
say what the issue is first
But Ill try
never hurts to experiment... time for both of us to learn something new :D
The button isn't displaying the actual name of the button, nor does it have an icon, nor any functionality.
Meanwhile, in the project, everything looks just fine.
could you show taht?
and also very dumb question... but is the menu you made the same one that is assigned to the avatar? XD
True true
This has happened with numerous other avatars, but this avatar literally ONLY has this.
With other avatars, I assumed it was a problem with there simply being too many toggles, and buttons. Now there's 0 excuse.
Is this a bug with the SDK, should I update?
might be worth a try atealst
I guess if not, someone will likely have some kinda fix.
Well if you got GoGo, you can look through the GoGo base layer to find the correct animation, yes
So close lol
it should be at the right position.... i need to look into it more but it seems like the camera just auto defaults to 0.0.0 on the headbone...... i dont need to say another word cause i think i just solved my own issue
i gotta test it now
Yay
i think the issue was that i had it under the normal head so it got scaled down to 0... no matter how much i moved it, it would end up at 0 0 0
You could headchop the camera on the head to make it keep its scale
Or do that with an empty that you put on your head, that the camera goes on
Yep
So put a headchop on the cam and don't let it scale down
i never understood the headchop.... do i put it on the head and select the parts i dont want shrunk? or?
Put it on the camera
Target the head with it
Make both sliders 1, and.. I think that's all...?
oh ill try
also.... how to i make the camera not ignore post processing?
its alot colder.... (and 90 fov is a bit high for desktop lol)
Add a "Flare" layer
I think that's it...?
It's a component
You can make desktop / vr specific animations that set the fov to a different value, based on the platform you are playing on
flare layer?
Also, make sure to use IsLocal, so others don't have your camera enabled
smart
XD uhm i nearly forgot
Yeah, pretty sure you can just search for Flare as a component and add it to the camera
Why does it pick my body UV map and doesnt show the head
Ye cause if you animate a cam component on, it will actually be on for remote as well
Like it doesnt display this
layer i assume?
upper right - you have two materials, those turn into two different texture sets in substance
Yes
awsome
And make the camers see all layers ig...?
That should be all
So I need to assign one material on both on them?
if you do that you'd need to redo the UV maps so those islands don't overlap
Is there other way?
no
remove? Each thing on a uv map represents something on the model
go remove that part from the model
make it not part of the mesh....
yeah "mesh" is what I mean, to be clear.
Ok, I literally cannot add custom buttons to this avatar, and this avatar specifically. I've fixed it with others, but not even updating the SDK fixed this problem. I'm completely lost.
But I added it using UnWrap
If you can add it on UV map, cant you remove it?
no, it wasn't "added"
ah
All parts of a mesh are always on a UV map, even if all the points are stacked up at 0,0
what's your goal, one single material where you currently have two?
Ig to Make a UV map for Head and a UV map for Body
Since body is done currently I need head
Both have UV maps already
They do?
you showed images of them
How do I create a thread for the bug I keep running into? I need to find a fix for it.
how so? You just have to select the correct texture set (i.e. material) in substance
you cannot paint both at the same time
a..
?
I'm not sure what this image is trying to convey
I cant paint on head
select the correct texture map
where?

