#avatar-help

1 messages Β· Page 91 of 1

somber sequoia
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ah "texture set" is the term

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yeah those at the upper-right

inland seal
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Thats the head :/

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Nice Uv map 😭

somber sequoia
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are you in a mode where you can actually see the UV islands though?

inland seal
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How do I access it?

somber sequoia
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it's easy to see if you go into the paint mode where you can select islands or polys

inland seal
#

alr

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@somber sequoia Is this what you wanted?

rustic tide
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it works... but i cant seem to be able to shrink the close head so its not visible in the camera

somber sequoia
fallow gulch
somber sequoia
#

HeadChop maybe?

rustic tide
rustic tide
inland seal
somber sequoia
#

yes

fallow gulch
inland seal
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Its still same ;D

somber sequoia
#

I'd try to re-export the mesh

rustic tide
#

it does infact not scale with the head

inland seal
somber sequoia
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from blender

inland seal
#

But its a custom one

somber sequoia
#

re-export the .fbx and re-load it into substance

inland seal
#

You want me to give it to you?

somber sequoia
#

... no?

inland seal
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ok

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Im just wondering how you will get that model

somber sequoia
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I never said to give me the model?

fallow gulch
somber sequoia
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Based on your pics of what's in blender vs. what's in substance, I'd re-export the FBX from Blender and reload that into Substance.

rustic tide
fallow gulch
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To only scale it outside the mirror, only locally, when the camera is on

inland seal
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@somber sequoia i found this

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Where you can set the UV map

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is that the place?

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Ill try

somber sequoia
#

I see nothing about UV map there, but that looks like material settings

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I'm not sure what you are trying to do here.

inland seal
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nvm it didnt work

mental estuary
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In Blender, export your FBX again. In substance go to edit -> project configuration -> select your FBX to force it to reimport. That usually works for me if there's changes that I've made

somber sequoia
#

yep, that's exactly what I suggested.

mental estuary
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There's 2 reimport buttons, and you never explained how

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So I chimed in

somber sequoia
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Sure, that's useful.

rustic tide
inland seal
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Maybe we can call so you will explain how to do that?

mental estuary
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There's nothing else to explain. That's the steps to reimporting a mesh into substance painter

inland seal
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Ye but the Uv maps still dont show

mental estuary
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Why aren't you just using the regulus base. I'm sure they provide a substance file

inland seal
mental estuary
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Right, and the body and head will both have UVs already. So you can just merge the meshes and then have 2 materials already made for you in Blender

inland seal
#

Thats what I did?

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I merged them together

mental estuary
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Then the UVs will've been fine if they had separate materials

inland seal
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They did have

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But its broken and idk why

mental estuary
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Did you combine the materials at some point and then separate them again?

mental estuary
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After lurking a bit I'm thinking it might just be better to start fresh, combine the meshes, leave them with 2 different materials, leave the UVs alone, and try to texture it then

mental estuary
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Since if they stay with 2 separate materials, the UVs overlapping won't matter, and you can always combine the materials later by scaling the UVs

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Your 5th time only combining the meshes and then exporting directly into substance?

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Doing nothing to the materials or UVs

inland seal
mental estuary
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There we go... I'm suggesting to just combine the meshes and leave everything else alone

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The 2 bases you're using should already have been UV unwrapped

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So if you just combine the meshes, and export, and check in Substance, it will be fine. There will be 2 materials, 2 sets of UVs, no unwrapping for you to do

inland seal
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So you just suggest me to combine 2 meshes together and not touch them ever again?

mental estuary
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I'm suggesting to just combine the meshes and leave everything else alone for now

mental estuary
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Get the meshes combined so that you can texture it with the 2 materials, body and head, then you can think about doing mesh edits, and understanding UVs better

inland seal
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Since F key doesnt work

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It fills insides

mental estuary
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Bridge loop

somber sequoia
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select two edges and 'f' should fill between, assuming we're talking about a single mesh object.

inland seal
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Is that what you mean

somber sequoia
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if not you could 'e' to extrude a new face then maybe snap the vertices to the other mesh or something

mental estuary
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If you have both edge loops selected you should be able to do a bridge loop

inland seal
mental estuary
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Idk. I always right click then bridge loop

fallow gulch
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I don't think I have seen that happening before lol

mental estuary
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It might be a built-in addon. I haven't touched my addons list in a while

rustic tide
inland seal
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Do I need to Merge them 1st?

mental estuary
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You need to be in edit mode and select the neck's loop and body's loop where you want to connect them

inland seal
mental estuary
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Yes

rustic tide
inland seal
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now?

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what

mental estuary
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Now you bridge them

inland seal
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It doesnt let me

mental estuary
somber sequoia
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again, you cannot make mesh between two different mesh objects

inland seal
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Now I Eport and put in substance?

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Export*

mental estuary
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Now check the material list for that mesh

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There should be 2

inland seal
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There 4 since Mayu has 3

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Do I delete once that arent needed?

mental estuary
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Alright, sure, that's fine. You can figure out which ones to keep

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Export the FBX, and import it into Substance

mental estuary
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Select the other texture sets on the side

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Check all of them

inland seal
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Thats head ;D

mental estuary
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And the others?

inland seal
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This is body

mental estuary
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And the other body?

inland seal
fallow gulch
inland seal
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Regulus hair

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Im so confused rn

mental estuary
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I'm starting to think this may be a problem with the head that you're using. Did you chop it off the original model?

inland seal
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ye?

mental estuary
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Did you touch any of the materials when doing that? Change any of the UVs?

inland seal
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no

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But whats odd is that I didnt touched Hair

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And the UV is normal

mental estuary
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At this point then, select all the head vertices and UV unwrap it

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The body is perfectly fine

mental estuary
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This should've worked fine if the UVs were fine with the original models. Maybe as an experiment you take the head's original model, chop off the head again, and check the UVs in Blender to see if it's fine or not

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The body is completely fine, so I'm leaning to this being an issue with the head itself, or how you've detached it

somber sequoia
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unless I misunderstood what that was a pic of

inland seal
mental estuary
inland seal
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Its fixed!

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I can finally paint

mental estuary
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Yeah, cause you unwrapped it manually

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But that unwrap isn't very good

somber sequoia
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you'll probably find it'll be difficult to paint well

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but it's a place to start learning that at least

inland seal
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:C

mental estuary
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It's usable

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But you might find things difficult or have worse quality

rustic tide
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nbm i think i got it

fallow gulch
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Yay

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Merge it with your FX layer

inland seal
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That worked @mental estuary

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If I do just head

mental estuary
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Right, good. So now merge that with the body, given that the body is fine

inland seal
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Im scared it will break again

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😭

mental estuary
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Those UVs are fine

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The body's UVs are fine

inland seal
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mhm

mental estuary
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So merging them together, everything should be fine

inland seal
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By merging you meand deleting old head

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and replacing it?

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or what

mental estuary
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Yes, or just taking a fresh copy of the body to be sure

inland seal
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Sure

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Ill do 2nd option

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Oh wait

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also

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If I will add the filling between them

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Do I need to put it in Uv?

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The head and body

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aka the gap

mental estuary
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Not sure how Blender handles the bridging tbh

inland seal
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Would be funny if thats the problem ;D

mental estuary
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It looked fine in Substance since there was no white gap between the checkerboard

inland seal
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True

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welp

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Ill try

mental estuary
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You might need to unwrap that specific face loop, but that can just be put on the head's UVs since there's a ton of space

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I doubt that would be screwing up the head's UVs though

inland seal
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ok

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Will Ctrl + P work?

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Or I need to do Ctrl + J

mental estuary
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J joins the meshes into a single mesh, then you bridge the vertices

inland seal
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ik

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Just asking wich is better

mental estuary
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Pretty sure P separates, so

somber sequoia
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ctrl+p is for parenting in some cases, not what you want to do here.

fallow gulch
rustic tide
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i did try this thing it came with and made the animation under Mirror 0 0 0 to see if anything happend... it did not

inland seal
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It broke ;D

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same thing happened

fallow gulch
# rustic tide

Yeah, this is the layer that decides which is the mirror

mental estuary
rustic tide
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if its false its -1 if its true its 1..

fallow gulch
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So yeah, the idea is clear, but in practice it is a bit odd

inland seal
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I found the problem @mental estuary

fallow gulch
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So make sure to try both I guess

inland seal
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It breaks always when I Join them together

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The joining is the problem

somber sequoia
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breaks how?

inland seal
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The UVs are stretching cuz it thinks its a whole model

quaint hound
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heyooo everynyan

rustic tide
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then just dont join them.... make them one mesh but dont connect the two pieces

fallow gulch
somber sequoia
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UVs are going to be wrong after this, yes. We went over that

fallow gulch
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Not sure if that is the issue, but that is a common mistake

rustic tide
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its not their issue but its good to keep in mid

fallow gulch
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Ye if you name them the same, they will join up into 1 UV

somber sequoia
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Your body UV map is spread out over the whole 0-1 UV space, adding the head means you're going to have to do a lot of rearranging or a fresh unwrap

mental estuary
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UVs can stack as long as they're using different materials

somber sequoia
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oh are we still doing to materials? Okay

mental estuary
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I was going to, otherwise it would get complicated for them to move the UVs around

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I just want to get it working for them first

rustic tide
inland seal
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@fallow gulch THX

mental estuary
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UV names... Shall keep that in mind

inland seal
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I will

mental estuary
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Blender quirks 101

inland seal
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So how much this took

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Uh

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7+ attempts

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10+ hours

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;D

somber sequoia
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sounds about right

inland seal
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😎

mental estuary
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Hey, we troubleshooted each thing that could've gone wrong until we got to the solution

inland seal
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Thx everyone for helping

mental estuary
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That's how it goes

inland seal
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Thx for that

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I learned a lot

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πŸ‘

mental estuary
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Enjoyyy

inland seal
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Now I will put Armature back in place

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and finally start working on him..

fallow gulch
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This is tricky hmm.. maybe there is one more, more painful thing you can do

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Giving the head you want to toggle a separate material, and using Poiyomi on it
It has a feature to hide / show things in various situations:

  • Camera
  • Mirror
  • Real world
rustic tide
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also i still cant get postproccesing from the world to work on the camera

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oh yea the headchop works when not looking throuh the camera

fallow gulch
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And yes, you'd matswap locally to that mat to hide the head when needed

rustic tide
fallow gulch
rustic tide
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<3

rustic tide
fallow gulch
rustic tide
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oh okay!

fallow gulch
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Cause technically that's what you want

rustic tide
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i see how that makes sense

fallow gulch
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Yee

rustic tide
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It works! now i only have one issue left!... this V shape is supposed to sit at 0.0.0 of the headbone and it does for others, just not localy for some reason

fallow gulch
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Oh... interesting lol

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Neat that you got so far though

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Is the V shape head chopped?

rustic tide
# fallow gulch Is the V shape head chopped?

no... that is position constrained to the false Head... and the false head is position constrained to a thing that is parent constrained to the 2 physbones.... (but only at half strength)

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so i see how this can break

fallow gulch
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Maybe put the V at the root of the avi, and add multiple sources?

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One for the fake, one for the real

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Zero offset

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Or parent them to head chopped empties on both head

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That shouldn't give you issues cause of scaling

rustic tide
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i forgot a line were horn center goes to head ghost aswell

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im honestly suprised this mostly works, except localy

fallow gulch
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Yeah... maybe try to make it a bit more simple, cause the constraint might be giving up

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As it did when we were messing around with the Ragdoll system, with VRC Constraints

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At some point, some constraints just did nothing lol

misty lagoon
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Desperately need help getting eye tracking working on a booth avatar that is for-sure compatible with it. Spent days and tried to do everything myself before asking for help and this is my first exposure to Unity/3d modeling, so I'm pulling my hair out a bit.

I'll cover the jist of what I've done and if anyone could be so find to find the holes.

(Quest Pro)

downloaded VRCFT, have it running while game is up, is sending and receiving data successfully, detects "2 parameters" and the avatar itself.

steamlink tracking data port is set to the same output, all OSC/tracking toggles on (as far as I can tell)
in-game VRC OSC toggled on.
eye tracking debug is on showing that the eye tracking is actually functioning in the headset (along with the eye tracking calibration), but the avatar is just not doing it in VRC

(i've been using steamlink so far because fairly easy to get working, but i did buy virtual desktop)

I think it may have something to do with the avatar itself but I have no idea how to approach that, but from some research it should have the things it needs for eye tracking to work

rustic tide
fallow gulch
wraith geyser
#

hello,
i'm trying to fit in the 10mb quest limit. I used to use this https://vsk.lox9973.com/abstat/
to visually see wich parts are the biggest in memory usage (models or textures)
but it doesnt seems to work anymore, or vrc changed the vrca folder maybe?
so here's my question.
Do you know how to use this tool again? or do u use a similar tool? thanks

rustic tide
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thats a sus link

pine valley
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eh, seems fine -- you're just uploading an asset bundle to the site

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You should get a build report in the editor log after running a build

wraith geyser
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its not but you dont have to click it anyway, the people who used to use it would recognise it

pine valley
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you could have a look there

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note that it'll tell you the uncompressed sizes of the assets

somber sequoia
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I wouldn't send my avatar to a sketchy site like that.

pine valley
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it has a very cute :3 root page

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i'd trust it with my life

balmy barn
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just use buildsize or read unity editor log

pine valley
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yeah, you can search for the build report in the log

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(restart the editor to start a new log file if it's a giant mess)

rustic tide
wraith geyser
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thanks for your answer but im a bit confused, where can i find this build report pls

balmy barn
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android have it too now i guess, not ever tested it in 3.7.6

pine valley
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oh, neat, i never knew about that "open player/editor log" button

rustic tide
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and thanks for the help tohru you have been a big help!

fallow gulch
wraith geyser
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waiiiit if i use the offlinebuild and manage to find the vrca file i could still use that tool i suppose

lucid rapids
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Sos

balmy barn
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buildsize viewer can still read after

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(wonky)

fathom fossil
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the rig for this model has no upper chest bone so will it still work?

somber sequoia
#

yes, that's optional

desert elk
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yes

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mhm, optional, just like toes

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:)

inland seal
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Small problem. How do I fix this?

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The small part of neck isnt attached to a Neck bone

sick ice
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Im not sure what the issue could be but it does this everytime i import it to unity. Does anyone know how to fix it? The left is unity, Right is blender

inland seal
#

Check if its set to Pose, If it is then put it on rest

sick ice
wooden zinc
#

hey anyone know where i can find the new fake index gestures at all i see it on almost all the avatars i find nowa days-

sick ice
inland seal
sick ice
#

alr

sick ice
fathom fossil
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fuck you mean

inland seal
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Then idk ;D

sick ice
#

its all gooood. Ill try and look more into it. thanks

wooden zinc
# fathom fossil fuck you mean

u got to name other stuff in blender like say u had two heads , like skin meshes you would need to name then different like head 1 and head 2 (sorry if that doesn't make that much sense

fathom fossil
inland seal
wooden zinc
inland seal
#

I merged head and body together

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then add a fill gap between them

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using LoopTools

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Aka Bridge

wooden zinc
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did u waight paint it at all?

inland seal
#

no

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All blue

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I checked

wooden zinc
#

do u have the cats pluggin? by chance?

inland seal
#

no

wooden zinc
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with cats plugin you can merge armatures easily without extra struggle

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it also could be the lack of waight paint

sick ice
inland seal
arctic ginkgo
wooden zinc
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im not a 100% sure to be frankly with you

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i use cats all the time it never broke my stuff but thats just me

arctic ginkgo
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its intended use case is for getting MMD models ready for VRChat

somber sequoia
arctic ginkgo
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if you're not working with MMD it's not very useful and can break things that are intentional

somber sequoia
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do not rely on the color for accuracy

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(you can see weights for a vertex in the Item tab of the n popup sidebar)

wooden zinc
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i have all of this if it does help anyone- but yeah weights is verry useful when doing stuff like that

inland seal
somber sequoia
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great tool, but that's not of any use for Mystic, without a mesh to transfer weights from

inland seal
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Is there smth odd?

sick ice
somber sequoia
inland seal
wooden zinc
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brb

somber sequoia
#

I don't have a clue what mode you're in or what you clicked, but this is what one of mine looks like:

inland seal
#

Are you in object mode?

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or edit

somber sequoia
#

why would I be in object mode to click on a vertex?

inland seal
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Eh

somber sequoia
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literally where I said it was

inland seal
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But it doesnt look the same

somber sequoia
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this is Blender 4.3.2, the object has an Armature modifier and that vertex has weight. I don't know what you have.

inland seal
#

I have 4.4

somber sequoia
#

ooh I didn't realize that got released

inland seal
#

It got an hour ago

somber sequoia
#

excellent

inland seal
#

I cant find this

somber sequoia
#

maybe you have no weights on whatever you clicked, or nor armature modifier

inland seal
#

I have?

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So what do I do now?

somber sequoia
#

just verified that's there in blender 4.4 for me as well.

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and not for a vertex with no weight

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thus the vertex you clicked probably has no weight.

inland seal
#

Is that good?

somber sequoia
#

if you don't want it to move with a bone, yes. You probably do, since this is an avatar, so no, that is not good.

inland seal
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mm

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Do I got to weight paint and add weights?

somber sequoia
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yep

inland seal
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Oh damn

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It worked ;D

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I feel dumb now

somber sequoia
#

not dumb, just new πŸ™‚

inland seal
#

yey ;D

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I was always thinking that not having weightpaints is good

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but if it breaks then its the oposite

somber sequoia
#

yeah, without weight, a vertex will not move along with a bone.

inland seal
#

Mind explaining why a head can

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Just want to learn ;D

somber sequoia
#

it can't

inland seal
#

But its blue too

somber sequoia
#

but everything else can, leaving a vertex in place

inland seal
#

hm?

somber sequoia
#

dunno about you but I can't distinguish between the blue that's a weight of 0 vs. .0001

inland seal
#

huh

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It matters?

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if its so small

somber sequoia
#

0 won't move. .0001 will move.

glad dirge
#

When making an avatar which of these packages should be enabled? (I wanna do stuff like toggleable accessories and functions in 3.0 menu as well)

somber sequoia
inland seal
fiery crow
#

would recommend gesture manager if u wanna test out toggles youre making

night ember
#

Av3 manager would be better than gesture manager

somber sequoia
#

I use AV3 emulator and AudioLink and Avatars 3.0 manager

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required? nope.

fiery crow
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i use both sometimes

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but gesture manager usually my main

night ember
#

Wingmandraws' editor camera is also good to have

fiery crow
#

gesture manager is alot more user friendly tho

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for beginners imo

night ember
#

Av3 has been pretty user friendly to me

somber sequoia
#

I greatly prefer AV3 Emulator but with Gesture manager to have the in-game-look of the menus

night ember
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Everything in it is well documented/named

somber sequoia
#

it's good to have options.

inland seal
#

Oh cmon 😭

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It is set tho

fiery crow
somber sequoia
#

also unmap the jaw bone unless you use it

inland seal
#

I dont

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It seems fine

somber sequoia
#

check that the bones in the slots are correct, don't just glance at the picture

inland seal
#

ok

somber sequoia
#

sometimes you see the armature root in the hips slot, sometimes a weird bone where it shouldn't be

night ember
inland seal
#

I got this now

somber sequoia
#

yeah don't waste your time trying to build with that error

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if this was an update to an existing project, you may have to switch the rig to generic and apply, then do the humanoid setup from scratch.

#

that's synced parameters. if what you deleted were not synced then they wouldn't change that number

inland seal
#

Since I uploaded a new version of the avatar and changed its name the name in VRC Controller didnt change

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So it was 2.0 not 3.0

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😭 The weight paint didn't help. Its still broken and doesn't follow the bone

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Ima wait for help ;D

glad dirge
#

How do I get rid of these toggles in the 3.0 menu. I wanna keep the clothes on for now but I don't want the toggles in the 3.0

left gull
primal wind
#

Does anybody know why unity doubles my tri count?

somber meadow
primal wind
#

I can check

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No

somber meadow
#

Oh that's the old cats plugin saying that

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use the Blender statistics overlay instead

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it only shows what tris it has of what's shown

primal wind
#

Weird, I don’t know why it does that. The cats plugin showed everything

misty lagoon
#

is there any reason that changes i make to a re-uploaded avatar in unity will reflect but after a little while or changing avatars to and back to that avatar will make it seem like my changes are being ignored?

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(in vrchat)

somber meadow
#

Security checks queue is back most likely

misty lagoon
#

like I changed a bunch of the variables on physbones to reduce sway/movement, and it will reflect in vr chat initally, but after changing avatars to something else, then back

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its like, ignores those changes i made

somber meadow
#

the older bundle is being used as the newer one hasn't been checked by server processing

misty lagoon
somber meadow
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waiting

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if there's too many avatars being processed at once, a queue starts

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are you saying the avatar goes back to the original bundle after it working once?

inland seal
somber sequoia
#

ahh

inland seal
#

This is still broken. The Weightmaps didnt work

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I remade the model

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But still nothing

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I was jus hoping that maybe I did smth wrong

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I mean I did smth wrong

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Idk what I did wrong

somber sequoia
#

is this ^ image in Blender?

inland seal
#

ye

#

s

somber sequoia
#

in what mode?

inland seal
#

Pose

somber sequoia
#

what'd you do, move the whole avatar to the side, and those vertices remained in place?

inland seal
#

mhm

somber sequoia
#

go into weight paint mode on the body mesh, move the avatar just like that, then you'll see the verts sticking out. Weight paint them to the appropriate bone.

gloomy flint
#

im sorry just everytime i glance in here to see if youve figured it out, the neck stretches even farther into the distance

quaint hound
#

hi hello Hello.

#

How can I help

misty lagoon
# somber meadow are you saying the avatar goes back to the original bundle after it working once...

okay so im trying to reduce the jiggle on the characters chest.

i go and change a bunch of the variables in her physbones for her chest (pull, momentum, stiffness etc)

I upload the character when its what I believe to be more acceptable.

i open vrchat, go to a mirror and test it out. huzzah, boobs no longer sway around like crazy. happy.

10 minutes later, or after changing to and from another avatar, the chest now sways around the way it did before any of all that.

gloomy flint
#

actually cursed by Ra

inland seal
misty lagoon
#

open beta of what

somber sequoia
quaint hound
misty lagoon
#

idk i just download from steam

somber meadow
#

just the game client

#

does it say "Open beta" next to the play button in steam

quaint hound
misty lagoon
#

proud to be normal vrcAevSip

somber meadow
#

all I'd try is see if clearing content cache fixes the issue

#

this issue just sounds like it's not user-sided and VRChat itself is not delivering the right bundle then

misty lagoon
#

maybe i do a fully avatar delete, reupload

somber meadow
#

you could also try a new avatar id yeah

glad dirge
#

I removed the files for the tights and now the legs are gone. How do I replace em with just bare legs for Manuka

gloomy flint
#

oh my god

#

ok so you need to go to your blendshapes

somber meadow
#

those are shrink blendshapes, double click the body so it's hightlighted in orange, expand the blendshapes option, and find the blendshape responsible for the legs

gloomy flint
somber meadow
#

usually on booth models they should be along the lines of X_BodyPart or Shrink_BodyPart

gloomy flint
#

i think Manuka uses Shrink?

#

hilariously ive seen some avatars have a blendshape like "Arms On" and if you turn it to 100 the arms shrink for clothing

#

and its like.. yup.. arms.. arms are definitely on i guess

somber meadow
#

It's better having a blendshape at 0 by default anyway

#

anything above 0 would be a skinning performance issue

gloomy flint
#

its just a weird naming scheme for the shrink shapes tbh

somber sequoia
#

go watch tutorials on weight painting

inland seal
#

I watched

#

Ik the hot key

#

It doesnt work for me

#

Idk why

somber sequoia
#

what hot key?

inland seal
#

Ctrl + R Click to select a bone?

#

Atleast thats what they said in video

somber sequoia
#

huh, news to me

#

er, isn't it ctrl+shift click now?

#

yeah

mental estuary
inland seal
somber sequoia
#

you keep using that word, I do not think it means what you think it means

mental estuary
#

I understood that reference

somber sequoia
#

πŸ™‚

mental estuary
#

insert captain america

somber sequoia
#

no.

somber sequoia
somber sequoia
mental estuary
#

The understood that reference is a reference to captain america

#

I was doing a meta-reference

somber sequoia
#

I must not know that one

somber meadow
mental estuary
#

First avenger's film when they're sat in the helicarrier

somber meadow
#

Blendshapes have more than just VRAM impact

inland seal
glad dirge
somber sequoia
glad dirge
somber meadow
#

that looks like a face mesh

#

you selected the wrong mesh

inland seal
gloomy flint
#

click on like

inland seal
#

I could show

gloomy flint
#

the arm

mental estuary
gloomy flint
#

where are you streaming then

somber sequoia
somber sequoia
inland seal
#

sad

somber meadow
mental estuary
#

moves blendshape from 0 to 0.0001
pc explodes

gloomy flint
inland seal
#

OH SHI

gloomy flint
#

lol-

somber sequoia
#

hey look at that very dark blue ring right there

inland seal
#

It was in chest :D

somber sequoia
#

I think I know what that means

gloomy flint
inland seal
#

I think I need to erase it ;D

somber sequoia
#

no you need to paint it.

glad dirge
gloomy flint
#

that isnt the arm

#

double click on the arm

#

that'll pull up the body mesh

inland seal
#

but sure

somber sequoia
#

any what?

inland seal
#

nothing

gloomy flint
#

you need to see the orange outline around the body itself

glad dirge
#

I got itt

inland seal
gloomy flint
#

there ya go

inland seal
#

Its gone :D

gloomy flint
#

Ra has forgiven you, mystic

inland seal
#

I will texture soon

#

;D

gloomy flint
rustic tide
#

oh it dont imbed

inland seal
#

Ok now I can 100% say that Its done and no need to help anymore :D

#

After 2 days of pain I did it

gloomy flint
#

good

rustic tide
glad dirge
#

Now another issue I'm prob gonna be asking for help a lot cuz this is my first time and I can't find anything about some of this on youtube lol

#

the hair does not stick on the model

#

it's just floating

somber sequoia
#

how did you attach it?

glad dirge
#

good question idk how :( I just put the hair in

somber sequoia
#

ah so if it's just sitting there it's not actually attached

#

use a thing like VRC Fury's armature link, or Avatar Dresser or something

pine valley
#

yeah, you have that armature directly stapled onto the root of your avatar

#

it'll follow your root around just fine, but it doesn't care about what your armature is doing

fallow gulch
#

You may just have to mess with the parenting I guess

gloomy flint
#

usually manuka uses Modular Avatar

#

but the prefab itself on the store page should have a dependancy listed like VRCFury, Modular avatar, smth, that tells you how its installed

nocturne lintel
# glad dirge

I would highly suggest using blender to merge the armatures if you plan on only using this hair

gloomy flint
#

zen does NOT need all that-

#

they need the package that the prefab uses to attach

#

which is again, most commonly Modular Avatar

nocturne lintel
#

Why not be destructive for the sake of saving in performance?

gloomy flint
#

its a booth avatar

nocturne lintel
#

Again IF you are only using this hair, merge the armatures.

glad dirge
#

Yea I got the hair attached to the head now but it clips through

gloomy flint
#

its already shit in performance lol

mental estuary
nocturne lintel
mental estuary
#

Merging meshes in blender is only better for performance when you merge the materials as well

gloomy flint
#

add a collider in the chest, capsule shape could work well, so that the front hair rests on that

pine valley
nocturne lintel
#

You are merging the armatures properly, lowering the bone calculations.

gloomy flint
#

oh wait it has one

pine valley
#

Depending on the hair's armature, it might be unavoidable

#

if it only attaches to your head, then it can't really know what your chest bone is doing

gloomy flint
#

@ Zen in the hair's physbones, add the CHEST collider to the physbone colliders

pine valley
#

Ah, yeah, see what that does

#

Some hair setups will actually attach to your spine/chest/neck bones, so they deform properly

#

But they could also just use physbones

#

The former is more likely if the hair was made specifically for your model

gloomy flint
#

considering theyre front bits, its probably physbones so that it can technically work on multiple avatars

#

yeah

nocturne lintel
#

That will only work if their chest collider is well mapped, and it will likely collide through their shoulders, as the chest collider is just a capsule.

gloomy flint
#

they can still try it and see if it works.

#

it should though

nocturne lintel
#

If the hair is made for the model, it likely has compensation baked in via shapekeys

rustic tide
nocturne lintel
#

For example a Breast Enlargement shapekey to push the hair to lay flat with the breast.

gloomy flint
#

found the hair prefab it seems it uses colliders too so checking the hair's blendshapes would be a good idea too

glad dirge
gloomy flint
#

can you

#

show the whole screen

#

and not a tiny snippet taken out of the context of the rest of the project

#

i have no idea where this collider is placed

gloomy flint
#

...

glad dirge
#

a one sec

nocturne lintel
#

There are some colliders that VRChat generates for you

gloomy flint
#

remove the collider, theres already one on it

#

manuka has a chest collider, i saw it earlier in the project too

nocturne lintel
#

Those being Head, Chest, Feet, Hands, and Fingers

gloomy flint
#

you need to go through the armature until you get the Chest bone

nocturne lintel
#

Or you can t:Script on search.

glad dirge
#

alr I found chest

rustic tide
gloomy flint
#

ok there IS a collider on it right

glad dirge
nocturne lintel
#

No component there

gloomy flint
#

where is that collider attached what

nocturne lintel
#

Looks like those colliders are on the breast

gloomy flint
#

god dammit i dont have link embeds for my squint gif

nocturne lintel
#

Again, t:Script

gloomy flint
#

this is where you put it to find all the scripts, which includes physbones

nocturne lintel
#

You can also t:VRCPhysBoneCollider

#

Unless they changed the MonoBehavior name

glad dirge
gloomy flint
#

it should work since t:VRCPhysbone brings up physbones

#

ok so you found the chest, keep that on hand and go into the Hair's physbones alr

#

you need to find this section of the hair's physbones on each component

nocturne lintel
#

ChestC1

gloomy flint
#

you open up the dropdown called Colliders, and you put 1 in there, that will open up a box below it where you put ChestC1

nocturne lintel
#

You can also just drag it on the Colliders name to add it automatically

#

It’s an Array type

glad dirge
#

Ok I'm lost mb y'all uhhhhhhhhh

gloomy flint
#

you go to the hair's armature and find where the physbones are, OR you type in t:VRCPhysbone to find it

nocturne lintel
#

Find the hair physbones for the front sideburns

gloomy flint
#

those are bangs 😭

nocturne lintel
#

Bangs is too broad

gloomy flint
#

sideburns are very specific

#

thats shaved down hair in front of the ear, its masculine as well 😭

#

bangs is any hair dangling down from the front of your head past the ear

nocturne lintel
#

I am aware, just using quick lingo for the front longer hair piece

glad dirge
gloomy flint
#

If you changed Radius, undo that

glad dirge
#

alr

gloomy flint
#

all you need to change is the thing called Colliders

glad dirge
#

oh like this

nocturne lintel
#

Yep

gloomy flint
#

yup!

glad dirge
nocturne lintel
#

Go into play mode and you should see them push forwards

glad dirge
#

do I do the same thing with the back part of the hair

gloomy flint
#

you can but its not really needed i'd argue

#

the reason your bangs were clipping into your chest is because the physbones use gravity so they were pulled downward from their default position

nocturne lintel
#

and because the Armature structure changed for the Physbones, the calculations became different also

#

Scaling bug.

glad dirge
#

ok now that works but now I can see my front bangs in my face and it still has the same issue with that part

#

the other parts work tho

nocturne lintel
#

Head collider?

gloomy flint
#

how did that even happen

#

all we did was add chest collision to the bottom bangs what did you do 😭

nocturne lintel
#

Wait wait wait

#

Pause

#

If you can see your bangs, then the hair is NOT a child of the head

#

Could you crouch

sterile pike
#

can someone help me with this please ;-;

glad dirge
#

it'll collide with the chest but I even checked

nocturne lintel
#

Mmhmm

#

Okay

#

Did you up the breast size?

glad dirge
glad dirge
balmy barn
#

0 radius, not going to collide with anything

nocturne lintel
#

Ah yep

#

Set that to equal the width of the visual hair

#

I thought it had a value earlier

#

1?

gloomy flint
#

it looked like they changed it from the actual default

balmy barn
#

0.01 ish usually or you have a odd scaled avatar , mostly i just use angle limits so no collider needed

gloomy flint
#

usually things like that are set to below 1 but not zero

#

but they had highlighted the box blue and 1 seemed like it would be too large for it normally

nocturne lintel
#

You will see a capsule collider when you up the number

#

Make it mimic where the mesh is

#

Can someone uh, less programmer what I said…

#

I can’t think of how to explain this in english without using components

gloomy flint
#

slowly up the number from 0 like

#

0.001, and if its too small, 0.005 and so on until the green shape lines up size-wise with the bang

nocturne lintel
#

That

gloomy flint
#

and then once that's done, it'll rest on top of your chest collider instead of going through it lol

nocturne lintel
#

Curiously, re-examine the image of their capsule collider Michael

#

It kinda looks like it is forwards a lot

#

Can’t tell due to the angle tho

gloomy flint
#

not really

#

its at 0/0/0 with a height raise of .03 which is about normal

nocturne lintel
#

Yeah, maybe I am hallucinating

#

Not sure where the bone alignment is on Manuka

#

Or where this child is

gloomy flint
#

ur chill

glad dirge
#

even with the collider stuffs at 0.01 and all that

gloomy flint
#

i think its more of a case of zen accidentally touching things without realizing it 😭

glad dirge
#

it still doesn't wanna do anything

gloomy flint
#

,,,

#

w,,

#

why are they stiff-

#

are they actually moving?

glad dirge
#

no

#

it's stiff

gloomy flint
#

what happened

nocturne lintel
#

That…

gloomy flint
#

how

nocturne lintel
#

Yeah, can you turn on the visualizer

#

In the circle menu

#

β€œAction” Menu

gloomy flint
#

actually

#

easiest way to put it

#

is to open your expressions menu, the circle fella with the tabs right

#

go to Options, aka press up

#

and then go to Avatar

#

Overlay

#

Physbones

nocturne lintel
#

^

gloomy flint
#

in game btw

#

not in unity

nocturne lintel
#

I always called it the circle menu, forgot it’s name lol

#

Expression Menu

gloomy flint
#

its also called the Radial menu

wraith geyser
#

buid and test now works for android too!!
... kinda

gloomy flint
#

fear..

nocturne lintel
#

Is ADB working properly?

#

That looks like the SDK is seeking for a device to me.

#

I know with Worlds, the daemon will hang, needing you to relaunch Unity

#

Maybe Avatars has the same issue?

somber meadow
#

The creator docs has information on how to use it

wraith geyser
#

awww i see thank you

#

but is it supposed to get stuck on build like this? should i force quit?

raw spindle
#

quick one, how do you move the menus that VRC fury adds, like the gogoloco stuff, say i wanted to move that into a seperate submenu how would i achieve that?

gloomy flint
#

on the prefab itself there should be a thing about menu placement

#

hold on

#

you put where you want it to be under Prefix

raw spindle
#

ohhh so the prefix is the location?

gloomy flint
#

so if you have an outfit toggle and you want it under Clothes, you would put Clothes/

#

yup!

nocturne lintel
raw spindle
#

alright, thank you

gloomy flint
#

np!

raw spindle
#

do you know how to turn off some parts of the shading with a mask?

#

with poiyomi toon

glad dirge
#

alr it got physics and stuff now but

#

when I move it's too much

gloomy flint
#

maybe take a video instead of a photo?

glad dirge
raw spindle
# glad dirge

mess with the physbone settings, specifically the ones that have spring, dampness

glad dirge
#

I don't see anything about spring or dampness

gloomy flint
#

show this part of the physbones in unity

wise crater
#

I need help

#

Can somebody help me

glad dirge
wise crater
#

Can somebody help me

gloomy flint
#

can you state what you need help with.

wise crater
#

I don’t know how to make a body for my avatar

gloomy flint
#

blender

wise crater
#

I got that

gloomy flint
# glad dirge

i dont usually mess with physbones toooo much so if anyone here helping atm with zen knows what each setting does, feel free- i usually only work with the gravity and limits lol

magic yarrow
#

Does anyone know the name of this tail and where I could buy it?

glad dirge
#

it doesn't do it as much

#

so that helped

gloomy flint
#

here hold on let me change my settings to smth

#

let me mess with my settings and if i find a combination that could work for you ill send it

#

bc i wanna emphasize those are for an apron my bob wears lol

#

not hair-

#

perfect found a combo

#

try this

#

note if it moves weird because o the angle limit, change 16 to -16

#

.. i forgot the slash would obscure the minus

raw spindle
#

so i managed this, but i do wanna know if its too much sparkle

gloomy flint
#

never too much sparkle :)

raw spindle
#

crazy

#

alr

nocturne lintel
#

That is if the values Michael provided aren’t doing too well

gloomy flint
#

i usually put on gravity for hair specifically 1 because it looks nicer when you tilt youe head in any way, and 2 in my experience it helps it look more natural in how it falls tbh

#

just a wee bit tho

nocturne lintel
#

Sorry, I was meaning their Gravity, not just no gravity lol

#

As in the prefab creator gravity values

gloomy flint
#

which is 0 lol

nocturne lintel
#

Oof

#

Wait

#

If it is 0

gloomy flint
#

the lemon hair has 0 gravity thats why i put some on it 😭

nocturne lintel
#

How..

dry ibex
#

why does blink/sleep expressionm shapekey not fully close in unity

somber meadow
#

what does your model's import settings look like

dry ibex
#

blender expoirt settingsd?

somber meadow
#

click the mesh file in Unity, and screenshot the inspector

gloomy flint
#

are you questioning how it was going through the shoulders earlier without gravity bc honestly im unsure too it looked like a gravity issue since it was only in-game but then issues kept turning up lol

nocturne lintel
#

Yeah

somber meadow
#

in the model tab

nocturne lintel
#

Now I am absolutely bambooled

gloomy flint
#

welcome to modular avatar where it sometimes works if you press the right button

dry ibex
nocturne lintel
#

Yeah, I hate MA and Fury for this very reason

gloomy flint
#

Fury's easier imo and harder to break, but fair

nocturne lintel
#

A simver change to the base model could break like, everything

gloomy flint
#

Fury's main issue is it accidentally allows lazy creators to backdoor 'solutions' that break everything else

nocturne lintel
#

I am hardcore Blender to Unity

somber meadow
# dry ibex

enable legacy blendshape normals, it's required to be on for uploading to VRChat anyway

nocturne lintel
#

Every poly/bone/material is ones I deemed needed

gloomy flint
#

the only thing i use MA and Fury for is putting on props n such

#

not hair, or clothes, too hard and too easy to break

#

a pair of headphones or a fun new locomation tool i found? sure i'll use MA to put that on

nocturne lintel
#

Yeah, I do use Fury for GoGo

uncut lotus
#

Not really avi avi I guess, but If i update bledner, will it still let me use CATS plug in and save my progress on my current Avi im working on?

nocturne lintel
#

Are you using CATS community?

uncut lotus
#

think so ya

nocturne lintel
#

So yes, but you will need to reinstall it

uncut lotus
#

Ight

somber meadow
#

it might be weld vertices since that mesh looks fairly compacted

nocturne lintel
# uncut lotus Ight

All of your scene settings and such are saved in Blender’s blend file

uncut lotus
#

I saw a vid talking about new things blender was adding, and wanted to try some of them out, but I wasnt sure if it would affect the CATS plugin

nocturne lintel
#

Could you do me a favor and move a vertex really far away as a new Blendshape.

nocturne lintel
#

Yes

dry ibex
#

Oh ok wait

#

just a random one on the eye?

#

ok

nocturne lintel
#

I wanna see if the Blendshapes are being under-driven.

dry ibex
#

like this or something?

#

import into unity?

nocturne lintel
#

Yee

#

And see if it is only moving x% as much as it does in blender

dry ibex
#

Ok heres how the blendshape looks in unity

nocturne lintel
#

Seems 1:1

#

Hmm, can you show me the Shape Key in Blender

#

The sleepy one

dry ibex
somber sequoia
nocturne lintel
# dry ibex

This is so weird…. For the hell of it, could you reverse the Shape Key

dry ibex
#

huh

gloomy flint
#

thats a dude.

gloomy flint
#

also is it sad i recognize that its a homestuck oc

gloomy flint
#

lmaooo

dry ibex
#

a commission for my friend actusally

#

yea

nocturne lintel
#

See the dropdown arrow there on the side of the shapekeys

dry ibex
#

huh

desert elk
#

you good?

nocturne lintel
desert elk
#

mm

gloomy flint
dry ibex
#

yes

nocturne lintel
#

Or the like

#

Kinda going from memory

nocturne lintel
#

Right click the shape key maybe?

#

where’s my Mac when I need it

dry ibex
nocturne lintel
#

Pause, what version of Blender you on?

dry ibex
#

its ok if i cant fix it tho, i hasd this problem with one of my othyer avatars anbd i just didnt feel like fixing it. really greatful for ur help though

hoary sparrow
#

Anyone willing to make me an avatar that I could pay for?

dry ibex
#

i keep crashing on the newer version

nocturne lintel
#

I got this, Gimmie a moment to nab my mac

balmy barn
#

scammers are all willing to take your money and deliver nothing

somber sequoia
hoary sparrow
somber sequoia
#

I have never been there so I have no idea.

desert elk
#

i joined without any problems 🀷

#

that's weird

frigid void
#

Is there anyone here that would be able to help me with an avatar, I would like to replace some parts of a body with bones (Im going to make a zombie) and Im just not sure how to do that

nocturne lintel
# dry ibex 3.6

Well, I guess that could work, can you set Blink to 1, the press, New Shape From Mix

#

That will essentially clone your blinking blendshape

dry ibex
#

Okay

#

did it

nocturne lintel
#

Now try with that new blendshape

#

If it gives you only half again, slide the second one and see if that does the whole eye

#

If it does then it seems that only half the weight is supplied to the blendshape

#

If it is stuck, then the issue might be normals or something else

desert elk
#

if it has bones you can just merge the armatures

dry ibex
nocturne lintel
#

Uhh

#

Well, if you lemme get home, I can help you fix that on my main computer

#

As I will have access to blender and Unity

frigid void
desert elk
#

go to edit mode on the mesh

#

and select the parts you wanna delete

dry ibex
desert elk
#

using the L key may be helpful

nocturne lintel
#

Aight np

frigid void
#

Ok thanks!

stone trellis
#

Stupid question but how do i remove the quest compatibility of a avatar and make it pc only again

I tried updating it again for pc only but the green quest icon was still there in game

vernal charm
#

not sure if this is the right place to ask but every time i try to open project from vcc it opens the actual unity app menu and tells me i don’t have any projects

#

i’ve been able to use it before so idk why it’s doing this now

desert elk
stone trellis
#

Im in the project rn

desert elk
desert elk
stone trellis
#

Im not seeing it anywhere

#

@desert elk

desert elk
#

can you show a screenshot of what you're looking at?

stone trellis
#

Im scrolling through my avatar prefab