#avatar-help
1 messages Β· Page 91 of 1
are you in a mode where you can actually see the UV islands though?
How do I access it?
it's easy to see if you go into the paint mode where you can select islands or polys
it works... but i cant seem to be able to shrink the close head so its not visible in the camera
that's a good mode for looking at the UV islands, but you seem to be in 3D mode there, you wanted to look at the 2D view
alr
So you want to make it visible or invisible?
HeadChop maybe?
thats what im doing
i want the head to not be visible in the camera
I dont see a 2d mode unless youre talking about the UV map one
yes
You could maybe.. scale constraint if it is not the real head
If it is, then headchop mayhaps...?
I'd try to re-export the mesh
yea i have a scale constraint on it to scale with the real head.....
it does infact not scale with the head
?
from blender
But its a custom one
re-export the .fbx and re-load it into substance
You want me to give it to you?
... no?
I never said to give me the model?
And it is only normal with this camera?
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.
only with this camera, normal camera works fine
ok
You could try VRLabs' mirror detection, combined with islocal
To only scale it outside the mirror, only locally, when the camera is on
@somber sequoia i found this
Where you can set the UV map
is that the place?
Ill try
I see nothing about UV map there, but that looks like material settings
I'm not sure what you are trying to do here.
nvm it didnt work
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
yep, that's exactly what I suggested.
a
thx
Ill try
Sure, that's useful.
i straight up scaled the extra head to 0 0 0 and it was not scaled down in vrchat... not affected by any headchops or scale constraints
Still doesnt work..
Maybe we can call so you will explain how to do that?
There's nothing else to explain. That's the steps to reimporting a mesh into substance painter
Ye but the Uv maps still dont show
Why aren't you just using the regulus base. I'm sure they provide a substance file
I want to make a custom one with Mayu body
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
Then the UVs will've been fine if they had separate materials
Did you combine the materials at some point and then separate them again?
no
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
Its my 5th time ;D
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
Your 5th time only combining the meshes and then exporting directly into substance?
Doing nothing to the materials or UVs
Last 3 was doing UVs and materials
There we go... I'm suggesting to just combine the meshes and leave everything else alone
The 2 bases you're using should already have been UV unwrapped
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
So you just suggest me to combine 2 meshes together and not touch them ever again?
I'm suggesting to just combine the meshes and leave everything else alone for now
yea i cant get it to shink
sure
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
How do I fill gaps between head and body?
Since F key doesnt work
It fills insides
Bridge loop
select two edges and 'f' should fill between, assuming we're talking about a single mesh object.
if not you could 'e' to extrude a new face then maybe snap the vertices to the other mesh or something
If you have both edge loops selected you should be able to do a bridge loop
What is the hotkey for that?
Idk. I always right click then bridge loop
That is weird
I don't think I have seen that happening before lol
It might be a built-in addon. I haven't touched my addons list in a while
and the only constraints im using are rotation and location constraints....
Thats all I have
Do I need to Merge them 1st?
You need to be in edit mode and select the neck's loop and body's loop where you want to connect them
?
Yes
how do i use the mirror detection.. i need to try it cause everything else i have tried dont do anything
Now you bridge them
It doesnt let me
Also, yes, you should combine the meshes first
again, you cannot make mesh between two different mesh objects
Now it did
done?
Now I Eport and put in substance?
Export*
Alright, sure, that's fine. You can figure out which ones to keep
Export the FBX, and import it into Substance
And the others?
And the other body?
Hair
I'm pretty sure you just merge the fx layer, and check for the value being less than 0
Though it is also worth to try out greater than 0, just in case
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?
ye?
Did you touch any of the materials when doing that? Change any of the UVs?
At this point then, select all the head vertices and UV unwrap it
The body is perfectly fine
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
The body is completely fine, so I'm leaning to this being an issue with the head itself, or how you've detached it
This image suggests it was already unwrapped in Blender though: #avatar-help message
unless I misunderstood what that was a pic of
Honestly Mystic, I'd suggest this at this point, cause that UV unwrap isn't very good
you'll probably find it'll be difficult to paint well
but it's a place to start learning that at least
:C
Sure
I can try that
merge it with what? i installed it via vcc so im unsure were to find it
nbm i think i got it
Right, good. So now merge that with the body, given that the body is fine
UHhhhhhhhhhhhhh
Im scared it will break again
π
mhm
So merging them together, everything should be fine
Yes, or just taking a fresh copy of the body to be sure
Sure
Ill do 2nd option
Oh wait
also
If I will add the filling between them
Do I need to put it in Uv?
The head and body
aka the gap
Not sure how Blender handles the bridging tbh
Would be funny if thats the problem ;D
It looked fine in Substance since there was no white gap between the checkerboard
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
I doubt that would be screwing up the head's UVs though
J joins the meshes into a single mesh, then you bridge the vertices
Pretty sure P separates, so
sooo... like this?
ctrl+p is for parenting in some cases, not what you want to do here.
Yeah, but make sure to also try Less than 0 as well, if greater than 0 didn't work
Understood
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
Yeah, this is the layer that decides which is the mirror
I'm stumped then. Sorry. No idea why merging the meshes would completely fuck the head's UVs
if its false its -1 if its true its 1..
So yeah, the idea is clear, but in practice it is a bit odd
I found the problem @mental estuary
So make sure to try both I guess
breaks how?
The UVs are stretching cuz it thinks its a whole model
heyooo everynyan
then just dont join them.... make them one mesh but dont connect the two pieces
Just as a quick sidenote
If you join 2 meshes in Blender that have differently named UVs, the UV will be messed up
Make sure the UV names match 1:1
UVs are going to be wrong after this, yes. We went over that
Not sure if that is the issue, but that is a common mistake
Really?
Ill try
its not their issue but its good to keep in mid
Ye if you name them the same, they will join up into 1 UV
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
UVs can stack as long as they're using different materials
oh are we still doing to materials? Okay
I was going to, otherwise it would get complicated for them to move the UVs around
I just want to get it working for them first
yea the local mirror thing does not work.... but it did break the camera
UV names... Shall keep that in mind
I will
Blender quirks 101
sounds about right
π
Hey, we troubleshooted each thing that could've gone wrong until we got to the solution
Thx everyone for helping
That's how it goes
Ye
Thx for that
I learned a lot
π
Enjoyyy
Yippee
Now I will put Armature back in place
and finally start working on him..
Oh.. it should work.. but maybe not for this use case
This is tricky hmm.. maybe there is one more, more painful thing you can do
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
then i could do a local only matswap that makes it invisible to camera? or real world? depending on the layers i have on the camera i assume
also i still cant get postproccesing from the world to work on the camera
oh yea the headchop works when not looking throuh the camera
Then I don't think you can have Post processing via the camera
And yes, you'd matswap locally to that mat to hide the head when needed
were in poi is this. i may be blind ;-;
Special FX > Mirror
<3
thing hidden for camera in poi still shows up in the camera π
What the heck.. lol...
Oh wait.. hide it in the real world
oh okay!
Cause technically that's what you want
i see how that makes sense
Yee
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
Oh... interesting lol
Neat that you got so far though
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)
so i see how this can break
Maybe put the V at the root of the avi, and add multiple sources?
One for the fake, one for the real
Zero offset
Or parent them to head chopped empties on both head
That shouldn't give you issues cause of scaling
this is an evil circle of parenting to make it work
i forgot a line were horn center goes to head ghost aswell
im honestly suprised this mostly works, except localy
Yeah... maybe try to make it a bit more simple, cause the constraint might be giving up
As it did when we were messing around with the Ragdoll system, with VRC Constraints
At some point, some constraints just did nothing lol
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
it works. just offset by half a meter sideways and thats what im confused at for now LOL.... cant really think of a simpler way to do this
As long as you only do this locally...
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
thats a sus link
eh, seems fine -- you're just uploading an asset bundle to the site
You should get a build report in the editor log after running a build
its not but you dont have to click it anyway, the people who used to use it would recognise it
you could have a look there
note that it'll tell you the uncompressed sizes of the assets
I wouldn't send my avatar to a sketchy site like that.
just use buildsize or read unity editor log
yeah, you can search for the build report in the log
(restart the editor to start a new log file if it's a giant mess)
update... reuploaded the avatar and its randomly fine now
thanks for your answer but im a bit confused, where can i find this build report pls
android have it too now i guess, not ever tested it in 3.7.6
oh, neat, i never knew about that "open player/editor log" button
and thanks for the help tohru you have been a big help!
Glad I could help ^^
thanks, but geez i miss that tool
waiiiit if i use the offlinebuild and manage to find the vrca file i could still use that tool i suppose
Sos
the rig for this model has no upper chest bone so will it still work?
yes, that's optional
Small problem. How do I fix this?
The small part of neck isnt attached to a Neck bone
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
where do i find this?
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-
nvm i found it
Set to rest and try again
alr
nope it didnt work
fuck you mean
its all gooood. Ill try and look more into it. thanks
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
i mean idk but i hope it still works in game
could be blendshapes
A
what did u do that lead up to that point if u dont mind me asking?
I merged head and body together
then add a fill gap between them
using LoopTools
Aka Bridge
did u waight paint it at all?
do u have the cats pluggin? by chance?
no
with cats plugin you can merge armatures easily without extra struggle
it also could be the lack of waight paint
should i just delete the blendeshapes thats on that part of the body?
Where do I download one?
I wouldn't recommend using cats tbh, it can break models
im not a 100% sure to be frankly with you
i use cats all the time it never broke my stuff but thats just me
its intended use case is for getting MMD models ready for VRChat
weight paint. remember that just because it looks blue doesn't mean that vertex's weight is exactly zero.
if you're not working with MMD it's not very useful and can break things that are intentional
do not rely on the color for accuracy
(you can see weights for a vertex in the Item tab of the n popup sidebar)
i have all of this if it does help anyone- but yeah weights is verry useful when doing stuff like that
?
great tool, but that's not of any use for Mystic, without a mesh to transfer weights from
Is there smth odd?
IF i delete this modifer it will work but than the bones wont move with the mesh?
no weight data is shown here
where is it then?
brb
I don't have a clue what mode you're in or what you clicked, but this is what one of mine looks like:
why would I be in object mode to click on a vertex?
Eh
Where is that?
literally where I said it was
But it doesnt look the same
this is Blender 4.3.2, the object has an Armature modifier and that vertex has weight. I don't know what you have.
I have 4.4
ooh I didn't realize that got released
It got an hour ago
excellent
I cant find this
maybe you have no weights on whatever you clicked, or nor armature modifier
just verified that's there in blender 4.4 for me as well.
and not for a vertex with no weight
thus the vertex you clicked probably has no weight.
Is that good?
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.
yep
not dumb, just new π
yey ;D
I was always thinking that not having weightpaints is good
but if it breaks then its the oposite
yeah, without weight, a vertex will not move along with a bone.
it can't
But its blue too
but everything else can, leaving a vertex in place
hm?
dunno about you but I can't distinguish between the blue that's a weight of 0 vs. .0001
0 won't move. .0001 will move.
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)
the ones you have so far are required, the rest are optional.
Thats all you need
damn
would recommend gesture manager if u wanna test out toggles youre making
Av3 manager would be better than gesture manager
Wingmandraws' editor camera is also good to have
Av3 has been pretty user friendly to me
I greatly prefer AV3 Emulator but with Gesture manager to have the in-game-look of the menus
Everything in it is well documented/named
it's good to have options.
yeah i love the menu, if i want to test params i usually just make debugs params or manually tick it

click "configure" and verify everything is right
also unmap the jaw bone unless you use it
check that the bones in the slots are correct, don't just glance at the picture
ok
sometimes you see the armature root in the hips slot, sometimes a weird bone where it shouldn't be
They're correct
dont have meshes named the same as the bone
I dont have any
I got this now
yeah don't waste your time trying to build with that error
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
I feel even more dumb
Since I uploaded a new version of the avatar and changed its name the name in VRC Controller didnt change
So it was 2.0 not 3.0
π The weight paint didn't help. Its still broken and doesn't follow the bone
Ima wait for help ;D
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
remove the options in: whatever the clothing menu is named, the parameter list and your FX layer
tyyy
Does anybody know why unity doubles my tri count?
Do you have keep quads on in the mesh settings
Oh that's the old cats plugin saying that
use the Blender statistics overlay instead
it only shows what tris it has of what's shown
Weird, I donβt know why it does that. The cats plugin showed everything
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?
(in vrchat)
Security checks queue is back most likely
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
its like, ignores those changes i made
the older bundle is being used as the newer one hasn't been checked by server processing
what's the fix to this?
waiting
if there's too many avatars being processed at once, a queue starts
are you saying the avatar goes back to the original bundle after it working once?
what is "VRC Controller"?
A Vrcfury thing
ahh
This is still broken. The Weightmaps didnt work
I remade the model
But still nothing
I was jus hoping that maybe I did smth wrong
I mean I did smth wrong
Idk what I did wrong
is this ^ image in Blender?
in what mode?
Pose
what'd you do, move the whole avatar to the side, and those vertices remained in place?
mhm
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.
how is it getting worse
im sorry just everytime i glance in here to see if youve figured it out, the neck stretches even farther into the distance
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.
Idk ;D
actually cursed by Ra
How can I move avatar in weightpaint mode?
Is this the open beta?
open beta of what
Ideally you just rotate bones, but you can move them around. move the root bone or something
of vrchat
idk i just download from steam
this is normal person speak for "no, im not on the open_beta branch of VRchat"
proud to be normal 
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
maybe i do a fully avatar delete, reupload
you could also try a new avatar id yeah
I removed the files for the tights and now the legs are gone. How do I replace em with just bare legs for Manuka
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
usually on booth models they should be along the lines of X_BodyPart or Shrink_BodyPart
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
It's better having a blendshape at 0 by default anyway
anything above 0 would be a skinning performance issue
its just a weird naming scheme for the shrink shapes tbh
I cant move them
go watch tutorials on weight painting
what hot key?
Every blendshape, 0 or not, is kept in VRAM. The only way it becomes better for performance is if the blendshape is baked using something like VRCFury's Blendshape Optimiser
a
you keep using that word, I do not think it means what you think it means
I understood that reference
π
insert captain america
no.
yeah since Blender 3.3? or so it's ctrl+shift click
Princess Bride
The understood that reference is a reference to captain america
I was doing a meta-reference
I must not know that one
You shouldn't have blendshapes constantly activated or they'll add more to the skinning pass
First avenger's film when they're sat in the helicarrier
Blendshapes have more than just VRAM impact
Still nothing π
Uhhhh I honestly cannot find anything like that π
still works for me
Cant you watch my stream?
click on like
I could show
the arm
Exactly, so if everyone uses blendshape optimiser there's no issue
where are you streaming then
huh I think I saw that when it was first out, I definitely don't remember that scene
no, I'm doing my own stuff
sad
but either way it's not too big of an issue, this is mainly touted for blendshape heavy animation systems. This was more of an issue back in Unity 2018/2019 days
moves blendshape from 0 to 0.0001
pc explodes
if i could see-
lol-
hey look at that very dark blue ring right there
It was in chest :D
I think I know what that means
Ye ;D
click on like.. the arm
I think I need to erase it ;D
no you need to paint it.
any what?
nothing
you need to see the orange outline around the body itself
:0
there ya go
Its gone :D
Ra has forgiven you, mystic
lollll
oh it dont imbed
Ok now I can 100% say that Its done and no need to help anymore :D
After 2 days of pain I did it
good
essentialy... when horn L is grabbed horn R flies into the bvoid together with the bone both are parent to... and i cant really see why... horn L and R are only parentd to the one that is being grabbed... the grabbed one is not parented to the ungrabbed one
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
how did you attach it?
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
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
I see.. it kinda.. works
You may just have to mess with the parenting I guess
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
I would highly suggest using blender to merge the armatures if you plan on only using this hair
zen does NOT need all that-
they need the package that the prefab uses to attach
which is again, most commonly Modular Avatar
Why not be destructive for the sake of saving in performance?
its a booth avatar
Again IF you are only using this hair, merge the armatures.
Yea I got the hair attached to the head now but it clips through
its already shit in performance lol
It wouldn't save performance. The hair would still use a separate material, which still counts as another draw call
You can remove the old hair bones
Merging meshes in blender is only better for performance when you merge the materials as well
add a collider in the chest, capsule shape could work well, so that the front hair rests on that
How did you do this?
You are merging the armatures properly, lowering the bone calculations.
oh wait it has one
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
ahhhh
@ Zen in the hair's physbones, add the CHEST collider to the physbone colliders
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
considering theyre front bits, its probably physbones so that it can technically work on multiple avatars
yeah
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.
If the hair is made for the model, it likely has compensation baked in via shapekeys
i just dont see why it flies into space.... ill remake it tomorow. this was a learning experience... did try one thing and im gonna test if it works on vr now
For example a Breast Enlargement shapekey to push the hair to lay flat with the breast.
found the hair prefab it seems it uses colliders too so checking the hair's blendshapes would be a good idea too
Uhhh idk if I did it right but there's no chest sooo idk if this is the right thing lol
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
or meshes 
nvm I misread
...
This is a manual collider placed it seems.
There are some colliders that VRChat generates for you
remove the collider, theres already one on it
manuka has a chest collider, i saw it earlier in the project too
Those being Head, Chest, Feet, Hands, and Fingers
Or you can t:Script on search.
alr I found chest
only for the fingers (atleast that physbones interact with)
ok there IS a collider on it right
No component there
Looks like those colliders are on the breast
god dammit i dont have link embeds for my squint gif
Again, t:Script
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
ChestC1
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
You can also just drag it on the Colliders name to add it automatically
Itβs an Array type
Ok I'm lost mb y'all uhhhhhhhhh
how do I get to here
you go to the hair's armature and find where the physbones are, OR you type in t:VRCPhysbone to find it
Find the hair physbones for the front sideburns
those are bangs π
Bangs is too broad
sideburns are very specific
thats shaved down hair in front of the ear, its masculine as well π
bangs is any hair dangling down from the front of your head past the ear
I am aware, just using quick lingo for the front longer hair piece
If you changed Radius, undo that
alr
all you need to change is the thing called Colliders
Yep
yup!
Go into play mode and you should see them push forwards
do I do the same thing with the back part of the hair
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
and because the Armature structure changed for the Physbones, the calculations became different also
Scaling bug.
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
Head collider?
how did that even happen
all we did was add chest collision to the bottom bangs what did you do π
Wait wait wait
Pause
If you can see your bangs, then the hair is NOT a child of the head
Could you crouch
can someone help me with this please ;-;
yea I fixed it but now the bangs are hair is doing the silly again :<
it'll collide with the chest but I even checked
no that's default lol
0 radius, not going to collide with anything
Ah yep
Set that to equal the width of the visual hair
I thought it had a value earlier
1?
it looked like they changed it from the actual default
0.01 ish usually or you have a odd scaled avatar , mostly i just use angle limits so no collider needed
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
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 saidβ¦
I canβt think of how to explain this in english without using components
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
That
and then once that's done, it'll rest on top of your chest collider instead of going through it lol
Curiously, re-examine the image of their capsule collider Michael
It kinda looks like it is forwards a lot
Canβt tell due to the angle tho
Yeah, maybe I am hallucinating
Not sure where the bone alignment is on Manuka
Or where this child is
ur chill
even with the collider stuffs at 0.01 and all that
i think its more of a case of zen accidentally touching things without realizing it π
what happened
Thatβ¦
how
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
^
its also called the Radial menu
buid and test now works for android too!!
... kinda
fear..
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?
This only applies if you use the android build of VRChat on a Phone and have an open ADB server
The creator docs has information on how to use it
awww i see thank you
but is it supposed to get stuck on build like this? should i force quit?
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?
on the prefab itself there should be a thing about menu placement
hold on
you put where you want it to be under Prefix
ohhh so the prefix is the location?
so if you have an outfit toggle and you want it under Clothes, you would put Clothes/
yup!
Force Quit, you are hung
alright, thank you
np!
do you know how to turn off some parts of the shading with a mask?
with poiyomi toon
maybe take a video instead of a photo?
mess with the physbone settings, specifically the ones that have spring, dampness
I don't see anything about spring or dampness
show this part of the physbones in unity
Can somebody help me
can you state what you need help with.
I donβt know how to make a body for my avatar
blender
I got that
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
Does anyone know the name of this tail and where I could buy it?
Well I copied what u did with angle lol
it doesn't do it as much
so that helped
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
so i managed this, but i do wanna know if its too much sparkle
never too much sparkle :)
My suggestion is to port the original values sans gravity values from the prefab
That is if the values Michael provided arenβt doing too well
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
Sorry, I was meaning their Gravity, not just no gravity lol
As in the prefab creator gravity values
which is 0 lol
the lemon hair has 0 gravity thats why i put some on it π
How..
why does blink/sleep expressionm shapekey not fully close in unity
what does your model's import settings look like
export? like blender
blender expoirt settingsd?
click the mesh file in Unity, and screenshot the inspector
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
Yeah
Exactly
in the model tab
Now I am absolutely bambooled
welcome to modular avatar where it sometimes works if you press the right button
Yeah, I hate MA and Fury for this very reason
Fury's easier imo and harder to break, but fair
A simver change to the base model could break like, everything
Fury's main issue is it accidentally allows lazy creators to backdoor 'solutions' that break everything else
I am hardcore Blender to Unity
enable legacy blendshape normals, it's required to be on for uploading to VRChat anyway
Every poly/bone/material is ones I deemed needed
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
Yeah, I do use Fury for GoGo
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?
Depends
Are you using CATS community?
think so ya
So yes, but you will need to reinstall it
Ight
it didnt work
it might be weld vertices since that mesh looks fairly compacted
All of your scene settings and such are saved in Blenderβs blend file
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
Thank god
thx
didnt work π
Could you do me a favor and move a vertex really far away as a new Blendshape.
me?
huh
Yes
I wanna see if the Blendshapes are being under-driven.
Ok heres how the blendshape looks in unity
What exactly do you need help with then?
huh
thats a dude.
how do i do that
also is it sad i recognize that its a homestuck oc
IT IS
lmaooo
See the dropdown arrow there on the side of the shapekeys
huh
you good?

mm
damn you made the avatar 1:1 with it, thats amazing dawg π
yes
thank you
There should be a set shape key values as basis
Or the like
Kinda going from memory
Pause, what version of Blender you on?
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
3.6
Anyone willing to make me an avatar that I could pay for?
i keep crashing on the newer version
I got this, Gimmie a moment to nab my mac
scammers are all willing to take your money and deliver nothing
Go to the VRC Traders discord, link is in #1204490664637890580 .
And beware of all the people who are about to DM you trying to scam you.
I tried to join it and got banned for pressing the verify button. Explain how that makes any sense
I have never been there so I have no idea.
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
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
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
go to blender, delete the parts you want to replace, connect the new ones
it depends if the skeleton has bones and is weight painted already
if it has bones you can just merge the armatures
i suppose its culling π thank you for your help though
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
How do I delete just certain parts?
No its okay ill figure it out thank y9ou though
using the L key may be helpful
Aight np
Ok thanks!
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
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 donβt have any projects
iβve been able to use it before so idk why itβs doing this now
there isn't a way to delete only the quest version to my knowledge. You will need to open the PC version in unity, detach the blueprint ID and upload it again. Detaching the ID will make it be uploaded as if it were a new avatar
And where can i find that
Im in the project rn
check vcc settings if you have the correct unity version and if it's connected
same place where you placed the avatar descriptor. Click on the avatar in the hierarchy, and in the inspector scroll till you see Blueprint id
can you show a screenshot of what you're looking at?
Im scrolling through my avatar prefab
