#avatar-help
1 messages · Page 92 of 1
I did
yes
there should be a detach button underneath
...
"detach the blueprint ID"
It did nothing
I know there's been a lot of messages, but messages have that to them that you can go back and read them again
I still see the avtr thing
so nothing happens when you press detach?
I upload it again now right
and now if you go to the sdk to upload it, it will act like a new avatar
Ight and do i delete the old one
if you want to
what do i do if a bone is not a child of something
why is it not letting me upload
lol cursed?? it wont let you click the check box at the bottom?
do you have a VRChat account and is it rank nee user or higher?
Yea its best to generate a imposter for quest so that saves the hassle of making quest versions
you do you
I don't think anyone wants to see missing texture model on quest LMAO
And its generated
you do you
did you try closing the project and reopening to see if it works?
restart unity
Ok thank both of u ill do that
why is it doing this?? Im using Poiyomi Toon Shader and its on Transparent. The clothing is on as a blendshape for optimization.
what is "this"?
how do I define these finger bones as a child of the hand? The bones exist but they arent heirarched correctly in the armatuer
it should not be see through, it should be fine?
select all finger bones then the hand CTRL + P
to parent it
must be your main texture has an alpha channel and it's treating that as transparency in that mode
you parent bones in the green bone menu
like all of them, or just the first connecting joints?
or are you referring to the body missing underneath?
the first connecting joints
so to be specific, you are saying that should not be happening?
no it shouldnt but lemme try this
set object to bone or bone relative?
bone
then im assuming do the same for the connecting joints but with their previous connector?
huh wait, thats not right, u are in edit mode right?
idk man, i got no knowledge in this. I just have a 3d model that has an existing rig im trying to fix
When I am deleting just a section of mesh in edit mode, do I delete the verticals, faces, or edges
you must be in edit mode to do this, you click the first bone that u want to be the child then shift click the bone u want to be the parent. then CTRL + P and keep offset
vertices
Tab
nvm
note that tab isn't always edit mode
its in the top left
so i have to do this individully for all the finger bones?
you can change the mode
mines bottom left lmao
no just for the ones that should connect to the hand
so the starting joints
right, but like one at a time
u can do them all at once
right lol
you can do them all at once if you're parenting them to a single target
select all bones you want, then the new parent last, then do the action
And I cant select this w h y
how would i be able to tell
in the avatar creator it said that it wasn't set up correctly in the heirarchy???
seems good from here
yay, i fixed it
lemme open up the vrchat thing again and see what its says
oh another thing uh
how do i get the textures of this model to show
i think they should be attached in the download but idk how to be sure
I can clearly see that the purple of him his present, so hes not just a blank texture
although the weird wires and stuff should be around his arms, not in his legs....
if you expand the hierarchy it will be easier to say if the bones are okay or not
blender or unity?
Also where tf did my ability to do stuff on the right side go.
Sorry if these are dumb questions. 0 knowledge like I said
ty. idk how that happened.
oh my god I would not attempt taking that to VRChat
....why
how many meshes are there?
elaborate please
and where would i be able to see how many meshes
everything in the hierarchy that's not a bone (under armature) is a mesh
20 from what I counted
oh youre shitting me
nope
is there any way to make them not seperate?
because theyre not supposed to be toggles or anything, its all one guy
like just hit ctrl A or is it not gonna be that simple
idk where to even look for the meshes specifically
again, sorry about my lack of knowledge
oh you don't have the outliner open
usually the right ride is split in two
you will need to open it
please google how
and regarding the armature, this is how it should look like #avatar-help message
Which yours... is far from that
hands aren't connected to elbows, issue number 1
feet not connected to legs, number 2
upper legs should be children of hips, they don't look like they are also the knees not being connected like they should
where did you get this model from?
well i use shift f9 as google said to and now the model area is gone
I fucking hate blender man
Close the blender file. File -> open, pick the file and in the upper-right there's a gear where you can uncheck loading the UI, it'll load the default UI.
public model release (leak?) of an old fnaf game. From twitter, but this has been ported into VRChat before, albeit very poorly by smeone else.
and its exact matchup, so id assume the same model
the meshes are there, bottom right
yeah i got that
i just meant the issue of my model disappearing from the left side lol
and delete the cameras, cause you may have issues with the viewpoint in game
you can just not check cameras and lights when exporting. Or in the import settings on the fbx file in Unity.
I'm gonna go sleep, good night
I learn new things every day
Also you can save your preferred export settings, upper right of the export dialog, "operator presets"
I have saved both avatar and world settings, very useful
dude idfk
ive gotta go for now but i appreciate ur patience with this stupidity
would it be easier to delete the rig and put it through mixamo?
hi guys, idk how to explain that well, but i did something and it ruined my avatar so i had to go into file explorer to revert the project to a previous version, but while doing that it couldn't process 2 unreadable files, one of which was a .bin file for a shader, idk what the other one was. i pressed skip for both the files and the process continued like normal. i got the unity project back, reimported stuff to get rid of some error messages in the console and reinstalled the unity packages. so the avatar looks fine, everything looks fine in the sdk and theres no red stopsigns in the console, should i be worried about the 2 files that my computer couldnt process?
it's hard to say anything
without knowing what they are.... no idea
i'm not aware of .bin files being a "shader thing"
.bin is kinda meaningless as an extension though
yeah, i can't think of anything it's actually associated with
yea idk i searched the file name it in file explorer and it showed up as a shader?
other than just "binary data"
i would suggest using version control (rather than copy-pasting your project) so that you don't have this kind of issue in the first place
yeaa i tried to set that up
ill be more careful in the future lmao
just worried that the 2 files not being processed will affect stuff
Can some that uploaded a customed an avi help me I don’t know how to get this gun on to the avatar
does anybody know if there's a magic parameter I can put on my avi to change the default height in game? im still learning unity so I'd rather not size up my whole project, but I always wear my avis at 1.7 meters cause it's my irl height
Just resize the root object
Note that you'll need to correct the eye position afterwards
you don't need to touch the model itself
i would, but i'm still fitting more stuff to this base, and i dont know if it will automatically size them up when i drag them on
If you directly drag a prefab onto your avatar root, it will keep its local scale
which means that it'll be appropriately sized
okay cool
If you drag it into the scene first, and then attach it, it'll adjust its local scale so that its apparent size stays the same
which will make the prefab look too small
I'm trying to change the eye texture
how do I do that
I tried just dragging and dropping ngl and that didn't work lol
Also does anyone know how to get Avatar DYnamic expressions to work
you've got to edit the material's texture, find the material used on the eyes and change the albedo to the one you're trying to use
what if it's an entire face texture
there's no seperate one for the eyes
would I have to edit it
edit the texture used in a image editor
Can someone help me fix this? I just exported this avatar Im working on into unity from blender and it messed up the leg and I don't know how to fix it.
im trying to make it so when anything touches my stick it makes a sound but it isnt working i am using a prefab i found online and i have no diea what im doing
when the detector touches an object it works but it wont turn back on
nvm i got it
in your blender export settings make sure your transform is set to fbx all rather than all local
that MIGHT fix it
I'd think that would be more global than just affecting one transform, but definitely do this either way
I already went through every single one of the scalings and it didnt fix at all
my next idea is to see if it's the fbx that's messed up, like first checking to make sure the rig is set to humanoid then dragging a new fbx into the scene, sometimes prefabs dont like new fbx files. after that, might just have to start over
So uhh . . . gonna be honest, this is a big ask if anyone is willing to help, but, I'm itching to rig a model into VRC. Issue is, idk how complex it is for the game, much less idk how to rig it proper. If anyone is willing to teach me, or want to take a crack at it, I am more than willing to head back.
This is the model btw: https://decamarks.neocities.org/spamton
I'm more able to import models in to the game, less so making them and all that jazz.
hey i did a headswap with my face tracking avatar and now my eye track dosen't track when my eyes move left or right
you payin'? Go to the VRC Traders discord.
I am...not. More so asking if anyone is able to take a crack at it, or if they can teach me how to do it myself.
there are lots of resources in here or on the internet to learn how to do it yourself
but note that this model is going to take a bunch of work - it's a bit of a mess as far as mesh objects and setup with a full IK rig like you'd use for animation.
Good note, I'll keep that in mind, but it is fully rigged if that matters.
Yes, I said that
Just needs to be fixed to a VRC skeleton and polished to be less taxing on the game overall.
that's.... one way of putting it
There is a lot more to the process, isn't there? /nervous
having taken a look, I'd probably throw out the rig it's got. And hope that simply joining all the mesh objects into one would work
Wouldn't it still need a VRC skeleton system?
that's not quite a thing. It needs a basic humanoid armature - the one it's got has a full IK rig setup and a lot of the bones are not how you'd place them for vrchat
So in other words, sending it in as is would basically break it.
it probably wouldn't work well, no
I see...
it'd also be Very Poor 🙂
like 130k polys and it seemed like about 40 mesh objects, for some reason
I'll take a crack at the idea of rigging it manually, but I've got no idea where to go for how advanced it already is.
Yea, most of the mesh objects seem to be unused
yeah unless you understand how this kind of rig works I'd start from scratch, there are tutorials on that
no idea why the blend file has an auto-run python script either, that seems sketchy
I see it as in character given the name is Spamton
uh... okay?
But, yea. I think the script is more or less a message for the user by the creator
If it did anything I'm sure the creator would have said so. It just seems to be the whacky means they used to give the user a thanks for checking out the model
If I start tweaking shit and this model begins to melt my PC, I will let you all know
Hey! just started making my first avatar! its a png of my friend and i wanna troll him wit it as a suprise. I followed a tutorial on youtube and got it ready and published! But theres a problem... The PNG is stuck to the bottom of the floor instead of being straight up like the video showed. Any help would be appreciated thanks!
Uhhm I Need Help Making My Radial menu Play An Audio Source Can Anyone Help Please And Thank You
what do you have so far?
uhhm
and empty game object with and audio source and VRC Spatial Audio Source
And
A Control In VRC Emote
ok
when did they start not allowing their own particles? Ive gotten away with using this a few times, but it just yelled at me
alpha is for worlds or who knows why, only additive/subtractive on avis.
Any ideas as to why this face wont show up in game? Using poi shaders with culling off and it still doesnt work.
The item will toggle on in game but it shows completely transparent. I know the face is showing up because I can see the triangles
Omg maybe head chop...?/
How can I apply the headchop comp to this mesh? It doesnt have its own bone it weighpainted to the head
I thought that only works on a bone
how would I add a surface to the body mesh so you cant see into it
select edge (alt+click), fill
where would fill be
When in doubt, hit F3 to search for commands.
ty i figured it out
spooky avatar
it's got real bones
Im modeling a charecter, and they tend to have a tooth kinda, showing? like a snag tooth. Any ideas on how to give a charecter one of those?
A what now
You mean outside the mouth when your mouth is closed?
Gesture controller
Separate the left hand and right hand into their own layers
alr where do I uhh go for that
Gesture controller on the avi descriptor
Just model a seperate tooth? Either a flat plane or full tooth
But what would I doo when the mouth opens?
Warp the lip around it
idk how to do all that tho my friend gave me the files for this one lol
Do whatever looks good blendshape wise
What do you mean gave you files
why is it labeled as an avtr prefab
idk what that means
Your friend ripped the avatar
file sharing is generally a no-no to begin with unless you're friend makes the model 100% themselves 
find out if its a paid model you can purchase and if it is then purchase it and use it that way (otherwise you're SOL)
Personally for my avatar the top of the mouth doesnt move since thats how mouths work so the tooth just stays there
Then just move it and have it look good
Break the rules and move stuff wonky as long as the end result looks good
Alright
Im thinking of just warping the tooth to sit outside the lip, and moving it back for each keyfram
*keyframe
This is an avatar I made myself and put dynamic expressions on it
but
one of the photos is somehow a photo of a texture
idk how to fix that
Change the material of it
yea it was changed through here and I removed the previous body texture and just set it back to the regular one
But now idk where to put the material in
Find the mesh its tied to
for some reason after importing my avatar to unity, it loses the bones, but they are clearly there
i have nothing weird added on
I can see them in the armature, but they arent under the parent i assigned. The skirt (which i used the same technique on) Is working just fine, but these little bones just dont want to work
also oddly enough they follow the group
I think because its only one transform, add an endpoint bone
Lord, the cursed endpoint bones
Oh my god... you were right
Yes for some reason physbone likes 2 or more transforms
Physbones have always needed atleast an endbone
well somehow it worked
Be it created in the component or via an actual object in hierarchy
very helpful
🤷🏻♂️
Unity bones only have a single point while in blender they have 2
maybe it worked because it was a long time ago when they first added physbones. im not really sure what to say
They always need it
youre very welcome!!
for some reason now after i only touched the skirt bones and such, the top half has moved and refuses to work with the arms, even tho i again, didnt touch them
It just worked fine moments ago
Just double check how you merge armature again.
what do you mean by that
How did you attach the cloth to the model?
modular avatar
i feel like something probably got deleted
yup
that was the issue..
well apparently its still messed up because the pants and shoes dont move with the avi
love issues
The toggled off state is, presumably in your case, the way they are in the editor, which means you don't need the turn off actions in the flipbook builder, only the turn on actions
Same with the blendshapes, if they're 0 in the editor that's their default state, so you only need the actions that put them to 100
Anyone got any tips for making these mesh' materials line up and not look separated without physically attaching them together again?
(I'm using Poiyomi pro)
whenever i see lines like that i merge by distance
Check if you have custom normals on the vertices at the seam
👍 I'll check now
Merged by distance and it didn't do anything to fix it, oh well
I also reset normals, set from faces didn't work, then reset and then recalc outside, it's not big deal anyway
The shoulder issues and eye closing issues are all fixed- I just need help with his legs. I checked the bone angles and it's suitable for IK, his hip bone is above the thighs and right around the center
I've got no clue what's happening 😭
Hello I’m about to give up but would anybody be able to call? I need serious help with hair. When I’m putting it on the mesh isn’t appearing even though I’m linking the right armature to the head. It only seems to work with certain hairs when I link it to the neck. And the other hairs I put on it aren’t appearing and only the armature appears. I’m using vrcfury armature link and using the vrcfury for the toggles. Please help!
how do i upload an avatars fallback?
i made an avatar, it has a verypoor version and an excellent version
everytime i upload excellent version it only uploads excellent and not verypoor
You'll probably have better luck asking in VRCFury's Discord server for issues with armature link
A fallback avatar needs to be Good or better on PC and excellent on quest iirc
https://docs.vrchat.com/docs/avatar-fallback-system#uploading-a-custom-fallback
i have an excellent version
oh great.
i just spent half an hour making a fallback for it not to work how i want it to haha
Do you have any idea what the issue could be if it isn’t vrcfury
Should I put the armature on the head and just not use armature link through vrcfury, is it known to have issues
No it's not known to have issues. You're probably just setting it up wrong. It's why I'm suggesting to go to VRCFury's Discord server
It’s a prebuilt avatar with vrcfury
They're quicker to respond to issues with their software than people here will be
is there a way to make a grabbable prob but able to grab with both hands?
so like something on an avatars hip that u can grab with the left or right hand
Yeah, use a parent constraint with 3 sources (one on each hand and one on the hip). Then switch between them when certain conditions are met.
For example you could have two contacts to detect which hand is touching the object and check for a fist gesture on that hand as a condition.
details are here: https://creators.vrchat.com/avatars/animator-parameters/
"grab" isn't a thing unless we're talking about physbones
well, it'd be a param that means "it's grabbed by this hand"
if you're making it up, it can be whatever you want
ok sorry let me rephrase, i have a grab param driving the contacts, i have a GrabR And a GrabL when either of these are toggled they get on the animator
i have it called grab
im gonna try an int
I fixed the issue - whatever script there was, it added new layers into the animator; deleting extra layers fixed the problem
exciting
if it's just on or off then I don't see the need for anything but a bool if you aren't using it in a blendtree
it's easy to get "orphaned" sub-assets inside an animator
and even if you are, you can just mismatch the parameters
i do that all the time
hm
vrchat syncs a bool, but it's a float in the animator
Right but if we're talking about the animator here, it's a float.
Oh, I see
all of my avatars use direct blend trees, I know how this works 🙂
the dark side of the animator is a pathway to many abilities some consider to be unnatural
haha it's true
i'm writing code right now to generate VRCF full controllers full of weird blendtrees
every time I learn how to make my life easier, I just add more weird shit until everything is painful again
😭
How do i sync pc and quest physbones with each other? When i pull on a physbone on pc side it doesnt appear on the quest side
I do know if you have too many PB they all get removed on upload
i dont have alot of them but im still gonna check if thats the issue
Syncing should not be a problem if the path to the bones is the same tho
👍 thanks for the help
No problem!
My recommendation is to reduce the chain count
Merge bones, it’s okay if it isn’t perfect, it never will be with such limited hardware
Yeee merging looks jank sometimes but you gotta do what you gotta do for optimization
Now that I have a sub-section how do I put stuff into there
If you want the Bob and Lemon Hair to be in there just recreate them in the menu then delete the old ones
Well I have a hair tab, and then I put a rockyou tab for different colors of that specific hair
but idk how to put stuff in that sub tab
You gotta have another menu created for it so you can use your little tab as a submenu
Then you can put stuff in there
Everytime someone enters a seat their head gets dislocated from their body, how do i fix that?
as in, their viewpoint winds up away from their physical body?
what part do i need to add the GestureRight to make it so i have to make a fist to grab it
you cant exactly control the grabbing
how do i add spawnable props to the character?
what do you mean "spawnable"
like in the emote whele
that didnt answer my question
so i want to make it so my avatar can hold a vss vintorez or vodka bottel
you just stick said object onto the hand/wrist bone then just toggle the object with an animation
hallo, can sum1 please help why is my avatar's face like this </3 I've already checked the normals, it's all blue i dunno what to do </3
change animation to (something forgot) and its instant instead of going 0 <> 100 , right click when you have it selected
broken its not, its one of them
its one of those, never remember wich one
or just put the frames next to eachother so its instant
that one seems to work
(blame windows hdr blowing up colors , it still cannot snip without failing)
I have the same stuff in the AV3 Manager copied multiple times. How can I get rid of all the copies
I merged the same thing multiple times
Is there a way to reduce the threshold or increase the intensity of how a face tracked avatar responds to my face using quest pro?
I the face animations are amazing but I've noticed they are subtle in comparison to where my face, so if I want the avatar to express the emotion on my face, I almost have to consciously "over commit" to my reaction so that the face tracked animation reaches "noticeability" if that makes sense
why does my contact disable whenever i enter play mode?
is it only that way in play mode? Got something that's doing build-time processing like VRC Fury?
no I just merged the same thing multiple times I think
ah, that'd do it
does anyone know why contact receivers may disable themselfs when in game?
You sure they disabled themselves?
ye, theres no animation related to them
You sure they are actually disabled?
So....I am admittedly new to doing models but im needing to make my own custom model. Im using a free base I found online and I know what I want to do but I have no clus how to go about it and was hoping I could be pointed in the right direction? Admittedly I dont know where to go to get the accessories and clothings that I want to change but they should be somewhat simple comparably I think? I just dont know what I need to go to actually fix it up.
if you are trying to kitbash and are looking for assets, try booth first, but also look through gumroad and sketchfab. Make sure you have/purchase the correct license for your use case.
Yeah, im keeping to free stuff but I dont know how to remove things either for it. I did get the model from Stetchfab though
all those websites have free listings, you should be able to sort by price, although not all free listings provide the same license, which is why i suggest checking it before use
when it comes to removing things it really depends on what you're trying to do. If it's a separate object or seperate part of the mesh, it should be as easy as selecting it and deleting it.
For an object just click on it, then press X, then enter
For a separate piece within a mesh press tab to switch to edit mode, then hover your cursor over it and press L, then press X, then select "delete faces"
I think im in trouble if as you spoke it felt like my eyes were glazing over
it might be best to start with some beginner blender tutorials so you learn how to navigate the basic tools
I mean, I know a bit, I just feel like I know so little that I dont know if I try and do one thing I will destroy something completely seperate
make sure to keep backups of your file and duplicate your model before making major destructive changes
Hmm...So I was checking the mesh and...I think the bodysuit is built into the body and I dont know how to make it be just a tanktop rather than that
what gesture number is fist?
Please read the docs : https://creators.vrchat.com/avatars/animator-parameters/
is there a way to limit the gestures?
limit how?
i wanna only be able to do fist and point with the grip and trigger
Sure, just don't have animations for the other ones
what if im using the default one?
then don't
ok
why is it when i test in editor, i do the fist gesture and it works, but in game it doesnt let me. What is the fist control gesture in game for quest 3s controller?
that controller is standard, unless you did some sort of remapping or maybe have the hand tracking on
the first thing to check is do you have gestures on in the circle menu? and the first should be the same as it was, all buttons pressed
fist gesture is made by having a finger on the top face buttons, while holding the bottom trigger. Pressing any of the other buttons/triggers shouldn't change this
ok lemme go back in vr and test
Hai
Anyone know what to look at if I want to change the position of fingers when using Index Finger tracking?
The avatar Muscles group thingy has a perfect fist closed look, but in game, the thumb is further down the palm than it should be when closed for some reason.
Don't know what to edit to change that
how do i check can't find gestures anywhere
options at the top in the circle menu
should be somewhere there
I don't remember exactly
its in options - Avatar then gestures
thank you for that info, i didnt know i could even disable gestures i must have done it a while ago
hi eli
Are you using the old or new Gesture System?
Okay, the thumb shifts depending on where you rest it I noticed
Like, on the stick and buttons and the touchpad
For me, the touchpad is where I get the “perfect” fist
Mhm! Neither of those options for me look good at all, so I am wondering what controls that so I can look into changing it
I did kinda go back and forth with the muscle group
It gives different results on each base, what base are you using?
Chocolat
Mmm, is it overshooting for you?
Like bending in too far?
That is what I saw with Kikyo
Idek what to describe this as
each bone of the thumb has a mind of it's own
it looks even worse now idk how
but that;'s the only screenshot i have rn
yaaa
Loosen stretch on Thumb Distal.
As for it shifting so far outwards
I am at a loss
i shall try
Might someone tell me what could be causing this ?
when I set a rotation constraint the rotation freaks out and spins frantically how do I fix that?
please help ;-;
Hey! just started making my first avatar! its a png of my friend and i wanna troll him wit it as a suprise. I followed a tutorial on youtube and got it ready and published! But theres a problem... The PNG is stuck to the bottom of the floor instead of being straight up like the video showed. Any help would be appreciated thanks!
it's your origin point
it should be at the bottom of your avatar
its probably not
you can fix it in blender
move your avatar to the correct position, in object mode press A, press CTRL A, pick apply all transforms
Hey man…. How do I get to object mode?😭🙏
in 4.2 there's a drop down menu top left of the screen
idk if other versions have it in the same place
So this is where I’m at now where is pick all transforms?
Sorry if it’s a really stupid question btw lol
But I got to object mode and did a cartl a
although I'm not sure how making png avatars in unity works
so idk if my advice will apply
I can't get my unity to install android Build Support, no errors when installing and pretty sure it was working fine before, anyone know how to fix this?
unity 2022.3.22.f1
no console errors
FIXED IT
VCC has some sort of issue sometimes, it will break unity in some way that causes it to think you don't have the android module. Fix is to just load your project via the unity hub.
i downloaded a avatar and every time i try to add shaders they dont work, the avatar didn't come with shaders but obviously needs em. idk what to do bout it anymore lmfao
expand on that
Is this pc, do the textures seem to run away when you hit play, is it quest, are they pink
like when i drop the shaders in or add em in the file they just dont work.
pc
hopeing to have it ready for when i can add a avatar lol. ill keep playing with it till it works
can you record it?
whats the best shader download to get?
Well for pc its poi shader
ah, i was useing liltoons XDDDD
its a lot easier to work with for beginners
it all depends on what you want
fr?
I switched to something way simpler
mhm
a lot of booth avis use it
To each their own, what did you switch to
MToon 😓
i love that shader
what...
do i throw it with those files my mouse is next to?
what is that
a popular vrm shader heh
did you go to the actual shader and see if it says shader error
I'm used to working with VRMs so I like how it looks
ah
and I had big troubles trying to replicate that with poi
Yeah that explains it
it has no shaders, idk what one to add to the file tho
everything I tried looked too dark
doesn't the model come with instructions?
it should say what shader was used
yeah
uh... 1 sec
pink is usually missing shader
try poi or just convert it to the vrc materials just to make sure the thing actually works
cause i think that avi works with poi
ok, poi downloaded, do i unzip and throw the folder in?
yeah, just throw the unity package in
ouch
well, atleast i learned
and you know to not just drag the prefab out right? unless theres no scene buttons like this
I see a lot of people make that mistake and get mad when the avi wont work
yea i have to delete it, put it in the wrong area lol
🫡
depends on the type of package you got
if it's a unitypackage in the menu, assets -> import package -> custom package
yes
usually
ok, its takin its sweet time to load now lol
at least you've never uploaded one of those eboys
lol
its in now what lol
Does anyone know what this errors mean and how to resolve them? A friend (the one who made the model) and I are both having the same issue D:
you probably didnt import the right poi, so its still pink
but you can fix that easily
look for any other RED errors, the ones in screenshot dont say what the issue is
There aren't really any other errors other than those in the SDK Upload tab
said a behavor is missing?
oh?
lower your texture's res first (this shows you how to credits to liindy) as it might solve the error but check if theres any other yellow warning errors too incase (that arent poiyomi/shader related)
based off hierarchy you may have missed some required scripts
Gesture Manager is only red because we tried removing it to see if that was the issue not allowing us to upload it
whats the best way to optimize an avatar mesh without like deforming it
We've been at this for the past hour, unimported/reimported poi, same with gogo, same with gesture manager :SOB: I'll do the txt optimization thought right meow
depends a lot on the mesh. edge loop removal is a good place to start.
thats sooooo mean, its makin me fix it one by one XDDD
removing unused blendshapes helps with mesh size if you've got alot of them 
yeah it also depends on what you mean by "optimize"
better
alr did that one
i meant deforming as in making it look terrible
looks exactly like the pic from the download, time to make coppys of the texture and make it my own
thx guys
You can also just put the plane in a new Empty Object, and have the empty object be the bottom of the plane.
The only origin that VRChat cares about for non-humanoids are the root origin position
Oop, Discord caught up
Didn’t mean to necropost
well... now i need to play 12 hours to use it lol
Too low level?
If so, just make friends, friends are the highest score towards your trust rank
ah, sweet
You can also get a month of VRC+ and boost
Someone gifted my alt VRC+ and I got to known in like, 4 days.
Sessions were like 3 hours each, over 5 sessions
nice
neither errors explain what the issue is they kinda just say "hey we stopped because there was and issue"
what does the upload panel look like?
hm, maybe your project is bugged? try saving project>closing it>re-opening> attempt another upload
it should either go through and upload or update with the actual errors its running into
aight one min
Hey, I am trying to upload an avatar, although I wish to add some face expressions, phys bones, mouth and eye movement, with that I really need assistance, so if any experienced unity users are down for a vc, I would be more than grateful
lesss gooo that did it!
thanks bro
i got time
That's great, so fine if I call you in private?
ye
whats this?
Your avatar needs modular avatar imported
idk what that is
look it up, theres likely a .TXT file or something listed as READ ME in the models download page that'll list all the requirements needed before import
does anyone know why phys bones on the avtaar i made arent working for qquest and only pc?
ive tried many things and after hours of messing with stuff it wont work
if you have over 64 transforms affected by the physbones, they will not show up for quest. and if u have over 8 components i think its 8 it also wont show for quest
download VRC quest tools and it will help u make ur pc avatar work with quest
do you have a link?
no, but physbones is the last thing i need to fix then its done
https://github.com/kurotu/VRCQuestTools click the add to VCC when u scroll down if not go to releases and download the unity package
heres the releases page
make sure u get the unitypackage file
just got it
alr
https://www.youtube.com/watch?v=MPkMX74Hqfs this is a good tutorial if u only need physbones then skip to the reduce physbones part
i know how to download in blender, buyt what about unity? do i just click open file?
no u drag it into the file system, then click import
thank you
your welcome :D
hey, does anyone know how to mass rename shape keys? When I join two objects with the same shape key names the shape keys with the same name just end up merging which I don't want
honestly if they went on the format of objectname_shapekeyname that would be wonderful
(please ping me if you respond, i'm always tabbed out looking for answers)
I don't think theres a way to mass rename
i have unity editor but it wont let me put it in vr companion
plz helppp
What are you doing?
im trying to pair unity to vr companion
so its saying its searching for unity editor when i already have it and it says i dont have it
have you tried manually finding the file
how do i make it a file
Well where did you install unity
unity hub
which unity
6
Unity 6 doesn't work on VRChat, you need exactly 2022.3.22
should look something like this when you find the file
C or D, whichever drive you saved it to
I heard you can also use 2019
but its not recommended
ok i'll try that
also doesn't vcc just give you the link to download the right unity??
when it says "download unity editor"
no, just only when in the initial setup
click install on this page to trigger Unity Hub to install it
Is it 2022.3.60f1
no
Can't find it
I'll do it now
So click on that?
How do I fix the arm not being where the arm should be
i can kinda see the arm there, might be an alpha map issue
have you gotten gesture manager and checked there
yes
Thank u
👍🏻 You're welcome
I fixed it I just didn't do the set up thing with modular avatar lol
yeah MA helps, lmao
Now I gotta fix my MA issue
how long can animations be? if I have new data on every frame, is it possible to have 2400 frames in the same animation?
any clue on how to add colliders?
for what, physbones?
yea, for avatar physbones
i added a tail on an avatar, and i dont want it to go through the body when i move
simply add the physbone collider component to either the bone itself, or any other GameObject
yeah but then what specifics do i need, what numbers? cause that simply wont work on its own
you size it how you need it sized for your specific use-case
it's hard to give you advice there
this kind of thing takes a lot of experimentation
Good ol' reliable trial and error and eventually success
it's more that the "success" case is defined by "does it look ok?"
gameobject on root of avatar with a plane collider, tail with a radius and set collider to that gameobject , it will struggle to go through 'ground' (just a infinite plane under you)
to avoid going through body just use angle limits 
how did u be able to click on the tail liek that?
in play mode you can grab physbones by clicking with the mouse
i didnt know that :D
it clicks the avi for me when ive always done that
might be you need something like gesture manager or av3 emulator, it works for me
if it has no radius it wont be clickable
also since you two are here, do you guys know anything ab modular avatar?
ah true, I assumed it had a radius and was already grabbable
nothing at all
never used it ,i use blender
😔
Ah well, it was worth asking
yeah i have a radius but it still wont click
Oh hold on... this made me notice another issue
blender
bring it into blender and split the model
yes
I was asking Zen :)
ah, you didn't reply so I wasn't sure
ooh, yes, it certainly is
nah but I used a diff bracelet model instead
thats by itself
what should I link it to tho
for armature I'm guessing
just put it under the elbow bone , in blender you'd paint it to that one
im trying to figure out how toadd an audiolink toggle to an avi, i think i have the whole process figured out at this point but i think i need a bit of explanation on this "tree" part of it ... im not sure what the orange square is supposed to be when making my own :x sorry if some terms are wrong or weird im not sure how to describe it
image provided isnt what i've made, its from another avi and im using it as a reference here
Speaking of audio, does anyone know a way I can add sound to when my avi moves? Or just the physbones
anything you can detect and get into an animator variable, you can use to trigger an event. So in this case you could use the velocity parameters
can anyone help w/ this
To me or them
orange is the default state when the animation layer starts
ahh i see, how would i put that default state in ??
I'm not sure I understand what you're asking?
i've seen a few guides on how to make a default state like that but none for audiolink
right click the state, and one of the options is to set it as default
when i make the animation will it just provide me a default state to put in??
yes, the first state added is always the default
ahh i see ok ! sorry if my messages are confusing if it isnt obvious im very new to this lol
thank u 
im trying to make a avi have part of it scale up while still having phybones anyone know a way that wont interfere with phybones?
subdivide a bone in the armature or slect it manually
I haven't tried this yet, what happens?
basically im trying to make the chest bigger on a model but i did so via a blend shape an that didnt work well
yeah what'd it actually do?
oh wait
blendshape - not at all what I was thinking.
ok for this one, it's tricky - there's a range you can get away with, as in distance from the bone in question, but too far and it won't look good. I've seen some creators have a second set of physbones for the "large" version
I was considering bone scaling, actually
Ty!!
np
even after removing the blend shape completely it broke the kny bones
I'm not sure what that could mean
as in they don't move? I don't know how a blendshape could possibly affect that
well they did
strange
how do yall normally scale them up
I don't tend to work with stuff that goes that far outside of ... boundaries
but again, what I've seen is a second set of physbones for the larger state
same armature?
of course
I have no idea, I've never looked
does blender have a physics simulator
rigid bodies? yep
hi kazin
hi
so do you think i could use it to simulate a roller coaster
i need to test a model im making
for a 3d print
so then it'll probably work
and you can animate along tracks
i mostly need to test the gears to see if they're gonna work
but I wouldn't think of it for actual engineering stuff. it's for making pretty images
the gravity part would also be helpful
idk, there arent really a whole lot of simulators i can find to put files into
but I bet they exist. I've worked for engineering companies
yeppers
tbh im pretty sure it should all work
but i dont know if my gaps are big enough for my printer
assuming i made everything correctly so far. first time trying to make wheels and gears work
what could cause the lip syncing for an avatar i did to suddenly disappear?
by suddenly, do you mean without you doing anything?
i mean i was really close to being done
the lip syncing was on a piece of clothing,
then when i tried to combine them it was gone entirely
and i even did it the other way around
okay, what specifically did you do?
i mean i accidentally shut my power cord off while editing
but i dont know hoiw to fix it
redo what
i did a lot to him, sculpted, added new assets, and a bunch of stuff, id hate to redo it entirely
i did a lot of work even cried over it once while doing it😭
in a little under a week
and i need him done by friday
the shapekeys are completely gone in blender or just unity?
some modifiers will remove blendshapes on export, like triangulation for example
ok, so I want to simply make an animation where my avatar puts its hands on it's face like peekabo, then make it toggable, but when I try to record it says keyframe rotation on humanoid rig is not supported. so how do I even record an animation on it
How can I make the front part of the hair not go inside the chest
Wondering if it's something in here
do any of you know where i can find the creator of the avatar "Yin" I had the model on an old PC and wanted to reupload to my new VRC account but dont have the files anymore photo image ^
I'm trying to add a cybernetic texture to the body but it overlays with the prosthetic arm
how can I remove it from the prosthetic
usually you do that via masking, but it depends on the shader
I tried to use the same alpha mask that the prosthetic arm needs
maybe it'll work? no idea without knowing what this all looks like
I mean it made that body black lol idk how to fix that
yall know how to fix "Attempted to load the data for an avatar we do not own, clearing blueprint ID"?
im getting an issue where in unity the avatar looks fine, im using vrc matcap, but in vrc its pink like the materials are broken, ive reimported everything and it wont fix, any ideas?
soo, i'm trying to make it so that, when i bwap the head, it squishes it. so far, i've created a contact and constraint (not sure how the constraint source works), but i don't know if it's the right way to approach it, and what to add afterwards.
maybe someone could vc with me, and teach me?
i know it's super basic, but i've only been adding simple things, and fully relying on vrcfury
so most of my knowledge is adding a vrcfury toggle and vrcfury armature link
and so i'm trying to learn propper avi work
Does anyone know how I can put an alpha mask for one specific outfit? This outfit has an alpha mask to remove the real legs, but I don't want it interfering with my other outfits
you'd have to make one yourself, but a crackhead workaround is to scale the outfit's armature
wdym scale the outfits armature
ive tried alot of things and nothing
like it seems like a vrchat issue i need a fix
Is this to many Polys for an avitar
oh, so u wanna refit it to the leg?
if ao, you'd need blender basically
I'm trying to make a toggle where my avatar can sit in a car but how can i make it so the legs can be stuck in a certain position? That way the rest of the body can move but the legs look like its sitting in a car.
How do I for instance, deal with the hair in a way that it gets rid of so many verticies, yet looks more closer too this still?
hey guys! dunno if this is the right place, but i bought an avi from booth, and im so lost on how to upload it into the game, im new to this sorta stuff, could anyone give me a hand 
some avatars come with instructions
i've added head squish using constraints and contacts, but now, i can see my head, and all it's child objects in first person
please?
I accidentally made the body transparent and idk where to go to fix it
set the rendering preset to "transclipping" or "cutout"
could someone help?
opaque
is there a way to generate or find the default animations vrchat uses? My current models proportions isn't 100% humanoid so I want to tweak animations to avoid model clipping
IDK how to help out, but Id suggest asking reddit, or searching reddit to see if someone did the same thing
@sweet pulsar theyre in packages folder - sdk - animator examples but im not sure if they provide full version, they at least trimmed default action dances cause they belong to mixamo
i don't know how to use reddit
;-;
but there is no headchop, that's the thing
the constraint caused there to be one
theres default headchop for humanoid head bone
always was, they just gave extra access to it via optional component
ie by default 1st person head bone is scaled to 0
thus having constraint on it overwrites it
make extra head bone as parent for whatever head mesh weighted, so humanoid rig uses new bone, and squish constraint affects its old child, perhaps itd work
i don't understand the last sentence
so humanoid rig uses fake head, and constraint/weightpainting etc is still on head
will it not break clothes?
i dont think you can have name doubles, for humsnoid rig only order matters tho
and for weight painting vertex group name thats why new child should be named as it was.
... can you talk in simpler terms? i'm sorryy
what do i do?
do i create head's parent object, which is named Fake head?
you need edit rig in blender
;-;
different question, what's the difference between scale factor and global scale factor?
with one source no difference
like they multiply so 0.5x1=1x0.5
i fi buy an avatar or an asset how hard would it be to import into vrchat/onto an avatar? i have NEVER sued blender or anything like it and i know nothing
I mainly have a question
What's a good shader to use for emissions for quest
Depending on the asset
is there any other than standard lite?
its called coin railgun
There only is Standard Lite.
Mhm
what about if i bought an avatar??
double click it, and click import
If your only wanting to upload it then that's not to hard at all actually
for anything that has .unitypackage extension
You would have to follow instruction provided by the asset. If you had never use unity, then the difficult part is learning how to navigate in unity.
i have both an asset and an avatar that i bought.
If your wanting to add the asset just add the asset to that avatar and you can use VRCfury to make it a toggle
Add the asset on what it's supposed to be attached to
Like a hair asset would go on the head
They're are YouTube tutorials on how to do things like that and use VRCfury and other things you can find
"did you buy an avatar without ever using unity" absoloutely
i can gladly help you get started
i'd actually love that! im currently in school so im not very open to text and stuff (and im not at my main pc iso i dont have the opportunity to install unity rn) but i can add you and text later??
does this count for if the asset is a railgun with impact frames that blows everything up?
If it's a railgun I'd say you'd add it to the hand, there's a strong possibility it uses VRCfury though and won't need to
i'll help them (or at least try), i'll explain the issue if there are any
it doesn't, u need avatar 3.0
:/
i'll help them
I keep getting this pop up & it tells me it doesn’t own the data & blueprint ID
Any way to fix this?