#avatar-help

1 messages Β· Page 93 of 1

sour linden
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really?!?

obtuse elk
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it means, that you're trying to upload the avi, that was originally uploaded on a different account i think

wary wedge
desert elk
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blueprint often appears because of different errors

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are there any more errors?

obtuse elk
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detach the avatar (it's a script in the root of the avatar), upload it to pc, switch to quest, and copy the newly created id (in the same category) to the quest version, and see if it works

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but yeah. first listen to eliot

wary wedge
obtuse elk
wary wedge
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How?

obtuse elk
obtuse elk
desert elk
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love it

obtuse elk
obtuse elk
wary wedge
# obtuse elk

I don’t even use the creator companion
I just use unity😭
Or that is unity idrk

fiery crow
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Alcom >

obtuse elk
ornate stump
wary wedge
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Oh

cosmic flax
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anyone knows why questies see my hoodie pink(error texture) when my other avatar which is the same one but with a different texture they can see ok

desert elk
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did you set up a quest shader for the hoodie?
usually pink - missing shader

lofty rampart
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Is anyone else having an issue with the review any alerts tap not going down???

surreal salmon
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Anyone ever try to increas the size of chest on a model by adding a blend shape just for said blend shape to completely disable phybones?

obtuse elk
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can a vrchat bone be affected by more than 1 scale constraint?

cosmic flax
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its the vrchats diffuse shader used on the entire mayu avi

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and the hoodie somehow is pink for quest people, i even tried to compress the texture so much it has only 75kbs, i never had this issue in my 5 years of making avis

obtuse elk
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i'm so confused

desert elk
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diffuse isn't even an avatar shader I believe

desert elk
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not an avatar shader

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quest avatars can use: toon lit, standard lite, mat cap lit
for quest particles: multiply, additive

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sdk doesn't make that clear

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switch to one of those and try again

cosmic flax
desert elk
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okay, but that's not what it's for

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it's not supposed to be used like this

cosmic flax
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like the avatar works fine on quest, just the hoodie is pink while on my other avatar i use the same thing with different texture

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and it works

desert elk
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it shouldn't even let you upload that avatar tbh

cosmic flax
desert elk
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did you really?

cosmic flax
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i was with my quest friend, and i tried every shader

desert elk
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is it pink in unity or only in game?

cosmic flax
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every was pink

cosmic flax
desert elk
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can you not see the unity project?

cosmic flax
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i thought it could be his issue, but even in public lobbies i get told its pink

cosmic flax
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in unity its all ok

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it looks how its supposed to, but in game quest people see it pink

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and like i said, this is a copy of my other avatar, with just different textures for the fur and stuff and it works ok

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for questies

desert elk
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the only thing I can recommend is switching to toonlit, standard lite or MatCap and seeing again. Maybe your avatar didn't update properly when you switched the shaders before

obtuse elk
cosmic flax
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but this one while its the exact same thing people cant see the texture, its pink

desert elk
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@obtuse elk why the friends request?

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help is here

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I don't do dms

obtuse elk
desert elk
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it's called "avatar-help" for a reason

cosmic flax
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i been trying to fix it and been testing it for 4 days straight

desert elk
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let me ask you something, are you uploading the avatar again after switching the shader or are you just switching it in unity and not uploading?

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cause I've had people not upload stuff again and be confused why nothing changes

cosmic flax
desert elk
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just making sure

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I didn't say you were

cosmic flax
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i said i make avatars for 5 year at this point

desert elk
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okay

cosmic flax
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i never had this issue

desert elk
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is it an asset available to buy somewhere? or did you make it yourself?

cosmic flax
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its from gumroad

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used by every mayu avi at this point

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as i said, i have this same asset on 4 different avatars

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each works fine, and they are all made the same way this one is

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the only difference is texture

desert elk
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well I have no idea 🀷

cosmic flax
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and i tried to use a png, psd and even tried re exporting the textures

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everything

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it sucks, and i dont understand why its not working when in this same exact project i have the other avatar which works fine, so weird

cosmic flax
obtuse elk
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it's also up there

desert elk
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that's what I was saying!

cosmic flax
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yeah, thats why every avatar i got it with works fine sure

desert elk
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but apparently I'm wrong

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🀷

obtuse elk
cosmic flax
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these are literally quest shaders

desert elk
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I told you

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sdk didn't make it clear

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which ones are okay to use

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are you even using an up-to-date sdk version?

cosmic flax
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i think im gonna explode, this aint a support channel bruh

desert elk
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I'm trying to help

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diffuse isn't supported

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you're the one refusing to believe it

obtuse elk
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ur being a dick

cosmic flax
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there is no other shader that works on quest

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other than the shaders made by vrchat

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they are not in "vrchat>mobile>" for nothing

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especially when the sdk tells u to use those

desert elk
obtuse elk
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root mobile folder, not children folders

desert elk
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they are there because sdk isn't well organized

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the message should be clearer yes I agree

cosmic flax
desert elk
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interesting

cosmic flax
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i literally bought an avatar that was ready to be uploaded straight away with quest and pc version and they even used the same shaders, and what happened u think? the avatar looks normal on quest

obtuse elk
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vrchat/mobile contains both world and avatar, but the other shaders such as diffused, weren't a thing when they created the message.

cosmic flax
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my entire avatar uses the vrchat>mobile>diffuse shader and quests can see everything except the hoodie

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while on my other avatar the same hoodie has the same shader

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and works fine on quest

cosmic flax
strong zephyr
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Does anyone know anything about Blender? Specifically Weight Paint. I need help, desperately

desert elk
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what's the problem?

obtuse elk
strong zephyr
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Hi, I'm having difficulty subtracting weight paint from a specific bone or vertex group. I either select the vertex group item or I ctrl shift select a bone from front bone view, either way, when I click and drag the curser around the effected area of the mesh, the subtract doesn't affect the area. Accumulated is unchecked, Auto Normalized is unchecked, Draw is the only option that works with subtract. Note: Just as I can't subtract weight, I can't add weight either. What am I doing wrong? I've adjusted the Radius, Strength, Weight toggles, everything, nothing is working.

cosmic flax
desert elk
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you're not listening to us at all

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what version of sdk are you on?

cosmic flax
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just this one time it decided not to work on a singular hoodie and its not suported? what are u even talking about

desert elk
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we're saying the truth

cosmic flax
desert elk
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okay

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I didn't know rhat

cosmic flax
desert elk
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read the messages again please

desert elk
cosmic flax
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and they work

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just the damn hoodie

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i think you guys are the ones sitting on your ears cuz ur ignoring the part where i clearly said that same shader works fine on the entire avatar

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just not the hoodie

strong zephyr
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Anyboody?

obtuse elk
obtuse elk
strong zephyr
desert elk
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i've never had this problem unfortunately

pine valley
strong zephyr
pine valley
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If you create a new Cube object, can you paint weights on it?

strong zephyr
strong zephyr
pine valley
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Create a completely new file and see if you can paint in there

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That should work, at least

strong zephyr
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To the cube

pine valley
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Okay, so a new object in the same file does work

strong zephyr
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Yes

pine valley
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hmm, i'm not aware of a way to mask weight painting other than using these modes

balmy barn
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it add/removes stuff in a radius

pine valley
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that looks like the Gradient tool

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but you're using the Draw tool in that video, interesting

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do you know the name of that operator? i can't figure it out on my mac

balmy barn
strong zephyr
pine valley
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ah, there it is for me

fierce thunder
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My character is still T-posing after going into play mode with gesture manager, how do i fix that? yes i have an avatar description and animator.

pine valley
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Anyway, I'm not sure what else could be causing weight painting to just Not Work on the body

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I'd try things like duplicating the body mesh and trying to paint on that

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might give you more information

pine valley
strong zephyr
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It's shift Alt A for me, and no, that didn't work

pine valley
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one thing that's odd is how most of the model is that dark gray

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instead of the purple I'd expect to see for a weight of zero

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It reminds me of how you can mask parts of the mesh in Sculpt Mode

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Make sure the vertex groups aren't locked

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The bones don't look locked

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you'd get a little warning if this was the case

strong zephyr
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Bros! I imported it into a new scene, and it's working now. I don't know what happened.

somber sequoia
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.... I just read through all of that, yeah that's weird πŸ™‚

frail temple
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Anyone have any experience with ASCII.Mesh files or XNALARA?

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When importing models within ASCII.Mesh format, In XNALARA they look completely fine, however when importing into blender, their textures get screwed

somber sequoia
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I'd start by looking at the UV maps - maybe there's more than one?

frail temple
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This is what they should look like

frail temple
somber sequoia
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ooh what is it?

frail temple
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I don't think that's normal, is it?

somber sequoia
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I'm not sure what I'm looking at or why we're looking at it in Unity

frail temple
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or am i wrong?

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it has the same deforms as it does on Blender

somber sequoia
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a) I don't know what you just did
b) I'd have assumed it'd be the same as in blender, but I guess it's good to confirm?

frail temple
somber sequoia
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okay, yeah I don't see why that would be any different at all

frail temple
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But yeah, even when removing all materials from the model, the models persists to look like this

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There's no materials or textures on this model

somber sequoia
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if there are no materials, that's probably vertex colors

balmy barn
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import, atlas , remove material, create new use atlas ,merge by distance, remove geometry data (clear custom normals and sharp) , ascii messy

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hiddious still ratl

frail temple
balmy barn
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you showed image of it, easy reverse image

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shade flat for that pointy mesh look

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(upscaled image abit way low res)

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smooth face it messes up model alot

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get wierdness like that

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better

steel marsh
somber sequoia
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I'm surprised the SDK lets you upload an unsupported shader.

frail temple
somber sequoia
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(assuming I read the history right)

desert elk
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yes, you read it right

balmy barn
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that model have alot of inverted faces so re-calculate them

steel marsh
somber sequoia
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ah, then a different version of the same issue

steel marsh
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im assuming its vrcs fault

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ive tried everything i can think of, yall were to focused on the shader when that person said it wasnt the issue, im assuming they wanted ideas as what to try, like i do

pine valley
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there's very little to look at beyond the shader

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make sure that the material slot isn't being animated

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if you're using VRCFury or anything similar, ensure that the processed avatar isn't using unsupported materials

steel marsh
balmy barn
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older quest shaders have some options that doesnt exsist in newer sdk , rememeber this one

steel marsh
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right now im using a matcap lit shader

balmy barn
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yeh thats the one i use mostly on my quest av's too

steel marsh
somber sequoia
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excellent

neat grail
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What color channels are mapped to what with audiolink on Poiyomi?

somber sequoia
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you can define those in each section

neat grail
fresh jacinth
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SOLVED: IT WAS THE LOCK MENUS (already asked on the VRCFury server a couple hours ago, but got no response so far) I usually do all my toggles by hand and use ComboGestureExpressions for my gestures but I felt like trying out VRCFury's built in tools for this project. Everything was uploading to VRChat no problem although my expressions were overlapping and combos were not working so I tried swapping the order and putting combos first (haven't tested if that worked, still figuring these out, I'm fully aware I probably did something wrong there), but when I added some animations to the gestures and tried uploading/turning on play mode, the VRCFury loading bar gets stuck on 33% and doesn't go any further, making it impossible to test. Any ideas and corrections are appreciated! I got no FX layer on or anything.

true flower
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Wait wait wait wait wait-- when making a menu, I can have multiple controller files in a given slot? Like Character_Base.controller, GogoLoco_ProxyBase.controller, Totally_Made_Up_Example_Base_5.4_reallyfinalthistime_A.controller, etc.?

somber sequoia
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yeah it probably just sticks the variable into each, which you'd want if you need to do actions in multiple controllers (such as FX for effects and Action to animate the character)

pine valley
true flower
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Sometimes an avatar I've bought comes with its own custom controllers, but I also want to add GogoLoco, and I was of the impression that only one controller file per slot

pine valley
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oh, I see what you're talking about

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No, you have to either:

  • Permanently merge the controllers with a tool like Avatars 3.0 Manager
  • Merge the controllers during the avatar build with something like VRCFury
true flower
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Ah. OK. I can work with that. This video I just watched dragged the files into.. I guess, "Playable Layers"?... that already had files in them, and I thought there were multiple files being placed there. Confused me for a moment, but maybe they were alrady there and I just missed the movement

true flower
pine valley
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Ah, no, that just replaced the existing reference

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For GoGoLoco, installing it through VRCFury is pretty damn painless

arctic ginkgo
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does anyone know exactly how physbone positions and grabbing/posing are synced? I haven't been able to find documentation that goes into as much detail as I need. My main question is how physbones will behave for the player interacting with them, the local player, and other remote players.

If for some remote users, grabbing is enabled, but for the local user and all other remote users grabbing is disabled, then when this user attempts to grab the physbone, what will happen?

  • the user cannot grab the physbone
  • the user grabs the physbone, but it does not sync to anyone
  • the user grabs the physbone, and those who locally have grabbing enabled can see it, but those with grabbing locally disabled won't see it
  • the user grabs the physbone and it syncs for everyone
  • something else???
true flower
arctic ginkgo
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same thing with posing as well

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I wanted to make a system that allows some remote users, but not all, to interact with physbones

somber sequoia
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Yeah this VRCFury feature doesn't get you more controllers, just allows one action to happen to multiple existing controllers already on the avatar

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You also don't have to merge controllers, Fury has the "Full Controller" component that'll do that in the build hook

true flower
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On the subject of "No is the answer", I have another question: Can I assume (since I can't find any references to support the idea) that I cannot have a menu (like a TwoAxisPuppet radial menu, say for facial emotes) linked to a controller button (like say, the right grip) so I don't have to open the Action menu each time, as well as not having all the emotes linked to controller buttons (like having an angry face showing every time I want to walk forward)?

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"HOW" is my problem to solve, I just need to know if it's worth the effort to overthink the idea

somber sequoia
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you can't read controller buttons, but you can link that to a hand gesture such as fist

arctic ginkgo
true flower
arctic ginkgo
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You could have one thing override another if not idle, or have a toggle controlling it. For example, left hand vs right hand. Here are some different setups I've seen/made:

  • One hand overrides the other (if right hand isn't idling, left hand can't control expressions)
  • Toggle changes control (Toggle switches between left hand controlling and right hand controlling expressions)
  • Combination expressions (Left hand or right hand alone have their own expressions, and puppeting them together creates new expressions or layers them)
arctic ginkgo
true flower
arctic ginkgo
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movement for example, you don't get input from your thumbstick, but you can get your world velocity

true flower
arctic ginkgo
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reading through this should give you an idea of what information is accesible to you, and from there it's just a matter of setting up logic/conditions for how you want to operate based on that info

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and ofc there's ways to collect your own data on things, like other toggles, avatar interactions (physbones, contacts) and OSC for external input/output

true flower
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Exactly what I needed. Thank you! πŸ₯°

true flower
arctic ginkgo
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OSC is super cool, although it's dependent on you setting it up and having external access to the data (as well as either knowing a programming language or having the data you need already havning a program set up to work with VRChat's OSC implementation)

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for example, my partner uses VRCOSC to read the weather in their local area, which they can input to their chatbox, as well as avatar parameters. I used these parameters to set up animations that visualize the weather above their head

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so there's cloud particles, rain, snow, etc that make it look like their avatar is experiencing the same weather they are IRL

true flower
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Again, thank you! This is very appreciated and helpful. πŸ₯°

arctic ginkgo
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Of course!

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Feel free to ping me if you have any other questions

true flower
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Will do! Thank you! 😁

rotund agate
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i have this custom crouching pose that i posed in blender, made it an action layer and exported as an fbx for unity to read, and it looks fine in unity, inluding while using the gesture manager, but when i built a test avatar and look ingame it doesnt seem to play right, this also happens for my crawl/prone pose (for reference im playing desktop, so it has nothing to do with my irl pose)

obtuse elk
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is it possible to make the size constraint change value in different way, depending on different parameters?

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so, when parameter "x" (float) is triggered, the x dimention gradually changes, depending on it's value, and the same for y and z dimentions, depending on parameters "y" and "z"

arctic ginkgo
unreal pasture
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this image is like 2 years old, why did they remove the option to use images with particles and form the shape color etc

rotund agate
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"action editor" its called in blender

arctic ginkgo
rotund agate
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i have no idea what gogoloco is

arctic ginkgo
# rotund agate i have no idea what gogoloco is

it's a prefab by franada that is use for "fake" fbt poses and OVR space drag, fixes some stuff with sitting in seats with FBT, as well as some other gimmicks and comes with "default" controllers that are better set up than the default ones and easier to edit

rotund agate
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one thing i do think could be a cause is that my leg animations could maybe be swapped somehow? so my crouch uses the prone leg anim but my prone uses the crouch anim? but idk why that would be the case when its not like that in blender or unity

arctic ginkgo
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One feature you'd probably find particularly useful is the idle pose swap feature

rotund agate
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interesting

arctic ginkgo
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it has a selection of idle poses for each stage of "upright" (standing, crouching, crawling) and you can change each individually

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and you can mirror them for asymmetrical poses

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it also is set up in a way that makes it easy to add additional poses or swap the animations

rotund agate
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i'll take a look at that later then

arctic ginkgo
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tbh it does pretty much exactly what you are doing rn, you'd just have to swap the default animations with your animations OR add additional animations and toggles

rotund agate
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πŸ‘

somber sequoia
unreal pasture
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You literally cant do it now

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Try it

somber sequoia
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sorry, what can't you do?

arctic ginkgo
pine valley
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you know, i'm not sure how i'd do that

somber sequoia
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mesh emitter

pine valley
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Yeah, there it is

arctic ginkgo
arctic ginkgo
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texture

pine valley
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oh shoot

arctic ginkgo
pine valley
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I never thought about why that property was even there

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that's cool!

somber sequoia
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sorry I mean texture, yes.

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mesh emitters are fun

pine valley
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(i imagine you can also do it with vertex colors, but a texture is much easier to work with in this case)

arctic ginkgo
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you don't need mesh colors on, i just don't have any on mine so it doesn't matter if i have it on or off

pine valley
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I do love vertex data, though, so I'll keep that in mind

somber sequoia
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yeah if you don't use the texture option it'll sample mesh colors

arctic ginkgo
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i'm also using the "one material" setting so it looks better for demonstration bc i have outlines on my model so that doesn't really work lol

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with all materials it just looks like dippin dots

arctic ginkgo
unreal pasture
arctic ginkgo
unreal pasture
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do it rn

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and use an actual image

arctic ginkgo
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okay

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i'm on quest so i'll have to use quest shaders but give me a few mins

pine valley
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and instead of telling us the error, you're asking a vaguely related question

unreal pasture
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cap no error

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All my avatars i uploaded with that setting all got changed

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Obviously they did something

arctic ginkgo
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i'm uploading rn i'll let you know what happens

arctic ginkgo
# obtuse elk uhhhh

when X is the "triggered" value (you said this is a float so I assume either 1 or 0.5), transition to an animation state that spams transitions between it and another with a parameter driver on it. If you want it to be smooth then use a DBT and AAPs to create a feedback loop that smooths an ouput float, then use that float to control the weight of an animation in the DBT that changes the size of the object

bronze karma
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Why do other people see my avatar like this in front of a camera?

arctic ginkgo
arctic ginkgo
bronze karma
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in the fx if it is activated

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parameters also

obtuse elk
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i'm a dum dum

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no clue how to use fx layer e.t.c

arctic ginkgo
obtuse elk
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it's pretty basic

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trust me

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i figured out an easier way

arctic ginkgo
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okay what is your method?

somber sequoia
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if you don't know how to make a toggle, you'll probably want to learn that first.

obtuse elk
frail temple
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@balmy barn I am gonna be honest with you, i still have no idea how you did what you did

arctic ginkgo
rich leaf
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how do i control on what my avatar look to other people when they see my avatar in shield avatar display?

arctic ginkgo
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you can control things like animations, lights, particles or fulling blocking the avatar

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so they may see your normal avatar minus animations, lights, or particles, or they may see you as an imposter if your avatar is perf blocked or not compatible with their platform. If their shield settings fully block your avatar, they will see you as a robot, and if they have your avatar culled they will see you as a gray diamond

rich leaf
arctic ginkgo
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generally, you want your avatar in the scene to look like how you want people to see your avatar without it fully enabled

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so they way it looks when you upload it is what they will see (this applies to people who hide your animations as well as people who see your imposter)

bronze karma
arctic ginkgo
arctic ginkgo
arctic ginkgo
frail temple
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I recalculated the normals (i think)

obtuse elk
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like

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it's hard to explain

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;-;

arctic ginkgo
# frail temple

looks to me like some of the normals are still inverted, what does it look like with backface culling or face orientation shown in blender?

arctic ginkgo
obtuse elk
#

yeah

arctic ginkgo
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so you do know how to use the FX layer?

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you said you did not

obtuse elk
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...

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come on

arctic ginkgo
#

?

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i'm just trying to get an understanding of your skill level

obtuse elk
#

it's like saying you know c++, cause you can say
cout<<"hello world":

frail temple
#

Backface culling is On

arctic ginkgo
# frail temple

try going to the vertex data tab, then under geometry select "clear custom normals"

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if that button isn't there then that wouldn't be the issue lol

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it doesn't appear unless you have custom normals

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but that may be the issue so i'd check it

arctic ginkgo
frail temple
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Not there

obtuse elk
#

ok, i'm sorry

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just

arctic ginkgo
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I'm not sure how far I need to break down instructions because I don't know what level of familiarity you have with unity

obtuse elk
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how is it relevant

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oh

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ok

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my bad

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i'm so sorry

arctic ginkgo
#

no need to apologize

arctic ginkgo
# frail temple Not there

huh.. the normals look pretty messed up though, you can always check their direction with normal overlay

frail temple
arctic ginkgo
# frail temple

ohhh you have split normals, so either the mesh has islands that it doesn't need (overlapping vertices aren't merged) or your normals are just split, which can be fixed by shading smooth/autosmooth and adjusting the angle

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so first i'd try this:

  • select everything in edit mode
  • press m
  • select by distance
balmy barn
#

select everything merge by distance everything then clear custom normals & set shade to flat , smooth make wierd bumps on it ratl yup

frail temple
arctic ginkgo
#

okay then next try this:

  • be in object mode
  • right click object
  • select shade smooth OR select auto smooth and set angle to 180
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i like setting auto smooth to 180 because it lets you add sharp edges while having everything default to smooth, gives you full control over split normals

obtuse elk
#

i dmed you the details @arctic ginkgo

desert elk
#

what's up with you and dms?

obtuse elk
desert elk
#

so it's probably against tos

obtuse elk
#

hell no

frail temple
desert elk
#

most people who insist on dms are either scammers or tos breakers

obtuse elk
#

it's just, something i haven't really seen anywhere, and want to make it an asset (even though it's really simple)

arctic ginkgo
obtuse elk
#

sunshine will confirm

arctic ginkgo
#

idk why she doesn't want others to see it though

obtuse elk
#

awww πŸ₯Ί i thought i was original

desert elk
#

haven't looked deep enough i guess

arctic ginkgo
#

sorry i default to they/them but i fixed it bc i saw your bio

obtuse elk
#

oh

#

it oke

#

:3

#

thamk u

arctic ginkgo
#

usually it's cats for some reason

obtuse elk
#

well

#

cause

#

"squish da cat"

arctic ginkgo
#

always cat avatars that have that feature

#

yeah

frail temple
#

What's the next step?

arctic ginkgo
#

can you send a link to the model? i'll look at it in blender and see what's going on

somber sequoia
#

meow?

balmy barn
#

need to recalculate outside or that model full of holes

balmy barn
#

xps addon work up to blender 3.6.19 after that i havnt found one that work

meager quail
#

Guys im new to making avis, can i use items that use liltoon and some that use poiyomi in the same avi?

somber sequoia
#

yes

#

each material can use a different shader, if you want.

meager quail
frail temple
west kestrel
#

anybody have any idea how to fix a uv getting exported like this into substance?

somber sequoia
#

what's wrong with it though?

bronze loom
#

Avatar won't upload and I cant figure why. Can i get some help with these errors?

glad dirge
#

My cybernetic texture keeps getting cutoff here on the arm

#

there's supposed to be a line goin through it all the way to the other circle

meager quail
#

guys i added this object where i was supposed to add it in the armature and its inside the head, how can i see it now?

pine valley
#

or is it a second mesh that's right on top of the skin?

#

it looks like it's clipping into the skin

pine valley
#

see if it's way too big or way too small

meager quail
pine valley
#

No, just ask here

meager quail
#

okay

pine valley
#

If those prefabs are attached with VRCFury, just stick them on the root of your avatar

meager quail
glad dirge
#

It's not clippin inw hich is weird

#

I change it to transparent and it shows I think that was supposed to be the default

#

But then the gklow isn't there on the lower arms

#

the line is tho

pine valley
#

okay, so how are you doing the lines, then?

balmy barn
# frail temple

atlas your fbx , delete & remake the material use the atlas texture - then recalculate, ascii does something wierd with its material setting , guessing something with this

meager quail
# pine valley show me the exact instructions

This is a scramper.
Includes sizes for Manuka, sio, Karin, Lime, Kipfel, Mizuki, and Rurune.
Avatars are not included.
May be usable with other avatars by adjusting the size and position.
Please adjust the size to your liking.

Please contact us if you find any problems.

This item uses liltoon.

How to install
Put the item in Armature→Hips→Spine→Neck→Head.

#

This is translated from japanese, maybe its not so good to understandπŸ˜…

pine valley
#

okay, so it is intended to be attached directly

pine valley
#

Make sure that you drag it directly from the project window onto the Head bone, rather than dragging it into the scene somewhere else

#

that can affect its size and position

pine valley
#

I guess you can just move it until it's in the right spot, but that is odd

remote hatch
#

anyone know how to weight paint the collar of a shirt so that it doesn't bend in a weird way

meager quail
#

its supposed to go on teeth

pine valley
#

Get rid of that weight

#

or, more accurately, ensure that the shoulder weight is uniform for the entire collar

#

It can still move the collar, but it needs to move the entire collar by the same amount

pine valley
meager quail
# pine valley isn't it just attached to your head?

idk πŸ˜… this is the first time io use unity, like i drag it onto head armature in the hierarchy and now i want to test if it moves also when i move the character but i dont know how to move it in unity

#

like i mean how to open the mouth

remote hatch
bronze loom
pine valley
#

It sounds like you've got a mangled project

bronze loom
#

Thats the thing ive been cleaning it up for 2 days now

pine valley
#

these are problems that shouldn't be possible just by using the editor

#

One thing you can try is reimporting all assets. You can do that by closing the project, deleting the Library folder, and then reopening the project.

This will take a while, and it'll open into an empty scene (because the editor is going to forget which scene was open!)

#

It's much more common for things to go wrong in the Library, which is where Unity stores the results of asset imports

#

This can cause inscrutable errors

#

However, I feel like you've just got an invalid animator controller asset here

pine valley
bronze loom
#

IM using an existing controller but i deleted a few things from it that i didn't need anymore, would it be safer to to just reimport it?

trail burrow
#

ok. Got a fairly complex question here. Anyone know how to do this in the FX layer?
I have an animation 'X' that needs to be played in motion time with parameter 'G'. so if G is at 0.5, X is at 0.5. make sense? But i also need this multiplied by parameter 'E'. So basically, even if G is at 1.0, x should be at 0, if E is at 0. but then if E is at 1, and G is 0, X should still be 0.

No, i cannot disclose what G E and X actually are. sorry. and thanks in advance!

#

and the basic gist: fx layer parameters G and E need multiplied together to drive X. can even use more parameters, or make a new one as the product of G*E and use that. but idk how

pine valley
trail burrow
#

oh?

pine valley
#

(animator math is wild)

#

Check this out

#

I'd go with the direct blend tree method

#

Note that this will add one frame of latency.

#

So if you multiply A * B to get C, you'll get the value of A * B from one frame ago in C

trail burrow
#

one frame ago is fine

pine valley
#

it's great

#

especially once you start automating it, ha

unreal pasture
glad dirge
#

?

unreal pasture
pine valley
#

so, suppose you want A * B, but A and B are both clamped to [0, 1]

#

you'd use the 1D blend tree method on that page

opaque dagger
#

can somebody help me uploading an avatar?? i have an alert that i dont know how to fix lol
better to dm me so i can share my screen

pine valley
#

Show the error you're getting, at the very least

opaque dagger
#

sure

#

im new to this but i think the main problem is the first one, if not, i can screenshot the rest

pine valley
#

Yes, only the first message there is a blocker

#

I see you're using GoGoLoco. How did you install it?

balmy barn
#

710k avatar vrpill

opaque dagger
pine valley
#

i misread that as 71k at first

unreal pasture
opaque dagger
unreal pasture
#

That’s prob why then

meager quail
#

guys can someone help me i applied this object here but when i upload the model everything works except the object i added isnt there, does it has smth to do with the symbol i circled?

pine valley
meager quail
pine valley
#

and no, that + icon just means that you've added an object to a prefab instance in the scene

#

and the blue box means that the object itself is a prefab instance

meager quail
#

ah okay, but why doesnt it show ingame?

pine valley
#

does it even show up in the editor?

meager quail
trail burrow
trail burrow
# meager quail yes

i'd make sure there's not a vrcfury apply during upload thing that is turning them off

#

firstly

meager quail
pine valley
#

The example here is animating a parameter called "Output"

pine valley
#

You can animate parameters.

pine valley
#

I don't know why that'd happen, though.

pine valley
#

That one is fine.

opaque dagger
#

oooh, yes, the first one has the error

pine valley
#

I wouldn't expect there to be any problems in the GoGoLoco menus, unless you've made changes to the parameter list or modified the menus.

opaque dagger
opaque dagger
# opaque dagger

maybe i can put Go/Float in there too?? i dont know how it works

pine valley
#

No, you shouldn't mess with the controls themselves

opaque dagger
#

ok ok

pine valley
#

what does this take you to if you double-click it?

pine valley
#

so there're supposed to be other parameters prefixed with Go/

#

i have these in my original Go All parameter list, for example

opaque dagger
#

let me see

#

nope, only those i show you

pine valley
#

I noticed that you're almost out of parameter space (250/256 bits).

#

there isn't enough to add another float parameter

opaque dagger
#

oooh

balmy barn
#

remove those 99.999999% sure you arent using them

pine valley
#

yeah, you could toss those two

meager quail
still shuttle
#

Use vrcfurys parameter compressor and you'll be fine

pine valley
#

I'd expect you to be missing a bunch of parameters

pine valley
#

you should be able to hit Auto Fix

#

(the importer settings are found on the actual model assets, in the Project window)

pine valley
#

unhide all of those warnings

#

you're only showing error messages right now, and there may be something interesting

bronze loom
pine valley
#

scroll to the end, right before the errors

bronze loom
meager quail
pine valley
#

hm, nothing really interesting there

pine valley
meager quail
bronze loom
pine valley
# bronze loom

Can you click on the first error message and show the entire message? It'll appear in the bottom half of the console window

bronze loom
pine valley
#

Can you upload any other avatars?

#

this could include a new avatar that's just a cube

bronze loom
#

Yep

frail temple
#

Yeah i've got no ideam nothing's working like how thulen did it

#

How the fuck did he fix the avatar in 5 minutes and i can't fix it in 2 hours?

meager quail
pine valley
#

Did the avatar actually upload?

meager quail
#

but the fangs are not there

pine valley
#

That doesn't mean the avatar was successfully uploaded

#

if it failed, you'll have an old version in-game

meager quail
pine valley
#

The description, name, etc. are not part of the avatar upload

meager quail
#

ah okay

pine valley
#

They're edited on their own

meager quail
#

but how do i upload it then succesfully?

pine valley
#

make sure you get the banner saying that the avatar was successfully uploaded to VRChat

pine valley
#

Yes.

#

You'll see in the control panel window.

meager quail
#

okay i willl try again

pine valley
#

It will explicitly tell you that the upload was successful.

meager quail
pine valley
#

you have not been building the avatar at all yet

#

clicking on the button with the big error message on it won't do anything...

#

so yes, fix those errors

meager quail
opaque dagger
frail temple
#

Yeah i did what you said but this just happens instead

pine valley
somber sequoia
#

it's pretty easy to remove again if you actually want to.

#

the parts it adds are pretty obvious

pine valley
#

yeah

#

i'd just nuke it and install it via VRCFury

#

you can throw the parameter compressor on to make more space for it

craggy quartz
#

could anyone help me this my first world im working and don't have a lot of knowledge of it if someone is free a call can help me alot

frail temple
#

@balmy barn I really apologise for the extended trouble but can you tell me the exact steps you took? I have no idea if I just have different import settings or because I am using blender 2.8 but everything I do either just doesn't work or is done wrong

#

I have serious egg on my face

craggy quartz
fleet zephyr
#

Hi everyone! I'm having trouble building an avatar on the SDK, I hope this is the right channel

#

I'm having this warning for a desktop avatar, it's limiting my material slots to a maximum of 4. I think it's stuck on the Quest requisites, because I could add as many as needed before

timber wharf
#

switch to quest and back, sdk sometimes does that

fleet zephyr
#

Oh, I'll try that! Thank you!

balmy barn
#

import - join meshes - merge by distance - atlas - delete & remake material with atlas - recalculate outside - remove custom normals

#

(gotto go fast)

fleet zephyr
mellow scaffold
#

even after removing the correct amount of physbones, quest still cant see my physbones

#

help

stray gorge
#

hey guys i have a question, my friend made me a texture for the old mayu cat model which means it is only one texture. Ive been wanting to make the newest version of the mayu for a while but it now is split into two textures which is the head and body.

#

i dont know how to go about it though

pine valley
#

Unless the UV layouts match (which I would not expect), it'll require a repaint

pine valley
#

you have way too many right now

mellow scaffold
#

how do i do that

#

i cant find

#

anything

opaque dagger
pine valley
#

if a physbone component has 10 children, that's 10 transforms (maybe 11, since you include the object the physbone is on)

mellow scaffold
#

any youtube videos on it?

stray gorge
#

the only thing that is probably different may be the breast (new ones are bigger) and maybe some new blend shapes

#

so i dont know if that would have the same uv layer

#

without the blend shape though they do seem the same

mellow scaffold
pine valley
#

If you have end bones on your model, you could make the physbone components ignore them (since they don't do anything)

#

Otherwise, you'd need to reduce the number of bones

#

and/or remove some physbone components

mellow scaffold
#

i have 6 physbones, max is 8

#

and may too many transforms

mellow scaffold
stray gorge
desert elk
#

blender

#

or look at the textures

#

if they look the same

mellow scaffold
#

where do i locate the 'ignore'

#

part

pine valley
#

note that you have to type in a size

#

it's a bit clunky

native rampart
#

Yall know the fix to this?

desert elk
#

go to the rig menu

#

and press configure

#

and assign the correct bones

desert elk
#

remember to apply after you're done

native rampart
native rampart
#

what is it under

desert elk
#

i don't think you pressed the correct thing

native rampart
#

ohhh, its because i unpacked the prefabs

#

thanks

desert elk
#

yeah, you shouldn't have

halcyon blade
#

What is going on?? I have the parameters correct but it says I still have the ones from a different avatar??

#

And it perfectly works while I use gesture manager

pine valley
#

One possibility: you changed a control type, and it still remembers settings for the old control type

#

It won't show up in the menu's inspector at all, but it'll still cause an error in the SDK window

halcyon blade
#

Ohhh, do I have to make a new one?

pine valley
#

nah

halcyon blade
#

Then how do I solve this?

pine valley
#

ah, but I wonder if this is something else

#

I was going to say to try changing the control types (e.g. Toggle -> Radial Puppet) and seeing if invalid parameter names appear

halcyon blade
#

alright

pine valley
#

but if the SDK window is saying you're using parameters that are from a completely different avatar, that's a bit odd..

halcyon blade
#

it does apply the error to my toggles but still keeping the old ones

pine valley
#

i'm not sure what you mean by that

#

show me a screenshot of an error

halcyon blade
#

the "ears" control is the one i changed to a radial

#

it still kept the old toggles

south nova
#

Huh

halcyon blade
#

this is crazy

#

i am so confused

#

oh well it seems that i was a menu issue, it looks like it was bugged i guess

#

that was really weird

pine valley
#

but yeah, that makes more sense

#

(especially since it happened with a BUNCH of parameters all at once)

halcyon blade
#

yup

left gull
halcyon blade
#

mhm! figured out, thanks yall

split fable
#

Hi, I have struggle figuring out why this weird thing happens when I try to move my Model. I thought about weigh painting it but that didn't help. Maybe anybody has another idea how I might solve that problem?

desert elk
#

looks like weight painting

#

are you sure you checked all the bones?

split fable
pine valley
#

yeah, this is a common issue -- a few of your vertices are unweighted

#

alternatively, they're weighted to the hip bone or something

#

in Unity, unweighted vertices will follow the hip. I dunno what Blender does in that situation

#

You can click on an offending vertex to see its exact weights

left gull
#

quickest way to recheck is going to the vertex groups, it looks like it should really only have your chest or spine bones in the list lurkrat

split fable
#

Oh! That might be the case, that they follow another bone O.o
Totally overlooked that case.

pine valley
#

edit mode, vertex selection mode, click on a vertex, and look in the "Item" sidebar

#

press N to open the sidebar if it isn't visible

#

To help visualize the problem, you can turn on the "display modifier in edit mode" option on the Armature modifier

pine valley
#

(otherwise, you'll be looking at the original mesh in edit mode)

#

and it'll be less obvious which vertex to click on

#

i've had this problem frequently with some procedurally generated stuff

#

I finish a 2 hour event and realize I had a random-ass vertex sticking out 4 meters to my left

#

😭

split fable
#

Ouch xD

#

I first thought it's just a weird graphic thing so I restarted Blender. After some hours of research I learned about weigh paint and then I started to investigate that one. But apparently I didn't checked all options properly.

worldly whale
#

what do i do to fix this? i edited the fbx in blender then put it back into unity with VERY MINOR changes and everything works and i used pumkin avatar tools to transfer all the things from the og one

#

and i got this and i dont know how to fix it

pine valley
#

look at your avatar descriptor component

#

the Visemes section needs a reference to the Renderer that draws your face

balmy barn
pine valley
#

(so that it can control the viseme blendshapes)

#

If you renamed anything or split/merged meshes, this reference may have gotten lost

charred beacon
#

yo, any wayto fix my hair not having the same lighting as the rest of my body?

pine valley
#

you probably need to set the Anchor Overrides on the renderers

#

Each renderer samples light from a specific spot

#

By default, that spot is at the center of the renderer

charred beacon
#

ooooh

pine valley
#

So, your body might be picking up light from around your hips, but your extra bit of hair is sampling from above your head

#

You can set them all to use your Chest object, or something like that

#

Of course, this could also just be because your hair material doesn't match your body material

charred beacon
#

let me try the anchor override, never done that before

#

so basically this then?

pine valley
#

Yep

charred beacon
#

holy moly

pine valley
#

note that this only affects light and reflection probes -- it doesn't matter for realtime lights

somber sequoia
#

but I guess we get new paywalled drone things?

#

(trying to find you a link to +1 it)

charred beacon
#

Doesnt seem to work, unless this is due to realtime lights? idk the difference between tha and light probes

somber sequoia
#

how the heck do you search for stuff you +1'd

pine valley
somber sequoia
#

go +1 that everyone πŸ™‚

pine valley
#

I'm guessing the validation checks if every subParameter is valid, without considering that the current control type might only use some of those subParameter items

#

(you can use zero, one, two, or four)

#

oh, this is a slightly different issue -- it's about switching from SubMenu to something else

somber sequoia
#

no it's more that when you turn a menu item from a submenu into some other type, it doesn't clear the submenu-specific fields, then later complains about them being invalid.

pine valley
#

Same premise, though

somber sequoia
#

basically it should either clear those when switching, or not require fields that are not valid for the item type

charred beacon
pine valley
#

or did you copy the material settings?

charred beacon
#

settings, one sec

pine valley
#

I would try using the same material on both

charred beacon
#

Its prob the light data setting, copy pasted that from the main body and it was different

#

never checked since I thought it would be the same

pine valley
#

ah, there you go

charred beacon
#

Isnt the eye contact supposed to be here where I placed it? Somehow in vr its like my eye contact is below my chin

pine valley
#

there are no eye contacts

#

vrchat does not have Three Stooges support built in πŸ˜”

#

I dunno how it estimates the size of your head, if you're asking about that

somber sequoia
#

... why don't I have eye contacts

proper storm
#

how tf do you upload as fallback again?

#

I dont know where the option that shows if its available or not

#

I think they moved it on the newer sdk version

charred beacon
#

oh damn just found out that sitting when using standable (with no trackers) makes my viewpoint change position slightly, its on the correct spot when standing

proper storm
#

oh, im getting the thing where i cant upload as a fallback even though its excellent

#

xd

short ferry
#

So I'm trying to add facial expressions to my avatar but they just refuse to work

#

they're not toggles they're facial gestures

proper storm
#

xd its all good

#

odd

short ferry
#

plus when I added the avatar descriptor there was no animation controller

proper storm
#

this happened to me a few months ago and I forgot how to fix it

short ferry
#

yeah I forgot how I fixed it too because I remember fixing it

somber sequoia
proper storm
#

I cant even switch to ios

#

I still cant get it working

somber sequoia
#

you'd need the iOS build tools

proper storm
#

oh

#

I really doubt thats why

somber sequoia
#

well that's why you can't switch to iOS

proper storm
#

I had the exact same issue like 3 months ago

somber meadow
#

press ctrl + shift + b in unity, click the ios tab, follow the instructions to installing it

proper storm
somber sequoia
short ferry
#

anyone know how to fix avatar descriptor not having an animation controller?

somber meadow
#

can you screenshot what you're asking about

proper storm
#

There shouldnt be one until you put one in

#

unless you mean the animator component

#

just add one

short ferry
#

thats what I mean

#

the animator

proper storm
#

just add one

short ferry
#

I did

somber meadow
#

set your avatar as humanoid if you haven't

somber sequoia
#

do you not have a humanoid right perhaps?

short ferry
#

the problem I'

somber meadow
#

but please provide screenshots

somber sequoia
#

that's often the problem

short ferry
#

no it's humanoid, hold on let me get screenshots

proper storm
short ferry
#

when I try to animate something, my avatar doesn't go into the motorcycle pose like it should

somber meadow
#

the animator is on the body object, it should be the root with the avatar descriptor

short ferry
#

but it is set to humanoid

somber meadow
#

and your avatar is unpacked

short ferry
#

should it not be unpacked?

somber sequoia
#

there almost no good reason to unpack it

#

maybe you had one?

somber meadow
#

leave it packed so changes of the FBX can be reflected with no problems. If you unpack it, changing the FBX will cause you to start all over

short ferry
#

ah I see

#

let me try that

proper storm
#

or editor only, i think that also fixes it

somber sequoia
#

huh!

proper storm
#

yeah

somber sequoia
#

I had no idea

proper storm
#

fallback uploading needs to be fixed

#

maybe its just this avatar in specific

#

but I doubt it beings how dumb that seems

short ferry
#

So I have another problem, my avatars head looks up slightly. In blender the bones are fine

#

nvm I reimported it

#

that fixed it

native rampart
#

can someone take the head image and add the sukuna face marks please!

left gull
#

find a free image editor and add it yourself

uncut lotus
#

BRO the hair wont show up. What do I do?

native rampart
uncut lotus
#

Like, the part of the hair shows up gray as if its hidden

somber sequoia
uncut lotus
#

I dont have any modifyers besides the armature, but like, you can see here "Hair" is on, but its not visible?

#

I havent touched shape keys yet either

#

better pic

somber sequoia
#

yeah, can't see anything interesting there. Maybe show the 'n' sidebar and look in the Item tab to see if it's moved way far from the origin or something

random trail
#

how do i import the vrm file

#

also the vrm exported looks bad

grim heart
#

Yo, does anyone know why in blender if I move the avatar clothes follow on body, but when I pose it only the clothes move and not the body?

somber sequoia
#

Either there's no armature modifier on the non-moving mesh, or there's no weight paint

#

or for some reason you have multiple armatures?

grim heart
#

well the non moving mesh is the "body". i tried adding that but nothing happened

somber sequoia
#

moving in Blender is based solely on object parenting

grim heart
#

oh

somber sequoia
#

oh?

grim heart
#

i got it, ig i wasnt suppose to add a veretex group on the body

#

in the amature menu

uncut lotus
somber sequoia
#

ah was this MMD or from VRoid?

uncut lotus
#

None really? I tried to set the bone for the tail and forgot to show the hair so I guess thats what happened?

somber sequoia
#

huh, fascinating

proper storm
#

exported fbx from blender, added a shape key, works fine, but this happens in unity

somber sequoia
#

possibly different scaling settings from before?

proper storm
#

Should I go fbx all?

somber sequoia
#

almost always, yes

proper storm
#

yeah it fixed

#

some cases though it broke it

#

i dunno why

#

re-exporting the avatar fucks up random shit sometimes

somber sequoia
#

probably something else wrong and that made it show

proper storm
#

yeah

#

could be

somber sequoia
#

honestly, I haven't had any issues in years.

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worlds either. 100% of the time I have some issue, it's because I the user did something wrong πŸ™‚

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(it's why I save my export settings so I don't have to think about it)

arctic ginkgo
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I've animated my avatar in blender and exported to unity. The feet stay on the ground (hips move up/down) in blender, but not in unity. "Bake into pose" is enabled for Y Root Transform Position, which should make the Y movement in the hips match blender, but it's not. Any ideas?

proper storm
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uh

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fixed

arctic ginkgo
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importing the animation as generic fixes this issue, so it does seem that the data is being exported correctly..

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ah i figured it out, the humanoid mapping was incorrect. I didn't figure this out for a while since this is a duplicate of the original FBX that i'm using specifically for importing animations πŸ™‚

dark jay
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how do I make hair shine with poiyomi for example like with pokemon scarlet and violet models

somber sequoia
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anisotropics

uncut lotus
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Quick question, if I lets say, edit a model on one half in edit mode, weight paint, and forgot to do that to the other side, is there a way to like, symatrize the weight from one side to the other?

somber sequoia
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Yeah, it's not great but it mostly works, you could just delete the unpainted half then mirror, or you can try to copy weight groups and mirror them

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sometimes it doesn't work well

uncut lotus
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I deleted one half of the model itself and mirrored it

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Wait, would I have to do that for the rig?

proper storm
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how to safely delete unwanted bones in a armature (transferring hair for another base)

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i did it like a few hours and forgot, it also fucked my weights

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selecting the bones in edit mode selects whole armature

somber sequoia
night ember
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are you sure the armature is in edit mode

somber sequoia
proper storm
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huh it works now

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uh

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weird

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i wasnt in object mode tho no

night ember
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if you didnt select the armature before changing modes it wont put it in edit mode

proper storm
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and it was duping the armature

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very odd

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i dont know if im missing a export setting

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the weights just are not applying

somber sequoia
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remember you can only have four weights apply to any one vertex

night ember
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they also only add up to 1

somber sequoia
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yeah usually these are normalization issues

proper storm
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is it possible im not checking something in the fbx

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on unity side

night ember
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Not really?

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Also what does unity have to do with blender/fbx stuff

proper storm
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maybe the weights on the mesh idk

night ember
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Unity cant change the fbx's weights

somber sequoia
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generic?

proper storm
somber sequoia
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oh is this a rigged asset you're attaching in unity?

proper storm
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yes

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I took hair off one base, then put it onto another base

night ember
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You changed something about it

sour linden
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How hard is adding gogo loco to an avatar?

somber sequoia
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pretty simple, the creator wrote extensive docs

night ember
sour linden
somber sequoia
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again, there's a doc for this

proper storm
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Ah, I removed the head bone, and there were weights connected to it

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the bone for the head used weights for the hair to anchor some stuff I guess

left gull
proper storm
full furnace
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I get this error when trying to upload my avatar to both quest and PC

Any idea how to fix it?

sour linden
sour linden
somber sequoia
left gull
sour linden
sour linden
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I have imported an asset before so i have some plugins

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And so on

left gull
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then yeah you should be good to import the GoGo loco package (if you havent already) and add it to the model

left gull
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yep

alpine badge
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probably a basic question but

i have an ahoge from one hair that id like to add to my avatar. i do it in unity and it works fine, but i want to optimize to reduce mat/texture so im combining in blender

i just ctrl J the mesh and then the armature piece as well, but it loses all physics, the ahoge normally wobbles a bit when i move but it just becomes completely static

somber sequoia
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not sure what a 'ahoge' is but if it's rigged, after joining the armatures, did you make sure the add-on's bones are under the right parent bone?

full furnace
# somber sequoia need more info

I click the upload button, the PC version uploads, then the quest version goes through all the upload stages, I get logged out of Control Panel and then retuned to it to see this error

somber sequoia
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oh it's hair, interesting

alpine badge
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its that little piece of hair that sticks up

full furnace
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no w8

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It means it's avatar aditor?

alpine badge
somber sequoia
alpine badge
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no its just static

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moves with my head

somber sequoia
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ah then you have an issue with weight painting

alpine badge
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but it doesnt have the same wobble like my hair

somber sequoia
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possibly bones got renamed different from the mesh's vertex groups when you did the joining

alpine badge
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someone was telling me ctrl j will mess up weight painting and i shouldnt use it

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not sure what the correct process is

somber sequoia
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it shouldn't

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you just have to be aware of bone names potentially changing if they're duplicates

alpine badge
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na, no dupe names

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hmmm