#avatar-help
1 messages Β· Page 93 of 1
it means, that you're trying to upload the avi, that was originally uploaded on a different account i think
But i only upload on one account

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
but yeah. first listen to eliot
These are the only 2 im getting
restart your projects
How?
if there's an octagon with exclimation mark, it means you can't upload cause of the error
love it
XDDD
I donβt even use the creator companion
I just use unityπ
Or that is unity idrk
ok, lemme give you indepth tutorial how to restart unity project
I counted 3 errors. It likely caused by you were in prefab editing mode, rather than scene editing.
Oh
@desert elk opinions?
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
did you set up a quest shader for the hoodie?
usually pink - missing shader
Is anyone else having an issue with the review any alerts tap not going down???
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?
you're using pc shader on quest somehow
can a vrchat bone be affected by more than 1 scale constraint?
no
its the vrchats diffuse shader used on the entire mayu avi
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
^^
i'm so confused
diffuse isn't even an avatar shader I believe
not an avatar shader
quest avatars can use: toon lit, standard lite, mat cap lit
for quest particles: multiply, additive
sdk doesn't make that clear
switch to one of those and try again
but i been using diffuse everywhere on every avatar for 5 years and never had any issues with it
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
and it works
it shouldn't even let you upload that avatar tbh
and i tried every mobile shader everysingle one of them was pink
did you really?
i was with my quest friend, and i tried every shader
is it pink in unity or only in game?
every was pink
he says game only
can you not see the unity project?
i thought it could be his issue, but even in public lobbies i get told its pink
?
in unity its all ok
it looks how its supposed to, but in game quest people see it pink
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
for questies
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
eli, add me on discord, i want to ask for help without flooding the chat -w-
but this one while its the exact same thing people cant see the texture, its pink
:< i'm sorry
it's called "avatar-help" for a reason
i did that milion times at this poinnntttt
i been trying to fix it and been testing it for 4 days straight
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?
cause I've had people not upload stuff again and be confused why nothing changes
im not stupid, ofc i upload it every time
i said i make avatars for 5 year at this point
okay
i never had this issue
is it an asset available to buy somewhere? or did you make it yourself?
its from gumroad
its from gumroad
used by every mayu avi at this point
as i said, i have this same asset on 4 different avatars
each works fine, and they are all made the same way this one is
the only difference is texture
well I have no idea π€·
and i tried to use a png, psd and even tried re exporting the textures
everything
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
what shader u using?
just read the conversation, its somehwere in there
diffuse is not supported
it's also up there
that's what I was saying!
yeah, thats why every avatar i got it with works fine sure
old vrcsdk supported it
these are literally quest shaders
I told you
sdk didn't make it clear
which ones are okay to use
are you even using an up-to-date sdk version?
i think im gonna explode, this aint a support channel bruh
cry abt it tbh
ur being a dick
if its isnt tell all my avatars and friends avatars that work with the vrchat diffuse shader
there is no other shader that works on quest
other than the shaders made by vrchat
they are not in "vrchat>mobile>" for nothing
especially when the sdk tells u to use those
im not gonna say it again
when I try to use defuse it tells me "using unsupported shader, please change"
root mobile folder, not children folders
they are there because sdk isn't well organized
the message should be clearer yes I agree
interesting that the sdk never tells me that and i and everyone i know who makes avatars uses those for the android version of their avatars
interesting
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
vrchat/mobile contains both world and avatar, but the other shaders such as diffused, weren't a thing when they created the message.
my entire avatar uses the vrchat>mobile>diffuse shader and quests can see everything except the hoodie
while on my other avatar the same hoodie has the same shader
and works fine on quest
thats how i feel like
Does anyone know anything about Blender? Specifically Weight Paint. I need help, desperately
what's the problem?
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.
funny you been saying its not supported while i been using it forever and it works fine
just this one time it decided not to work on a singular hoodie and its not suported? what are u even talking about
we're saying the truth
dude i use the creator companion, i think its clear its the newest
than if its not supported explain all the avatars using it and working
read the messages again please
cough cough
and it still does, cuz my avatar has those shaders
and they work
just the damn hoodie
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
just not the hoodie
Anyboody?
i'm sorry, i have no knowledge regarding blender
It's ok, I'm just trying to find anybody that would know anything
i've never had this problem unfortunately
Do other tools like Blur or Smear work?
If you create a new Cube object, can you paint weights on it?
Let me see, Hold on
No, it's not working
Create a completely new file and see if you can paint in there
That should work, at least
Wait, Yes, I can add paint
To the cube
Okay, so a new object in the same file does work
Yes
hmm, i'm not aware of a way to mask weight painting other than using these modes
select bone you want to remove some weightpainting use subtract and ctrl+alt+mouseclick drag (blender LOVE to change shortcuts so your blender version it might be different)
how id do it
it add/removes stuff in a radius
that looks like the Gradient tool
but you're using the Draw tool in that video, interesting
do you know the name of that operator? i can't figure it out on my mac
Unfortunately I cannot use that method. I have unchecked emulate 3 button mouse. Still doesn't work. I'm using a laptop btw. No Number pad.
ah, there it is for me
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.
Anyway, I'm not sure what else could be causing weight painting to just Not Work on the body
I'd try things like duplicating the body mesh and trying to paint on that
might give you more information
(i love the operator search window)
It's shift Alt A for me, and no, that didn't work
one thing that's odd is how most of the model is that dark gray
instead of the purple I'd expect to see for a weight of zero
It reminds me of how you can mask parts of the mesh in Sculpt Mode
Make sure the vertex groups aren't locked
The bones don't look locked
you'd get a little warning if this was the case
Bros! I imported it into a new scene, and it's working now. I don't know what happened.
.... I just read through all of that, yeah that's weird π
Anyone have any experience with ASCII.Mesh files or XNALARA?
When importing models within ASCII.Mesh format, In XNALARA they look completely fine, however when importing into blender, their textures get screwed
I'd start by looking at the UV maps - maybe there's more than one?
This is what they should look like
Uhhhhh, i think i've found the culprit
ooh what is it?
I'm not sure what I'm looking at or why we're looking at it in Unity
I think the mesh gets broken when converted from ASCII.Mesh into blender or when exported as a FBX
or am i wrong?
it has the same deforms as it does on Blender
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?
Oh i just exported it from blender to unity to see if it's a blender rendering issue
okay, yeah I don't see why that would be any different at all
But yeah, even when removing all materials from the model, the models persists to look like this
There's no materials or textures on this model
if there are no materials, that's probably vertex colors
import, atlas , remove material, create new use atlas ,merge by distance, remove geometry data (clear custom normals and sharp) , ascii messy
hiddious still 
How tf did you get the model lol
you showed image of it, easy reverse image
shade flat for that pointy mesh look
(upscaled image abit way low res)
smooth face it messes up model alot
get wierdness like that
better
I have the same issue
I'm surprised the SDK lets you upload an unsupported shader.
i spent like 30 minutes trying to learn how to open ascii meshes and save over the weight painting and rig and you somehow reverse image'd it, tidied it in like 5 minutes lol
(assuming I read the history right)
yes, you read it right
im using matcap, its supported
ah, then a different version of the same issue
im assuming its vrcs fault
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
there's very little to look at beyond the shader
make sure that the material slot isn't being animated
if you're using VRCFury or anything similar, ensure that the processed avatar isn't using unsupported materials
see thats what i mean as far as support, i didnt think of that ill try
older quest shaders have some options that doesnt exsist in newer sdk , rememeber this one
right now im using a matcap lit shader
yeh thats the one i use mostly on my quest av's too
this was it
excellent
What color channels are mapped to what with audiolink on Poiyomi?
you can define those in each section
Aight
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.
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.?
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)
i'm not sure what you mean here -- menus and controllers are unrelated
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
oh, I see what you're talking about
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
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
Thank you for the definitive answer, it's amazing how much a simple "No" can help when there's an explanation backing it up.
Ah, no, that just replaced the existing reference
For GoGoLoco, installing it through VRCFury is pretty damn painless
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???
Yeah, I've managed it a few times, but occasionally there's a custom file already there... I can learn how to merge them in due course (not a priority right now) but I did have the idea that two files in one slot would make that easier. π
same thing with posing as well
I wanted to make a system that allows some remote users, but not all, to interact with physbones
Yeah this VRCFury feature doesn't get you more controllers, just allows one action to happen to multiple existing controllers already on the avatar
You also don't have to merge controllers, Fury has the "Full Controller" component that'll do that in the build hook
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)?
"HOW" is my problem to solve, I just need to know if it's worth the effort to overthink the idea
you can't read controller buttons, but you can link that to a hand gesture such as fist
you want to have multiple methods of controlling your expressions? you can do that, it's up to you how to set up the logic though.
I want to not have one button doning multiple things, like walking AND emoting at the same time. This was my Plan B to stop that (PLan A is to rework everything through FaceEmo and just reduce the emotes in general, or at least make it harder to accidentally turn them on)
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)
You can do that fs, the only thing is you can't get direct inputs from the controllers
Oooo! That's a great idea! And much less hassle
movement for example, you don't get input from your thumbstick, but you can get your world velocity
OK.... I can work with that. Knowing what I can't do is an important part of this process. π
here's the documentation on all "default" parameters, which are read only parameters that give you information on your avatar
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
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
Exactly what I needed. Thank you! π₯°
Those might be beyond my skill set just yet, but good to know they're attainable goals
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)
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
so there's cloud particles, rain, snow, etc that make it look like their avatar is experiencing the same weather they are IRL
Heh... The last programming language I was taught was BASIC. I can follow the logic once I learn the vocabulary and syntax, but I would need formal learnin' to make actual headway, there.
Again, thank you! This is very appreciated and helpful. π₯°
Will do! Thank you! π
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)
is it possible to make the size constraint change value in different way, depending on different parameters?
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"
the issue is you created an action layer, rather than a base layer. Base is what controls your locomotion/idles. Edit the default locomotion layer (or gogo loco if that's what you're using) to use your animations for the idles
this image is like 2 years old, why did they remove the option to use images with particles and form the shape color etc
oh, no it is in the "base" controller, its a blender specific action layer, which is used to export animations/poses
"action editor" its called in blender
ohh alright, I'm not 100% sure what the issue is then, but it could be something with additive animations if you're using gogo loco?
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
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
it's most useful for VR players without FBT, and least useful for VR players with FBT, but it still has a lot of nice features for Desktop and FBT players, as well as making custom controllers easier for avatar creators
One feature you'd probably find particularly useful is the idle pose swap feature
interesting
it has a selection of idle poses for each stage of "upright" (standing, crouching, crawling) and you can change each individually
and you can mirror them for asymmetrical poses
it also is set up in a way that makes it easy to add additional poses or swap the animations
i'll take a look at that later then
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
π
I'm not seeing anything here you can't do now?
Cap
You literally cant do it now
Try it
sorry, what can't you do?
you can still do this i just set up one with my avatar rn
you know, i'm not sure how i'd do that
mesh emitter
not mesh colors
help
texture
oh shoot
(i imagine you can also do it with vertex colors, but a texture is much easier to work with in this case)
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
I do love vertex data, though, so I'll keep that in mind
yeah if you don't use the texture option it'll sample mesh colors
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
with all materials it just looks like dippin dots
you can do this with parameter driver "add" function and smooth with float smoothing
yeah upload it
i've already uploaded stuff like this before..
it sounds like you're encountering an error
and instead of telling us the error, you're asking a vaguely related question
cap no error
All my avatars i uploaded with that setting all got changed
Obviously they did something
i'm uploading rn i'll let you know what happens
uhhhh
v~v i dunno wat dat means
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
Why do other people see my avatar like this in front of a camera?
looks like your pants aren't enabled for them
hmm what do they look like for you? I have an issue with it as well, it is all white
Exactly
All broken
could we maybe go into a vc, and i'll explain, what i'm trying to do, in the first place?
i'm a dum dum
no clue how to use fx layer e.t.c
it's probably best that you learn how to create basic toggles before doing something more complicated
okay what is your method?
if you don't know how to make a toggle, you'll probably want to learn that first.
i'd have to explain, what i'm doing first
@balmy barn I am gonna be honest with you, i still have no idea how you did what you did
if you don't know "how to use fx layer" then i'm not sure how you could know how basic or advanced it is
how do i control on what my avatar look to other people when they see my avatar in shield avatar display?
depends on what their shield settings do for you
you can control things like animations, lights, particles or fulling blocking the avatar
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
ok, for example. when they see my avatars in shield display, i have all my clothes and Accessories toggles on for them
generally, you want your avatar in the scene to look like how you want people to see your avatar without it fully enabled
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)
in the fx if it is activated
parameters also
you may have to regenerate your imposter however if one already exists and it is not what you want it to look like
are they on a different platform?
what are you having issues with? from what I saw the main issue was just some normals inverted, just need to recalculate normals like Thulen said, is there another issue?
I recalculated the normals (i think)
i know a little bit, just not sure if i actually do
like
it's hard to explain
;-;
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?
do you know how to set up a toggle?
yeah
it's like saying you know c++, cause you can say
cout<<"hello world":
try going to the vertex data tab, then under geometry select "clear custom normals"
if that button isn't there then that wouldn't be the issue lol
it doesn't appear unless you have custom normals
but that may be the issue so i'd check it
I would have said "i know a little bit" rather than "I don't know".. what you said was just unclear, so I don't know where your skill level is
Not there
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
no need to apologize
huh.. the normals look pretty messed up though, you can always check their direction with normal overlay
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
so first i'd try this:
- select everything in edit mode
- press m
- select by distance
select everything merge by distance everything then clear custom normals & set shade to flat , smooth make wierd bumps on it
yup
Model already merged when imported, Clear custom normals button is not present
okay then next try this:
- be in object mode
- right click object
- select shade smooth OR select auto smooth and set angle to 180
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
i dmed you the details @arctic ginkgo
what's up with you and dms?
i don't want everyone knowing what i'm working on -w-
so it's probably against tos
hell no
most people who insist on dms are either scammers or tos breakers
it's just, something i haven't really seen anywhere, and want to make it an asset (even though it's really simple)
no it's not, she's making a gimmick that i've seen on plenty of avatars before
sunshine will confirm
idk why she doesn't want others to see it though
awww π₯Ί i thought i was original
haven't looked deep enough i guess
sorry i default to they/them but i fixed it bc i saw your bio
huh?
oh
it oke
:3
thamk u
no, sorry, i've seen it on at least 2 or 3 avis before done pretty much the same way
usually it's cats for some reason
What's the next step?
that should've fixed it if it doesn't have custom normals.. i'm not sure what the issue is
can you send a link to the model? i'll look at it in blender and see what's going on
meow?
need to recalculate outside or that model full of holes
you'll have to get the XNALara import addon for it, 2.8 blender
Guys im new to making avis, can i use items that use liltoon and some that use poiyomi in the same avi?
ahh okay thank u :)
No change
anybody have any idea how to fix a uv getting exported like this into substance?
what's wrong with it though?
Avatar won't upload and I cant figure why. Can i get some help with these errors?
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
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?
are the lines done entirely on the mesh?
or is it a second mesh that's right on top of the skin?
it looks like it's clipping into the skin
Press F to focus the camera on the object
see if it's way too big or way too small
oh i clicked it and its above the avi π i thought it goes into place on its own lol, but thx still, btw can i dm u i need help with another thing
No, just ask here
okay
If those prefabs are attached with VRCFury, just stick them on the root of your avatar
idk what vrcfury is loll π π i just took this object and i got told to put it in this part in the armature, but when i move it into place now will it like move with the other stuff?
No it doesn't
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
okay, so how are you doing the lines, then?
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
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 ArmatureβHipsβSpineβNeckβHead.
This is translated from japanese, maybe its not so good to understandπ
okay, so it is intended to be attached directly
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
yea i did that
I guess you can just move it until it's in the right spot, but that is odd
anyone know how to weight paint the collar of a shirt so that it doesn't bend in a weird way
okay i will dp that then, thank you for your help! :) but one more thing will it move with the part its supposed to go on then when i move that part?
its supposed to go on teeth
It's weighted to your shoulder.
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
isn't it just attached to your head?
idk π 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
thank you thank you thank you thank you thank you
bumping this casue i still need help
Errors 1-4: Objects have invalid parents.
Errors 5-7: Your animator is missing some objects. These could be entire layers or just single states.
Errors 8-11: The upload failed (these aren't interesting)
It sounds like you've got a mangled project
Thats the thing ive been cleaning it up for 2 days now
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
This should pose no risk to the assets, but you should make a backup first anyway
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?
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
Multiplying parameters is one of the easiest possible things you can do!
oh?
(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
one frame ago is fine
GAH DAMN
?

Also, if you want to clamp the influence of A and B, that's also doable
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
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
Show the error you're getting, at the very least
sure
im new to this but i think the main problem is the first one, if not, i can screenshot the rest
Yes, only the first message there is a blocker
I see you're using GoGoLoco. How did you install it?
710k avatar 
hehe
i misread that as 71k at first
Nothing
it came with the avatar, i think
Thatβs prob why then
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?
click the "Select" button and look at the menu asset in the inspector
oh, I see, these are fangs
yess
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
ah okay, but why doesnt it show ingame?
does it even show up in the editor?
yes
these work, yes. but i need the animation driven off motion time and it doesn't show how to get the multiplied value as a parameter for that
this one??
i'd make sure there's not a vrcfury apply during upload thing that is turning them off
firstly
i dont have vrcfury i dont know what that is π
The example here is animating a parameter called "Output"
Ah, I probably should've mentioned the other piece of the puzzle...
You can animate parameters.
Select the "RadialPuppet" controls. One will probably have an error.
I don't know why that'd happen, though.
like that??
That one is fine.
oooh, yes, the first one has the error
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.
nope, nothing
maybe i can put Go/Float in there too?? i dont know how it works
No, you shouldn't mess with the controls themselves
ok ok
what does this take you to if you double-click it?
so there're supposed to be other parameters prefixed with Go/
i have these in my original Go All parameter list, for example
I noticed that you're almost out of parameter space (250/256 bits).
there isn't enough to add another float parameter
oooh
remove those 99.999999% sure you arent using them
yeah, you could toss those two
@pine valley could this be the problem? idk if it showed before i added the fangs aswell can i see what mesh doesnt have this Read/Write thing?
Use vrcfurys parameter compressor and you'll be fine
I'd expect you to be missing a bunch of parameters
That's in the mesh importer settings.
you should be able to hit Auto Fix
(the importer settings are found on the actual model assets, in the Project window)
It refuses to upload still
unhide all of those warnings
you're only showing error messages right now, and there may be something interesting
scroll to the end, right before the errors
i dont see it π do u mean here?
hm, nothing really interesting there
click the "Auto Fix" button. It should be right next to that error in the SDK window.
okay i will try that then, thank you :)
why wont it upload then ahhh
Can you click on the first error message and show the entire message? It'll appear in the bottom half of the console window
e.g.
it still doesnt show ingame
okay, no goodies in there
Can you upload any other avatars?
this could include a new avatar that's just a cube
Yep
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?
@pine valley sry that i add u again but do u have a idea?
Did the avatar actually upload?
That doesn't mean the avatar was successfully uploaded
if it failed, you'll have an old version in-game
when i uploaded it i put this description and it also shows here this description or does that mean it could still be the old version?
The description, name, etc. are not part of the avatar upload
ah okay
They're edited on their own
but how do i upload it then succesfully?
make sure you get the banner saying that the avatar was successfully uploaded to VRChat
in unity?
okay i willl try again
It will explicitly tell you that the upload was successful.
do i have to auto fix all the problems it tells me?
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
okay thanks it works now :)
sorry to ping you again, if you are busy just tell me 
i removed some of those parameters and now i have 229/256, should i do something now??
Yeah i did what you said but this just happens instead
tbh, trying to fix a merged-in copy of GoGoLoco is going to be a huge headache
it's pretty easy to remove again if you actually want to.
the parts it adds are pretty obvious
yeah
i'd just nuke it and install it via VRCFury
you can throw the parameter compressor on to make more space for it
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
@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
this is avatar help
go to #world-development maybe
ggot i didnt see it
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
switch to quest and back, sdk sometimes does that
Oh, I'll try that! Thank you!
try this
might want to pause randomly
import - join meshes - merge by distance - atlas - delete & remake material with atlas - recalculate outside - remove custom normals
(gotto go fast)
That was it! It's back to normal, thanks!!
even after removing the correct amount of physbones, quest still cant see my physbones
help
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
Unless the UV layouts match (which I would not expect), it'll require a repaint
how do i remove this??
by reducing the number of transforms that are affected by physbones
you have way too many right now
fixed it, ty!! :)
if a physbone component has 10 children, that's 10 transforms (maybe 11, since you include the object the physbone is on)
any youtube videos on it?
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
how do i remove the unnessesary transforms?
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
how do i make them be ignored
how do i do it to even test?
Yall know the fix to this?
click your fbx in the assets, click rig in the inspector, click configure
remember to apply after you're done
where is the rig menu? 
i tell you here
what is it under
yeah, you shouldn't have
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
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
Ohhh, do I have to make a new one?
nah
Then how do I solve this?
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
alright
but if the SDK window is saying you're using parameters that are from a completely different avatar, that's a bit odd..
Check that first.
it does apply the error to my toggles but still keeping the old ones
Huh
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
You wouldn't be permanently changing the controls -- just seeing if any invalid parameter names are "stuck"
but yeah, that makes more sense
(especially since it happened with a BUNCH of parameters all at once)
yup
had the same issues so i just removed/cleared them from the other menu entirely, its not a perma fix but will let you upload
mhm! figured out, thanks yall
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?
I will recheck them. Better twice i guess :3
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
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 
Oh! That might be the case, that they follow another bone O.o
Totally overlooked that case.
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
Thanks, I'll check that out!
(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
π
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.
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
look at your avatar descriptor component
the Visemes section needs a reference to the Renderer that draws your face
(so that it can control the viseme blendshapes)
If you renamed anything or split/merged meshes, this reference may have gotten lost
yo, any wayto fix my hair not having the same lighting as the rest of my body?
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
ooooh
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
Yep
holy moly
note that this only affects light and reflection probes -- it doesn't matter for realtime lights
there's a bug report on canny for this, but so far it seems to be ignored
but I guess we get new paywalled drone things?
(trying to find you a link to +1 it)
Doesnt seem to work, unless this is due to realtime lights? idk the difference between tha and light probes
Make sure your materials actually match, too
go +1 that everyone π
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
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.
Same premise, though
basically it should either clear those when switching, or not require fields that are not valid for the item type
yea exact same, copy pasted
as in, they're using the same material?
or did you copy the material settings?
settings, one sec
I would try using the same material on both
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
ah, there you go
Isnt the eye contact supposed to be here where I placed it? Somehow in vr its like my eye contact is below my chin
there are no eye contacts
vrchat does not have Three Stooges support built in π
I dunno how it estimates the size of your head, if you're asking about that
... why don't I have eye contacts
the hell
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
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
oh, im getting the thing where i cant upload as a fallback even though its excellent
xd
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
plus when I added the avatar descriptor there was no animation controller
this happened to me a few months ago and I forgot how to fix it
yeah I forgot how I fixed it too because I remember fixing it
iirc you have to be on the quest version to upload that. But maybe you also need to do iOS now?
you'd need the iOS build tools
well that's why you can't switch to iOS
I had the exact same issue like 3 months ago
press ctrl + shift + b in unity, click the ios tab, follow the instructions to installing it
no for the fallback
yeah I don't know for sure, haven't tried to make one in a while
anyone know how to fix avatar descriptor not having an animation controller?
can you screenshot what you're asking about
There shouldnt be one until you put one in
unless you mean the animator component
just add one
just add one
I did
set your avatar as humanoid if you haven't
do you not have a humanoid right perhaps?
the problem I'
but please provide screenshots
that's often the problem
no it's humanoid, hold on let me get screenshots
drag avatar into it from fbx in project
when I try to animate something, my avatar doesn't go into the motorcycle pose like it should
the animator is on the body object, it should be the root with the avatar descriptor
but it is set to humanoid
and your avatar is unpacked
should it not be unpacked?
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
Fixed it, it was a really stupid reason, you cant make a fallback unless all the avatars in the scene besides the one that you want to be a fallback are deleted
or editor only, i think that also fixes it
huh!
yeah
I had no idea
fallback uploading needs to be fixed
maybe its just this avatar in specific
but I doubt it beings how dumb that seems
So I have another problem, my avatars head looks up slightly. In blender the bones are fine
nvm I reimported it
that fixed it
can someone take the head image and add the sukuna face marks please!
find a free image editor and add it yourself
BRO the hair wont show up. What do I do?
yea you right π€
Like, the part of the hair shows up gray as if its hidden
hard to see what's going on from there. shrunk with a shape key maybe? some mesh modifier?
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
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
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?
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?
well the non moving mesh is the "body". i tried adding that but nothing happened
moving in Blender is based solely on object parenting
oh
oh?
I used the cats pluggin to fix to model. It changed a bunch, but fixed the problem. Gotta make a few tweaks though
ah was this MMD or from VRoid?
None really? I tried to set the bone for the tail and forgot to show the hair so I guess thats what happened?
huh, fascinating
exported fbx from blender, added a shape key, works fine, but this happens in unity
possibly different scaling settings from before?
Should I go fbx all?
almost always, yes
yeah it fixed
some cases though it broke it
i dunno why
re-exporting the avatar fucks up random shit sometimes
probably something else wrong and that made it show
honestly, I haven't had any issues in years.
worlds either. 100% of the time I have some issue, it's because I the user did something wrong π
(it's why I save my export settings so I don't have to think about it)
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?
still not much luck, although it seems for some reason the Y position isn't changing in the animation within unity whatsoever, even if i export a version with the Y position offset by a meter, no change
importing the animation as generic fixes this issue, so it does seem that the data is being exported correctly..
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 π
how do I make hair shine with poiyomi for example like with pokemon scarlet and violet models
anisotropics
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?
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
sometimes it doesn't work well
I deleted one half of the model itself and mirrored it
Wait, would I have to do that for the rig?
how to safely delete unwanted bones in a armature (transferring hair for another base)
i did it like a few hours and forgot, it also fucked my weights
selecting the bones in edit mode selects whole armature
shouldn't have to delete bones, no, if you just make sure they're named properly with .L and .R or similar, the mirror modifier ought to be able to handle it
are you sure the armature is in edit mode
that seems like you're in the wrong mode somehow
if you didnt select the armature before changing modes it wont put it in edit mode
Ight thank
and it was duping the armature
very odd
i dont know if im missing a export setting
the weights just are not applying
remember you can only have four weights apply to any one vertex
they also only add up to 1
yeah usually these are normalization issues
it works on the original avatar im taking the hair from fine
is it possible im not checking something in the fbx
on unity side
maybe the weights on the mesh idk
Unity cant change the fbx's weights
generic?
the version I exported (with the weights on it) vs the project untouched
oh is this a rigged asset you're attaching in unity?
You changed something about it
How hard is adding gogo loco to an avatar?
pretty simple, the creator wrote extensive docs
Its just slapping the controllers in the slots and adding the menu
Can you say that again but like ur explaining it to a five year old who basically hasnt used unity.
again, there's a doc for this
i will re import the base I took the hair from, and then just move the bones, delete some, move again, repeat until it breaks I guess
Ah, I removed the head bone, and there were weights connected to it
the bone for the head used weights for the hair to anchor some stuff I guess
theres VRCFury versions of it iirc so its literally just import the package>find the prefab>drop on the model's armature in the hierarchy>upload the model
works fine now
I get this error when trying to upload my avatar to both quest and PC
Any idea how to fix it?
There being a vrcfury version. Does that mean i need another file
need more info
Bruv i have NO idea how to unity/vrchat avatar helper thing
you would need VRC Fury, for sure
you'd need to have VRCFury imported before you import the GoGoloco package
I have practically every single addon
Already got it
I have imported an asset before so i have some plugins
And so on
then yeah you should be good to import the GoGo loco package (if you havent already) and add it to the model
So its just drag and drop?
yep
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
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?
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
oh it's hair, interesting
its that little piece of hair that sticks up
only that error?
the bones are still all correctly connected, i didnt delete any of its heirarchy, i combined it with the main avatars armature, setting my head bone as parent
good so far - does it move properly in Blender's pose mode?
ah then you have an issue with weight painting
but it doesnt have the same wobble like my hair
possibly bones got renamed different from the mesh's vertex groups when you did the joining
someone was telling me ctrl j will mess up weight painting and i shouldnt use it
not sure what the correct process is
