#avatar-help
1 messages · Page 94 of 1
I have a question about setting up face tracking if anyone's able to help me out. I'm trying to set up some basic face tracking for my avatar. I've never done this before, but followed a tutorial on YouTube. I'm not looking for FULL tracking, just a few things like the brows, eyes, and jaw.
A friend of mine who has face tracking tested the avatar and the eyes worked, but nothing else. In the tutorial I followed, all they showed were to create simple blend trees like these for paramaters I wanted to use. Am I missing something here? Is there something else I need to do?
there's a whole discord for face tracking that might be of some help
If I upload it separately to Windows and android all works fine. The results should be the same as when uploading both at the same time, right?
if you use the same blueprint ID for both
I'm sorry but I'm not sure what it means. It's one of those settings here?
how hard would applying shaders to an avatar be?
blueprint id is in the inspector
click on your avatar in the hierarchy and scroll till you see Blueprint id
wait what? can you explain it like ur explaining it to a 5 yr old
find material in assets, click material, in the inspector (right side with the default settings) at the top there will be shaders drop down, you can pick which shader you want there
to install a shader you usually drag and drop it
click install
and they appear in the shader drop down
oh, okay!
some shaders are connected to vcc though, so it depends how you got yours
its a ripper website??!!??!
oh. i'll stop using it then. i wasnt aware. im only recently starting vrchat
that's what it is
yeah, use Gumroad, booth or jinxy
one of the three most popular avatar websites
for shaders people mostly use poiyomi or liltoon
👍
for finding or making shaders?
poi and liltoon are names of the shaders
you can find both on github
poi has their own website too
what shader?
just any
scrolling on gumroad
every single shader
says i'll get a .shader and a png
(almost every single one)
maybe just drag and drop it in?
which one...
ohh
and the unitypackage you drag and drop
oh wait. yea
I probably should have come here sorry. Feeling entirely lost
Anyone knows how to fix this? 🥲
Well tbf im tryina upload it through a potato
Dude, it feels like theirs some sorta plauge on my avi, causing diffrent parts to have this back face culling like affect. I had an issue with the teeth, and tounge in Unity, and a piece of the hair in blender
How can I make a specific part of an avatar constantly animate? Cuz I want to make it so that the eyes here pulsate like this
You rather have to animate it in unity.
To answer your question, firstly that would need to go in the additive layer
yeah u can do it in unity for something that simple
So, the teeth and tongue are normal in Blender. I generally have no clue whats going on and can't find nothin on it.
You can export animations from blender to Unity..
keyframe start and stop, then right click and set it to linear i think
(or maybe its constant, i forget on the top of my head, 2nd nature to me)
well yeah ofc
That looks like you are using calculated normals for Blendshapes, or you have some bad normals in the mix if it isn’t when you are changing your Blendshapes
Whats that mean? Any way to fix it?
Since you are using a toon shader, my suggestion is to not use any normals for your blendshapes if it is the first issue.
Import Settings on the FBX
Wait, so I need to change my settings for exporting it?
Did you actually check with face orientation view?
Normals == Face Orientation for future reference.
You're a life saver! only weird part is when i recalculate the outside the eyes become red and the character's eyes are closed , happens with all avi's even though i took every step you did, must be the import settings or something...
Since you are in blender, do you have inverse culling on?
Sorry
They name it something different, in the shader properties
Backface culling is Off
Turn it on
Then see if those faces appear invisible
If so, you can select the malicious faces, and flip them individually
u can individually select that mesh in edit with with L
then atl+N to flip it
(the eye parts)
those are the shortcuts for it 
Very good, i am still confused on how when following his exact steps both using the exact model, i get a different outcome...
Well the computer will have certain floating errors if you mean recalculate outside
I see, how come his model's eyes are open but mine are closed?
You got a shape key set to 1?
(Or you are in edit mode with a shapekey selected)
Model's imported from a ASCII.Mesh format, no shapekeys
Maybe they use UVs for open closed?
That would be weird on a high fidelity model
Weird, but very possible
How do I get the animation to play
does anyone know how to have transparent hair on quest 2 avatars?
you don't
you can try using one of the particles shaders, but it's probably not gonna look good
quest doesn't have transparency
quest particles: multiply, additive
poke hey new to unity and everything and i have a question (thank you if your taking the time to help) im putting new texures on a model and the eye texture went on but for some reason its almost like some of the parts from the old texture is still showing? how do i fix thiss feel free to @ with answer tysm :Heart_bounce_n_squish:
You can look at the proper list of materials by looking at the FBX and going to the Materials tab. Or if you already have it in your scene, just look at each skinned mesh renderer
The usual layout for a model in the scene is like this:
- Model Name
- Armature
- Some Mesh Name 1
- Some Mesh Name 2
- ….
Those meshes are usually Skinned Mesh Renderers, and will contain a materials field
Bro how do I make this pop up?
Is the gizmo gone for you?
Yeah, all on screen things that help with navigating or modifying the Scene are known as Gizmos
oh
First, you are on Scene and not Game right?
Game will only show the Active Camera view
ya
i fixed it tysm < 3
Ive been using Unity without it for a while, but being tired, moving around without it is making me stupid mad, so I figured Id try and get it fixed
It is Called the Orientation Overlay
So right click in the scene and show me the Interface that appears when you do so
Guys how do I make additive animations
I am used to Unity 6, so we have a new method of modifying the location of that and many other overlay gizmos
click on av, no gizmo to show on that object
No he means the orientation view
that thing yes i hidden that on accident before
This guy
You open it in Gizmos screen pre Unity 6 yeah?
Post you can right click and reopen it.
Right click on what, cause Im not seeing anything with that wherever I click
So lost
Well, let’s take the easier path, right click where the tabs are in the center, (where the Scene tab is, but not on it, just next to it). Then open a new Scene Window
That should give you a scene view with the default layout.
could you guide me through this again
I found it
i have drag and dropped my shader.
It wasnt popping up when I did that I litterally accidently clicked something on the way
Hit tilde key(~) to open gizmos menu.
:)
Bruh
That worked too lol
guys how do i apply shaders to avatars
@nocturne lintel I need help with this
I imported the animation but it won't play in unity
In the current version it should be under the Gizmos Button, (that weird lil sphere with the three dots)
So if it happens again that should fix it
You need an animation controller
On your FBX that you exported to Unity, do you see the animation with the mesh?
It’s a triangle looking thing
Yes. I see it here
Use Gesture Manager.
Cool, firstly, did you make your avatar humanoid?
yup
Coolio
OHH YEA I REMMBER NOW
Now make an Animation Controller, and just drag the animation into the front layer
Note that the word "Animation" and "Animator" are 2 different things.
how would I do that
I think I see the problem. It didn't export correctly
idk
lots of shaders on github are just the single file
Wait does it not animate in unity?
oh okay, I didn't know that
Sorry to keep asking qestions, but I wanna have the had formed around an item. How do I make a shapekey for that?
Are you using Bones to animate?
yes
make a new shape key, select it, go into edit mode and reshape the mesh however you want
Should I not be doing that?
Can you look at it via the viewer?
(don't make new vertices)
so like, through blender?
Can I do this using the armature?
No, in Unity, if you click on the animation, you should see a viewer in the bottom of your inspector
I don't see it
Only if you apply the pose as a shape key. Shape keys affect only mesh
Can you show me the Animation keyframes then?
Also don't expect the movement from Basis to your shape key to move as if it were animating bones, the vertices themselves will move directly to the target positionl
It's just 3 key frames.
But you can use this technique anyway - people sometmes make up a complex face rig and turn it into shape keys for expressions
How do I do this with the armature? (I already posed the armature with the hand)
You should ideally see the same three key frames
for some reason, no
What does the Animation UI say
It shows everything BUT the stuff I wanted
They eyes are animated by scaling the bones
I get how to do shape keys with like, base movement, the mesh on its own, but not while using the armature
Oh, well for once I can happily say for you to reanimate using Unity.
Oh ok. It can't be that hard, right?
If is surprisingly stupid easy in comparison to Blender
tada!
I actually didn't know that this existed, ha
(you'll want "Save as Shape Key", so that you don't delete the armature modifier)
More generally, you can duplicate the mesh, do weird stuff to it, and then transfer that shape to the original mesh as a new shape key
But if you just want to save a pose, use this
Thank you sm 🙏🏿
Right, I forgot that exists now! Definitely use "save as shape key"
i was going to suggest the roundabout way, but i figured i should look around a bit first
it's easy enough to make a new modifier, but nice that you don't have to anymore
I remember a while back I saw someone had made a spring joint prefab out of physbones but I lost that link. Does anyone know who made that or how to make a spring joint with physbones?
in theory you'd just do this:
- Whatever
- Joint A <-- VRCPhysbone
- Joint B
- More Stuff <-- ignore this transform
- Joint B
- Joint A <-- VRCPhysbone
alternatively, parent-constraint More Stuff onto Joint B
Gravity is your base pull factor, ensure stretch is maxed.
I recently realized that gravity isn't actually a force applied to the physbone
it just determines where the physbone wants to rest
you can't "resist" gravity by adding more pull
I was just meaning so it naturally falls downwards like a ridgidbody
oh yeah, that was just a tangent
i need some help. i've been having this strange issue with my Character. When ever i look staight ahead and walk over a small ledge my charachter starts turning or even spinning out like crazy. i don't know what is going here. This is the only avatar that does that but i have not done anything different on this then what i do on my other avatars. anyone know / seen this problem before?
Do you have any colliders on your avatar?
One of mine does stuff like that and I'm pretty sure it's caused by a stray collider
You can search the hierarchy for t:collider to quickly check
Fair, yeah, it really just affects the difference from resting to Vector3.down
I wish you could apply an arbitrary force, (maybe even an animated force?), but, alas
0 is max resting, and 1 is max Vector3.down
hm it found one on the hip but i put that one there for the cloth physics that i was playing around with (got rid of the cloth stuff tho)
What if you could make it a Transform
Get rid of it. You're hitting it and getting pushed around.
You've made the world's worst flight system by accident :p
oh like actual collider, not physbone collider? yeah that'll be a problem
pff XD
I've done this a few times
I argued that since I made Good Egg Galaxy using Boby’s Planet Movement, and having a player upside down would make their hair well, float down…
Until recently, colliders were able to trigger portals
I accidentally uploaded a huge 20 meter radius collider on my avatar
so I'd instantly go through portals
😭
Yo how do i fix this 🥲
just to learn something. that t:collider. what does that actually search for. i mean i get that it's looking for collidres but what's the t stand for?
The t: prefix lets you search by type
You'll see every object with a component on it that is a Collider
ah
Always post the first several error messages, ideally after running whatever you did after clearing the console. Later ones are often side-effects of the initial ones.
Collider is the parent type for all 3D colliders
Object -> Component -> Collider -> BoxCollider, e.g.
Nope thats the only red errors in the ss and at the top of the console
ooh, annoying
oh that's neat. been using unity for a while and never knew that XD
Restart the editor and try again
some more useful ones include
thank you @pine valley for the help tho. that spinning was really annoying XD
Wait now the fingers look like he shoved them into a garbage disposal
t:vrcphysbone -> to find all physbones
t:vrcfury -> all VRCFury components (note that there's only one VRCF component -- "Full Controller", "Armature Link", etc. are all the same type)
t:light -> lights
yeeeeeeeeeeeeowch
make sure they aren't deformed in Blender
their fine in blender
i will definitely keep that mind next time i need to find something
If your fingers aren't in the correct rest pose in Unity, the resulting deformation will look really weird
In Unity their fine until I toggle the blendshape
but what does the blendshape do?
Forms a fist around the rose, sorta
Makes it look like its actually holding it
Right, so this is absolutely the wrong approach
The fingers will get super-deformed if your finger bones aren't in the rest pose.
You want to animate the bones
They're still trying to follow the bones
i was going to use a metaphor to describe this but it got way too horrifying
Yeah, when you use blendshapes, those should be for non-transformative mesh
haha yeah, it can get kinda scary-lookin'
you can use blendshapes on mesh that's rigged to bones but it's got to be done with care, in a uniform way. Like one that increases limb volume is fine
Anything that doesn't change the relationships between the mesh and the bones is fine
Exactly
So dont use shapekeys to make hand gestures
Yep
correct
Only use it to like, bloat/shrink finger volume, or shift things like retracting claws
It won't let me change the scale >:(
Yeah
wait
I actually don't know much about playing animations on your hands
I use the animator for everything except animation
Transform has scale, rotation and position
Yeah it does
I havent touched animation for anything other than adding emotes and using VRCFury
Ima go look for a vid
You need to use the hand muscle groups
It shows up properly outside of the preview, but it doesn't work at all
Look at VRChat’s default hand animations for a good example
Video?
Win + Shift + S
The second button does video
Mute mic and screen to reduce size
The annoying part is playing that humanoid animation
I think you use the...Gesture layer? maybe the Action layer?
depends on what you're doing
Hands are Gesture
I've experienced pain here
It’s pretty easy when you read this:
oh yeah, I read that
I was just having a weirdly difficult time helping a friend to play a hand grip animation
i'm gonna repost it from da vinci resolve
Ah, the video is webm
No Mac support
Highly suggest using Win Shift S for the short and sweet stuff
It provides the video in MP4
Oh they all jump back to one
You are trying to animate humanoid bones
that... might have something to do with it
can you show me what you want it to do in blender again
We might be taking the wrong approach
Yeah, you aren't allowed to animate the scale of humanoid bones
Easy fix: Add a child bone to each eye and weight the eye meshes to those
You can freely animate that bone's scale
That is true
A child doesn't get kerfuckled by the humanoid rule
But if it is a simple animation, it miggght be easier to just use a blendshape
yeag
It isn't any cheaper
Modifying the armature is always a bit annoying
Mostly
With things that humans do, it is beneficial
bending joints is much easier with the humanoid muscle groups imho
Shift Select the joints you will need, set their values, and profit
All that to flip someone off if you lack an Index controller
(I have Index)
Also without the Humanoid system, we wouldn't have things like the MMD worlds
What bone bends the leg? It could be LegL or Leg.L or Left Leg or ...
Imagine how big animation files would be if we had to guess
spine1, spine2, spine3, spine4....
Root, Chest, Upper Chest
Clavicle or Shoulder
I have seen them all
and then I proceed to see a totally new naming schema in the next 24 hours
AAAYYYYYYYYYY WE DID IT :D
at least the animating part
how it will appear ingame? idk
I forget how to fix the lower body this can someone help
fix what?
and what did you do to cause it?
do you mean the leg scaling? wild guessing that you just exported from Blender, re-export from blender with scaling set to "FBX All"
yes I mean leg scaling
That to me looks like you got an armature with a scale mismatch...
but I dont use blender
The FBX scale != Armature Scale
yeah but without knowing the cause it's difficult to advise
For the FBX, could you show the import options
(and are those accessories using VRCFury or Modular Avatar?)
Ive been trying to fix this, I already tried weight painting but it seems the mesh is stuck together.
I cannot tell what I am even looking at
Now how would I put this animation of the eyes pulsating into the game?
I fixed it
unstick it. Do you perhaps have a mirror modifier?
I do have it.
Show pulsating eyes in video plz (from blender)
there's a checkbox there, "clip" - try turning that off. Probably what youv'e got is stuff at the center stuck together when you don't want it to be.
yeah this is what im dealing with lol, but if you think Mirror is gonna help then thank you so much!
yeah - it looks like you have parts that should ONLY be on one side of the mirror overlapping to the other
I'd turn off that "clip" option and then apply the mirror.
you have to apply it eventually anyway
(yes you can work with stuff on both sides, it's just harder and "clip" will make a mess of that)
I think they are using the tool mirror, not the modifier in this case tho
oh I didn't even look there, yeah
I got it working in unity though.
Oh yeah, for that
This asset was made for zinpia base
I didnt create it
make that into a blendshape in Blender
i did not think it was gonna be this fast
It's already a blendshape
The twinkling is?
yes
Then animate the blendshape
the blendshape is... already animated?
I think I am missing the problem now....
This video shows me playing the animation
yup
First, ensure looping is enabled on your new animation
Then create a new Animation Controller
Name it "FX Layer"
Now in the Animation Controller, create a new Layer, name it "Eye Twinkle" and set the weight to 1
Then drag and drop you animation for the eye twinkle on the Right side with your new layer selected
You should see an orange arrow connecting Start to the animation
mhm
Dope, now go to where the VRC Avatar Descriptor is on your avatar
Go to the Animation Layers section, and add that new FX Layer Animation Controller into the FX Layer section
you mean playable layers?
Mhm
Playable Layers are just the combobulation of all of the animation layers separated out
On runtime the animations are used in a script that controls a player
Anyhow, once you put that animation layer there, you should now be able to upload and see the twinkling eye
sweet!
Please, please, please, please, please read this
It will save you so much time
ah
If you have any questions, don't be afraid to ask
The website it links you to is the Bible of VRChat creation
That's quite a way to describe it
Wanna make worlds, there it is
Avatars, there also
Creator Economy, yup
Even the Creator Companion
aight
I legit have it bookmarked as the VRCBible
reference to GBible from Blue Archive
for meaning
Bible:
2: a book regarded as authoritative in a particular sphere.
"“Larousse Gastronomique,” the bible of French cooking"
is very fitting
I am a visual learner, so I can understand the struggles
But it is very well doc'd for Avatars
written docs can contain embedded pictures and videos
Not so much for Worlds imho
i can't stand trying to watch a long video tutorial
Agreed
I think the best idea for a VRChat tutorial series would be to split needs into segmented smaller videos
like 2 minutes a piece for the thing you are trying to do
With a strong emphasis on this is the basic idea and not this is how you do it for X avatar
How to: Animation Layers into How to: Toggles
Explain the broader scope, for those who can pick up on things at an accelerated rate, then go into depth for those who struggle
ALWAYS link where you got your information from the docs.
Then you would be sitting on a gold mine.
in my mind, the ideal format is written documentation with short embedded videos
If you had access to VRChat's own docs at that level, then sure
Sorry for the trouble, anyone here have any idea why importing this FBX file has it's textures broken?
Normals are fine
Sadly, most adjustments with that style are rejected, or sit in PRs till they are hellishly outdated.
Your materials may need to be reconfigured
yes, there are materials in blender also
You thinkin the wrong textures got sent to the wrong materials?
Yep
FBX data is only so accurate
if the file structure shifted even a smidge, it cannot easily identify what textures go to what materials
@nocturne lintel Yeah it's missing materials for the face, i just named all the existing ones
Found the face texture, how difficult would it be to unwrap it and put it on? asking cause i have no idea how to do that lol
unwrapping the model to match an existing texture sounds painful
in theory you just need to assign the correct texture to the material that's being used for the face
unfortunately there is no material for the face
Strange?
Quick question, how would I add GoGo Loco to my avatar(s)?
I'm on the gumroad page for it
Should I maybe get VRCFury
the author is not a native english speaker
attach the VRCFury prefab to the avatar you're good
ah, that doesn't help
yeah
(of course, you need VRCFury installed)
I didn't find them hard to follow though. But I do read (and write) a lot of docs 🙂
https://teeth-fetch-gdl.craft.me/CxY701Ne9Ng5Ev/b/30E7DA7F-3255-44DF-A631-4D26B547D1A5/Go-All
It's just too much stuff all over the page
all of this suddenly disappeared?
In summary :
1- If you want the full version with flight and all, get the beyond prefab, put on avatar directly, find rotation constraint in it, give it your head bone as source.
2- Merge all the layers depending on if you use WD On or Off
3- Merge parameters
4- Add the gogo menu into your own
What did you name your armature bones in blender?
i didnt name them anything, i just left them as armature
and its gone
No wonder, Unity doesn't pick up on bones that don't have a name
Oh wait
Your bones just disappeared?
thye are still in blender as armature
i almost have it fixed
but its still broken
Anyone know if there's a way to be able to animate a mesh particle system to move like it would for a regular animation? I've seen videos of people being able to put motionanimation particle sheets to have the character meshes move and stuff.
However there's no explanation on how to make the actual sprite sheet. So I'm not sure if there's an add on or something that can turn an animation clip into a sprite sheeet or something to be able to effect the mesh of the particle.
Any advice or tips on how to do this would be greatly appreciated without needing any scripts and stuff to do it?
You can use a skinned mesh renderer as the Shape for the particle system
Oh, are you asking how to make the actual particles appear to animate?
can a slow pc cause this??
I would assume this is purely shader work. You can animate particles the same you can with other materials through shaders.
Depending on what you are trying to do, you may need something specialized.
Also don't forget about custom data-
yeah, if you want the individual mesh particles to deform or otherwise animate, that'd require a custom shader
Usually that means you lack the space to create the artifact… or yeah, the compilation timed out lol.
“Compilation” of the AssetBundle
oof 🥲
You could try closing the Scene and Game windows while uploading
Right Click > Close Tab
ok lemme try
how to i move avatars floor
you move the avatar up instead
That’s not gonna work
really depends on what we're trying to do here
You need to either move it up in the humanoid rig or move your avatar’s origin in the modeling program of your choice
for some reson the hit box is off and i cant find a way to move it up
That isn’t your hitbox
Well if that is the case then your model is not properly floored to the origin
i downloaded an asset and got a .rar, what is it i do from here with the .rar?
unpack it
something like 7zip will work if Windows can't handle that format natively
oh, ty
i have another problem though now
i have ALMOST everything set upp
but
i cant find the so called "example menu"
yk for adding expressions
you mean the hand layer that you repurpose to control face expressions?
i dont know unity 😭
vrc_AvatarV3HandsLayer.controller
if that's what you're looking for
you'd need to explain what example menu means a bit more if that's not what you're looking for
thats the bounding box for the mesh, not hitbox
currently trying to figure out how to reverse this shape key, the mouth is supposed to close while the value is set to 0, and the mouth opened at 1. (sorry if i'm interrupting something
wait a second this was solved months ago let me try this
nvm didn't work, deleting the bisas only took away the blink shape key
i can help give me a sec
alright
I'm having issues where I'm going invisible to some people. it's clearly a bounding issue but when I ask my boyfriend to test and check I'm fine? I can seem to simulate the issue in game, it's just randomly some people see me go invisible. Anyone know how to help?
what do i do to fix this? im very new to unity and im just uploading the quest version of an avi i dowloaded
doesn't really matter usually, just upload
i think i wrote this assuming they had 2 shapekeys. Something you can do is select the basis shapekey in edit mode, select the whole mesh, then go to vertex>blend from shape. In the dropdown at the bottom left of the screen, enable "add", set the Blend to 1, and set the shape your "ah" shapekey. Now select your "ah" shapekey and repeat this, except set the blend to -2
yellow triangle errors don't usually matter too much, only need to worry about them if you have other issues
shapekeys are additive, so it's really easy to manipulate them with the "add" feature since it's just addition/subtraction
old way i reversed them, havnt done it in a very long time
some avs i dont want certain ones to be 100 since thats should be their default state
oh yeah i forgot about that lol that works too
had a little bit of trouble and thought it didn't work until i had to set the value and range min to -1, and the max to 0
thank you!
My unity says that my shaders aren’t able to be used for quests and I need help with it
You can use mobile shaders :)
I need help with that please
vrchat/mobile I'm pretty sure
You just change the materials to use VRChat mobile shaders, yeah
I’m still struggling
quest avatars can use: toon lit, standard lite, mat cap lit
for quest particles: multiply, additive
to change the shader you need to click on a material
and in the inspector from the drop down menu pick the correct shaders
from VRChat/mobile
cant click the drop down
You can't edit that material, it's embedded in the .fbx file. You'll need to extract it, or simply make a new material, which will then be editable.
how could i extract it
either in the "Materials" tab of the inspector for the fbx file itself, or you can open the file in the "Project" window (the one with the files and such) and select the material and ctrl+d to duplicate it, then edit that one.
Once you do have the material though, you'll need to assign it to MeshRenderers, or in that same Materials tab in the FBX file.
(this is usually described visually in Quest avatar creation videos, if you need such)
anyone knows how the default avatar camera is placed? it's obviously placed at the view point, but when I add a second camera there and let that render, it seems wrong. rotating it down for ~5 seems to help but it's not exactly right yet. Anyone knows how it's done by default?
i'd also be interested in this -- i have a clunky xray system that's just a camera and a plane in front of my face
it's pretty close, but i want to get it lined up better
It should be possible, as ikehud has done it right. they use a sepcial shader to do it. I can just use theirs, but I'd rather keep original colors and have the nametags show at all distances
i'm just stubborn and want to DIY everything lmao
best way to learn it
just realised ive never rigged a chain or wire or anything between 2 points
how one doe
that feels like a really extreme limitation-
I bet it's really hard to implement, but yeah, it sucks
wellll
actually
you can use a physbone collider to contain the end of the chain
so one end is parented to your belt, and the other end is contained in a small collider that's also parented to the belt
i'm trying to put a clothing on an avatar without blender, why are the bones stuck? there are no constraints in unity i just have the bone visualizer but i can't move the bones for some reason... why?
i need some help it says that it cant find a avatar for multi platform
screenshot your platform settings in the builder tab of the SDK
screenshot the SDK control panel where you upload the avatar
depending on what platforms you chose your current model might not fit all their restrictions maybe?
bump
i see you have two platforms selected
do you have a PC avatar selected as well?
(never actually done this yet)
yes
My expressions keep overlapping each other.
Like Ill do one, and itll work fine, but when I switch to another one, itll overlap and do both at the same time
turn write defaults on
bump
come on guys, i'm doing a no-blender blender challenge, the challenge is that i'm only allowed to use the blender in the kitchen irl, so i need help to move those bones that are stuck, help please
does increaseing the size of an avis arm bones auctually make the arm longer on the model
I dont wanna end up with a super stretched model
I assume it does but idk, figured id ask
I often use Blender while sitting at my kitchen counter, watching some cooking process 🙂
I need help, I've been consistently getting an API failed error every time I've tried to upload an avatar. Let me know if you need a screenshot of the error messages
Try using a different DNS like Google's DNS
I'm guessing you're using a default DNS which is your ISPs that cannot resolve VRChat's CDN hostname
Alright, how do I go about that? And I quite honestly don't know my DNS, this is the first time I've tried uploading a model since 2023
Is it normal for there to have been no DNS Server addresses listed prior to step 8?
probably means they're provided via DHCP from your router, in that case.
I've followed the steps, nothing's blown up so far, so that's a good sign, yes? If so, time to test by trying to uploaf the avatar I wanna use
"nothing's blown up" is a very good sign
are uploads working i uploaded an update to my model and its been saying server processing for over 20 minutes
with a ? next to my avi in the menu
hi guys my particles r being weird, so when i walk infront of a mirror and turn the particles on theyre normal, but when i walk away out of view of the mirror, disable the particles, then walk back to the mirror, i can still see the particles for a moment in the mirror. how can i fix this?
help.
ugh, I'd have replied here if I'd noticed it first.
I have spent 3.5 hrs today trying to make the coin railgun work. It wont work.
Im not gonna attempt to make it work either
was this about the menu thing?
mirror clones are really weird
it's simulating an entire other copy of your avatar
I've seen many oddities like that
I'm not sure you can do anything about it
ah alright, its not a big issue but it can be annoying lmao
@fervent spear particles are not properly mirrored
mirror dwelling was two years ago, its time to let go
(ah, actually three)
yes, like i spawn an animal mesh, could i animate that moving its arms and legs?
@hidden shore no way
animation is done by animator component
unless you figure it out with a shader
What do i do if the fbx has seperated parts and cannot autorig cause there's no "headbone"
Ik how to combine them but only the prefab
Do i needa use blender
Fuckin hell nvm i found the same model but its rigged
Models are great aren't they lol
Annndd its a glb greaaattt
Oh what the hell theres a fbx version that passed my eyes
Avatar creating is very fun when you don't know what you're doing most of the time
Does anyone use 【VRChat】Real Shadow System (for Avatar) PCSS For VRC? I tried applying it, but the shadows are not working properly. Can someone help me?
hey so i merged the meshes for this chin fluff and cheek fluff in blender, looks fine with regular expressions like with hand gestures but they dont work with face tracking, they just dont follow the face at all like they arent even merged. any way i could fix?
face tracking generally uses different blendshapes then the ones you'd use for custom expressions id double check the shapekey's used with your FT in blender and see if maybe they arent effected
hi just joined, can anyone help me upload an avatar? i dont hae a pc to do it, i have the files
File sharing isnt allowed and generally breaks a purchased models rules (also account sharing is risky and shouldnt be done like ever)
hey here! just have a quick question but am I the only one who doesn't have the multi-platform overrides options in the SDK 3.7.6? 😅
Screenshot your options that you have
there should be a 3 dot button allowing to choose the overrides but there isn't in my case (tried to reload the package or change project but nothing change)
there is the 3 dots button on the video from the devlog
Do you have multiple active avatars in the same scene
I do
I still don't know what would happend If I try to upload with multi-platforms enabled while I can weirdly only choose one avatar ha ha
I use also the latest version of Unity compatible 2022.3.22f1
pretty sure you can only choose one avatar because thats how they intended it to work, like you have to have the model you want to upload fit all the chosen platforms requirements
you mean if it's not optimized enough? that would be weird
they are all uploaded one by one with no issue so why it would not be possible in this situation? 🤔
I don't think that change exists yet
that devlog is structured weirdly
But hey – we’re also working on a follow-up to that. We’re hoping to bring a few additional changes in – specifically, we’d like to add per-platform avatar overrides when doing multi-platform builds. For example, if you have an Android and PC version of an avatar, you can tell the SDK to use the PC version when building for PC, and then use a seperate version when building for Android.
3.7.6 doesn't have it
sooooo for now you can only push one only avatar to both platforms? 😅
confused why they didn't have it already
to be honest that doesn't seem usefull to not have this overrides option right now (most of the avatars or worlds are different between PC and android) but I guess we will have to wait 👀
id imagine its pretty buggy since even now with singular uploads the SDK breaks and doesnt upload the correct model sometimes
okay so in a previous devlog it was intended to be like that at the beginning
but since like end of january XD
Quick question. Having this error but they are mapped, I dont know what is going on.
The 2 main fixes I've seen are
- Disable "Import Animations" in the model's import settings
- Make sure the armature bone is just called
Armaturein the model file (can't rename it inside of Unity)
No dice, any other suggestions?
Drag in a new copy of the fbx into scene
found a mesh data transfer tool for blender, we all good now
10/10 best waifu certified
help??
what does that come from?
my avatar i just uploaded
post stats
on unity?
its not pretty, but ive never had any issues with checks failing
left is PC
right is Q2
its under 20k so it shouldnt fall under "fail due to high memory usage"
CATS Plugin doesnt merge the armature with the selected bone
im using blender 4.3 if that helps
cats uses names to identify which bones to merge
so a hip bone called Hips is not going to merge with Hips_001
What can i do?
Before you merge armatures, make sure the names of each bone are the same so cats knows what to do
like this?
or do i also rename all the mullet bones?
hi! what is an spp for in avatars?
any bones that exist on both the base and the thing you want to merge need to have the same name. so say you have hair, and the root bone of the hair is "Head". then say your base has a bone called "head" - in lower case, those two need to be named the same
In case of hair, the strands will be children of the head bone. This should be the case after head and head were merged as well
spp are substance painter files to paint an avatar
no idea what that means..? could you explain how to use it maybe?
substance painter is a program that you buy and install on your pc
ohhh
its cus i installed the novabeast..
well, purchased it would be better wording
do i NEED substance painter to make it work?
no, it is optional to use it to paint it but you can also use other programs of your choice to do that
its just substance painter is the creme de la creme of painting programs for 3d objects and used the most
what would be the best way for me to paint/texture it easily?
i NEVER use unity
i just wanted the nova
from what i recall, the nova beast comes with default textures. i think the blue design?
so if you dont want to change colors, you wont need any painting program at all
oh, okay.
i personally also use substance painter because im a sucker for high quality looks. some people use blender though. and again others use a 2d painting program and only paint over the texture images. examples would be gimp, krita or photoshop. in the end, textures are only images
so, theres a materials folder with a bunch of materials but i have no idea how to apply them
correctly atleast.
you should watch a simple avatar setup tutorial :)
if you want to cut to the chase and dont have issues with understanding text instructions, give chatgpt a try. it knows quite a lot about unity
any avatar video that covers a general setup will do otherwise
yea no, this aint helping
okay so i followed 2 guides.
its almost working
but my eyes dont have textrure
and i cant make it work
you will find the material for your eyes on the body mesh. in the inspector, see if you have the materials section collapsed. expand it, then it will make sense
how do i mute via an animation
is there a simple way to do it
yaknow this is probably a google question
brb
Technically you can, but that would require coding a small OSC app that reacts to one of your parameters and sends the action of muting yourself back when it does.
How do exclusive tags work on VRCFury?
Lets say i used substance painter to make a reskin of the novabeast.. how do i downlaoad it as whatever i use in unity?
you would export your painting from substance painter as simple texture files which you can then import into unity and create a material from. remember textures are just images, like png or jpg
Oh, so i could in theory just grab the materials i already have on my current novabeast project?
grab how to do what?
I meant like replace the textures
IM STUPID WITH WORDS SORRY
i meant i could in theory just replace the current textures pn my current project
in theory, yes
Though, i dont know how to change the texture on a material in liltoon.
It cant be that hard. I just gotta figure out how
😔
👍🏼👍🏼👍🏼
Anyone?
you literally drag the textures into the appropriate texture slots inside the material
Would having multiple rigs on one character cuz problems or is it ok like for example have body and hair rigs seperate
in your example, the hair should have some connection to the main rig, otherwise it will not move with your head as you probably expect
that connection can be made by parenting the hair to the head directly or by using a linking helper that generally does the same thing behind the scenes (such helpers would be for example vrcfury and its armature link component)
Any idea why the Blendshape isn't showing up in Unity?
are they there directly on the mesh?
if not, you may have left a modifier unapplied before exporting from blender
Oh thats prolly what is is thanks
Is there a way to make the inside of the jacket thingy, not see through?
100% fixed it:
The stuff under the orignal post can contribute to it, but if even that doesnt fix it, then the problem is in the rendering section of poiyomi. Some settings might differ from the rest of your avatar, making the lighting different aswel
I assume u gotta apply a solidify modifier so it has faces on both sides
This will double the jacket poly count tho
on pc, turn off backface culling. On quest do what Naz said
dont know if i am in the right area but i am trying to add abs to an avatar they have the blend shape key but the texture dose not really or at all show them is there a way that some one can add them for me on the texture or point me in the right direction thank you
I'm assuming you'd need to edit the texture to add ab shading
or maybe mess with the shader settings so you have more lightning there?
It refuses to let me upload for no apparent reason, what's going on here? It just says "Failed to upload file, look at console"
A local test upload works fine, but a proper upload hates me.
question about the new webcam-based tracking, is there some parameter is sets on the avatar, when it's enabled? I checked the TrackingType, but it's just set to 3, regardless whether webcam tracking is on or off...
I seem to have trouble with my avatar here cause I had a custom standing pose animation on it, which overrides the webcam hand tracking, so I want to add some more condition checking to disable Animation on the hands and head
I'm using CATS and whenever I click "start pose mode" all the sculpting I've done to my body disappear and the body is set back to default. Anyone know how to fix this?
are you sculpting on a shape key maybe?
not sure, how do i check that?
object mode, select your mesh, look at shape keys in the properties box
oof yeah that was it haha thank you i was so confused :) btw i have another question if you know the answer - i bought an asset and it has an option to make the clothing sheer but i have no idea how to actually make it do this?
I have no idea what that might mean without further detail
https://yaoomi.gumroad.com/l/BeachDayOutfit " 3 different alpha options for skirt - 2 lace options and a plain see through one."
does it not come already doing that?
it comes with textures but i don't know where/how to apply them to get the see through effect
I'd think it would come with Unity materials that already do this
do i not need to apply them into blender at all then? sorry i only started using blender/unity yesterday
if your goal is to add this to a VRChat avatar, no, all you need to do in blender is model and optionally texture paint
material setup is done in Unity
Is a particular version of substance painter sought after or should i just get whatever
do anyone know how to fix this avatar movement?
it keep shake its hand on idle pose
in normal condition, it moves its finger just a little bit to make looks more natural.
but at some point, (idk when) when i upload a new avatar (import new prefeb) , they always keep shake its arm and body
If you're creating stuff for other people to use, it would be nice to use an older version, since that'll let more people open your .spp files
I'm on the 2023 Steam version, for example
Rip, already got version 11.0
It's not like blender where the controls change with every version, is it?
substance painter's camera controls are so confusing to me that i never actually learn them
xd
the only real concern is that version X+1 can open version X's files, but not vice-versa
The physbone stops working when I put Piercing
tell it to ignore the bones you just added
hello , want to ask what dose sfw or opti means in avatar
optimised and safe for work
optimised like ?
a
optimised
hey so im having and issue uploading this avatar to quest as i had to change the texture from standard but now they wont change at all
are the materials actually on the model
yes, ive already uploaded it to pc vrchat but this is the only hurdle for quest, rn the error reads endlayoutgroup: beginlayoutgroup must be called first
heya, anyone here familliar with the novabeast?
ask your question :p
the novabeast has an abillity in its "customize" expression menu called "alternate palette" do you know where/if i can change what palette it changes to?
When I merged the head with the body this tends to happen- I try and pose the head with the neck and it doesnt wanna attach to each other- the amature is fine
Is it possible to change the default animation speed of avatars?
Like, can you make a character's walk animation slower
Yeah, but you'll need to provide your own locomotion layer
I've done this before -- you just change the Speed property on the relevant animator states
I'm assuming that's just a material switch, to a one of a different colour
so you'd need to find what material it uses and edit the texture of it
😏
so this depends on how the novabeast is set up
The most "traditional" setup would be one big animator controller, probably called "FX" or "Nova FX" or something (i don't know what the avatar's assets look like)
There would be a layer in there that plays the relevant animations.
It could also be a VRCFury Toggle -- which would be a component attached to an object on the avatar
just remember all camera movement is with alt. but yeah, it's frustrating.
i found this
but i cant find the alternate pallette
palette*
so this is a bit annoying -- you can look at the animation clip in the Animation window, but I don't see a way to go to the material that's being referenced
oh wait
just go into play mode, turn on the alternate palette, and then click on the body object
you can look at the material it's currently using!
still says its using the regular ones....
The animation tab doesn't have a reference to which path to use, it's why you need the FX layer in your animator component's "Controller" field
I'm talking about which material asset it assigns to the renderer
i picked some random default material here
Okay, so that suggests it's animating a material property
Open the animation window (ctrl-6) with this clip selected
i defo know what that means..
Material properties are all of the settings a material shows in the inspector.
Animations can control these
for example, you could have a "hue" property that changes the color of a material
ah!
Select the body material. It's going to have a "dissolve" section (well, two of them). The second one is the one you want here.
It's going to have an alternate body texture
in assets>novabeast>materials?
Yes -- or you can look at the inspector for your "Body" object
All of the materials appear at the bottom
there's an issue with bounding boxes on my avatar. I've set them to 2, I've set them to 0.5, I don't know what to do anymore. I keep going invisible. I can't simulate it at all so I only find out when some people say I go invisible. I don't know what to do :( anyone have advice? I would greatly appreciate it
0.1 is very small!
I know :( but I've tried everything else
If it's a bounding box issue, you should be able to replicate it in the editor
Are you going invisible permanently for people?
does this look right?
no it definitely sounds like bounding box issues
You'll need to look for a "Dissolve" section
from what people have told me
what are people actually seeing?
do you disappear when most of your body is off-screen?
yep
Note that each SkinnedMeshRenderer has its own bounding box
you're in simple view of liltoon
this is how big the bounding box is in the scene, I have the same box for each mesh since I was having issues with a couple of things when I first imported it into unity
at 0.1 ^
ah, your armature has a scale of 100
there's some scaling issues with my avatar so I'm not sure if that's causing it
should I make it smaller?
is using liltoon the problem? 😔
There is no "problem" right now :p
It shouldn't be much larger than your body, yes
But you also shouldn't be disappearing due to going off-screen with this crazy-large bounding box
..
fdound something
the "second dissolve" section will have a texture field
that's the texture that you swap to
second dissolve?
cant find anything like that
is this better?
Also yeah I was a bit confused about it because I've never had issues before from a bigger bounding box
but I don't know what else it could be
everyone describes it as I just go invisible as I go off the screen or when I'm at the corner/side of their screen
It's possible that you have editor tools that recalculate the bounds
idk
I've never had issues before, if I had editor tools surely it would cause issues on other avatars?
Lowkey dont know what to do. I keep getting the same set of errors. What is going on?
mmmm, weird issues loading packages
Can you select that first error about Unity.Mathematics and show the full text?
I'd export the avatar with FBX all scaling so the armature is 1,1,1 and leave the default bounding boxes, use the VRCFury bounding box fix if the issue still persists
I don't like VRCFury, I'd rather learn to fix the issue myself instead of relying on a tool to fix everything for me. I'm going to try the new bounding boxes then if that doesn't work I'll try exporting the avatar </3
It doesn't hurt to have automation in your workflows
- Thats genuienely impressive, not taking it the easy way
- Personally think its stupid, when you can automate it easily you should
I would just rather know what's causing my issues and how to fix. I don't mind automating as long as I know how to do it myself
automation is good, actually
Most of the time people fix bounding boxes with scripts that use the largest bounding box and scales every other bounding box with it anyway. Doing it by hand is a pain
ah, I see what's going on
look in the "Main Color 2nd" section
What will i find there
I don't think this is actually a bounding box issue, since the bounding box is very, very large. An excessively sized box just makes you render when you don't actually need to
but it's a learning experience :) I enjoy learning new things, I won't do that if I just rely on automation all the time
I have 5 years of experience, the bounding box transform gizmos are horrid and manually typing things out is just going to give you a headache
I just wouldn't touch it, Maybe if Unity ever updates their bounding box controls then sure
had to do some more reading! the main texture in the "Main Color 2nd" section looks like what you want
the Dissolve part controls where this color is allowed to appear
i love missing by 2 pixels and losing the selection
letting a script deal with the headache that is bounding boxes is mainly what to do here
it's not the same as not learning animator toggles for vrcfury toggles. This is just a QoL improvement
I'm losing my mind. I setup and uploaded a new avatar last night and I setup up the clothing changes and expressions. I can see them changing in game but no on else can. To them, I'm stuck wearing one outfit and my expression never changes. I've set them up the same as I've always had. Not sure what I'm doing wrong here... Anyone know what causes this?
are your parameters actually synced?
...
if the "Synced" box isn't checked, the parameters will only change on your end
...I swear if that's all it is...
Ohhh, though it didnt work when u changed that? Thinking about it tho i think the render mode was on opaque..😭
Yeah the VRCExpressionParameters list need the parameters being set to synced. If your avatar is cross platform they also need to match in the same order for the other platforms
I'm not sure what you mean here.
The synced boxes were NOT checked... Brb, gonna test...
Im stupid. Put simply
Picked the wrong option for rendering the material and was wondering why it wouldnt work.
Anyone know what I can try? Any fix works for me cause I got no idea what to do.
Click the C# Compiler error, is there any more info in it
Those errors are pretty horrid and sometimes don't give off any info
Does that make more sense? @pine valley
Nothing else
that's all it says inside of the details
where can I find the details?
When you click an error, the details window opens below which shows the whole error message
yea thats what that pic is
I stop uploading avatars for years and when I come back I get the worst errors ever :D Hooray!
Usually when you scroll down there should be more info
like usually like this (from an old unity version but it'll be the same)
Wait im actually dumb. I didnt know I could pull it up more
oh easy
You have 2 0Harmony files in your project, remove one. Best to remove the one that's not in your SDK folder
Search for Harmony in your project tab and you should find it
I got these
click one and look at the bottom for the path, delete the one that's not in the SDK
Alright deleted
some editor script you have still includes 0Harmony, make sure they're up to date though
How would I go about doing that
Did you see what path that original 0Harmony that you deleted was
If you can upload now you can just disregard anything
I just tried uploading and it failed
is there more errors in the console
Absolutely
Are you using Creator Companion on this project
Yes
when you click manage project on your project is all the packages up to date
No because for this avatar I was told to use the 2019 version
Always take those as minimum requirements. Assets will easily convert to 2022
VRChat will eventually disable 2019 uploading anyway
Ah alright, so should I try closing the project and updating everything? I feel like that would break it
which avatar is this?
Kira 3.0 by TheActualWaffle
This is the only avatar I've seen that keeps the instructions in the paid assets
could you send the instructions here if they're not too long
I could basically translate it to 2022 for you
Thank you for purchasing the Avatar! You are now officialy off my hit-list :)
Read the rules and instructions carefully before importing.
INSTRUCTIONS:
- Create a new Unity Project (2019)
- Import VRCSDK3, Poiyomi Toon (PoiyomiPro is reccomended)
- Import VRCFurry and Avatar 3.0 Manager
- Import the Avatar UnityPackage
- Open the Avatar folder and open the "OPEN ME!" Scene
- Upload
- Enjoy The Avatar and TY! for your Purchase <3
This?
yeah, perfect
