#avatar-help
1 messages · Page 95 of 1
I wouldn't migrate your current project, I'd just make a new 2022 project and follow the same instructions from step 2
Should I still let Creator Companion put it all in?
Yes, it's all done for you now
you don't need to manually import anything beyond the actual avatar package
yeah use creator companion for VRCFuy and 3.0 manager
the VCC will automatically give you the Avatars SDK, and then Fury can be installed through it as well
what about the poiyomi pro package?
Ah, that needs to be imported manually
you wanna get in the hang of using creator companion packages whenever you can for majority of stuff
since it's not distributed through the VCC
Yop, that's all it was... Am mad. But thanks for the help.
Okay so I made a new project and switched it to 2022 and it opened my unity hub. Thats it.
Im currently installing it on the unity hub to see if that works
When importing the poiyomi shaders I got this
Okay. I have one more question. How the heck does the Additive Layer work? I've seen a bunch of videos about what the Additive Layer is but not a single person talks about how to make it work. Halp. I want my tail to just idly wag at all times. How does magnets this thing work?
If you just want your tail to wag you can do it in the FX layer easier. Don't bother with the additive layer unless you really need it (which is most often not the case)
Do you have the latest pro package?
Alright, then how would I do it so that it's just always doing that?
Make it a looping animation?
Animations have loop time enabled by default
Just a single state, always playing your animation that wags the tail on a loop
Huh. If it's that easy, then why does the Additive Layer even exist?
Prob not, just what was in the avatar package
they shouldn't be including poiyomi pro, as that's against the license. If not, you can just use the latest Poiyomi Toon package then
In that case the additive layer would be useful if you had multiple things affecting your tail movements as it animates additively. But if that's the only animation your tail does, then don't bother.
its 7.3.5-8.1.149
Alrighty then. Thanks a bunch!
That's a really old version not ready for 2022
You can get poiyomi toon as a creator companion repository
you can delete the _PoiyomiShaders folder from the assets and import the new one
Alright, here goes another try
you can almost always clean up old stuff
I always thought you had to follow the instructions to the letter or the avatar would come out in a mess
haha not even close
oh....so the sdk should be the other version then?
no
not having the SDK or having a really out of date SDK before the avatar is imported is the only issue that can happen
So I just tried putting the avatar in and it said failed to decompress package
do you have space on your drive
yeah VCC projects usually start up as 2gb
you'll need to delete the project folder manually, VCC only just removes it from the list
Unity is remarkably durable if you know what you're doing (:
The problem is I dont know XD
you can throw out random assets and, as long as you put them back properly, it's fine
Oh ofc.....Alright lemme look for em
A side note: If you have a project you aren't actively working on, you can delete its Library folder
eyes one avatar project that's 43GB (with all the source (substance, blender, textures, etc) files in it
That's a huge chunk of your project's size
where can I find that
Unity generates its contents by importing assets
it also stores stuff like which scene you last had open
If you're completely getting rid of unwanted projects, this isn't necessary
you'd just delete the entire project folder
otherwise, the Library folder is in the root of the project, alongside the Assets folder
I have like 4 projects I deleted from the list because I thought that free'd up the space but
it did not
that just makes the VCC forget about the project
you'd get a very loud 120-point all-caps warning if it were actually destroying the project
How do I actually destroy it?
go to your folder with all your projects and delete the folders of the projects you don't need
Currently everything is forcing warning on my screen because my C file has 0 space XD
Aight
Yea creator companion isnt even responding to me anymore
Is the projects folder somewhere in the unity folder?
you can click the 3 dots next to your project in VCC and click "Open containing folder"
go back one folder in explorer after it opens and you should be at your projects folder
the problem is vcc is no longer showing my projects
wait there we go, slowly but surely
I need help 😭 I've been trying to upload a model I bought. I am rank User so thats not the issue but I can't get the SDK to show up at all in my unity.
I'm running the correct version I have enabled the sdk model verion in the cc before launching and I AM CONFUSED
look in the Console window, that happens if there's an error there that's happening before it can get the SDK stuff working
yes
bet
It sets the anchor override property on each Renderer (MeshRenderer and SkinnedMeshRenderer, most likely)
So, IDK what I coulda done, but for some reason, the mouth wont move? It worked before, but now its stopped. Its got the blendshapes for everything
As in when talking? Screenshot the avatar descriptor viseme section
so when i uploaded him to VR, my camera was freaking out, he was T posing, and no animations
anyone know how i messed up? because his rigs humanoid, hes only slightly larger then base humans
Does the mouth move when you manipulate the sliders?
Ya
Did you use VCC to create this project?
yes
Is there the SDK inside of the packages folder
yes and its enabled
that's VCC, I mean Unity's packages folder
I don't think you're in the right project then
this just looks like a project made from Unity Hub, not VCC
Click "Open Project" at the top right of the VCC page you're on
sorry I went to the bathroom gonna try again 7th try is a the charm right?

OMG T_T I
thank you

it exists
Just clicking Open Project?
no it wasnt connected to the right version of unity so techinically my fault but I fixed it
last night I somehow downloaded something unity 6/7??? idk it something weird
I'm guessing you installed Unity Hub and went through the "Unity Installation" page when you first installed it instead of clicking skip
Omg it finally uploaded, thank you so much. Ima have to upload the quest version soon but ima let my head rest for today. Thank you some much
Any ideas how to fix this issue? I got rid of everything that coulda affect the mouth besides expressions, but the mouth still isn't talking
yes T_T was that not good?
Like you can see the mics activated when its detecting audio, and the face stuff works, so I dont get what cpuld be going on with the model
you can uninstall Unity 6 if you haven't already cause VRChat isn't gonna be using it for a bit.
Are these guys case sensative?
They must match exactly.
Oh, I see what you're asking
The names of the visemes can be anything. You just pick them in the dropdowns
I believe blendshape names are case-sensitive (so one can be named "Foo" and one can be named "FOO")
It looks like VRChat already found all of the correct blendshapes
this wouldn't work if there was no blendshape named vrc.v_pp on your model
My problem is that my avitars mouth wont open and close like its talking, and a vid I saw said it could be an issue with viseme
Any other ideas what could be wrong with the avi then?
Do you have a separate head mesh?
ya
You're targeting the "Body" object's skinned mesh renderer here
Oh, its the head. Its confusing but the vid I was watching called the head the body, and the body the bodice, and I was too lazy to change it
Would this maybe help?
Do the blendshapes actually do anything?
select the appropriate object and mess with the blendshape sliders in the inspector
yeah
hmm, everything seems fine
viseme blendshapes are set by VRChat directly (the animator isn't involved), so it shouldn't be possible for the animator to be interfering
oh
I guess I'd try removing the custom playable layers and seeing if anything changes
but that's a stretch
Does it mean anything that a few pf these are bold?
That means you changed them in the scene view
doesn't matter
(even though the values match the original values from the prefab)
hey - do you actually have all of the viseme slots filled in the avatar descriptor?
this?
That. Good. You can't have any empty.
I checked the whole making sure nothing is equiped for the jaw too
Now when I went to go test it these errors are stoppin me'
i don't know why but i was trying to make a avatar and upload for quest but it wont upload no matter how much i optimize it
surely there's an error?
notably, if you upload avatar X, avatar Y won't change...
(and avatar X won't change either if you get an error)
what do i do about this error at the top
Is this the entire console? The warning can be ignored
howdy, how do i make a simple locomotion lock for my model? :>
what do i do ?
gogoloco dont work?
Are you using VRCFury for this avatar
yes
what's it being used for. Validation errors are usually for preprocess scripts like vrcfury
i dont need gogoloco and it takes up too many params, i just need a single toggle
You can use the "Build an Editor Test Copy" tool and see what the SDK window says about the result.
Tools > VRCFury > Build an Editor Test Copy
Like prevent the player from moving?
yea, unsure where to find that locomotion control
it's a state behavior, basically components for animator states
do you already know the basics of making an animator toggle?
yea
basically just make a new toggle setup and use the state behavior on both states
you don't need animation clips in them
the animator states don't have to actually animate anything at all
the layer weight can be zero, even!
I discovered the play audio behavior immediately after building an elaborate contraption to randomly select an audio source
😭
thats pretty interesting though :D
and ty for the help!
VRC's state machine behaviours are really cool
I mean shit, saves on performance
most notably: the Parameter Driver lets you set, randomize, add to, or copy parameters
This opens the door to a LOT of funny contraptions
I'm having a problem with making an Expressions menu using Int. I have been doing the same process for years, but for some reason it isn't working now. It seems when the toggle is turned off, the face does not revert back to an idle state.
So I can just stack the different expression for some reason
This is write defaults, I'd highly recommend having it on
make sure all states use the same write defaults state in the animator
this applies for all the layers as well
Go through each of these and make sure all the states have it on
Ohhh yeah the expressions layer I've been duplicating didn't have it on for those first 3 and now with it on, it works
Thank you!
How annoying lol
Yeah VRChat for a long time was saying "Never use WD on" for some reason, until Senky (VRCFury creator) said to not take that approach
WD on makes animators 10x easier
disable can transition to self [ ] or you will be hammering the state ALOT instead of once
the one thing i wish any state didnt have set as default
I never trust 0 time, seen it do wierd things so 0.1 what i use
hi, i tried to edit my fbx on my avatar. ( just body sculpting ) and when i go to import the edited fbx ontop of the old one, it disappears in unity. the prefab isn’t unpacked
is the FBX using a different scaling than the original
may be export settings, try changing your scaling to FBX all or All local
it's usually one of those and it's just been mistmatched, so whichever it is right now, change it to the other
thank u SO much!!
Hey! So I'm trying to make a custom avi for myself on quest using a razor laptop, does anyone have advice on how to help me? I have blender 4.3.3 and unity hub 3.10.0 installed, I'm VERY very new to this and I was curious if anyone has any video reccomendations on how to use these two properly let alone make an avatar for myself 🫶
I have copied and pasted the full log list of the errors I received when I tried to upload any Avatar into a notepad file if it'll help resolve whatever issue I've been facing
follow the instructions here
this is how I figured out how to get an avatar created
Have you already tried using Cloudflare's WARP service
I have not, nor do I know how to, I will give it a try
oh, just using an alternative DNS
They've already attempting using Google DNS, I think it's an ISP firewall issue now
The error says it's failing to parse the hostname. This means something is wrong with the URL
DNS hasn't even gotten involved yet.
e.g. https:// what.com
I did try the DNS fix that was suggested to me, it made my connection faster though
or https://.vrchat.com/whoops
Something along those lines.
That's very odd. It'd be nice if we could see the malformed URL.
You know, maybe I should try turning the firewall off briefly and see if that works?
None of that is relevant at all. A malformed URL is a malformed URL.
It'd only be relevant if one request resulted in bogus data that was then used to construct another URL
but that should be causing an error earlier on
All I can guess is try a new avatar ID cause the asseturl is cooked or cloudflare warp
I believe it's ATT, I don't know the details about the router
oh my god wait
First thing you need to do is make a model, UV unwrap, texture. First thing you'll run into that requries specification is the rig. You need to make sure it's compatible with the Unity humanoid rig standards. Make sure to have these bones chains:
- Hips/Spine/Chest/Neck/Head
- *Chest/Shoulder/Upper Arm/Forearm/Hand
- *Hips/Thigh/Shin/Foot
*symmetrical
These bones are optional, and you may or may not need them depending on your model:
- Fingers, you can have up to 3 bones each and 5 fingers per hand
- Eye Left and Eye Right
- Toe Left and Toe Right
- Jaw
- Upper Chest
None of these need to have specific names, they just have a specific order that is necessary.
You can get through pretty much all the Blender stuff with general blender/character modelling tutorials, this is all you need to know for VRChat until you get to the Unity side, although there are some additional features that can be set up in blender. If you would like your avatar's mouth and/or eyes to move, you can set up bones for your eyes, and jaw. You can also set up shapekeys for mouth movement (called visemes) and shapekeys for blinking. Here is the link for the Viseme reference: https://developers.meta.com/horizon/documentation/unity/audio-ovrlipsync-viseme-reference/#reference-images
Name your shapekeys accordingly and shape your mouth to their respective shapes as shown in the chart.
Disable the proxy settings in windows
The stacktrace is from the proxy acting up
It won't remain off, and the Save option is greyed out
screenshot what you're seeing
I turned it off, but I cannot select save
oh you're on windows 10
it doesn't matter if that stuff below is greyed out, the main "use a proxy server" option is off anyway
make sure all of those are off
Ok, they are. And they should remain off if I go to the previous page, yes?
you may need to restart your PC after turning them off, doesn't hurt to try again right now though. If it doesn't work, just restart your PC
Alright, I'll turn it off, restart my compy and report back on everything
PC restarted, settings have remained off
see if you can upload now
Alright , launching the program now. Stand by please
so i see an iOS version in my uploads? i cant seem to activate it and theres no talk about it...how would i make it iOS ready?
It turned back on...
install the iOS build module, press Ctrl + Shift + B, find the iOS tab, click it and follow the instructions
oh damn, you're right! I didn't catch that it was trying to set up a proxy instance
but yeah, that's totally what's going on there
oh fun, another build module
you don't need it if you don't want to make a specfic iOS build
iOS VRChat can translate Android avatars
Do you have some sort of weird antivirus app? or parental controls
ah i see, great to know
I have malwarebytes, and to my knowledge no such controls are on this system
is the iOS weaker or stronger then the Q2?
so i know if i can use better textures or need to make them worse
iOS would have some more leeway for textures I guess cause more ram, but they have the same upload limits
hm
what could 6this be? im standing up and it thinks im like sitting (desktop), idk if its gogoloco fuckin wi tit or
Do you use any vpn?
that sitting pose looks to be gogo, so check to make sure you didnt cross some wires
I have one installed but it is currently inactive
it'll most likely still run a service that keeps that option enabled
Oh, think it might be an adblocker?
a systemwide adblocker might, yes
anything that you'd think of dealing with proxying or vpn stuff
yeah
i think its that too, i just dont know hwo to go ablout finding it
time to do some debuggin
Even the proxy option in control panel keeps turning on
That's part of the problem, I don't know what's doing it, or how to find it. Any ideas?
it's tough to trace whatever it is
are you able to just enable the manual proxy back and just empty all the fields
Yes, but the fields just fill back in and turn back on
what does impostors feature means ?
first google hit is the correct one: https://creators.vrchat.com/avatars/avatar-impostors/
ty
my buddy gave me an avatar to upload.. buttt it says theres a missing script and it failed to save, and to delete the files, any way to fix it without deleting? edit: this is my first upload so im really new, any help is apprec!
I think I found it, it may be the Fiddler programs
you'd need to know what package the script requires
no idea how to check that
it might not be possible - go look at the what the avatar base creator suggests, or ask your friend
tysm, il go have a look
(if you're uploading for your friend to their account, it's probable you'll end up with your accounts linked, and so you risk getting banned along with them if they get banned)
anybody have an idea on how or why the eyes move like this when trying to get the vrc avatar descriptor eye movement system working?
he bought the avi for me, so im uploading it for my self
tysm for the help
W avatar, but make sure the eye bones have a roll of 0 in blender
already checked that, the only thing i can possibly think of is the idea that its parent bone is the jaw, and not the head, but at the same time, i tested that and same result
actually, make sure all the bones have a roll of 0
if any parent bones are like that it'll occur to the children too
all bones got zero'd still iffed
okay so rotated the eye bones so they are facing forward now, and its at this point, what cause them to move?
ideally you want them facing straight up, but rotating them in Unity is not the way to fix it if they aren't
i rotated them in blender
Good - they should be perfectly straight up, with the head in the exact center of rotation, and zero bone roll.
no idea why the parent bone of those would be the jaw, it should be the head.
Good news! Problem resolved
best way for me to mimic the speaking from the game was a jaw bone movement. and i couldnt blendshape the speaking cause it would scale the mesh when i only want rotate
(old Video Rig)
yeah the jaw bone for speaking makes a lot of sense here
like this thing is a tiny detail that I'd just like to figure out how to fix
what do you mean by "no animation"?
is that rigged and weight painted?
so probably. any errors in the console?
Pc
?
okay, not too relevant here. But I'm kinda guessing it's not humanoid rigged, and should be. We'd probably have to see the build stats or something though
Using vroid
you gotta add its rig and allat into it, vroid probably doesnt do allat for u
vroid does rig and weight paint
oh i didnt know that
anywasy
how would i go about making like "a bridge" for vrcft and my current fx layer? i want to make it so when i smile the tail and ears wag , if i frown they go down, there is animations built for them, but i dont know if i can access VRCFTs stuff for that using the prefab (using old version of ECHOs mamehinata ft)
VRCFT just uses animator parameters to do its stuff, you can use those same variables to do other things also
that shape key you have in the sil slot is not at all the right one, there should be one explicitly named with sil in it
how would you access those though if it’s not in the same like animator? cuz it’s using Vrcf full controller to merge everything
(not the primary issue but it is still an issue)
animator parameters are global, if you need them simply add the same variables to your own animator (same exact names and case)
So vrc.v_sil?
if that's the name of the one your avatar has, yeah, that seems like the right one
(sil = "silent", as in not speaking)
i did not know that, thank you. so copying this exact variables realistically would work?
Yes
now... I don't know what sets those variables or when, I've not used FT long and so far have just used pre-made fury packages so I dunno what does what just yet
so test/verify anything I say here
ofc, im gonna just debug and see what changes when doing those expressions and just add them into the current fx for when those animations are supposed to play
the in-game FT debugging thingy is really useful to see what expressions cause what values to change too
Not sure where to put this since it's not technically an avatar issue, but I've been having issues with my right arm rotations when using FBT.
For background, the issue goes away when going out of FBT. This started happening recently when I switched from my old index to a quest pro setup. I use index controllers and vive trackers (three 2.0 and one 3.0 for the headset). I stream the game via virtual desktop.
You can see my issue in the attached video. I am doing the same exact motions irl with both arms, but my right arm rotates in an awkward unnatural way. My right shoulder is also higher. This happens with every avatar and is not a local ik problem; other players have confirmed they see this happen on me.
I had this issue too. what are you using in terms of finding your height (arm span or the other option)
and are you using continuous calibration?
maybe #full-body-tracking too - that's weird, haven't seen that except when I get my slime mounting calibration wrong, but that clearly doesn't apply here.
Try using height and make sure it’s your actual irl height, don’t use the automated one (sometimes if ur using ovr and allat it fucks up), and trying to reach a little bit more can help with that bend. you have to play around with it to get it to stop bending. since you are using a mixed setup it also doesn’t help, do you have elbow tracking or no?
no. trackers on waist and feet
let me go on the actual game to try height. i think i tried it before and it didnt work, but might as well check again
are you using just your fbt? standable or anything else being used to FBT
How do I know how many bits a parameter is taking up?
smooth tracking is also on, but i had the problem beforehand.
How Do I Do To Make Vrchat Sdk Builder Not Delete This
You don't. No one wants to hear your videos and be forced to stream content you want to force on them.
'-'
the avatar is for fun not to annoy people
i dont think it's possible to upload avatars with actual video players on them
ive seen multiple that do it
What is that
The Thing That Actually Shows Your Model
still broke
scroll down a bit
Do You Even Have A Mesh Renderer
I'm new I'm using void and unity
I literally don't know what your talking about I'm confused
Add This
What are you using
unity
on the prefab scroll all the way down on the right and press add component then search mesh renderer
Hey folks! I have a bit of a problem I'd love some help with--I have this hammer prop with a cute lil' face on it, and I have some blend shapes to give it different facial expressions--I'd like to make the hammer's expression match the avatar's, so when she's angry, the hammer is angry too, etc. I've tried setting it up with the GestureLeft and GestureRight parameters in the Animator, but it didn't seem to work. I also tried VRCFury's Gestures component, also with no success. Is there something I'm missing? Any help would be greatly appreciated! 👍
Sorta wanting to add more stuff to this avi. Any ideas? ^^
Ideas for textures accepted too since I’m gonna be drawing some stuff
She’s just blank rn since I don’t do any material stuff in blender lol
How do I make facial gestures not mix? For example, If I make a peace on my right hand but a thumbs up on my left, I want only the facial gesture for the peace sign on my right hand to apply?
Yes, I still want gestures on my left hand. I just want the ones on the right hand to take priority. How can I do this? Any good guides? I haven't found one specifially for this
one way would be to for each of the left gestures, add GestureRight equals 0 as a condition, then they only work when you right hand is doing nothing
Thank you! I'll give this a shot!
Sorry- but, how exactly do I add a condition?
click on a transition then there's a + button
My transitions list is empty, so I don't see the +
I suggest some tutorials on the animator. Transitions are the lines from one state to another state.
i need help with a texture in unity, i use poiyomi and did it before but forget how i did it
making a texture pan
seen in that
help would be greatly appreciated
how do i fix certain world coloring some of my assets a different color
seem like an inconsistency with your materials or anchor light stuff maybe
if you're using poi you can check light settings
Yes correct. I’m asking which setting do I need to tweak. Grayscale lighting didn’t work
when i do the tpose for fbt calibration my arms are GONE!!!!! (i deleted a bunch of gogo anims before this happened)
idk what to do tho
uh help??? it almost seems like the moment i import a model into unity, the uv map has changed drastically??
a texture that seemed fine on the model in blender is now messy in unity
you may have more than one UV in blender
still need help with this
I want to know how to make a furry avatar on pc
https://discord.com/channels/189511567539306508/1139228456090087495 is a good start point for info on how to
you're about to get major scammer DMs from people in here now though
Does anybody know why this happens when I try to make matswaps.. it keeps happening and im not able to finish an avatar
I'm messing with avatar gestures as I want a toggle to have a particular hand shape when holding an item. I've been using a tutorial but realize my unity doesn't have vrc masks, such as vrc_Hand Right avatar mask. Is there any way to get these?
should come with sdk. did you manage to find examplary hands controller?
Controllers yes, no masks though
Nvm I'm silly
Lol
I hate that things are categorized in the Packages rather than the Assets for the SDK
Do all local only contacts get stripped from remote players' avatars?
or is the local only toggle limiting the param syncing
They don't get removed.
Contact params don't network sync, rather, they update param remotely depend on how remote player observe contact being touch.
That's what I meant yeah. Just needed to know if they get stripped. All that matters is what the local user sees but remote clients need to be able to turn on contacts
Can contacts only have a radius up to 3
It has some certain size limit. Probably that.
Okay
can someone tell me what is wrong here? the particles for this wont turn off. Its not a model i made, and its one they no longer support.
why cant i edit this animation??
I can't interact wit hphysbones in unity play mode for some reason. my physbones have collision radius and grabbing enabled.
is unity able to sign into two devices? cause its on my pc, but then i camt sign into my laptop
why isnt floor adjustor showing up? its setup properly :>
check your transition states from on to off
if its not disabling, its cause the transitions arent properly setup or maybe even animated incorrectly
u can use gesture manager or av3 to check the active states, that will give u more idea also
what floor adjustor? could you elaborate a bit more on the issue or show your logic
script
dunno
not popping up so idk
looks like this
should be a white bar like this
¯_(ツ)_/¯
:/ nvm
did u enable gizmos?
found it. unity is trashy
idk what that is
oh. yes that was it. didnt know the name.

hello im so confused i keep getting this problem saying my avatar is too short to upload even though as u can see in the right the view hight is 1.7 meters and dk if thats related but it also says the character feet are under the origin(floor) when they obviously arent i even brought up the char so its floating nowhere near the floor and i still get this msg
so where actually is your origin then and what are your fbx size settings?
the blender origin carries out to unity ? if so its at the center of the mass so around stomach
as for fbx size setting i didnt mess with em i merely changed the size of avatar in unity to match the 1.7 view hight
yes, you will find a white line protruding forward in unity which is the origin from blender.
can i change it in unity without going back to blender?
After some in game testing, it appears senders marked as local only get stripped from remote users' avatars
I'm making a system that interacts with itself and the other person I was testing with did a toggle which turns on senders, but it didn't appear on my end
unmarking them as local only worked
That's new, I didn't check the sender. What I mentioned were the receivers.
Alright. My apologies if I didn't provide enough context, but yeah
The + button in animator panel, Layers tab.
You didn't select any animator controller.
do i make a new one?
The message was telling you to make a new one.
you can also use a premade gesture layer from vrc and just drag it into the gesture layer spot
cause it has everything set up
🤷
how?
The premade layer is in sdk avatar sample folder.
bro please speak english
if you search for hands
its like my scond time using unity im sorry
vrc hands only
no
oh
yes this
you can copy it, paste it in your assets and use it
drag it into the gesture layer
where/what is that
what does that even mean
are you making an avatar from scratch or did you get one online?
its the novabeast
avatar descriptor - a component every avatar needs to have to function in VRChat
inspector - the box on the right side of the screen (in the default layout)
I don't know how else to explain it
I can't send screenshots, I don't have my laptop here
Everything has labeled, if you read.
yeah, exactly that
to start, is it in here?
If some word you don't know popup, it likely the name of something and you just have to take a look for those word on your screen.
Yes
i did. i couldnt find said word
do i replace this with the hands controller?
idfk anymroe
No
under playable layers
please reread my message.
here
See what I meant.
i didnt sleep okay cut me some slack 😔
where do i put the animator controller thingy in now?
yes
So im trying to add a seat to my avatar and this video im watching says i need a box collier is that because thats where the seat hitbox is?
and is that required?
is anyone awake i need help with shaders
Box Collider will get added automatically in game when doesn't exist.
Might just have to leave a question so when someone know see it will answer right away.
ok so my other question is, when i first added it it worked and my friend could see it and could sit on it and everthing worked, then i added a toggle and the toggle worked once two days ago and i havent messed with the avatar sense. is there any reason it would just not work randomly?
im using poiymi
It's recommended to animate collider enabled state rather than the game object active state for the seat. That might be why it randomly stopped working.
@worldly whale make sure station is on by default, and animation turns it off.
does that matter that much?
Did you imported poiyomi shader package? Have you also checked whether the avatar require poiyomi pro or free version?
i have poiymi pro
the collider enable state? wheres that?
Does the avatar require pro with version matching you have?
dont toggle station, toggle box only or you end up breaking it
You haven't added the collider.
ill check
so how would i do it on quest? because i can add a box collider on pc but not on quest, how would i do this on quest. its the only reason i havent added a collider yet
if you uncheck seated you can use tracking control on whoever sits on it so sitting controller get bypassed (also break them when they stand up , fun)
You add one box collider, record animation, then delete the collider.
how does that work? wouldnt deleting the thing your toggling break the animation?
It doesn't.
and wouldnt it still not work on quest?
wait what? im so confused lol imma still do it but im still confused
stations get a box collider on upload , pc id still add one manually
had issues clickin on auto added on vs manual , for some reason it was harder to point at
Because as I said before, box collider get added automatically when it doesn't exist in game. The animation still see the collider and work upon it.
yes, tho its supposed to straight not work
?
so when you say animate collider enabled state you mean toggle it here?
Yes.
and another question, does the box collider change how the person sits? or is it just for clicking?
Just for clicking
its where you end up sitting, station can component can be anywhere
Got one where station is root of object, but sitting isnt anywhere near it
ok now i have two conflicting answers
The position would be determine by Player Enter Location.
boxes where it clickable, stations not near them
but you can use enter/exit i rarely do
i placed the seat on the avatar and when my friend sat on it she was like a mile in the aireven with the enter location being the seat that i placed so i moved it lower and lower till her was where she was supposed to be
Ignore the collider i just added that and havent moved it at all this is where i put the seat and station for her to sit on my shoulders
because she wouldnt be anywhere near my head and be a mile above me
stations always been wierd and quirky , you can also animate them up/down for smaller av's ect
i have no idea how to do that so imma just say na but would adding a collider effect where they sit at all? cause im thinkin about just making a long like pole down my spine as the interactible
its just animating the gameobject they are on up/down ect
can be added as physbone or contacts so they do it themself
(angle)
no idea if it work anymore but you were able to scale people on it too, had some that click on my ended up in a bottle scaled tiny (unlikely to work now)
so it does effect where they sit? so imma have to move the collider where i want them to sit?
center of box collider clickable , but moving them other places is annoying so i dont recommend it
then just use enter
old bed av thing, moved colliders so it was easier to know where to click, but you animate where station is , been awhile since i made it
Hey does anyone know what could be happening here? The eyes look funky when in game mode and don't blink even when setup correctly and previewing nice, and the feet get bent in a weird way when in play mode with Gesture Manager.
Now, i am trying to implement face tracking, but the prefab responsible for that is disabled on the recording so im pretty sure it can't be whats causing the error. Same thing happens when i delete the FX layer from the avatar descriptor so its not any of the toggles :,)
Also happens when i disable eye look
i made an emote animation in blender for my character but all the face customization blendshapes get set to zero and i can't figure out how to edit the animation in unity to remove the properties
i might have solved it
ok so i made the toggles for the collider and i deleted it and it isnt there on quest
for the eyes, it could be an issue with bone roll, try clearing/recalculating it in blender. For the feet, it may be an issue with the pose in the rig configurator, try resetting the pose?
@worldly whale as i said, just make it toggled on by default (in the scene itself). you may or may not add collider on pc
but if its off by default it wont auto generate collider, and on quest thats the only way to get one.
how to i figure out where the back of the shirt is 😭 im trying to put a logo on this shirt i found but i cant seem to find the back middle of the shirt, is there like a way to draw on it in blender so i can see the mark in my photo editing app?
you can export uv layout from blender
but you probly want to look for tutorials how to stencil project images in blender, since uvs are usually not very uniform and just slapping a logo in image editor will get you stretched result
it works on pc perfectly, exactly how i want it. but on quest in order to upload it i have to delete the collider
its on by default in the scene and in the animations
hold up i had my parmas messed up
params shouldnt matter, only init state. unless theres vrcf or smth involved
what would vrcfury do involving it?
and again it works perfectly on pc
well it completely overwrites all states
anybody knows why the additive/gesture layer wont show on playable layers anymore? i have that sisue for a while and i cant upload without it since my vrcft needs it , ive bene looking on forums online and nothing to be found ,
my project is a humenoid i double checked and reimported into a new project with a working sdk but still it wont apear... why is it only on this avatar? all my other avatars are just fine with their sdk
i have written. it was a double checked humenoid.
the only fbx warning ig r these but it wont make sense to why i have my issue
oh ill try, thanks
it has vrcfury on the avatar but nothing should be interacting with the station atleast nothing i put
Well it turns out that resetting the pose also fixed the eyes :P
thancc
any way to see params work in real time in game? i know about avatar debug but it cuts off the names with "...", its for ft so theres multiple of alot of stuff so idk what is what
i've had major problems with that
i use long parameter names, such as Shared/SystemName/Whatever
doesnt ft prefab comes with some contol panel or smth?
exactly, im trying to figure out what is what so i can have ears and tails move with it
they come with puppets, but they dont do much since they dont affect the actual prefab
or param
Question for any,
A viewpoint on an avatar is off centered. Even when the avatar is set properly at 0,0,0 with viewpoint accurate between the eyes within unity. Any help?
i'm unclear how the viewpoint would be "set properly" to [0,0,0]
since that'd be at the origin of your avatar
is your avatar at 0,0,0?
Yea, the Avis set to 0,0,0. But the viewpoint is in between the eyes at the correct placement
so what do i do? cause i have everything matching both pc and quest and the quest side doesnt have the box collider
and it isnt adding one on quest
bro why is quest so damn hard to work on
like wtf
Does anyone know how to add this text to my menu? Would like a small watermark on my avatar's main menu
I use modular avatar.
i wonder if that's done by doing something like this
hello
[several blank lines]
ah, no, it's simpler
<b><size=23><line-height=100%><voffset=24.5em>GoGo Loco By Franada
straight from the menu
It looks like you have access to all TextMeshPro rich text tags
I do like the look. I might do that
Ty
The offset was probably just eyeballed; there's no specific reason for it to be 24.5 em
Does anyone know how to get a world constraint/parent constraint to work for quest avatars?
constraints work fine on Quest in general
use vrcconstraints and freeze
yeah, if you want to drop something in the world, the "Freeze to World" checkbox on a VRCParentConstraint will do the trick
note that the constraint must be active and enabled for at least one frame with "Freeze to World" unchecked
So if you want to spawn a prop and freeze it at the same time, give it a few frames
its straight up not allowing the component?
I am back can someone tell me what this means? Am new and not very experienced as of yet
I've signed out and back in already hoping it would fix it
are u not on a recent sdk?
it should have a auto fix conversion to vrc constraints option
I should be? im using the creator companion
Both of these errors just mean "it didn't work"
Hey yall i have a question, how do i add a seat onn my avatar on quest?
See if there are other errors.
okay T_T so this is why I checked console so I guess no reason lmao
let me update the sdks
oh yeah, there is an "auto fix" button there
that autofix removed it?
no it should be a diff option
double check to see if maybe u need to update the sdk from the vcc

but yeah there should be 2 options, autofix removal on top (one present in ur ss), and below it there should be an autofix to convert it
I def did, it looks like I was down a whole version
so, ive never had this issue before, whenever i mess with bones in blender, and export to override the fbx, everything breaks, its a brand new project too, so i dont see why it would already have these issues
Did you unpack your model prefab?
You should see a blue package icon in the hierarchy.
nope
okay, good
You may be using the wrong scaling settings
when you export the FBX from Blender, you can choose either "All Local" or "FBX All"
The former gives your armature a scale of [100, 100, 100] in Unity
yeah i set to fbx all
If you drag the original model into the scene, does its armature have a scale of [1, 1, 1]?
yeah, its a standard shinano
also, what does "everything breaks" mean here?
does the model fold into a horrible ball when you enter play mode?
ill get a screenshot sec
hm, that really looks like you've got an unpacked model prefab
when you do that, your SkinnedMeshRenderer's list of bones gets out of sync with the actual bones
this results in the model being deformed by the wrong bones
ah, that's a prefab variant
Oo
it comes with the original
hit the little arrow on the right to open the preview view, then show me the hierarchy
just the non clothed one
okay, that's got the original model prefab inside, so that sounds okay
A wildcard possibility is that the bone list has somehow gotten overridden on the prefab variant
i think the easy approach would be to just work with the original, since thats what ive done before, just figured that this would have less bloat
You can try reverting the SkinnedMeshRenderer component that's rendering the body
The list is hidden from the inspector
nop, it broke more, but ill try with the original and see how it goes
It's possible that the model was "patched" in Unity. I've seen that before
generally for "add-ons" for model bases
Ooo
If the mesh field in the SkinnedMeshRenderer has a blue bar next to it, then that's probably the case
In that case, overwriting the model would not change the mesh, but it would change the bones
...but then, I'd expect reverting the SkinnedMeshRenderer to at least give you a working model
I guess I'd make sure the new model at least looks right when you drag it into the scene view
hey yall, im trying to make a humanoid avatar, and i want to be able to make it so when someone uses it, the avatars head can only look left and right, and not up or down, as the avatar is a robot that isnt supposed to be able to move their head vertically. how do i do this?
You can create a "fake" head bone that gets animated by Unity
and then use a rotation constraint to make the "real" head bone follow its Y-axis rotation
- Chest
- Neck
- Head <-- you tell Unity that this is the head
- ActualHead <-- vertices are weighted to this
- Neck
sorry, im not sure im following, uh
so i go in blender, make a fake bone with no weight, on top of the head bone?
the "fake head" bone would be a child of the neck bone
it can be a copy of the real head bone
Since Unity is not animating the real head bone, you can do whatever you want with it
would i make the fake head have 0 weight, or should it have the same weight properties as the real head?
Nothing on your model will care about the fake head bone
No vertices will have any weight for it at all.
i think i understand? sorry, im a little new to avi making haha
ok, ive made the fake bone. in unity, how should i set up the constraint?
i edited the texture with the nodes so how do i then make that an image?
@pine valley sorry for the ping x.x
Start by adding a VRCRotationConstraint to the real head bone
Add the fake head bone as its only source, then hit "Zero" to activate and zero it out (it'll exactly match the fake head bone)
You will also need to configure the model importer to recognize the fake head bone as the one to be animated
so set the fake bone as the head in the model layout?
in the humanoid avatar configuration screen, yeah
The real head -- the one that makes the model move -- should have the constraint on it
and it should be targeting the fake head
Once you turn it on by clicking "Zero", the head should be rotating normally again
like this?
That looks right
The last thing you'll do is unchecking the "X" and "Z" freeze checkboxes in the Constraint Settings section
It'll only copy the Y rotation
Your UI looks a bit wrong
Weight should be a slider
Is your Avatars SDK up to date?
i believe so?
It's supposed to look like this.
oh i found the boxes, its clipped into the sources for some reason..
ok, i unchecked the boxes
do i lock it or just leave it as is?
Should be! Try rotating the fake head bone
no prob
splitting the weighted bones off of your animated armature allows for some really neat effects
i dont mind using vrcfury, but how doyou manage to make the exclusive tags setting with stock animator manually, if it just a thing to drive a paramter to take all the other clothes off and put the one you selected on?
I never really did that sort of stuff
Create a VRCFury Toggle with Use Global Parameter enabled. Put in the parameter of the clothing you want to be managed, then put the exclusive tag in
Repeat for the other clothes
Well,
Im switching off from vrcfury
I dont really like using it, not that its bad, I just like being way more in control
Oh I see what you mean now. Just use an int parameter
Also, you're still in control with VRCFury. You can use Full Controllers to merge your own animators
The Toggle component just makes things easier
Yeah
It does
How would int param control it though?
like the int is tied to a clothes type?
If the int is 1, play clothing 1 toggle animation, if int is 2, play clothing 2 toggle animation
OH
yeah no I see now
Ill try that
Would the toggle inthe menu set a int though?
Yup
Ah okay ill try tty
yes, it's a fantastic workflow
I do very technically elaborate avatars; my newer ones are almost entirely built out of Full Controllers
Heya folks, I have a tail with physbones, but when I test grab them in Unity, the tail just kind of flies upwards. Anyone know what might be going on? The physbones work perfectly otherwise, and the only collider I'm using for it is a floor plane collider
physbone settings
Make sure that the bones don't have a ridiculously high radius
if your model is scaled up a bunch, 0.3 will be a very large world-space size
turn on gizmos to check that
Ty for the response! The radius is scaled and tapered to fit the tail so I don't think that's it 
there are limiters, but they shouldn't make the grab do weird things like that I wouldn't think
Hi hi! I'm having this issue while trying to upload my avatar... im kinda in a deadline so im stressing a little and dont know what to do ;-;
The SDK doesnt want to upload my avatar. Here is the troubleshooting but i really have no idea of all of that means.
What does your SDK control panel window look like?
i'll be honest that it is poorly optimized but im not planning on going on public world with it so i didnt pay attention
id fix that one
what should i do ? reduce my texture? reduce the effect on it?
I’m less interested in the optimization info — the error said that it didn’t try to build an asset bundle in the first place
What’s selected up top?
i dont know if thats what you are looking for
also, were there any interesting errors higher up in the console?
where is the higher up console?
scroll up in the console window
higher up in the console :p
thats all of the console
That's the interesting line.
You have a broken component on your avatar. You probably need to install a package.
If you're using an avatar base, check the instructions. It'll list everything you need to install through the VCC (or perhaps manually)
oh should i reinstall the package of the asset?
no, you're missing a separate package
oof im sorry im confuse ;-;
There is an object on your avatar named "randoresu"
If you select it, you should see a broken component in the inspector
I don't know what's actually missing -- unity doesn't store the name of the script that is now missing
this?
Yes.
If this is from an asset, go look at its installation instructions
A missing component is fine in the editor, but you aren't allowed to save a prefab if it contains any missing components
and part of the avatar build process is to save a prefab
Manage to upload it! Thanks a lot!!😭
@pine valley im so sorry to bother you again, i managed to get the head restrictions to work, but they only seem to work on desktop. on vr, the head is still able to move freely.
Oh, the neck is probably rotating too
how do i fix that?
You’d want to do the same trick, but with the neck, not the head
You can confirm this by parenting a cube or something to your neck bone
See if it moves up and down as you look up and down
would i need to keep the restraints on the head as well, or only place it on the neck?
I think you’d want to constrain both
ok, thank you <3
pretty much try and error, upload, check ingame, try again and so on
as big and center as possible
Hi! I have this avatar made by @hearty patio its the Roxanne wolf one! I cant seem to find the endo mode for the parts toggle, i tried looking through all the toggles and found nothing, tried asking the creator themselves but they aren't online, so a little help?
I still need help with making a furry avatar
gotta specify what you need help with
like what part you're stuck on
w/o someone also having the model and seeing whats in the package or how the model is setup there isnt really anything anyone here can do to help
Ah, alright, it was worth a shot
like it has fur or like a full furry model? also suggest watching v-roid specific guides/how to videos on how that program works before jumping into attempting to model make with it
Ok
from the few times ive messed with it the "modeling" in the program seems to be alot of texture work rather then messing with meshes too so make sure you've got a image editor on hand that you know how to use
I'm having a hard time
is there an object that is w i de
Check the bounding box of each of your renderers.
You can search for t:renderer to get a nice list of every object with a Renderer on it
although, doesn't this suggest that the bounding box of the avatar is a neat 2-meter cube?
im having a strange problem. my pc blue screened when i was uploading my avatar. and now after fixing the project. and reuploading the project my left eye sees everything as it should and my right lense sees all my clothes shifted by like 12 inches. which is insaely weird. how do i fix this without redoing my entire project?
the weird effect doesnt happen on other avatars. meaning its likely an SDK issue if i had to guess. but im unsure how to fix it
oh, I've seen this before
remove the SDK packages from your Packages/ directory and reinstall them through the VCC
It's failing to compile shaders for VR
its like. my left eye is completely fine no issues. everything works
(you may also be able to just uninstall and reinstall them in the VCC -- I don't use it, so I'm not familiar)
In my case, this happened because I was using a project someone sent me. The included shader compiler program wasn't running on my device
I'm surprised it even uploaded tbh
but yeah, the left eye is fine
but the right eye winds up rendering with the left eye's camera position, I think
it shows my thigh highs and hair 12 inches to the left. even inside the avatar preview window lol
yeah
thats what its doing
everything is used "single-pass instanced" rendering
instead of rendering the entire scene twice, it's rendering everything in one go
which takes some extra work to figure out stuff like "Where is the camera?"
and if you don't do that extra work, you get...weird stuff
having trouble locating the package
im in packages but dont see the main sdk folder
isnt it supposed to be "base?"
yeah
i have a ton of packages lol ill use the search function..
...that's odd
delete it?
yeah, you can just delete the Base and Avatars packages
the VCC should be able to reinstall them
I only use the VPM directly (i'm on a macbook, and I can't use the VCC)
so I'm not very familiar with this
delete is grayed out
you can't delete entire package folders from within Unity
oh
you can also probably just downgrade and upgrade the package
switch to an older version, then back to the latest
So basically I was wondering if y’all changed the avatar size for pc? I thought it was 500.00. If it did change, WHYYY??
-# I THINK this is the right channel
the maximum uncompressed size is 500MB
this is how much space your avatar takes up on disk
the maximum compressed size is 200MB
which is how large the download is
how someone is maxing 200 compressed but not 500 uncompressed is scary
noisy/crunch-compressed textures take up about the same amount of space in both cases
vs., say, a solid white square
what is your actual problem?
It’s not my problem it’s a friends
I can ask
Hold up
Hello, I was wondering if someone could walk me through how to install clothing on an avatar and use blender with cats plugin. Also teach me where to add physbones.
why cant i switch my project to andriod???
where do i install it
I think you'll need to install this through the Unity Hub
i never had to do that befroe
ok ty
i have to do it in unity hub not vcc?
I think the creator companion can install the editor for you, but I don't know if it can add the module if the editor is already installed
(I don't use it, so I'm not sure)
cuz i only use vcc now i have untity hub but i havent touched it at all ever since vcc came out
should I click yes or no?
thanks @pine valley you came in super clutch just now. project is back up and working after downgrading and upgrading to current. originally i was out of date. so i updated to current and that didnt work. but by downgrading then upgrading. now suddenly everything is working
it was such a weird issue, haha
i dont know what i would have done had you not been here haha
I got some warnings about my mac not wanting to run the shader compiler program, which I eventually clued in on
I do a lot of shader programming, so the problem mostly made sense after the fact
but it sure was confusing still
i figured it was SDK related since the model was completely fine in my left eye. not a headset issue since it doesnt happen on other models
thanks friend
during my original upload when my pc blue screened. my liltoon shader borked. everything was broken. i uninstalled it and reinstalled an older version and thats when i got a message from the SDK saying "not everything was there so it would now download what was needed" i click ok and thats when the issue started
ok i get it now but its not showing it on here when i click it it shows it on the one on top but not the one below and the one below is the one i use
ah, that means that the editor wasn't installed through the Hub
that might be what happens when the VCC installs it
I use the VPM (vrchat package manager) directly because the VCC isn't available on a mac
e.g. vpm add package com.poiyomi.toon
i do enjoy my comand line interfaces
do me a favor
could you send me the link to your untiy ver to downlaod
i mean, it's just 2022.3.22f1
cuz i realize mine only for windows it says
That means you have just the Windows module installed
(which is expected)
I'm not sure why I have the macOS and Linux modules installed, actually
I usually install windows+mac+linux, so I might've just done that on autopilot
what if i remove from the hub and re add it back
how did you actually get Unity installed in the first place?
did you download an installer and run it separately from the Hub?
i dont remember
I'd remove it from the hub, see if there's an uninstaller you can run, and then reinstall it again through the VCC
It sounds like you installed it with a standalone installer
You can still add such an install to the Hub, but it can't add modules
ok so i fxied it but now it says this
and im in player setting sand i dont see cpu
How did this project get created in the first place?
the Creator Companion should've gotten this stuff set up for you
windows
i had to re install it and use untiy hub
no, I mean, how did you create this unity project?
with vcc and i added poi and then the avatar thats it
I'd try creating a new project and seeing how that behaves
ok