#avatar-help

1 messages · Page 95 of 1

somber meadow
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Oh that's pretty simple anyway

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I wouldn't migrate your current project, I'd just make a new 2022 project and follow the same instructions from step 2

vagrant raven
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Should I still let Creator Companion put it all in?

pine valley
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Yes, it's all done for you now

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you don't need to manually import anything beyond the actual avatar package

somber meadow
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yeah use creator companion for VRCFuy and 3.0 manager

pine valley
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the VCC will automatically give you the Avatars SDK, and then Fury can be installed through it as well

vagrant raven
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what about the poiyomi pro package?

pine valley
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Ah, that needs to be imported manually

somber meadow
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you wanna get in the hang of using creator companion packages whenever you can for majority of stuff

pine valley
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since it's not distributed through the VCC

tiny dock
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this is a weight painting issue

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you can only really fix it by re-rigging in blender

marble meteor
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Yop, that's all it was... Am mad. But thanks for the help.

vagrant raven
somber meadow
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Oh fun, VCC path issues

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do you have 2022.3.22 installed in Unity hub?

vagrant raven
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Im currently installing it on the unity hub to see if that works

vagrant raven
marble meteor
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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?

heavy zephyr
somber meadow
marble meteor
heavy zephyr
somber meadow
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Animations have loop time enabled by default

heavy zephyr
marble meteor
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Huh. If it's that easy, then why does the Additive Layer even exist?

vagrant raven
somber meadow
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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

heavy zephyr
marble meteor
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Alrighty then. Thanks a bunch!

somber meadow
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You can get poiyomi toon as a creator companion repository

vagrant raven
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Alright

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Im guessing I will have to make a new project since I alr put it in

somber meadow
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you can delete the _PoiyomiShaders folder from the assets and import the new one

vagrant raven
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Alright, here goes another try

somber sequoia
vagrant raven
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I always thought you had to follow the instructions to the letter or the avatar would come out in a mess

somber meadow
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not really

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it's only really the SDK due to the animator state behaviors

vagrant raven
somber meadow
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no

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not having the SDK or having a really out of date SDK before the avatar is imported is the only issue that can happen

vagrant raven
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So I just tried putting the avatar in and it said failed to decompress package

somber meadow
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do you have space on your drive

vagrant raven
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Omg all these projects are eatingggggg my space

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I didnt even realize

somber meadow
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yeah VCC projects usually start up as 2gb

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you'll need to delete the project folder manually, VCC only just removes it from the list

pine valley
vagrant raven
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The problem is I dont know XD

pine valley
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you can throw out random assets and, as long as you put them back properly, it's fine

vagrant raven
pine valley
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A side note: If you have a project you aren't actively working on, you can delete its Library folder

somber sequoia
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eyes one avatar project that's 43GB (with all the source (substance, blender, textures, etc) files in it

pine valley
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That's a huge chunk of your project's size

vagrant raven
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where can I find that

pine valley
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Unity generates its contents by importing assets

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it also stores stuff like which scene you last had open

pine valley
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you'd just delete the entire project folder

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otherwise, the Library folder is in the root of the project, alongside the Assets folder

vagrant raven
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I have like 4 projects I deleted from the list because I thought that free'd up the space but

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it did not

pine valley
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that just makes the VCC forget about the project

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you'd get a very loud 120-point all-caps warning if it were actually destroying the project

vagrant raven
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How do I actually destroy it?

somber meadow
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go to your folder with all your projects and delete the folders of the projects you don't need

vagrant raven
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Currently everything is forcing warning on my screen because my C file has 0 space XD

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Aight

somber meadow
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that's not good to not have 0 space on your C drive

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especially for your pagefile

vagrant raven
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Yea creator companion isnt even responding to me anymore

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Is the projects folder somewhere in the unity folder?

somber meadow
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you can click the 3 dots next to your project in VCC and click "Open containing folder"

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go back one folder in explorer after it opens and you should be at your projects folder

vagrant raven
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the problem is vcc is no longer showing my projects

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wait there we go, slowly but surely

gilded flicker
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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

somber sequoia
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look in the Console window, that happens if there's an error there that's happening before it can get the SDK stuff working

vagrant raven
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Im assuming I can just press yes on this

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Unless this messes with the shaders

somber sequoia
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yes

vagrant raven
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bet

pine valley
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It sets the anchor override property on each Renderer (MeshRenderer and SkinnedMeshRenderer, most likely)

uncut lotus
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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

somber meadow
uncut lotus
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Ya when your talking

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Sorry, my brains lagging, but this is my last main issue 🙏🏿

nova nebula
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so when i uploaded him to VR, my camera was freaking out, he was T posing, and no animations

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anyone know how i messed up? because his rigs humanoid, hes only slightly larger then base humans

somber meadow
uncut lotus
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Ya

somber meadow
gilded flicker
somber meadow
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Is there the SDK inside of the packages folder

gilded flicker
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yes and its enabled

somber meadow
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that's VCC, I mean Unity's packages folder

gilded flicker
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vrcRat oh let me check

somber meadow
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I don't think you're in the right project then

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this just looks like a project made from Unity Hub, not VCC

pine valley
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Especially because you've got "Core RP Library" in there

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that is very wrong

somber meadow
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Click "Open Project" at the top right of the VCC page you're on

gilded flicker
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sorry I went to the bathroom gonna try again 7th try is a the charm right?

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OMG T_T I

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thank you

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it exists

somber meadow
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Just clicking Open Project?

gilded flicker
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no it wasnt connected to the right version of unity so techinically my fault but I fixed it

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last night I somehow downloaded something unity 6/7??? idk it something weird

somber meadow
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I'm guessing you installed Unity Hub and went through the "Unity Installation" page when you first installed it instead of clicking skip

vagrant raven
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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

uncut lotus
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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

uncut lotus
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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

somber meadow
uncut lotus
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Are these guys case sensative?

pine valley
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They must match exactly.

uncut lotus
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So fix in blender?

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Like a simple re-name?

pine valley
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Oh, I see what you're asking

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The names of the visemes can be anything. You just pick them in the dropdowns

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I believe blendshape names are case-sensitive (so one can be named "Foo" and one can be named "FOO")

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It looks like VRChat already found all of the correct blendshapes

pine valley
uncut lotus
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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

uncut lotus
pine valley
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Do you have a separate head mesh?

uncut lotus
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ya

pine valley
uncut lotus
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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

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Would this maybe help?

pine valley
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Do the blendshapes actually do anything?

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select the appropriate object and mess with the blendshape sliders in the inspector

uncut lotus
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This?

pine valley
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yeah

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hmm, everything seems fine

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viseme blendshapes are set by VRChat directly (the animator isn't involved), so it shouldn't be possible for the animator to be interfering

uncut lotus
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oh

pine valley
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I guess I'd try removing the custom playable layers and seeing if anything changes

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but that's a stretch

uncut lotus
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Does it mean anything that a few pf these are bold?

pine valley
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That means you changed them in the scene view

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doesn't matter

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(even though the values match the original values from the prefab)

somber sequoia
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hey - do you actually have all of the viseme slots filled in the avatar descriptor?

uncut lotus
somber sequoia
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That. Good. You can't have any empty.

uncut lotus
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I checked the whole making sure nothing is equiped for the jaw too

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Now when I went to go test it these errors are stoppin me'

pine valley
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you may be targeting the wrong object

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do you have several avatars in the scene?

uncut lotus
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Oh wait techinically

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Didnt realize that matter

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*mattered

frank pilot
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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

somber sequoia
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surely there's an error?

pine valley
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perhps you are getting an --

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yes

pine valley
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(and avatar X won't change either if you get an error)

uncut lotus
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Well....

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The original one is unchecked, and hidden.

frank pilot
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what do i do about this error at the top

somber meadow
frank pilot
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this?

sterile cedar
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howdy, how do i make a simple locomotion lock for my model? :>

frank pilot
frank pilot
somber meadow
frank pilot
somber meadow
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what's it being used for. Validation errors are usually for preprocess scripts like vrcfury

sterile cedar
pine valley
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You can use the "Build an Editor Test Copy" tool and see what the SDK window says about the result.

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Tools > VRCFury > Build an Editor Test Copy

sterile cedar
somber meadow
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it's a state behavior, basically components for animator states

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do you already know the basics of making an animator toggle?

sterile cedar
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yea

somber meadow
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basically just make a new toggle setup and use the state behavior on both states

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you don't need animation clips in them

pine valley
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the animator states don't have to actually animate anything at all

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the layer weight can be zero, even!

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I discovered the play audio behavior immediately after building an elaborate contraption to randomly select an audio source

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😭

sterile cedar
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thats pretty interesting though :D

and ty for the help!

pine valley
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VRC's state machine behaviours are really cool

somber meadow
pine valley
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most notably: the Parameter Driver lets you set, randomize, add to, or copy parameters

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This opens the door to a LOT of funny contraptions

small solstice
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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.

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So I can just stack the different expression for some reason

somber meadow
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This is write defaults, I'd highly recommend having it on

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make sure all states use the same write defaults state in the animator

small solstice
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Oh! I'll check it out, thank you

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Write Defaults are checked for each node

somber meadow
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this applies for all the layers as well

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Go through each of these and make sure all the states have it on

small solstice
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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

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Thank you!

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How annoying lol

somber meadow
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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

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WD on makes animators 10x easier

balmy barn
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the one thing i wish any state didnt have set as default

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I never trust 0 time, seen it do wierd things so 0.1 what i use

tropic gyro
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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

somber meadow
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is the FBX using a different scaling than the original

arctic ginkgo
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it's usually one of those and it's just been mistmatched, so whichever it is right now, change it to the other

spark walrus
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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 🫶

native steppe
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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

pine valley
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follow the instructions here

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this is how I figured out how to get an avatar created

somber meadow
native steppe
somber meadow
pine valley
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oh, just using an alternative DNS

somber meadow
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They've already attempting using Google DNS, I think it's an ISP firewall issue now

pine valley
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The error says it's failing to parse the hostname. This means something is wrong with the URL

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DNS hasn't even gotten involved yet.

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e.g. https:// what.com

native steppe
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I did try the DNS fix that was suggested to me, it made my connection faster though

pine valley
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or https://.vrchat.com/whoops

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Something along those lines.

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That's very odd. It'd be nice if we could see the malformed URL.

native steppe
somber meadow
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What ISP do you use and what router

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don't touch the Windows Firewall however

pine valley
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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

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but that should be causing an error earlier on

somber meadow
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All I can guess is try a new avatar ID cause the asseturl is cooked or cloudflare warp

native steppe
somber meadow
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oh my god wait

arctic ginkgo
# spark walrus Hey! So I'm trying to make a custom avi for myself on quest using a razor laptop...

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.

somber meadow
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The stacktrace is from the proxy acting up

native steppe
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It won't remain off, and the Save option is greyed out

somber meadow
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screenshot what you're seeing

native steppe
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I turned it off, but I cannot select save

somber meadow
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oh you're on windows 10

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it doesn't matter if that stuff below is greyed out, the main "use a proxy server" option is off anyway

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make sure all of those are off

native steppe
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Ok, they are. And they should remain off if I go to the previous page, yes?

somber meadow
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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

native steppe
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Alright, I'll turn it off, restart my compy and report back on everything

native steppe
somber meadow
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see if you can upload now

native steppe
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Alright , launching the program now. Stand by please

nova nebula
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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?

native steppe
somber meadow
pine valley
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but yeah, that's totally what's going on there

nova nebula
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oh fun, another build module

somber meadow
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you don't need it if you don't want to make a specfic iOS build

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iOS VRChat can translate Android avatars

somber meadow
nova nebula
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ah i see, great to know

native steppe
nova nebula
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is the iOS weaker or stronger then the Q2?

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so i know if i can use better textures or need to make them worse

somber meadow
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iOS would have some more leeway for textures I guess cause more ram, but they have the same upload limits

nova nebula
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hm

grim valley
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what could 6this be? im standing up and it thinks im like sitting (desktop), idk if its gogoloco fuckin wi tit or

nova nebula
native steppe
somber meadow
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it'll most likely still run a service that keeps that option enabled

native steppe
somber meadow
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a systemwide adblocker might, yes

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anything that you'd think of dealing with proxying or vpn stuff

grim valley
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i think its that too, i just dont know hwo to go ablout finding it

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time to do some debuggin

native steppe
somber meadow
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yeah it's the same thing there

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you'll need to uninstalled whatever's doing that

native steppe
somber meadow
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it's tough to trace whatever it is

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are you able to just enable the manual proxy back and just empty all the fields

native steppe
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Yes, but the fields just fill back in and turn back on

lucid rapids
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what does impostors feature means ?

somber sequoia
lucid rapids
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ty

cold mesa
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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!

native steppe
somber sequoia
cold mesa
somber sequoia
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it might not be possible - go look at the what the avatar base creator suggests, or ask your friend

somber sequoia
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(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)

west kestrel
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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?

cold mesa
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tysm for the help

somber meadow
west kestrel
somber meadow
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actually, make sure all the bones have a roll of 0

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if any parent bones are like that it'll occur to the children too

west kestrel
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all bones got zero'd still iffed

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okay so rotated the eye bones so they are facing forward now, and its at this point, what cause them to move?

somber sequoia
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ideally you want them facing straight up, but rotating them in Unity is not the way to fix it if they aren't

west kestrel
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i rotated them in blender

somber sequoia
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Good - they should be perfectly straight up, with the head in the exact center of rotation, and zero bone roll.

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no idea why the parent bone of those would be the jaw, it should be the head.

native steppe
west kestrel
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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

somber sequoia
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yeah the jaw bone for speaking makes a lot of sense here

west kestrel
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like this thing is a tiny detail that I'd just like to figure out how to fix

round bloom
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I built a avatar But there's no animation to it

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How do I fix that

somber sequoia
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what do you mean by "no animation"?

round bloom
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She Permanently has her arms up

somber sequoia
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is that rigged and weight painted?

round bloom
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Huh

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It's from the avatar builder

somber sequoia
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so probably. any errors in the console?

round bloom
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Pc

somber sequoia
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?

round bloom
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I'm on pc

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Desktop

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Computer

somber sequoia
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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

round bloom
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Using vroid

grim valley
somber sequoia
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vroid does rig and weight paint

grim valley
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oh i didnt know that

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anywasy

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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)

round bloom
somber sequoia
round bloom
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I'm sorry I really don't understand I'm completely new to this

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Newbie here

somber sequoia
grim valley
somber sequoia
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(not the primary issue but it is still an issue)

somber sequoia
round bloom
#

So vrc.v_sil?

somber sequoia
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if that's the name of the one your avatar has, yeah, that seems like the right one

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(sil = "silent", as in not speaking)

grim valley
grim valley
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wow

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i did not know that.

somber sequoia
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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

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so test/verify anything I say here

grim valley
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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

somber sequoia
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the in-game FT debugging thingy is really useful to see what expressions cause what values to change too

round bloom
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And now she's invisible

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I don't understand

median sun
#

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.

round bloom
#

Don't get what I'm doing wrong

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I just need help

grim valley
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and are you using continuous calibration?

median sun
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i think it was arm span and yes i am

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i am using continuous

somber sequoia
#

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.

grim valley
#

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?

median sun
#

no. trackers on waist and feet

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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

grim valley
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are you using just your fbt? standable or anything else being used to FBT

patent geyser
#

How do I know how many bits a parameter is taking up?

median sun
red igloo
#

How Do I Do To Make Vrchat Sdk Builder Not Delete This

patent geyser
#

You don't. No one wants to hear your videos and be forced to stream content you want to force on them.

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'-'

red igloo
#

the avatar is for fun not to annoy people

median sun
#

i dont think it's possible to upload avatars with actual video players on them

red igloo
#

ive seen multiple that do it

round bloom
#

My avatar doesn't exist now

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Help please

red igloo
#

Is Your Mesh Renderer on

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On Your Model

round bloom
#

What is that

red igloo
#

The Thing That Actually Shows Your Model

round bloom
#

Ya?

red igloo
#

scroll down a bit

round bloom
red igloo
#

Do You Even Have A Mesh Renderer

round bloom
#

I'm new I'm using void and unity

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I literally don't know what your talking about I'm confused

red igloo
#

Add This

round bloom
#

What are you using

red igloo
#

unity

round bloom
#

I don't have those settings

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I don't understand

red igloo
#

on the prefab scroll all the way down on the right and press add component then search mesh renderer

broken bone
#

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! 👍

round bloom
#

Ok I got it

#

What now

red igloo
#

it Should Show Your Model Now

#

idk About Your Arms

round comet
#

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

placid mica
#

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

somber sequoia
#

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

placid mica
placid mica
somber sequoia
#

click on a transition then there's a + button

placid mica
somber sequoia
#

I suggest some tutorials on the animator. Transitions are the lines from one state to another state.

unborn pine
#

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

timid kite
#

how do i fix certain world coloring some of my assets a different color

round comet
#

if you're using poi you can check light settings

timid kite
grim valley
#

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

ashen crane
#

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

timber wharf
#

you may have more than one UV in blender

ashen crane
#

uh...

#

i did in fact

round bloom
#

I want to know how to make a furry avatar on pc

left gull
#

you're about to get major scammer DMs from people in here now though

hollow meteor
#

Does anybody know why this happens when I try to make matswaps.. it keeps happening and im not able to finish an avatar

small solstice
#

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?

timber wharf
#

should come with sdk. did you manage to find examplary hands controller?

small solstice
#

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

balmy lantern
#

Do all local only contacts get stripped from remote players' avatars?

#

or is the local only toggle limiting the param syncing

ornate stump
balmy lantern
#

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

ornate stump
balmy lantern
#

Okay

patent geyser
#

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.

patent geyser
#

why cant i edit this animation??

drifting temple
#

I can't interact wit hphysbones in unity play mode for some reason. my physbones have collision radius and grabbing enabled.

mellow scaffold
#

is unity able to sign into two devices? cause its on my pc, but then i camt sign into my laptop

patent geyser
#

why isnt floor adjustor showing up? its setup properly :>

fiery crow
#

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

fiery crow
patent geyser
#

script

#

dunno

#

not popping up so idk

#

looks like this

#

should be a white bar like this

#

¯_(ツ)_/¯

#

:/ nvm

fiery crow
#

did u enable gizmos?

patent geyser
#

found it. unity is trashy

patent geyser
fiery crow
#

far right sphere

patent geyser
#

oh. yes that was it. didnt know the name.

fiery crow
shut oxide
#

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

junior void
#

so where actually is your origin then and what are your fbx size settings?

shut oxide
junior void
#

yes, you will find a white line protruding forward in unity which is the origin from blender.

shut oxide
balmy lantern
#

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

ornate stump
balmy lantern
#

Alright. My apologies if I didn't provide enough context, but yeah

sour linden
#

so uhh

#

im not sure how to creae "a new layer"

ornate stump
sour linden
ornate stump
sour linden
#

do i make a new one?

ornate stump
sour linden
#

oh right.

#

so what the fuck is avatar mask menu

desert elk
#

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

#

🤷

ornate stump
sour linden
#

bro please speak english

desert elk
#

if you search for hands

sour linden
#

its like my scond time using unity im sorry

desert elk
#

in the search bar

#

and click "in packages"

#

you will find a premade layer

sour linden
#

vrc hands only

desert elk
#

no

sour linden
#

oh

desert elk
#

that's the mask

#

if you were to make a layer from scratch

sour linden
#

🥹

desert elk
#

yes this

#

you can copy it, paste it in your assets and use it

#

drag it into the gesture layer

sour linden
desert elk
#

under playable layers in the inspector

#

in the avatar descriptor

sour linden
#

what does that even mean

desert elk
#

are you making an avatar from scratch or did you get one online?

sour linden
#

its the novabeast

desert elk
#

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

ornate stump
#

Everything has labeled, if you read.

desert elk
#

yeah, exactly that

sour linden
#

to start, is it in here?

ornate stump
#

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.

desert elk
#

Yes

sour linden
#

do i replace this with the hands controller?

#

idfk anymroe

desert elk
#

No

#

under playable layers

#

please reread my message.

desert elk
sour linden
#

oh, im stupid

#

im in playable layers now

ornate stump
#

See what I meant.

sour linden
#

where do i put the animator controller thingy in now?

desert elk
#

Read my message again

#

because I told you were like 3 times by now

sour linden
#

okay

#

i think i did it.

desert elk
#

yes

sour linden
#

thank youu

#

<33

worldly whale
#

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?

brisk grove
#

is anyone awake i need help with shaders

ornate stump
ornate stump
worldly whale
ornate stump
timber wharf
#

@worldly whale make sure station is on by default, and animation turns it off.

ornate stump
# brisk grove im using poiymi

Did you imported poiyomi shader package? Have you also checked whether the avatar require poiyomi pro or free version?

worldly whale
ornate stump
balmy barn
#

dont toggle station, toggle box only or you end up breaking it

ornate stump
worldly whale
balmy barn
#

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)

ornate stump
worldly whale
worldly whale
#

and wouldnt it still not work on quest?

worldly whale
balmy barn
#

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

ornate stump
timber wharf
worldly whale
worldly whale
#

and another question, does the box collider change how the person sits? or is it just for clicking?

balmy barn
#

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

worldly whale
#

ok now i have two conflicting answers

ornate stump
#

The position would be determine by Player Enter Location.

balmy barn
#

boxes where it clickable, stations not near them ratl but you can use enter/exit i rarely do

worldly whale
#

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

balmy barn
#

stations always been wierd and quirky , you can also animate them up/down for smaller av's ect

worldly whale
balmy barn
#

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)

worldly whale
#

so it does effect where they sit? so imma have to move the collider where i want them to sit?

balmy barn
#

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

cedar bear
#

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

tiny dock
#

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

worldly whale
arctic ginkgo
timber wharf
#

@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.

balmy plover
#

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?

timber wharf
#

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

worldly whale
worldly whale
#

hold up i had my parmas messed up

timber wharf
#

params shouldnt matter, only init state. unless theres vrcf or smth involved

worldly whale
#

and again it works perfectly on pc

timber wharf
#

well it completely overwrites all states

trim island
#

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

balmy barn
#

check fbx rig , you have errors ? it will be generic

#

this part

trim island
#

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

worldly whale
cedar bear
#

thancc

grim valley
#

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

pine valley
#

i've had major problems with that

#

i use long parameter names, such as Shared/SystemName/Whatever

timber wharf
#

doesnt ft prefab comes with some contol panel or smth?

grim valley
#

exactly, im trying to figure out what is what so i can have ears and tails move with it

grim valley
#

or param

west kestrel
#

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?

pine valley
#

i'm unclear how the viewpoint would be "set properly" to [0,0,0]

#

since that'd be at the origin of your avatar

somber sequoia
#

is your avatar at 0,0,0?

west kestrel
worldly whale
#

and it isnt adding one on quest

#

bro why is quest so damn hard to work on

#

like wtf

willow carbon
#

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.

pine valley
willow carbon
#

Might be

#

Considering that the text moves up when selecting bottom option

pine valley
#

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

willow carbon
#

Ty

pine valley
#

The offset was probably just eyeballed; there's no specific reason for it to be 24.5 em

mellow vigil
#

Does anyone know how to get a world constraint/parent constraint to work for quest avatars?

pine valley
#

constraints work fine on Quest in general

balmy barn
#

use vrcconstraints and freeze

pine valley
#

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

mellow vigil
#

its straight up not allowing the component?

pine valley
#

That's not a VRChat constraint.

#

You need to use the VRC*Constraint components

gilded flicker
#

I am back can someone tell me what this means? Am new and not very experienced as of yet vrcRat I've signed out and back in already hoping it would fix it

fiery crow
#

it should have a auto fix conversion to vrc constraints option

mellow vigil
#

I should be? im using the creator companion

pine valley
worldly whale
#

Hey yall i have a question, how do i add a seat onn my avatar on quest?

pine valley
#

See if there are other errors.

gilded flicker
mellow vigil
#

let me update the sdks

pine valley
mellow vigil
#

that autofix removed it?

fiery crow
#

no it should be a diff option

pine valley
#

Oh, duh

#

It's not "auto fix by upgrading"

fiery crow
#

double check to see if maybe u need to update the sdk from the vcc

pine valley
#

it's "auto fix by baleeting"

#

i mean...problem solved

#

💥

fiery crow
#

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

mellow vigil
willow carbon
#

It works

alpine badge
#

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

pine valley
#

Did you unpack your model prefab?

#

You should see a blue package icon in the hierarchy.

alpine badge
#

nope

pine valley
#

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

alpine badge
#

yeah i set to fbx all

pine valley
#

If you drag the original model into the scene, does its armature have a scale of [1, 1, 1]?

alpine badge
#

yeah, its a standard shinano

pine valley
#

also, what does "everything breaks" mean here?

#

does the model fold into a horrible ball when you enter play mode?

alpine badge
#

ill get a screenshot sec

pine valley
#

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

alpine badge
#

Oo

pine valley
#

that's not necessarily wrong yet

#

but it could be wrong inside

alpine badge
#

it comes with the original

pine valley
#

hit the little arrow on the right to open the preview view, then show me the hierarchy

alpine badge
#

just the non clothed one

pine valley
#

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

alpine badge
#

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

pine valley
#

You can try reverting the SkinnedMeshRenderer component that's rendering the body

#

The list is hidden from the inspector

alpine badge
#

nop, it broke more, but ill try with the original and see how it goes

pine valley
#

It's possible that the model was "patched" in Unity. I've seen that before

#

generally for "add-ons" for model bases

alpine badge
#

Ooo

pine valley
#

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

dry kindle
#

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?

pine valley
#

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
dry kindle
#

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?

pine valley
#

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

dry kindle
#

would i make the fake head have 0 weight, or should it have the same weight properties as the real head?

pine valley
#

Nothing on your model will care about the fake head bone

#

No vertices will have any weight for it at all.

dry kindle
#

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?

teal field
#

i edited the texture with the nodes so how do i then make that an image?

dry kindle
#

@pine valley sorry for the ping x.x

pine valley
#

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

dry kindle
pine valley
#

in the humanoid avatar configuration screen, yeah

dry kindle
#

yeye ok, lemme do that

#

ok whats next? i set the constraint to the real head

pine valley
#

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

dry kindle
#

like this?

pine valley
#

Use a VRCRotationConstraint.

#

That's the built-in Unity constraint.

dry kindle
#

OH MY BAD

#

so this then?

pine valley
#

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

dry kindle
#

i uh. dont see checkboxes for those

pine valley
#

Your UI looks a bit wrong

#

Weight should be a slider

#

Is your Avatars SDK up to date?

dry kindle
#

i believe so?

pine valley
#

It's supposed to look like this.

dry kindle
#

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?

pine valley
#

oh right, you had to unlock it to do that

#

check "Lock" after you're done

dry kindle
#

alright

#

is that all i need for the head then?

pine valley
#

Should be! Try rotating the fake head bone

dry kindle
#

oh my goodness it worked

#

thank you soso much <3

pine valley
#

no prob

#

splitting the weighted bones off of your animated armature allows for some really neat effects

proper storm
#

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

mental estuary
#

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

proper storm
#

Well,

#

Im switching off from vrcfury

#

I dont really like using it, not that its bad, I just like being way more in control

mental estuary
#

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

proper storm
#

Yeah

#

It does

#

How would int param control it though?

#

like the int is tied to a clothes type?

mental estuary
#

If the int is 1, play clothing 1 toggle animation, if int is 2, play clothing 2 toggle animation

proper storm
#

OH

#

yeah no I see now

#

Ill try that

#

Would the toggle inthe menu set a int though?

mental estuary
#

Yup

proper storm
#

Ah okay ill try tty

pine valley
#

I do very technically elaborate avatars; my newer ones are almost entirely built out of Full Controllers

broken bone
#

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

pine valley
#

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

broken bone
#

Ty for the response! The radius is scaled and tapered to fit the tail so I don't think that's it vrcTupCry

#

there are limiters, but they shouldn't make the grab do weird things like that I wouldn't think

sacred canyon
#

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.

pine valley
sacred canyon
balmy barn
#

id fix that one

sacred canyon
pine valley
#

What’s selected up top?

sacred canyon
pine valley
sacred canyon
pine valley
#

higher up in the console :p

sacred canyon
pine valley
#

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)

sacred canyon
pine valley
#

no, you're missing a separate package

sacred canyon
#

oof im sorry im confuse ;-;

pine valley
#

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

pine valley
#

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

sacred canyon
#

Manage to upload it! Thanks a lot!!😭

dry kindle
#

@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.

pine valley
dry kindle
pine valley
#

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

dry kindle
#

would i need to keep the restraints on the head as well, or only place it on the neck?

pine valley
#

I think you’d want to constrain both

dry kindle
#

ok, thank you <3

foggy saffron
#

as big and center as possible

shy pollen
#

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?

round bloom
#

I still need help with making a furry avatar

left gull
#

like what part you're stuck on

left gull
shy pollen
round bloom
#

I Want it to look like it has furr

#

Furry

left gull
#

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

round bloom
#

Ok

left gull
#

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

round bloom
#

I'm having a hard time

compact dust
#

is there an object that is w i de

pine valley
#

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?

alpine badge
#

yeah

#

odd

sterile swan
#

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

pine valley
#

remove the SDK packages from your Packages/ directory and reinstall them through the VCC

#

It's failing to compile shaders for VR

sterile swan
#

its like. my left eye is completely fine no issues. everything works

pine valley
#

(you may also be able to just uninstall and reinstall them in the VCC -- I don't use it, so I'm not familiar)

sterile swan
#

right eye...is super cursed

#

ok

#

vcc doesnt let you

pine valley
sterile swan
#

gotta do it in unity i just didnt try it

#

ok ill try it

pine valley
#

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

sterile swan
#

it shows my thigh highs and hair 12 inches to the left. even inside the avatar preview window lol

#

yeah

#

thats what its doing

pine valley
#

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

sterile swan
#

having trouble locating the package

#

im in packages but dont see the main sdk folder

#

isnt it supposed to be "base?"

pine valley
#

yeah

sterile swan
#

i have a ton of packages lol ill use the search function..

pine valley
#

...that's odd

sterile swan
#

delete it?

pine valley
#

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

sterile swan
#

delete is grayed out

pine valley
#

you can't delete entire package folders from within Unity

sterile swan
#

oh

pine valley
#

you can also probably just downgrade and upgrade the package

#

switch to an older version, then back to the latest

sterile swan
#

ok

#

uploading to see if she works

spark walrus
#

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

pine valley
#

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

compact dust
#

how someone is maxing 200 compressed but not 500 uncompressed is scary

pine valley
#

noisy/crunch-compressed textures take up about the same amount of space in both cases

spark walrus
#

OH

#

OK

#

-# I don’t get it

pine valley
#

vs., say, a solid white square

pine valley
spark walrus
#

I can ask

#

Hold up

loud cloud
#

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.

spark walrus
#

Mb

distant bison
#

why cant i switch my project to andriod???

pine valley
#

presumably because...

#

the android module isn't installed!

distant bison
#

where do i install it

pine valley
#

I think you'll need to install this through the Unity Hub

distant bison
#

i never had to do that befroe

pine valley
#

go to the Installs section

#

and then add the Android module in there

distant bison
#

i have to do it in unity hub not vcc?

pine valley
#

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)

distant bison
#

cuz i only use vcc now i have untity hub but i havent touched it at all ever since vcc came out

errant aurora
#

should I click yes or no?

sterile swan
#

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

pine valley
#

it was such a weird issue, haha

sterile swan
#

i dont know what i would have done had you not been here haha

pine valley
#

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

sterile swan
#

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

distant bison
#

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

pine valley
#

ah, that means that the editor wasn't installed through the Hub

#

that might be what happens when the VCC installs it

sterile swan
#

yeah

#

i never used to use VCC

#

until recently

#

making me want to go back lol

pine valley
#

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

distant bison
#

could you send me the link to your untiy ver to downlaod

pine valley
#

i mean, it's just 2022.3.22f1

distant bison
distant bison
#

then wth

pine valley
#

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

distant bison
#

what if i remove from the hub and re add it back

pine valley
#

how did you actually get Unity installed in the first place?

#

did you download an installer and run it separately from the Hub?

distant bison
#

i dont remember

pine valley
#

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

distant bison
#

ok so i fxied it but now it says this

#

and im in player setting sand i dont see cpu

pine valley
#

How did this project get created in the first place?

#

the Creator Companion should've gotten this stuff set up for you

distant bison
#

windows

distant bison
pine valley
#

no, I mean, how did you create this unity project?

distant bison
pine valley
#

I'd try creating a new project and seeing how that behaves

distant bison
#

ok