#avatar-help
1 messages · Page 96 of 1
What isn’t letting you do what?
and its like this version isnt applying
switch the build to andriod
this i had to the in unity hub
anyone knows what this error means and how i can fix this?
and now im doing vcc and its liek the andriod part isnt there like it didnt update
it means exactly what it says!
the object this component is on is not attached to an avatar
i putted on my avi in the hierarchy
Then you don't have an avatar descriptor on the root object
(or you're in a prefab isolation view, which'll make that error appear)
its the prefab
my avi works all fine without it
yes it is indeed a prefab that u see there
you won't see the error on the instance of the prefab
weird part is for clothing and flashlight assets i had nothing with it
Put the prefab on your avatar.
Click on the instance of the prefab.
You should not see the error there.
Did you do anything to uninstall Unity 2022.3.22f1 before you re-installed it through the VCC?
ehh... it expands the error for the entire prefab
oki
i didnt re install it through vcc i did it on unity hub cuz its forcing me to
what is "its"?
i added it when i re downloaded the unity version
so idk why the hell vcc isnt really updating with it
which is why im thinking about deleting vcc and re downloading it
Completely get rid of Unity 2022.3.22f1. The VCC should prompt you to install it afterwards.
If it doesn't, that means you haven't gotten rid of the Unity install.
this is a different error, and it means that those objects simply do not exist
then idk where it is o.o
VRCFury will check for objects at a relative path to the Full Controller
If that fails, it'll also check from your avatar root
If both fail, it gives up and gives you that error
(it might also check every other parent, but I'm not sure)
i uninstalled it from untiy hub its still in vcc
It sounds like the VCC installed one copy of Unity, and the Hub previously showed you that install
that's why it couldn't add modules to it
then you installed Unity through the Hub, giving you a second copy (one that the Hub could add modules to)
So like currently freaking out. My goofy ass, figured that instead of doubling the model, Id hit "save as" in blender, and...Blender....SAVED THE MODEL EARLIER. I was trying to fix the hands, and tried to start a new thing, but it didn't work out, and the old hands are better. I saved the MODEL in BLENDER to a diffrent thing, but I DID remember to dis attatch the Unity avi when I uploaded it. Is there a chance I can get that old avi back???
i placed the 3d model itself and the asset in it and now t he outline is yellow instead of red
You can check the .blend1 backup file
It’ll be in the same place as the .blend file
hpw?
This?
Cause it wont open in blender at least
Also, What pose should my VRCAvitars hands be? The vid I was watching, the hands scuffed, these hands had an issue and Im assuming Ima have to just re-model the hands
you’ll need to rename it to .blend to be able to double click on it
Its the same one
Is there a way I can like, pull up the first version of the model uploaded to unity, back up?
Like, I changed the blueprint before saving so in theory, the first Unity will still have the same one, right?
that'd be delving into asset-ripping territory, unfortunately, which you won't be getting help with here
you should use a version control system so that you can keep track of changes and easily revert them
otherwise this kind of thing will keep happening
Ya, I the future, my goofy ass is def gonna learn to just COPY the model or somehting into a new thing
instead of working on the original one'
version control lets you work on the same file; you just checkpoint your work each time you finish something
i fixed it to be able to swich to andriod but it keeps asking me to do this and idk how to do this
Question for the future, If Im working on the hand. I model a finger, and rig it, and weight paint the finger. Is there a way to copy and paste the rigged, ad weight painted finger, and paste it as the other 3 (excluding thumb)
I did a Bool Toggle (for a piece a clothing) and i cant see it in the gesture manager / in game... i dont really know what my mistake is
especially cause i copied the same animator parameters from a successful toggle...
You can sculpt it out in blender to be more fitted to the body shape! You can also record a blendshape on the body that mades the torso smaller under the clothe sto prevent clipping as well!
Anyone know why I can't pull anything or use Sculpt Mode on these ears? I have no clue what I'm doing wrong
https://youtu.be/qxCfUX8TcwQ
Hello! Would anyone know why when I am joining multiple armatures in blender, some bones rotate upon joining?
You are sculpting on the basis but one of the blendshapes are set to 100%, so it wont allow you to sculpt on the basis yeeeee ^^
Yeah we realised that a while ago but changed it to 0 but still no effect. Also, thats only for edit mode. Youc an still make changes to a blendshape while another one is at 100%
any way to upload avatar thats over 500 mb?
How can i set nametag position ?
nope
it's above your avatar box (I don't remember what it's called)
make sure to apply all transforms before merging armatures
I mean not setting in game, my nametag is too high because of this, i want to make it just above my head
yeah, your box is Hugh up cause of the hands, I don't think you can move it
you'd need to delete the hands to have the box above your head
please, someone correct me if I'm wrong
Unfortunately thats part of my avatar concept 😢
why no work what
I am super confused why i cant test the contacts
I never have this issue
still false in the debug
I dont get whats up
actually no contacts are working
at all
inside unity at least
We think the fingers are too long?
Very
thank
is it possible to copy a layer thats in a animator to different controller?
an entire layer and all its animations / settings
How this?
Better
thumb could use some work
Ight thanks
Your fingers should be able to reach the base of your palm
lright thanks
Anyone know why when going into play mode and using gesture manager, my avatar goes into the floor nonstop???
You have an animation playing
ohhhhh that would make sense!! Is there a way to see which animation is actively playing??
The animator
Thanks!! Fixed.
i have it so when i smile with FT, ears go up and tail wags, etc with other emotions shown. it works on my end, but literally is only local. others can’t see it. i suspect it’s a local parameter or something that doesn’t update for others but only me (if that’s how that works) , if anybody can give any insight, that’d help.
it’s just an layer in the FX with animations that play if conditions are met.
Make the parameter for it synced or have the animation be synced via a paraneter driver
Any ideas why my weight painting keeps deforming the thumb so horribly? Its happening to like, all the fingers.
Like, it bends perfectly fine in Blender, but in VRChat, its all messed up
can anyone teach me how to add physics to a avatar? i wanna make hair wiggle but i dont know how to do that! :D
That might be due to bone stripping. Blender does not care how many bones influence any given vertex, but unity strips it down to 4. You could test this by doing that stripping manually in blender in weight paint mode go to weights -> limit total -> set to 4 and see how it deforms then.
and no, you cannot bypass this, you have to work with 4 :P
I found a vid (finally) that says your able to edit the bones in unity while adjusting the rig. It was more so like the bones were pulled into, and pushed away from eachother
I can give you a quick run down
Wait, I can also send the vid I learned from
25:07
Before that, all you need is a root bone that the bones that will influince the hair, are parented too, and that bone parented to the head
you do physics in unity!!! holy!
yea, though there area a few prep things, to do in blender first, which is just setting up that root bone
Thats the way I know at least, there may be others, but that way hasn't failed me yet
i need to look at a tut for that, the weight paint confuses me so much!
For phys bones its not that hard
The vid I sent is part of a like 10 part series, and they go over all that
ooo!!! ill watch all the videos then!!! thank you so much!!
so i got this error today for my first good rated avi im so confused why tho
so both me and a friend uploaded avis around the same time and we both got security check fails ive never had this happen
what are the stats of this avatar? mb size?
It wont even let me check that but my friends one on the other hand did the same thing with a diffrent model i have uploaded in the past
limits have changed. If you could upload it before but can't now, it could just be over the current limit
thats odd since its just a wickerbeast model which is why it doesnt make sense
i use the official prefabs that come with them not sure why it would break
I don't know what the model is, I could only tell you what could be causing it
that's why I'm asking for stats
i also found out that vrchats creator companion also corrupted my file very sad about that
how did it corrupt?
probably a vrm issue recently
alot of models that have required vrm tend to auto corrupt for me recently dont know why
if you mean the website, it has ripped models, no wonder you're having problems with it
i use gumroad
if you mean a file type .vrm you should convert it in blender and not unity
vrchat doesn't accept vrm models but fbx
and unity converters are unreliable
it takes like 5 minutes in blender
to convert a vrm to fbx
yeah
there's even a video somewhere here if you want me to find it
No
No
no advertising gere
here
the only one that properly works that way is all my nardos
it's totally free and painless if you do it yourself
yes.
no
wait
the "no advertising" was to yoy
you
yes
I do it a lot
it's very easy
and doesn't cost any money at all
???
I was just saying that in general
whyyy
That person talks like a scammer or bot
Scammer talk
Totally
Yes
that's a scripted response XD
Definitely
btw this is what i meant by vrm
The wickerbeast comes with a vrm?
if it's from the website or if it has a vrm inside
its really odd yeah
what's in that unitypackage? 🤔🤔
Can you show the gumroad bought page I wanna see what all the wicker comes with when you buy it since I havent before
Its odd how it comes with a vrm unity package
Cease with these bot responses
xD
The wickerbeast should just have a regular unity package
to be fair the mayu also used to the same thing which confuses me why
Id still like to see what it comes with since it might have sonething else you are supposed to be using
i do use the offical wickerbeast King
link it please
this isnt the receipt page
this is what it comes with which isnt very helpful
update and update quest are unity packages
@forest estuary I have a question for you. What is this?
did it not come with a readme or instructions?
This is a question only for @forest estuary btw.
fair enough
it looks like there's one at the top
it's okay, I also haven't slept 😭
Same tbh lol
Messin around with this stuff, is there a way to copy one hands rotations, and stuff, to the other HERE? Ive been trying for an hour, and its taking everything in me to not just bash my head into a wall
Ive tried and checked 22 times, and am sooooooooooooooooo close to getting this dooooneeeee
what are you wanting to do exactly a animation cause if its like the t-pose for example then just do it in blender with the mirror option turned on
Is there any way to fix this other than "give up on having a moon" ?
hit autofix
so, I was having an issue with the fingers clipping into eachother. A vid said this was the issue, and it worked, but I wasnt sure if there was some sorta...mirror or symatrizing took thing, so I didnt have to do each hand
ow there is in blender but not unity
it will mimic what you do on 1 hand onto the other one
its the butterfly looking icon
I spent the entire day yesterday in blender thinking it was a blender issue (I mean, it technically was, but this woulda been faster)
Man, I hate doin anything in Unity. Anyways, eep
Autofix fixes it by stripping out the orbital mechanic which was kind of the point of the thing.
...maybe I can fake it with an animation instead!
Do it with animation.
You can't have any custom components on your avatar.
You can totally create an orbital motion with an animation, though
Yurp! I'm hammering at that now, think I've got the hang of it. :3
Gosh this is so much FUN
(and if you're so inclined, you can write custom components that generate animations as the avatar is built)
everything is done in the animator, and the animator can do...a surprising amount of stuff
Oooooh
VRCFury can handle merging animator controllers/menus/etc. together
so I write code that generates those assets, and then I throw them at Fury
it's a remarkably nice workflow
can use random orbit/sender that collide with other avatars and change stuff/sound ect
Vrcfury is fun when something break and people who never made a simple toggle have no idea why , id never recommend it if you dont know the basic stuff and using multiple conditions 
I'm guessing the random/collider flavor involves physbones?
reciver contact bump into something or just a timer do a random roll using parameter driver
hello im almost done with my first vrcaht avatar but i have two problems left that idk how to fix for sum reason the view point in vrchat ends up inside the head of the avatar seeing in the insides of my neck even though its obviously far from the head in unity + the physbone colider works in unity but its doesnt in vr chat so the hair ends up clipping into the head
how do i fix this?
create a cube in unity near your av that is 1.1.1m compare to your av wich seems to be gigantic
some prefabs/stuff also make bounds extremely big
the av is literally the same size as a 1,1,1 cube
You will have to check every object you added.
i have checked every mesh, it may be the bottle of stars seeing as it adds a giant sphere around me
Literally that.
welp i checked it, it isnt for some odd reason it isnt
Then that likely wasn't the largest object.
ive check all the others, it isnt any of them
Also skinned mesh renderer?
ye most are skinned mesh renderers
and the ones that arent ive moved out of the avatar and refreshed the SDK and its still saying that
Have you checked the bounds on them? Screenshot some of it.
nah, ive fixed it, it was something that wasnt supposed to be on the avatar lol
Help plz
Make sure that avatar root object is at zero position.
It is
is there anyway i can make a 2 different toggles change the aspect of the same thing on a material
eg. i have a hue shift slider and a hue toggle slider
but they both edit the colors of the emission
sure, you'll just have to work out the logic for what you want them to do
what would the "hue toggle slider" do?
i figured it out nw
Okay I’m on blender and I have clothes I fit on a model and when I play as the avatar in vrchat the clothes are not rigged with the model, how do I fix this?
so, in Blender, you have three objects:
- the Armature
- the Body
- the Clothes
and both the Body and Clothes objects have Armature modifiers?
and, if so, does moving bones in Blender cause the clothes to deform properly?
Yea, you can see its body and the clothes just move away
Here a example of what it does
Yes. Move anything in Pose Mode.
I don’t know how to do that 😭
you rigged the clothing in Blender but you don't know how to pose an armature...?
i might be misunderstanding what you've done
And they're designed for your avatar base?
No
So you have two model files. One contains the body and its armature. Another contains the clothing and its armature.
Is that correct?
Yes
You can try using VRCFury's Armature Link component to merge the clothing's armature into your body's armature
Is that something I have to add or if click the vrcfury button it’s in there?
i don't know what "top right" would be here
there are some settings in there, but you'd be attaching an Armature Link component to the clothing object
Where’s that at? 😭
Show me your hierarchy.
Did you import both models into Blender and then export a single FBX...?
It’s just all together
I don't see anything here that looks like clothing
One sec
I’m looking for an vr chat avatar for my iron man sona but I don’t have money to pay you
It looks like you parented some objects to the Base object
By itself, that isn't going to do anything
Oh
It's hard for me to guess exactly what you did in Blender
If the avatar and the clothing have matching armatures, you can use VRCFury's Armature Link to connect the clothing to the body in Unity
without any modifications to either model file
I can move them in blender but where would I put them at
I'd suggest looking for a free or public one, perhaps in #1138520828556890214 or a search world.
Like I want one of my own
that most certainly requires paying someone, or learning how to do it yourself.
Do you have a Chromebook?
i need help im having a problem where everytime i upload an avatar im making to quest and spesifically just quest it breaks and says like security checks failed and the profile is blurred out with an X right next to the pc and quest symbols
i have no idea how to fix it
it happened on one of my older avatars too but this time it was on pc
thats how it like looks
There are some issues that will successfully upload, but then fail the server-side security checks
It's hard to read the entrails and figure out what's going on
how do i fix it/ get it to work tho because i see stuff abt constraints but the only constraint i have is a parent constratint thats about it
i dont know anything about scripts or whatever is there
Hello , is there a way to remove this earing in unity without do it in blender ( the earing integrated with the body ) ?
I think for PC you could just edit the texture to be transparent
For Quest no
nvm fixed
Yeah there’s no easy way to completely remove only part of a mesh in Unity, only if it’s a separate object
yeah, Unity isn't a mesh editor
it's possible to modify imported meshes, but you have to reinvent the wheel
Quick question, how do you merge two bones? a game model i've imported has multiple bones in the same spot with different weight painting data and parents, how do i merge two bones into one single bone while combining the weight painting data?
cats can do it
Example:
edit mode, select one bone, shift click a different bone, pick optimization > bones > merge weights > to active
Lovely, thank you! cats slipped my mind completely lol
Can someone help me figure out why my texture doesn't work with emission? I'm trying to make a glowing tattoo for my avatar, but it's not working. I tried using a black background and no background, but I still get this problem. I looked for videos about it, but I couldn't find anyone having the same issue.
the emission map texture should be sRGB as it's color.
the emission color in the mask should be white for what you want to emit, and black for what you don't. If you want to emit on the whole material it should be all white
Also that color slot gets multipled with the map color, so black is going to be no emission
details about all of these things are here: https://www.poiyomi.com/special-fx/emission
Oh ok ty!
I scaled my avatar up on unity and now the feet goes abit underground, I already made sure that the avatar position is the same as it was before but it still goes under the floor in game, any ideas?
think of mask as where to emit, and map as what and where to emit
(it can be a bit more complex when you start manipulating those, but it's a basic starting point)
Got it ill try again now
Go into the Rig and move up the hips until they meet the line
Hold up i'll send you a picture
@halcyon vale Go into Rig
Then Configure
Move the hips bone up until your avatar's feet bones hit the line
its already aligned
Sos ?
How do I only move this part of the hair? When I mess with the bones it only moves the tips but not like the 'base' unless I move the entire thing
there's an addon that can do that, but it only works on one mesh at a time
how would the animator work to disable a type of clothes when you enable new one
without using int
like from hoodie -> shirt toggle other off
im assuming using drivers but I have no clue
vrc avatar parameter driver
Hello! I've been trying to set an avatar as a fallback, when i'm going to build for Windows, it says that it's all good for being a fallback and that i gotta switch to Android, but when i switch to Android it just says it isn't.
Anyone know how to fix this? It doesn't want to follow the rest of the body even if it's inside the armature.
Oh hi 0P4 lol, good luck fixing that ;-;
Hi MIP, how you're doing? uwu
Fancy seeing you there!
Doing fine didn't think of seeing you here lmao
I'M IN YOUR WALLS.
i'm just trying to put a damn fallback
The avatar making part is pure pain.

The avatar is literally amazing on desktop and good on both IOS and Android
looks like a weightpaint or parenting issue
very quick question, are emissions on standard lite still broken?
it should be excellent on both. and excellent on pc is not same as quest
oh wait or was it good?
ye Good should be fine as well...
I need some help with my model, when I change the blendshape in unity it goes ok, even the avatar loading in vrchat shows it but the in game model didn't change at all
Does anyone how to put spawn audio on avatar? I know they're obnoxious and most of "those" audios are cringey, of course I wanna do so respectfully. Any ideas?
anyone got a good video on how to use poiyomi dissolve feature as clothes toggle?
Shouldn't be, pretty sure that was fixed at least months ago.
camera focus is not working for one of my hairstyles.
any idea on how to fix?
this is the rendering mode
solved
It seems that the default camera blurs the parts that exceed Render queue 2400.
My hairstyle was render queue 2900.
I have a model where I have one toggle that when I turn it on, it constantly stays on and the menu doesn't even show the repeating circle of turning it on (yes it is on a toggle). Only way to fix this issue is to reset model. What can I do to fix this issue in Unity?
im having this error and I dont know how to fix it and I would like to know how
you have a mesh named head, rename it in blender
can you show me how you have the animator running
Let me record a video real quick!
okay
i'll show you how i usually have my toggles set
lemme finish uploading avatar rq
I have a weird problem. I'm changing the hand gestures on my avi, but when I load into play mode, they get combined into vrcfury and I can't use them
I hope this shows enough!
hmm i see
this is usually how i work my toggles
(i use a plugin usually)
im not goated at anims so my advice wouldnt work
but feel free to try the same setup
I'll give it a try
It keeps looping and staying stuck on the animation same as before
This?
Every other toggle works which is why I'm baffled
Do you have the same write defaults value for every state in your FX animator
oh
odd
yeah could be WD
I'm checking WD right now but they're all on.
Disable "Can transition to self" to the transition exiting Any State, it'll cause performance issues if you have that on. It'll execute every frame
Do you use VRCFury with this avatar?
Nope!
You could either use VRCFury or use VRLab's Avatar 3.0 Manager to make sure all your states use the WD state
if there's one that's not the same value the whole animator will break
I doubled checked and all WD are checkmarked? Every other toggle works with this exception of this one in particular
So in Gesture manager it's busted but in play mode it's fine if I turn it on in the parameter itself
is there anything else in the animator that animates the thing you're toggling
This just toggles it on. Other stuff just changes how it looks in the material.
I'll definitely check out VRLab
I fixed the issue by swapping the animations around???? What? All I did was change the animation of it spawning in with the change animation and only changed the name in the menu.
Hello, I have been having this Physbones issue, where going into playmode, inside the scene my Phys bones "freeze up" and dont work anymore. I'm not sure what would be best method to fix it, if you know how to fix it, please let me know. This issue has been driving me nuts.
Things to note:
-
This issue just suddenly started happening, it wasn't happening earlier. I went into playmode to test my Phys bones settings for my wings (since im still setting them up) and they "froze" even though they were working earlier
-
I sent the package to my friend and they tested it, and it works fine on their end, they cant recreate the issue I am having
-
I opened 2 fresh new projects to test my model in, and in both projects the "Phys bones freezing up" was happening the same way as the original project that has the issue.
-
I uninstalled, and reinstalled unity, unity hub, vcc and have the newest versions for all of them.
-
I have attached a photo of the console for your reff, and I have a video as well, let me know if you need me to send that.
If you know how to fix these issues, please ping / dm me I would love to get your help on this. ❤️ thank you in advance
sorry for the super long text, I been wanting to get this issue fixed and have no idea how to solve it x.x
Where do i start when making my first avatar?
is there a known bug atm where newly made avatars dont have working viseme? i have all the shit setup in unity and blender but mouth doesnt move at all ingame
https://creators.vrchat.com/avatars/ the Creator docs explain quite a bit
No. Show how your Avatar Descriptor is configured.
bump
Do you have a separate head mesh?
nope
and if you go to the Body object and mess with its blendshapes, you see the correct facial movements?
yup
why is why constraint so far from my target pos?
havent figured this out yet
I copied my old constraints another porject, didnt work
exact same layout with weights and parent/child setup too
nvm
I had a world parent constraint in it too, that might fix it
Press Ctrl + Shift + B, select the android tab, and follow the instructions on to installing the android build module.
kk thxx
thank you now one thoer question. are any of the mobile vrchat shaders able ta do transparency?
no, as it's really expensive to run on mobile hardware
is there a way to make that shape thats in the hips, i just used 3 flat cylinders but i dont like how it looks (the two small shapes in the back are the hip bones theyre not part of it)
So for some reason no one is able to hear my audio but I can
idk if it's something I messed with or what
Is it possible to have normal maps on a slider? (mostly thinking of something to accompany a muscle body morph)
What shader?
Most custom shaders have a normal intensity slider
Oh god I dunno, probably the default?
depends on the shader, but for standard you can use detail normal map value
applies for standard lite too, which is quest compatible
Im in the wierd place where I am quite experienced in 3d modeling/texturing, but I know next to nothing else
anyone else able to add vrcfury to the dumb vrc CC?
ya i did that but when i click add it doesnt do anything
are you trying to add it to VCC or is it already in your repo list and you're adding it to a project within VCC
vcc itself
screenshot your repositories in your settings on VCC
clicking the hyperlink doesn't do anything?
it opens VCC but it wont add the thing either
Make sure VCC is up to date (update button on the bottom left if it isn't. If updating doesn't work or you don't have an update rename or delete settings.json in %localappdata%\VRChatCreatorCompanion. Your project list and repos will reset however but you can add your projects back through the “add from disk” button next to the new project button.
it is up to date
material is transparent but the inside of the avi is black rather than see through, any idea how to fix?
Cull : Off
i think.....
backface is definitely off
okie, so im working on a avi and unity says that there are 50 vertices that are unweighted. but i cannot for the life of me find them, ive combed it 3 full times, i dont know any good way of finding them, and honestly just need help on the idea of finding them?
culling only affects the material it's on, are you trying to make something behind the material also transparent?
yes, the actual mesh of the avi
this is where it gets fun. #shaders is a good place to ask, there are a few ways to do this
alrighty, off i go
I need help with these things so I can make my avatar good rated
- Combine Skinned Meshes (Ctrl + J messes things up sometimes)
- Combine Meshes
- Atlas Textures
- Combine Material Slots
Any optimization tips are appreciated
PLEASE do ping me if ya have tips, otherwise I won't see it. Thanks!
anyone know how to make my mouth close on this eye look thing? its only on the up and down look. it turns on a blendshape
check below the image there, the eyelid blendshapes
How do I properly move my avatar upwards so heels don't clip through the floor? I've tried moving the hip bone up in unity's rig configuration screen, but that seems to desync the view ball and requires me to move it way above my head.
Well of course moving the bone up in the rigging window will move it up
Youd need to also move it up the same in the scene
im trying to sculpt but idk what this is
Dont have a viseme selected
That means you have to make sure that you select Basis shapekey rather, or make sure shapekey you selected has value set.
im not making a shapekey, im just sculpting it to fit the body
That doesn't mean that the cloth doesn't have shapekey and you still might be selecting a zero value shapekey.
it doesn’t have any shapekeys. I did try making a basis and a new shapekey with the value set to 1, but it does the same thing
Then you might have to try apply transform for all object.
so like....the black parts of the eyes are supposed to stay with the eyes, but for some reason, it floats away from the head whe you look down, and goes back when they eyes move
glad u found a solution somehow
unity moment ☠️
anyone know how to fix the eyebrow?
Change material render preset to transparent or cutout.
eyebrow is part of the head texture so if i do that the head will be transparent too
Then use Cutout.
I made this avatar in unity and uploaded it, but for some reason whenever I move my head the whole avatar moves with it.
Probably you didn't position your model correctly.
How is it supposed to be positioned to fix this?
0.0.0 - aka world origin
It's still lack the info how you actually want to position it.
I just looked and it was positioned quite far from world origin
Thank you very much, that fixed it
great 👍
can anyone help me fix the eyebrow? the texture of it is on the head so the head will go transparent if i set the mat to particles
Mobile shader on only be opaque. That means your eyebrow won't work on quest.
ah ok
I need help figuring out what's causing my avatars face to deform whenever I look around.
Did you edit in blender?
All I did was export the blender file to unity
Did you also test with pose mode in blender?
yeah, cause it looks like a weight painting issue
I didnt test any of that, but I can go look at the weight paint
It's likely to be weight paint.
heres what it looks like
And you also tested in pose mode?
Where do i find pose mode?
Select the armature object, switch mode.
okay I found it, here's what it looks like
move the bones around
see if the face deforms
it probably will
you'll need to fix the weight painting if that's the case
see here you have blue spots on the head, they need to be red
yes
Alright I've done that, now is there a way to automatically update the unity model with the blender model or is that not possible?
if you didn't unpack the prefab you can override the fbx
open the unity assets in explorer, name the new avatar the same name as the old one and drag it in. Pick the override/switch option
Okay thanks!
Hey so I was wondering if someone can tell me how I can make a skin texture like this? I use ibspaint to make textures but I wanna try realism Like how the photo shows. Sorry if I’m not being clear with words lol but if someone can help me that would be great
It's pretty much painting highlight and shadow.
Yea I know but I’m trying to find out how to do it lol
You might have to find art course for that.
heyoo, im trying to set up unity and vrcc to learn how to make Avis and when connecting vrcc to unity it says “version already exists” im downloading the right version and manually getting the location because vrcc isnt finding it anywhere, not sure what to do
would someone be able to teach me how to make it so my avatar can wear both flat foot shoes and heels? i'm not really sure how to go about it all so that it works properly in game
There isn't a proper, full solution for this
You can get a half way solution
If you want flat shoes, then the avi can be placed closer to the ground, so taking them off wouldn't be an issue
For heels, you'd want the avi to be further from the ground, as it makes sense
But if you want both, then you'll have to come up with a compromise, where the avatar's high heels sink into the ground a bit, and looks mostly fine with flat shoes too. Just a little bit of floating
ohh okay i see. I have an avatar already though that I've bought and when you take of the heels, the feet are flat, and when the heels are on they aren't in the ground?
i did it by switching out the mesh of the feet as well. The hight of the model doesn't change, but nothing clips or floats
blendshape maybe?
Yeah, that's possible.. or a blendshape
Either way, you need some hacky solution
But honestly, good idea
i only downloaded blender/unity the other day so i'm still very new to all this 😭 could i maybe send one of u the avatar to check how they made the feet work like that and then maybe u could explain it to me? cus this is the one thing i'm really having an issue with rn and idk what to do :c
if it's a bought avatar it's most likely against tos of the creator
Now I'm kinda curious about what they have done to the avi
and if you wanna make it yourself you should learn how
check the blendshape list yourself
well yeah i wanna learn how haha but idk how to do it like that
like i said i've only been doing this for a few days so i don't really know how to learn it and there aren't any tutorials online that i can find
Yeah.. the lack of up to date, high quality tutorials is one issue
The other issue is that people have very specific things they want to do
So there would have to be a ton of tutorials for all the different things
yeah, i agree
Or... there would have to be a series that gives viewers a strong base knowledge to rely upon, encouraging critical thinking (would be cool)
But ofc... you can only think like that, if you have knowledge
Yeah, sadly.. but it is what it is
how would i go about figuring out how they've made the feet/shoes work? would i be able to screenshare to one of u perhaps and u could explain to me?
open the model in unity
click on the mesh of the feet/shoes
and check the blendshape list in the inspector
if there is a blendshape for the feet shape
you will know that it was made with blendshapes
how does the blendshape adjust the whole avatar's height though when the heels are on/off?
you didn't mention it changing height
at least i don't remember it
from what i know the view point is fixed to one spot and can't be moved (i could be wrong)
Maybe it does some funny pose space shenanigans
actually i'll have to double check, maybe the height doesn't change. but then i'm confused how the feet go from flat to heeled 😭
But that wouldn't work for FBT use
Weird and wild question since I'm making a home world tied to a massive open world project I'm working on can I make avatars trigger anything in a world? I.e.
If avatar x has a colider trigger labeled 1 and the map needs a colider named 1 to trigger animation ( swapping out what model does an NPC role) is this possible? I wanna have my 2 personal avatars be on the map and if I'm in that model it disabledls the map NPC version so they ain't hanging out and a double ganger is present
@gleaming hatch cant access avatar's stuff from world, its protected. only quirky stuff people do is calculate distance/proportions between bones via tracking data, thats how some furry world allows flying base to fly or smth for example
Hmm dern I was hoping only to have certain avatars trigger a world animation somehow
Hey I need help with smth I tired to add this texture to the head in blender but it won’t work if someone can help me lol
I heard that they check the "Last Bone", since that is something you can query
Not sure what they do with it
Do they check scale? Rotation? Position? Who knows...
Can you elaborate?
Yeah, you can check the Humanoid bones from the tracking data on an avatar
You can access stuff like "Head", "Chest", "Hips", but there is also an option, called "Last Bone"
I assume this is the bone that comes out to be the last, when Unity is indexing the bones for Humanoid avatars
This would mean that you can use the LastBone to detect what kind of avatar someone is wearing, as long as they haven't modified the armature
^
Hmm and this is how I can potentially set a world trigger?
It is a way I suppose
If it is your avatar, then you can definitely check this data with Udon, to figure out what kind of values you can expect
Hmmm thanks for the guidance I'll let ya know how it works out
Looking forward to it, as I haven't done this myself before hehe
Most definitely, I'm still learning the udon stuff but I've been tutored on world creation and I think with this I can try expanding my tool box
What you're making sounds like a fun idea ngl
Can someone help me lol
as i said, at least example as i understood, they measure ratio between some humanoid bones since same furry base would have the same distance ratio between two bone groups like idk, upper arm length to spine length, regardless of avi scaling
Yeah, this might be the way
I'll need some documentation if there is any to replicate
What doesn't work correctly about it?
Idk if that makes sense lol
I put the image in the texture uv and it just stretches it out and doesn’t show on the model and I can’t move the image around
Because you gotta move the UV around on the image
That is how you can fit it
At least that is one way
What’s another way
Cause even if the image is there it won’t show
And even if I do move the uv it won’t not be stretched out
The UV you show doesn't have any part occupied that red area though.
Hello! I am trying to do audiolink work but for some reason the audiolink prefab wont work :00? I have an active camera, and active avatar and the object is on the avatar, I tried reinstalling into the scene too and still cant seem to get it to work, has anyone experienced this/is there a simple fix??
😅
feel like its something silly xD
you mean the test prefab in Unity, right?
yes!
For one thing, you don't put that on the avatar, just put it in the scene.
yeee its in the scene
Also - are you using Linux?
no i am not
the audiolink is just put in the scene
I have an active camera as well
the prefab works but just seems to not load the audio
sorry if i sound dumb xDD
Its always somethin super simple i overlooked LOL
ok. If you expand that you'll find two objects, one is a youtube player, the other is just an audiofile player. The youtube one relies on yt-dlp, which often has issues, you could try deleting that and then putting an audiofile into the audio player.
(which is what we have to do on linux)
and yes, I had to actually delete the youtube player object, just disabling it wasn't enough
THANK YOU
works?
That works!!!!!
thanks you saved me a headache and a half 😭
excellent
yeah you can try to update your local copy of yt-dlp also, sometimes that works too
yeahhhh I was hoping i wouldnt have to and i have audio file so ill just stick with that for now, seriously thanks!! I hope you have a wonderful day dude!
i don't understand why even i did parenting them together but mesh doesn't follow the bone
its just happens when im turn it into an fbx file
is there an armature modifier on that mesh? Is it weight painted?
mesh was weight painted but im guessing i didn't make the armature modifier im just new bout rigging 😅
For unity experts, is there a setting to make lower quality textures pop so they're not blurred, like ps2 textures for an example, or PSX styled character Textures?
Thank you!
is it allowed to commission avatars or is that against the law? just wanted to clarify to be 100% sure
err getting commissions from people here isnt allowed but they arent illegal unless you're getting pre-existing content edited for your commission which then it'd depend on the models/creator's rules
does anyone know why audiolink in the unity scene will just not load a youtube video?
i tried re-adding the prefab, changing versions, etc but when in play mode on an avatar scene it just doesnt load any audio (but shaders react that there is in-fact audiolink in the scene
when i open the prefab scene (which is a world prefab) it loads just fine and plays as soon as i click play
yeah because it relies on yt-dlp and sometimes that needs an update to properly pull youtube videos
I just switch to using a local audio file, details here: #avatar-help message
I have this belt which has its own bones for some dangley bits, it wasn't made for my model; but I've sculpted it to fit now. How do I attach this armature to my main armature ?
Do I just merge the armature with cats?
i've deleted all the bones that was in it expect the legs, hips and the dangley bits
If it just needs to be attached to your hips, you don't need any tools at all
parent the entire object to your hip bone in Unity
If it needs to actual deform along with your model, it's more complicated
ah, does it have hip and leg bones in there?
in that case, you can use VRCFury's Aramture Link to attach the belt to your avatar non-destructively.
I prefer that over making permanent changes to the avatar's armature
+1 mesh lazy detected , merge in blender attach bone to some other one weight trainsfer if it need to bend
bounding boxes are fun
I try to do as much as possible non-destructively
but yes, merging it with CATS is also fine
merging it with cats doesnt work it destroys it when i pose it around
its added the legs bones as extras and not merged them
What are the lil bones parented to? Just merge the armatures by hand and parent the according bones
would anybody happen to know why my idle animation only tracks once crouching or jumping?
wont let me
greyd out
armatures actually merged ?
You can parent it in the lil sidebar. Doesn’t have to be in the scene btw lol
yeah idk
I always forget which order to join objects in -- meshes, then armatures, or armatures, then meshes?
is there a vc I can share screen in
the vertex groups on the merged-in mesh need to be renamed to match the names of the bones on the merged-in armature
I've written a number of scripts for automatically generating and merging meshes+armatures and I still forget, haha
There is no vc since they’re harder to moderate
make sure any shared bones (hips, legs, etc) are named the same on your belt's armature as they are on your avatar's armature. You can delete these bones from the belt's armature now.
Next, you can either add a new bone ("root" bone) to your belt's armature and parent all the other bones to it (this is more optimized since it allows you to use only one component in unity for physbones on the belt) or keep it the way it is
Now select this armature and shift+left click to select the main armature. Press ctrl+j to join the armatures togther, and then go into edit mode.
- If you added a "root" bone, then parent that bone to the hips: elect it, then select the hip bone and press ctrl+p and "keep offset"
- If you did not add a "root" bone then select the first bone in each chain, the lastly select the hip bone and press ctrl+j and "keep offset"
This is all assuming you aligned the height of the belt to match where the leg and hip bones are so that it deforms correctly
sorry to reply to this but do you think you could help me with my issue in the video just above please
i'm not sure what you mean? you said it only "tracks" once crouching? wdym by that?
so i am trying to change the standing animation in the blendtree but it does not seem to track unless i crouch or jump in game despite having the tracking control
again, what do you mean it doesn't track?
what is it not tracking?
sorry, the legs
feet and legs
you have leg trackers?
No i am a desktop user
yes only once i jump or crouch
what does your tracking control look like?
you have legs and feet set to animation?
here
merge armature via ctrl+j, re-parent the belt bones to the hip bone.
ah I was scrolled, sorry
okay, the issue is that it doesn't affect the avatar for a few frames. I don't know why. But I had this issue as well. The solution is to have a starting animation state that waits for a few frames before transitioning to the main state. Make an version of your idle animation that waits for about 0.5 seconds, and that one should be the default animation. Then add a transition with exit time enabled and set to 1. For the condition you will probably need one because of buggy behavior, so to make sure the avatar is initialized as as well as avoid this bug, set the condition to "TrackingType" greater than 0
This issue may come from the state activating tracking control before avatar initialization
interesting, i will give this a go. thankyou
what do you mean by gigantic?
Some people complain that he appears much larger in size than intended.
Then just shrink him with the avatar scaler
The preview is gonna look different from the actual model
Yeah but then it gets desynced. cuz I end up feeling smaller than I want
1.3m isn't huge?
I made a post in #1138891887374237706 about this
so, you're saying it looks different to you comapred to others?
anyone know if the AudioLinkAvatar Prefab just doesnt work anymore? Not working for me at all hope sdk update didnt break it
yeah pretty much.
It only syncs up properly when they activate it
might want to link directly to that, I didn't see it at a glance
Pardon the interruption, but...
Can someone clear something up for me?
When an Avatar animation state Parameter Driver is marked as local only with synced parameters, does that mean...
- The parameter is set locally (only for the wearer) then synced globally? or...
- The parameter is only ever set locally and becomes desynced?
Wait I just noticed.
Whenever I switch over to it, I flicker up in size for a brief moment
still working
iirc 2, but if you want it to be synced you can still have it in your avatar parameters list.
Thanks for telling me it works, but I dont get why mine isnt lmfao
Also i wont even ask what I just saw
Okay so I think I fixed it
Yeah man idk, i just put isLocal true for anything im syncing and it just magiacally works
I only ever have to sync contacts though
I dont get the treshold to where it needs to be synced
contacts that play one anim when touched work fine, but if anymore logic, they just break for other clients and desync
That's what I'm asking. I have a parameter that is synced that I drive with a local only parameter driver, and I noticed sometimes it desyncs, even though its a synced parameter, which doesn't seem correct to me.
I'm changing up my animator logic to instead only transition on IsLocal so this is unecessary, but I'd like clarity on the intended behavior, since this seems like a bug.
contacts that get disabled by the anim when you touch it also will NOT sync
hmm that doesn't seem correct
I'm talking about synced animation parameters.
Yeah
its the same case
contacts that have logic with parameters also need to be synced properly
They act very unstable
In irony I was using Local Only in the Parameter Driver specifically to avoid desync since this is something that can toggle on or off, and I didn't want to encounter fringe race conditions which might cause it to toggle the wrong way for remote users. But instead local only seems to, at least sometimes, cause it to just... not sync? Even though it's marked as synced? It's like it detaches the parameter's sync status.
Some of my contacts on my older avatars only worked half the time
Pretty much, the logic happens locally, but it syncs it anyways
usually i need to set a parameter after a local receivers since they can only do bools (boo) , this one is abit of a mess that uses 80 local sender/recivers
would only need 2 if i could do int in them
I think it desyncs easier if it tries syncing for everyone in the layer
the parameter is synced in the drivers as well
so
logic on the layer happens on client side, but the drivers still set the params and they are synced so it works anyways
For some clarity, I'm using a custom invocation system to trigger spells via words, and one of the spells triggers an effect that relies on a synced bool. But due to the nature of the invocation system, there's the fringe case of the triggering states varying between local and remote clients which can cause desync or even unwanted sync, so I was driving the synced bool with a local only driver so that it would essentially treat the local bool as the "master" bool and and then sync it to the rest.
But I noticed during a couple events that some people were saying this effect was triggered, even though in my animation menu and avatar debug panel it most certainly was not.
if they werent synced, it obviously wouldnt work
The behavior, at least for some people, seemed to be that local only was preventing the variable from being synced, even though it was marked as synced.
Hey all! So I just followed a tutorial to make a grabbable prop on my avatar using gestures but my avatar has no fingers.... Would that be a reason as to why it's not working? 😬
Contacts and constraints
When I reach and grab, nothing happens
You'll need to look carefully at your animator transitions. If you can't reach the correct state from any starting state, then desync is possible
imagine getting "stuck" in a state with no valid transitions out of it
Shouldn't be happening with remote clients though. Everything worked local side.
I've verified all the exit states and whatnot. Nothing should be stuck.
helloooooo, so i have added VRC-ASL_Gestures to my avatar, but now it's disabled my wheels, so not able to change color of hair/clothing
did you replace the avatar's main menu?
Hey guys, quick simple blender question: My model looks normal in object view, but when I go to edit mode, my model is facing backwards --i can't tell if this means the armature is backwards, the mesh is backwards, or both. How do I fix it?
are you looking at a blendshape that's not Basis?
re: backwards: +Y goes into the screen
h u h
the avatar is basically a model I ported from mixamo, there really shouldn't be any blendshapes, fresh out of the character maker
okay, but you should probably verify that
otherwise, any modifiers on the mesh object?
it's been a bit since I've been in blender, where do I check that? (I'm on 4.3.2 if that matters)
green triangle in the properties box, under "shape keys" - if there are any, make sure you have selected the one you want to view. Basis is the typical name of the default, at the top.
I see. I checked, there's nothing under shape keys. Not even a [basis] I think
okay then you have no shape keys, and thus this isn't the issue
I noticed that it only happens on edit mode for the bone armature too
edit mode for stuff is going to show you the raw version of that, without stuff like poses or shape keys or modifiers applied
so does that mean that my object mode is the one thats backwards? 😥
Oh, when i go to edit mode on a mesh, it does this:
without looking I couldn't tell you, but you can easily check which way it faces.
Probably apply transforms as well.
face orientations are all normal if that's what you mean (in object mode)
I didn't mean anything about mesh faces
oh dam sorry 😅
if you are testing it with av3 enable this on it and receiver 'self' , had issues with it on 3.7.6 why im still on 3.7.5
trying to explain this would be annoying 
detect wich hand grabs it , moves to constraint
it's good to verify that anyway 🙂
but uh, any ideas?
Once again, this model is fresh out of mixamo, yet it turns around in edit mode. What's going on, anybody?
heres some example pics of this happening
Vrchat avatar creation experts (myself not included given this issue)
Yknow how having different meshes on an avatar means that a light probe might influence a mesh but not the other, and the result is different meshes of the avatar having different lighting? Well, I remember fixing this issue in the past giving all meshes the same bounding box, but with liltoon (idk with other shaders) I still run into this problem. Anyone might know what's going on?
and i just realized that i accidentally cut out the top in the second picture...the second pic is edit mode of the bone armature
The eyes of my parasite avatar don't animate anymore for some reason
also I just realized I'm replying in two places - this is why cross-posting isn't great.
hi kazin ze wizard
lies
it 'tis the truth
Does the blendshape itself work?
yes.
What isn't working?
When I hit the test button, the eyes don't animate on their own.
In other words, the blendshape is unaffected
Without knowing how you did or what you changed there will be no answer.
all I did was add a mouth.
It'd be better explaining how you did.
Also you didn't test it with gesture manager. This wouldn't reflect how the avatar would work in game.
oh right.
I'll add that to the project and if it still doesn't work then idfk
It still doesn't work.
Any fix?
Did you add the animation to FX layer?
describe with words what you think is wrong here.
the fingers?
they are moving?
should they not?
Er no?
don't assume we understand your goal unless you tell us
That apparently doesn't change anything
Is the animation enable Loop Time?
yes.
Bumping this cause I would really like some help on it
I tried remaking the animation and it didn't fix it
one moment
Fixed.
does anybody know why I can't open the "review any alrts"
did- did you click it
nvm then
i am no unity wizard
It's enabled
That's installed, but not enabled.
hi kazin
... why do you keep doing this?
I enabled it for real this time and IT'S STILL NOT ANIMATED
Screenshot again when testing.
wait
Is this something to do with the SDK being updated?
requiring the gesture manager to animate things in testing?
It shouldn't.
Well the animation plays, but I want it to play on its own without requiring me to play it manually
So i've made a whole new unity project
and it still open let me open the review any alerts
I'm gonna lose my mind over this damn animation
what's ze problem
.
sorry im alergic to replies
jee thanks for your help /s
Okay so I checked the VRChat reddit and someone said that SDK3 doesn't work with it
or maybe I'm misinterpreting it
That's because there is a shader on screen.
work with what, exactly?
you can certainly animate blendshapes
https://www.reddit.com/r/VRchat/comments/n7pp8s/animations_not_animating/?rdt=54316 I know this won't embed so you gotta click the link unfortunately
perhaps you're trying to animate a blendshape that's already being controlled by the avatar? I know that you can assign a few blendshapes for eye movements in the Avatar Descriptor
The eye's blend shapes aren't being touched.
Wait I got it
I just had to replace the blink animation node with the twinkle anim
screenshot your console, is there any spammed errors
actually there is, a bunch. I uninstalled the sdk and reinstalled gonna see what it says now
it's not SDK related
you have a corrupted state machine somewhere in your avatar descriptor's animators, look through your animator layers for a completely empty layer and delete it
Any animator in your avatar descriptor including your FX, you'll need to open them and find the corrupted layer in them
what does it normally look like? is it just empty
ok
is there ever a reason for parameters to not be synced?
The most obvious case: local-only toggles
I often give my avatars a local-only flashlight
preset toggles too
I'll also add lots of "calibration" visuals -- e.g., a ring that shows me how far my avatar sounds will reach
very handy for adjusting my scaling settings
yeah -- you can add a ton of unsynced bools, and then use a parameter driver to set them all based on a single synced int
im having a problem with some animations I set up with face tracking not working on anyone elses side other than mine
can u able to show me to how do i need to fix it?
I definitely cannot show you weight painting, but there are many tutorials for this
no i did the weight painting on the mesh allready but it still not following the bone.
that's very strange then.
its just happened when im just trying to export it as an fbx file
for some reason my toggles aren't working in game I fixed this for another avi before but forgot how I fixed it
might've been the script
i need help with unity pls why does everytime i upload my avi the parameters duplicate and bc of that it doesnt let me upload it since it tells me i have "too many" but in reality i dont it just duplicates
halp-
this?
is that the first 3
You are missing a package.
You’re missing VRCFury
"You are trying to save a Prefab with [a missing script]"
i inported vrcfury.....
Did you import it to the project? Adding it to VCC isn’t all
Click manage project on the project then click the plus button on the VRCFury package in vcc
so apparently my vrc parent constraints just deleted itself because I uploaded my avatar to pc
My toggle doesnt seem to work unless the fx controller is put into the playable layers section. This is almost never the case for me. Can someone help?
this is a runtime error -- something is trying to use a constraint that got destroyed
i wouldn't expect anything to actually disappear from the scene
neither would I but it did-
lemme try reimporting the prefabs
Do you happen to use a toggle maker script?
I downloaded a middle finger gesture, and it has both fingers stuck up. Is there a way to still use it where it only does each finger per gesture?
how on earth do i fix this? ive tried all i know 💔
imported an outfit into blender and it's in A pose. Is there an easy fix for this? ^^
which pose is that
i forgor
arm do ze a shape instead of t shape
I imported the dress for my spring model and it's in a pose guh
With poiyomi or liltoon is it possible to choose which mesh has priority when clipping through each other?
is that when they have the arms bent
yesh
cus i mean you could probably just rotate the bones
I was considering that
seperate mesh from the dress is wim
very cute outfit tho
pose mode , move outfit into a T it has bones


