#avatar-help
1 messages · Page 97 of 1
so rotating it is fine?
long as you never merged wont affect other
nope! Not merged
it's just rigged and weightpainted to another base
so I was gonna delete the unneeded bones, aka all of them basically, excluding the ones for the dress
then just parent those bones to my main armature after I merge them
Posing the bones back to tpose in blender will work fine
It wont mess anything else up
Or at least shouldn't
thank you!
if it screws something up, I'll just start over haha
model just special, cuz she a nice custom body sculpt I've been working on today
Just make sure its like actually on point tpose, like rotated 90° perfectly
ok!!
If not you get the same issue
I see
how can I make sure?
do I fix it in pose mode or edit mode? :o
I just adjusted it in pose mode
Pose with edit mode, pose mode is just to test iicr
oh ok
I dont know thw difference between either imo
doesnt really let me do it in edit mode, but it does in pose
I plan on deleting the bones anyhow excluding a few since this is a whole different base than what the original is rigged to
question, what does the API Object mean? whats it for?
afaik you can't use that on avatars
no I mean you can't call scripts and such on avatars so that API object, if it's what I think it is, isn't useful
oh okay, thanks
gotta say it's amusing that the documentation page for these shows a screenshot with that slot visible but none of the text refers to it at all
hi kazin
yehhhh didnt work
I'm trying to get something that slowly follows my spine bone and also rotates with its rotation so like when i move my back it rotates with it. I'm using a spring joint but the issue I'm having is i got the position working just fine but not the rotation what can i do for this?
why is it that when i have colliders applied to my station script, it wont let me upload the avatar?
if you're uploading for android it'll add the collider for you
quick add a sweater to xbot , import , pose, apply rest pose, delete its bones, merge, seperate by material, find sweater remove vertex groups, transfer weight from xbot , pose it now follows model
(dont do this to a outfit where you want to keep some bones , you can just merge that and remove empty bone/vertex groups after if it uses humanoid bones it will use the one on model and rename oold too .001 something
Doesn't do anything on avatars and can be safely ignored. Pretty sure this isn't even used in worlds anymore.
ah that'd explain it not being mentioned in the docs
i’m low key confused like how does this work
like ik to put it in unity but it’s just a blank model
no idea what those are without file extensions
hol on
can you send the link (for the asset) if its something you bought
just looking at like 2 images with random files and textures isnt enough
oh yeah one sec lemme find it
Picked my hair @compact dust 
1 1 1
:O
This gamur
bootiful
I still own the other two LOL but I’ll figure out where to use em
do you know anything about the zinpia male base btw
toggles!
I don’t own it, but ik abt zinpia stuff
You may honestly just have to whip open blender and sculpt something
Or ask in some avatar servers
hrmm
I’ll dm it
how does this work like.. fbx do i need to download a shader or sum
You probably have to make materials
how do i do that…
i’ll translate the read me and see if it’s useful
clothes dont need finger bones if they arent related to fingers do they
Thank you, managed to do what i wanted without any errors though but yeah seats are awesome!
did you import liltoon?
also there should be a prefab somewhere
i did not
yeah i was looking i cannot find one
download lil toon on the same site and import
alr alr
i genuinely cannot find a prefab
this might help, if not i can show the whole folder it’s a pile of just dif styles
and the read me is in like hieroglyphics
no no in unity
like the main folder, where the model is etc
if you click the fbx, there is a option to extract materials
and then make a folder for them
works faster then dragging them on manually
unless they have custom shader on them, it will use the unity one by default
uhhh, there wasn’t rlly a model except nbody
i usually extract materials
i’m just loading unity again
and then put the one I like onto them
ok one sec
uh, weird, did you import all the unity packages?
we're trying to find the model first
apparently its just the base without a head
can they check it in blender?
if there is no head then thats a issue on the creators side more like
it is an older model so who knows
i’m getting this one sec

wow uh
okay
yeah you might need blender as alex said
unless someone else owns her and can explain whats happening
ok. i do have blender
i did i’m p sure
you cant drag unity packages into blender, so youll have to do the fbx and check on that
alex help
i mean

well its just nbody which with this creator is just the blank base
weird
it should have like the body body too
also could be that the transform isnt right, I exported a rusk from blender once and this happened
i just extracted this one and it was materials and textures
well since its just the base without its clothes and stuff thats also an issue
yeah
my homie has like 1200 hrs on blender i can see if he knows how to work it😭
probably because its written in jp
yeah! i translated it and its nothing
yeah idk that much shit probably better you ask someone who knows more, but very odd
yeah idk where tf the prefab is
so the unicode from it doesnt translate either?
i can try other styles like it has other styles but they low key weird 😭 😭 😭 😭
well the two 3d obj files are the fbxs so you can put those into blender and see whats up
ok ok
(which files )
since this one is old would i maybe have to use the old unity or
how do people make chain materials that literally emit light?
word soup
I'm not sure what a "chain material" is but generally use a shader that has an emission property
when i select all materials to change them all at once (and yes i already unlocked them) it doesnt let me edit. why?
what does it do instead?
Can you select only two or three materials and change it?
you clipped the top unfortunately. But yeah, probably one of the materials is locked or different somehow
yep found them ty
i have models that ive downloaded i was wondering if any of you guys willing to just add physics to the hair, boobs, and ofc eye blinking/movement and toggles ?
Couldn't you do that yourself?
no i don’t have a pc!
There won't be even a few people willing to do it for free.
I would but I forgot how to add physics. I haven't uploaded avatars for a long time.
Let alone don't have motivation to-
does anyone know how to help me with audio stuff, i want to play an audio when i toggle something then another audio 0.9 seconds after i toggled it on, but the first audio is longer then 0.9. does anyone know any ways to dothis?
trigger two layers based on that variable change, one has a 0.9 second delay before doing the next step
Or..... just use one animation
put the second audio clip trigger at .9 seconds instead of 0.0
gotta break eggs to make an omelette
gotta start somewhere 🙂
hello, i can help you with that
sus.
Didn't even read. Definitely a scammer.
No no.. It's fine. I haven't been motivated in avatar work in forever and I don't really wanna get back into it. Thank you though
Them or me?
them
Them.
Okay. I was about to say-
@somber sequoia is this what u ment by the single animation?
also the goo and crack are the audio sources
sure
I was just offering ideas on things to try
ah
Is anyone good at editing textures? I have a head texture and I need help just changing the lips/blush color
anybody able to figure out why the avi's legs move like this when in play mode? in setup/blender its perfectly set, in gesture manager and in game the legs shift. i do not know why. Any help would be lovely!!!!!!!!!!!
thats the idle anim
its normal
locomotion is setup like that
you have to go into the blendtrees and change the locomotion
erm if you cant decimate a mesh with shape keys how do you lower the tris
nvm i got it
yeah i tried doing the edit mode decimate instead which worked
edit mode, mesh -> clean up -> decimate
yeppers
modifier doesnt allow for it with shape keys but edit mode does, even tho its the same thing ?
idk
yeah they work very differently
gets a similar product tho it seems
yeah, the edit mode one is newish
how would one go about that?
go into the blendtrees and change the locomotion
in action layer
in the base layer, probably.
huh action, I didn't think it was there.
i meant base, sorry
yes
I use a tablet for any painting
yeh thats what i'd do if it worked with my software
what kind of weird tablet do you have?
its not the tablet 😭
so not blender then?
I figured we were still talking about painting in blender
by tablet I meant an old-school Wacom drawing tablet with a pen
like literally old enough that the only Windows drivers are for 7
oldie
if i was doing a toggle that switches a png with a 3d object i'd just hide/toggle them right
that's such a dumb question ._.
A friend of mine is hitting a TLS handshake error on upload. What would cause this? She has tried clearing the blueprint, restarting unity, reauthenticating into her account, none of these works
What would stop a head pat receiver from not moving bones or playing shapekeys? only the particles emit. Phy is mark animated.
Okay, so it plays once then stops working
Could stop working for any number of reasons. Check the exit condition on the state and make sure it's disabling on exit. Verify the animation state in the avatar debug menu in-game
Probably need to check for time and region settings. Especially when auto update time is disable.
What settings? In the VRC control panel, or unity project?
I've turned down minimum brightness to 0 on this hair but for some reason its still set to max in game ? anyone know why?
Windows settings.
How would that affect upload? She has never messed with her system time settings
TLS is a way for any application to connect to server securely. Failing TLS can be caused by many reasons, one common reason is time misalign.
Her last upload succeeded earlier today. No meddling with time in the interim
Better double check if it's correct.
The light probably came from something else. Check for rimlight, matcap, emission, etc.
She says it is still the correct time
Also timezone?
Then that would be some uncommon cause. But this's beyond my knowledge.
hey all! im havin some issues where if i go into the gesturemanager or run a test this monstrosity appears was wonder how i can fix this!
Your FBX export settings didn't match with previous export.
ahhh gothca, anyway to remedy this?
still very new in the realms of this
Did you actually export the model from blender?
the fbx was exported from blender and i went thru file explorer to repleace the old one and give it the same name as the old one
The export settings was incorrect. Commonly it's Apply Scalings has to be "FBX All".
is that in blender or unity where i change that to FBX All?
When exporting it's always from blender.
gotcha i'll try that
worked flawlessly thank ya so much!
Yeah this is irritating. I've even had some API logs expanded, no missing data that would suggest there was a server error that somehow ended in an auth error. Doesn't seem like any of the other common TLS issues cover this case either - no firewall changes made, web requests not processed through a browser
I had her file a ticket to VRC, hopefully they get back soon
HI. If I need my avatar to look differently on PC and Quest, do I need to like make a copy of it in Unity (have 2 avatars in one scene) to be able to edit both versions independently?
It isn't necessary to be in the same scene. Just however you can have 2 different models with same blueprint ID.
I see. Cheers o7
Another question (sorry 😅 ).
I just used a VRCQuestTools thingy to questify my avatar. And I see this message
Is it a problem? I am not sure what it means
I can see my 2 version just fine, so I don't see whats the problem
I'm trying to upload an avi that I Purchased but it seems to be getting stuck when compiling shaders. Anyway I can fix it?
Think it means you need to download NDMF
post picture
Why though? Everything is working fine
I'll to it just in case though.
Honestly I've never used avatar optimisers but after googling it looks like it should come with it
It actually ended up working thankfully!
What texture painter tool would you folks recommend for a total beginner? It can be paid as long as it's a one-time purchase rather thana sub
I would be doing it on a PC with my mouse, without any fancy-pants tools artists use
I use substance painter, its a one-time purchase of $200 on steam
A little pricey but worth it with what you can do
for substance painter specifically I would actually recommend the subscription over the perpetual license on Steam. what you get with the subscription makes up for the additional cost over time especially if you end up making extensive use of the software
also considering that you get both substance painter and substance designer, which would be $400 to get both on Steam vs $20/month on subscription
the subscription also gives you access to the Substance library with a ton of materials you can license at no extra cost, and of course feature upgrades when new versions come out that you'd have to buy at full price on Steam if you want them
I realise I'm probably sounding like an Adobe shill here, but this really is the one piece of software I'd actually recommend the subscription model for over its perpetual license option
Hey can someone help me with getting VCC on my Mac lol I know it’s possible but I’m not a computer guy so idk what I’m doing
I'd agree with you except I run it on Linux, which the Steam version supports perfectly, I didn't see that option for the Adobe one.
You can't use the VCC. I believe ALCOM (an alternative client) works on macOS.
I just use the VPM directly.
Yeah, I also just use vpm directly (linux)
I had some trouble getting it to recognize my Unity installs
and it emits a few confusing warnings every time I run it
it's fiiiiine
same - but I just don't bother, it doesn't actually matter. You don't need to use it to make new projects.
I should probably just remove and reinstall it. I'm pretty sure it's gotten updates since then
still broken last I checked
oh there's a newer one than I had though
I wonder if they have a published changelog for this
But it says I can I just need a vpm or whatnot
Can some one like friend me and call me and walk me through it lol I’m slow
Will Alcom work like unity or smth?
no, it's a tool for managing vrchat projects, you still need Unity
And it will still let me upload to vrchat
you do that in Unity
Will it be ok if we can call? I’m incredibly slow
I don't do that, sorry.
here, this seems like it'd be better for you: https://vrc-get.anatawa12.com/en/alcom/
oh
then you probably want to start by watching some tutorials on the subject. VRChat's got lots of creator docs too.
Also friending someone who's just provided a small bit of advice seems kinda weird.
yeah, a lot of people do that, but it's kinda weird
yeah I ignore them all
I mean not really like sure we just met but I’m better verbally then texting so that’s my reason why
I can see how it’s weird but at the same time you’ll live
Trust and believe 💜
Definitely substance painter, learn the importance and usage of mesh maps, and then get into procedural stuff to get the most bang for your buck.
henlow!! i was wondering if anyone knows how to make a grabbable prop with vrcfury??
world drop option in toggle
idk about making it grabbable tho
basically like- i wanna be able to grab a heart prop from my chest and have it in my right hand
with particles and all
I'm not sure I'd use VRC Fury for any part of that.
reciver detect hand + left or right gesture , constraint to hand wich it detects (exsample here also detects head and attached to it)
but i have no unity knowledge whatsoever, i only use vrcfury
time to learn, you can do very basic things with vrcfury
i know
Yeah you'll need more than fury for this.
will it mess up the avi to have both vrcfury and regular unity stuff?
not at all
id learn how to detect hand using a reciver then change color first (easy step)
what the heck is this black magic
use it where it makes sense, don't for what it doesn't do.
now i got another question, how would that work to make it quest compatible?
i know it's possible
its quest compitable
alright, i tried to look at tutorials and all but it didn't say
older one wich used constraints wouldnt work, but just replace when they say that with vrc constraint
so instead of using Parent Constraint, i should use VRC Parent Constraint?
vrc constraints works on pc & quest and you can have quite alot of them
thats quest , much more on pc
alr, i'll try to make it work but if it don't, i might need someone to help on a call
where do i find the fx layer of my avi?
see in the VRC Avatar Descriptor, under "Playable Layers"
says customize
If nothing is in the slot then you don't have one and it's using the default.
then how do i find the default?
you don't, you make a new one
do i really need to create a parameter to toggle the prop? i want it to be there constantly
no, if you don't want to you don't have to
okiw
Why is that, when i apply animations to a phys bone for a toggle the phys bones break, they don't act properly, they invert and are too stiff, i have no clue, ive tried everything and its only when there is animations applied, the IsAnimated thing is turned on, its on base physbone stats, but its not working properly
In blender, after I edit my base's fbx and import it into unity after sculpting, it just disappears in unity, the package isn't unpacked
show
So the settings for the phys bones
isnt that a kinda big collision raidus
Is it possible to copy setup from 1 animation controller to another?
I think Ive heard of that, I figured it out though lol. I was right click and pressing copy current state machine when all I had to do is copy paste regularly!!
how do i test the contact grab ? can gesture manager do that?
Not really
animation controllers are files on disk, you can copy them
if you are using blendtree's you can copy paste them into another controller and their parameters also comes along (renames to whatever 0 , if already exsisting) , think thats a DreadScripts - CopyCutPaste thing , avatar 3.0 manager have a copy things from one controller to another
found out theres more they are so much
i still didn't figure it out-
i just noticed that the hands don't move when i use the gestures, so like- it doesn't turn into fist, peace sign, etc
is this normal?
sounds like a weight painting issue, did you weight paint the fingers?
or maybe a rig issue, did you check the bones for both hands
they're weight painted already, it's a base lol
do you have a gesture layer?
but uh lemme check that
default one
most likely then unity didnt recognize the bones correctly
check the prefab rig
can you screenshot it please?
it's a gesture manager issue
can you screenshot it please?
i used av3 emulator or whatever and it works now
if you have both active at the same time it could cause issues
i yeeted gesture manager
okay
how do i check in unity if the heart grab works?
why when i drag clothing on my feet go
drag?
check the blendshapes of the body
Sorry for phrasing the question weirdly! xD
how else im gonna get clothes on my avatar
yo eli you know what dis is
blender
i meant not unpacking your prefab
and draging stuff included in your avatar's fbx around
which is something that it looks like you did
you should never unpack your prefab
you can attach clothes in blender or unity or witht vrcfury
i should because it makes me lose all my progress if i ctrl z once
none require unpacking the prefab
then dont make mistakes
you should never unpack
that's very strange
so helpful
unpacking is a one-way trip to future annoyance
and if you did stuff while the avi was unpacked obviously it will not carry over if you somehow repack it
and it will reset
how do i make the hand colliders move ? i need to check if the collider works
well why it only affect my feet nothing else
I usually make a small sphere and put a contact sender and collider on it, then use that in play mode to poke at things to see their reactions.
it should be constrained to the hand bone or smt like that
yes but i need to make it move
doesn't it follow your hand bone?
cuz it's the hand collider made by vrc that needs to touch the collider i made
i'm in unity, it don't move
Sorry I think this should be an easy question but im having trouble searching
If I have blink blendshapes enabled how do I make them not animate when im using a hand gesture? I tried animating them with the blink blenshape set to zero but i think the eye look thing is overriding it...
well i just fixed it so nvm nothing to do with unpack
just wait til vro comes back later with more problems bc of unpacking
reall
nah
You'd have to disable the automatic blinking with VRC Animator Tracking Control, or any custom blink stuff with a parameter.
wat dis
don't set the same shape key from multiple animations at the same time
dunno
me either
Quick question, i forgot to put on an accessory for an avatar i was porting from a game, should i put the avatar back on blender and put it on the avatar and add it as a blendshape or should i directly put the accessory in the project and set it there?
ok now it working but how can i check if it moves with body
go into play mode and move the body around
cause you can override your avatar
i hate compiler errors
just dont import random packages
can someone tell me how do i check if my contact receiver works with the vrc hand collider?
in unity
??
i see, second question, i also forgot to put in a knife for the avatar, does the same thing go for it?
i'm not pcvr, can't check in game
yes
perfect, thank you
that was to DuckDude
my fault
no worries
but it needs to be the hand, not a collider that i made
this is strictly so you can test it
There's literally no difference in Unity test mode
Like this? Sorry I am new to using this
your hand is just a bone that's got a collider and contact sender on it by default
I've seen a few situations where one random file goes missing, causing packages to break
testing smt rq to see if thats it
i have a feelings its this
it don't work
the floor grid isn't there anymore, how do i turn it back on?
nvm found it
the collider doesn't work qvq
it worked but like
now it won't work to put it back?
this is so weird
i hate it
enable in av3 this if you are using trying to use receivers with custom parameter to do something , sdk 3.7.6+ have no idea if it behaves
its abit wierd sometime it doesnt need it
do i need to make a new collider to get it to go from the hand to the chest???
to test if it works
av descriptor sets that up on all avatars auto
I tried setting it up like this and it still blinks when I use the expression <_>
i made a toggle and its only turning it on and not off help?
provide details on how you set it up?
i used vrcfury and toggle assistant and neither worked, never had an issue before
anyone know if leviant screen space shadres work with unity 2022? cause if they are supposed to they arent for me
alright thanks
Is there a way to unatlas a texture?
i'd assume you could manually
Depending on how it was atlased, either
1: simply crop it out with Photoshop or gimp or similar, then re-adjust your mesh's UV to take up the whole UV tile, or
2: make a copy of your mesh, repack the UVs to take up the whole tile, and then do a texture transfer bake from the atlassed one to the newly un-atlassed one
Select parts you want off a atlas , seperate , grab old texture + its uv merge that somewhere on a new image , move old mesh uv to it , remove uv (just used for aligning)
done that a few times , its so not 100% but fast and 'eh' close enough (( exsample using the same image but its the moving part easymode to another image ))
Is there a way for me to make a puppet avi (it’s a avatar that you move around like a puppet)
A marionette doll, or more of a hand-puppet?
Do I need to have Windows dedicated server support and visual studio installed to upload avatars
I’m installing the editor that’s designed for VRChat
Do I also need universal Windows platform build support?
I’m uploading it for PC and android
I don’t have the avatar yet, but I’m just preparing my PC for it
Also looking for clothing for it
gumroads is your friend, although you're gonna have to resize it to fit your avatar
which is another can of worms
Clothing generally needs to be made for your avatar, barring stuff like hats
Well, technically, the clothing that I’m looking for is made for the avatar itself actually
anything form-fitting needs to be very carefully fit to your model
Because I’m looking for the clothing inside of the server that the avatar is made for
Quick question, the avatar i've weightpainted and fixed through blender needs transparency for hair textures, how do i achieve that on the quest port? https://cdn.discordapp.com/attachments/730948173379535022/1345703695010238494/image.png?ex=67e527ba&is=67e3d63a&hm=d67fcd8b8e3f977672951e706d3105e52c5b2dea1ecd52be25a18aa6bdd9b176&
since quest limits me to mobile only textures
You don't
Transparency isn't supported on quest
yeah, i don't think you even get alpha clipping
oh hey thulen, funny part is this is literally the first question i asked on this discord 3 weeks ago
You get opaque and that's it
so i have to retexture it myself?
I wonder if you could paint skin colors onto the parts that should be transparent
SKIN HAIR
if the parts that need to be transparent are on the face, that could work
I mean yeah if you want a texture that looks good while being opaque, what else are you gonna do
the issue is that you have that solid hair color on the diagonal, right?
Here it's better to paint some hair onto the skin than the other way around
Painting skin onto the hair mesh is gonna make it look like the skin is sticking out
yeah, you could shove the hair mesh into the face a bit
and then tint the face
This wouldn't help with the other side, where the hair ends
but you could do a little cutting of the mesh to give it a better shape
polygon allocations:
- body mesh: 2000
- clothing mesh: 1000
- hair: 36000
my family is dying, please help me budget this
quest hair
headcrab
Real
lego
i need to make a new fallback avatar
Bro does not want to put effort into anything
look at what i did to leg day skipper 😭
optimization at its finest fr
Check this out
see, you actually tried
instead of just smashing it with a hammer
huge fan of the 0 bytes of texture memory lmao
I have an avatar with more mesh data than texture data, but I've never gone to zero
Where we're going we don't need textures (we have vertex colours)
[checks mesh]
das cute
hey btw is there a way to do PNGs on quest
Success?
I mean, you can use an asset that's stored in the project as a PNG
wdym
floating png, flat image basically
I fixed it, You need to do Particles/Alpha Blended as the shader
i was thinking of doing a material swap on the object
(or a quad)
Nope (:
idk how to do that tho with my current knowledge
that ain't listed in the documentation
vrcsdk will scold you and convert this to a standard shader
Come on!! it's in the mobile only shader pack!!
i'm guessing it used to be allowed
It's for particles only
fucking hate quest
or it's just there for use in worlds
sadge
This is exactly it afaik
yeah you're right, i thought i did something
People used it as a workaround to get transparency on avatars but it was shut down fairly recently I believe
Hey can I see someone to help here?
no fun allowed
let me crash the people with phones on their heads!!
if you ask your question, perhaps!
damn you weight painting 😔
thx all for the answers
I need expert avatar creator to help me?
Just ask your question
I'm looking for someone can make me an avatar?
you're about to receive a large number of DMs from scammers, from what I've been told
haha
mememe frfr
sure that will be 380$ / hour it will take a week
i need squishmallow money
I'll do $379
(Plus fees)
+taxes and tips , cause 'merica
how much
I need who can chat privately?
i dont charge nor make avatars , mostly i optimize friends one randomly thats about it , been asked to make stuff but i really dont want too
nor care about money
ignore all of this - head over to the VR Traders discord instead, link is in #1204490664637890580
optimization nerd?
Anyone know how to make a seat, that when someone sits on it. it shrinks them to what you want?
If i see them wearing a 100mb+ av i will yell at them, why
_>
my like 470mb one that i didnt realize was that big
used to be able to shrink station and anyone on it would , not sure that works anymore (animation shrink hip they went tiny i think, been a few years)
its ok tho bc i dont use it
If you can do this chat me privately
Going on the shrinking part do you just shrink the seat in a animation or how does that work?
dms are closed
seriously, you're going to get people trying to scam you here, don't trust them.
am i trustworthy kazin
are you a verified creator on vrc traders?
no cuz im not in ze server
I guess I don't know then
Then DM me?
closed dms
Good bye
I'll find someone else?
how am i supposed to dm you if your dms are closed lil bro
Thanks 😊
i hath no fr
Good bye 👋
💀
Actual AI
i have no friend request therefore he leaves
I think someone else will help me 🤣🤣
its not my fault you dont understand
henlow ! me again! anyone knows/has good tuts on how to create a particle system for when a collider gets triggered?
you can look up a "boop" tutorial and just apply it how needed
everything should be basically the same
hi bunni
Hi
firstname-bunchofnumbers acts like a bot, who could've guessed
honestly i think it's somebody using google translate
anyone knows how to use the basic dynamics thingy by rafa? it says 'object reference not set to an instance of an object'
idk what that means
that means that it can't find something – e.g. it needs you to assign an object in the inspector, but you didn't
i did tho?
you'll need to share the actual error, as well as show us what you're doing
sure, do i call you or-?
no, send screenshots in here.
(it's also possible that this is an unrelated error)
i get a fair number of exceptions from the SDK
ermm how do you merge armatures again, i forgor
What're you trying to do, add DLC clothes to an avatar?
no, custom armature for a jacket for physbones
Why does locking face gestures also locks hand gestures on some avis? (Index controllers)
as in locking gestures from the action menu?
Ye,that or the bind on A button. First time seeing it
Cause they have animations controlling preset finger poses
I guess i could change that in unity?
ok there's gotta be smt wrong with the way i make bones because they never work as intended 💀
You'd just delete them yeah
When you lock hand gestures you're basically locking the hand gesture parameters so whatever animations are currently active will stay
If you want to keep your finger pose animations you can also make a toggle for them but that's a bit more involved than just removing them
meow.
I would but these are some public avis unfortunately. Will keep that in mind if i ever have the same problem with ones i uploaded. A shame tho i really like them. Thank you tho!
On quest my avatar is shown being in the air but on pc it’s planted on the floor. Anybody know why? It’s at all 0’s in unity
any clue why I'm still gettin g this? Already did the pipelines steps, not sure why it would sitll be happeneing
In my experience that was always an internet issue
Something going on with the servers then maybe? My world updated fine an hr or so ago, but this happened prior to that
then agian later on
I shoved it in the ground on unity and reloaded it, didn’t move at all
Are there any other errors?
All of these errors are pretty much just the SDK saying "something failed"
also, what are the "pipeline steps"?
but nothing red
detach blueprint id
the standrad semi-fucky erros that pop up more commonly
I haven't tried using poi 7.3 but thats all
have a look at the full text for each of the last three log entries
it appears in the bottom half of the console when you click on one
should I look for anything in specifc, tbh it looks like a mess to me and like the builder screwed itself
I would check if you can upload anything
you can make a new avatar that's just a cube or something
or use the built-in example in the SDK
did a world earlier but i'll do a re-upload of another avi
er, wrong screenshot
lol
meant to show one of a search for t:model
the SDK comes with a model for demonstrating the Physbone system
With OVR, the feet stay planted but my body moves
How do i keep my emission tattoo's on my avatar for quest? i know vrchat doesnt like poiyomi shader but when i switch it to vrchat moble it removes my tattoo's
you should have an emission shader in VRChat/Mobile
where do i find that? 💀 im so slow sorry
Standard Lite supports emission
does anyone know how to fix the issue where if you put outlines on the mayu the eyes fill in with that color
omg thank u 🥲 that took me so long
can someone help me and tell me how to fix it ?
The first error on your screen is the only meaningful one. You are missing a script
that prefab name is very sus though
Hello, would anyone know why when using the gogo loco vrcfury prefab, the menu just doesnt show 😅 ? Tried in a fresh scene too and cant seem to get it to work??
is it under the "extra" or whatever it says at the upper-left when you have too many menu items?
Is there any way to make an item follow my vision movement on desktop. I tried to use a parent constraint but in Desktop , the head is limited and doesn't rotate as far as the cursor can move. I'm trying to make a Helmet closing on the head effect but this is giving me some problems.
so i added avatar descriptor to this model and it doesn't have additive or gestures tab, why?
its not humanoid
ahh ok, i made it humanoid nd it didnt sav cause of import errors
so it says parts of the model arnt mapped but them i check anx they are, yet the bones are red and when i click enforce t pose it just goes all cattywampus
any ideas?
Anyone know how to upload pixel icons without garbling the quality for expression menus again?
Compression makes them larger in some cases, and some are not compatible with ASTC due to non-power of 4, which means they fall back to compression that garbles the quality.
All are less than 16KB in size. I was able to upload to PC without compression but the SDK is regusing on Android despite the images all being capped to 128x128 and set to RGBA16 (Unity says most of them are actually RGBA4 in the preview since they're black/white).
These icons quite literally double in size when set to ETC compression. Since ETC compression is not available they fall back to a format larger than when set to uncompressed RGBA16.
(They go from RGBA4 to RGBA8)
idk why but in unity my avatar is stuck in a sitting pose even when it doesnt have an animated controller#
pumkin's tools has a tool for resetting that
ty
Did this ever get fixed?
Ensure that the outline layer is separate from the eye fill layer
Is there a way to prevent a blendshape from being activated by an animator when a toggle is active? I have an avi that has two blendshapes for the breasts, big and small, and the breast size radial uses both. But the outfit I'm trying to add only has the small blendshape so I'm trying to lock big at 0 so the radial setting won't cause issues
just have the animation that disables it be lower down the list
Lower in the controller layer?
lower stuff overrides higher stuff
yeah that's a better way of saying it
Is there a way to figure out which layer a parameter is used in...? cause the creator of this avi did this and nothing is named properly. I've looked through every single object and as many of the transitions as I can actually click on but I can't find the relevant param, but it's there in the param tab and if I try to delete it it does tell me it exists somewhere
how would one do that? in rendering?
currently I'm just moving layers to the bottom one at a time and reentering play mode to see if it ever works, but if there's an easier way I'd love to know it
also, this is why I can't just use VRCFury to do it - each block is a single float and Fury doesn't support float params for it's toggles t.t
wow this is kinda amazing
you're telling me. I've spent the last 16 hours trying to understand it
I'd probably just throw it out and build my own
I've been extremely tempted. But I haven't because this avi has one of those floating menus (kinda like that SAO world menu) that actually works really well
ahh
probably generated that animator from a script then
that'd make sense
I mean, that's how I'd do it 🙂
I didn't even know that was a thing. neat
yeah, Unity has an API for doing it, it's not bad at all
what in the fuck is that web
spaghetti
what does that even do
controls this
ooh
okay I'm convinced this shit was coded with black magic because I've looked in every single layer and I cannot find where the actual animators are being referenced. It works in game mode, both through the expressions menu and the floating one. So the animators have to be being referenced somewhere. But I just cannot find it
the animator files are just YAML, you could grep through the file then try to trace it back up the hierarchy.....
the animator doesn't know where the blendtree is referencing it from though
I have been trying multiple things and I still cant figure out how to set up the animation controller so the automatic blinkig is off when I use hand gestures
Hai um, I was wondering if anyone knew how to make grabbable clothes and stuff, like someone else grabbing your shirt to slide it across or up etc
physbones and blendshapes, you'll have to do it in Blender
animator tracking control
you stick it on the animation in the controller
put VRC Animator Tracking Control on the action, set the eyes parameter to "animated". Make sure you set it back to "tracking" after.
(which means this is difficult to do with AnyState, you may need to redesign your layer)
Oh, I have it on anystate
I have no idea how to do anything more complicated than that.. the video guide I was following says just copy and use the default thing that has anystate on it
just make a separate layer that switches it on or off depending on the gesture parameters
Okay I will try looking into that thank you
Hello guys! I wanted to ask, are there any issues when uploading avatars at the moment? I'm trying to upload one, but for some reason it keeps mentioning that the upload has failed-- It makes some progress, but then it gives an error message. I don't think it's connection issues, since I asked a friend from another country to try, and they got the same message.
So when the gesture is not equal to 0 i set it to animated and then when it equal 0 i set it back to tracking? If I want it off on all face gesture?
sure, that can work
Okay thank you so much I will try that
issue I've been having. Finishes the unity side then says failed upload
It worked!!! Thank you so much
Yeah, it's a bit odd! It does work if I upload the model for offline testing, but it doesn't for publishing it
worlds upload still so im not sure whats happening, guess imma try tomorrow
what the heck is that 😭
It was made with Animator Code plugin, it looks like.
That's definitely the result fo a plugin/code generation setup
good to know, thanks
It may help you detangle it, but no promises.
Update: I tried uploading a new different avatar, and it gave me the same issue
You have enough trust to upload, I'm guessing?
Yes, I am on User rank
wacky
Try making an offline build of your avi
that will rule out if it's an avi issue or an upload issue
Yeah, offline uploads work perfectly
Your connection is timing out, follow the steps in the "Unstable Connection" section
I also sent the file to a friend in another country, and it showed them the same issue
Oh, I'll try that!
how setup gogo with vrcf :D
I just tried uploading as a test, worked fine for me. So it's not the VRC servers having issues (unless it's in your specific country/region)
Oh yes!! This worked!
If you're using the version through the repo, then at the top click tools, gogo, then go through the setup
Yes, I used WARP, and it uploaded correctly! Thank you so much guys!
nope, not zere
how to make throwable pokeballs on my model in vrchat
does it work on quest
Still curious about this question 👉 👈
probably?
ok
although probably not considering it uses colliders
ok
you are kinda stuck with particles if you are doing it on quest
need one working on quest i dont mind 2d sprite based pokeballs
you do know particles support meshes right?
does the vcc auto update vrcf
for quest if you want to figure out direction you could use a physbone or a "follower" constraint and aim constraint and then freeze the rotation to world when you let go so the particle goes whatever direction your arm was going as you let go
physbone with stretch or proximity contacts could give you velocity as well and then you can animate based on the physbone or contact parameter for the particle start speed
is it weird that my vrcfury does not have the gogoloco thing
gogoloco isnt a part of vrcfury
gogoloco is its own thing by itself
ik, but i thought there was a tool for adding it when you have gogo in your project
thats a thing by itself
the tool?
theres a vrcfury prefab for goloco and then theres goloco
Need some help...a booth avi i picked up has extra skin texture options in the folders but they are not in the form of a material where you can just drag it on to the avatar...they are in PNG form...how do I apply them to the model in that scenario? (total noob)
drag the png into the albedo slot
eyelook settings probably
ok then
mb
can someone tell me why in play mode (with the avatar emulator) the eyes are stuck looking to the side, and the view is outside of the head. (The first two are not in play mode, the second two are)
do you know what eyelook settings? again its fine outside of playmode
view being outside isnt really a big deal
the looking to the side is probably eyelook settings in the vrc descriptor
eyelooks settings are only applied in play mode which is why it would change
do you know how to fix the view though, i dont want it to be that far out in game
move it
press edit and then move it to where desired
but it changes in playmode
you want a bit of it sticking out so you dont see stuff like your face
playmode vs normal
the avatar itself is moving, i checked and the viepoint position is the same
are you using gesture thingy
gesture manager?
yeh
yes
that moves the avi
in play mode
if the viewpoint is locked when you drag the avi around, just move it further into the head
its not much of a problem because itll look mostly the same anyways
ok, ill do that, but i am still confused about the eyes, they’re stuck like that and wont change to look up, etc
well they have no looking up or looking down blendshape
do they revert if you disable it
this is when its not in play mode
can you preview looking straight?
yes
is it straight-
have you tried disabling the eye look and then doing play mode to see if eyelook settings are indeed the problem
ill try that
i disabled it but the eyes are still looking to the side
so i guess its not eyelook
then idk
why the shoe laces not go with the shoe?
not weight painted or not attached to the bone?
i did the automatic weight painting
automatic doesnt work for everything
if its not close enough to the bone it wont work
so how would i go about fixing this
mmmmm
automatic weights arent recommended, you will have to manually paint most stuff if you are rigging yourself
best its for is literally a rope with bones on it, lol
Hello. Is there a way to easily remove that glossy look of the texture by editing the poiyomi shader in unity?
get rid of any glossy settings
I couldn't find a slider called in a way that would imply it's about glossiness.
I guess I might have to experiment
does anyone know how to use vrcquesttools material swap component and platform settings component to allow building both mobile and pc at the same time? thought i had it set right but the android build still complained about my shaders...
shader?
oh poi. my bad. so that's under 'shading>reflections and specular'
specific setting you'll want will probably be the smoothness.
It's more common to be matcap for any toon shader.
it's not even ticked. that would imply it's the texture itself?
Check mat cap and rimlight then.
could also be matcap or clear coat yeah
When I updated to the latest version of the sdk, re-uploading caused this error to keep happening. I tried re-importing the sdk and using an old version or using a new unity, but nothing helped. Can anyone help me?
the question is what are the first 1-5ish errors
all the same 
hmm check what's in your avatar descriptor, maybe you have an array item with a missing value?
though it seems to be referring to an animator
A missing value wouldnt throw array index out of bounds tho
yeah I wonder what would there
A double installed sdk might
ah true
Aka project came with sdk files
When I reinstalled, I found that the error was caused by parameters. When I placed the parameters in avatar, the error kept appearing.
you might have to explain what that all means
Probably the parameters file in the descriptor
It broke very suddenly, when I was halfway through making it 🥲
I'm only sure that the parameterizer damaged it
I reinstalled everything as described by vrcsdk but nothing worked
yeah I have no idea what that might mean
This means that you have a Radial Puppet control that, somehow, has no sub parameters
the parameter that the puppet controls is a sub-parameter (like how the 2-axis puppets can have 2 or 4 parameters)
I don't know if there's an easy way to find the offending control.
i have a model but i'm lazy and dont wanna make it an avatar myself, can anyone offer any help? i've never made a vrchat model anyway and the time i tried it i couldn't use huimanoid bec of the absence of legs. then generic said it wouldn't have the built in animations
i have my model 100% done and rigged how i want it
the only part i'm missing is making the bottom line pieces expand and shrink like in the anim
You could make leg bones but not weight them to get around that issue for a humanoid rig, then you get all the body/arm stuff for free
^
Probably legs not parented to hips
that's what #avatar-rigging is for 🙂
dude i have 6 bones in the entire mesh there are no hips 😭
oh well that's not going to be a humanoid rig
if only i could assign the parts i have and leave out the rest
If you look at the humanoid rig in unity, it tells you which bones are required
i already know you only need a very small ammount bec of the png avatars
i have one for tobuscus's "do you like my sword" video
Even png avis have arms, legs, hips
no, you need almost all of a humanoid rig if you want to actually have it be a humanoid rig
how difficult is it to just animate it myself?
Depends what you want
dunno, haven't tried 'cause I haven't had any reason to
i want arm tracking, that's the only thing i need
I really suggest doing a humanoid rig.
and ofc the body will face the forward view direction
I advise using humanoid rig
there's a pinned message in #avatar-rigging with a diagram
thx
text to mesh, then weightpaint to bones , not too hard (legs wouldnt really be a thing)
bottom just a physbone flailing around when you move
i didn't use weight paint i used parent (bone)
bec it's a rigid model
and if the near flat numbers bent it would look weird
weight is always required, even if the weight is just 1
ah, funny
you don't have to actually paint though, can just set it to 1
what id do, weightpainting wouldnt warp at arms, still look abit funny
also i dont even know if blender likes special characters
no, but it's ideal to name left/right ones with some obvious extension like .L and .R so Blender knows to mirror them
there are certainly conventions though
alr
the funny thing is that you already knew where the arms bend despite being a jumbled mess or math
bec when i first looked at the tpose ref i had and got to the arms i had no clue where to make them bend
\documentclass{humanoid}
does anyone know why my particles work perficly fine in regular unity but when i trigger them with an animation they work like.. weirdly? like i can only see a few and they glitch in and out and i cant see trails
perhaps you're turning the particle system on and off
i am, but i turn it off first frame them on 2nd and keep it on for a bit
Check that Loop Time is disabled on the animation clip.
Also check that you aren't rapidly leaving and entering the animator state
how does one check that
sorry im new idk what that means 😭
Did you create an animator layer that plays this animation?