#avatar-help
1 messages · Page 99 of 1
Do you know what encryption it use?
downloading/ripping avis is no longer "supported", as in the old way through the API has been removed. There are still ways to rip, but you will only get the textures afaik
You won't get any assets
if your asking for assistance with ripping you'll get no help here
it breaks the #rules aswell as breaking TOS iirc
I dont want to spend years trying to remake them lol
then you're SOL, because there's no way to download your avis. You might try reaching out to support to see if they could provide the zip but I doubt that would work
That is your only option though
Thanks
Even ripped, you won't get usable file out of them.
I went through the same thing - had an avi I made a few years ago and I tried every which way to get a copy of it. Ended up just rebuilding from scratch again
Lesson learnt, make backup.
Li got a new pc didn’t think to back up
If you still have the old PC then just pop the storage out and connect it to your new PC, there are USB to SATA/NVME adapters if you have a laptop
assuming the old PC doesn't work
I don’t have it
If you got rid of your old PC without saving the storage drive... well, uh, yeah
The pc legit commited delete system 32 on itself
The hard drive itself is legit fried
deleting OS files won't fry your HDD. But if you don't have it anymore then there's not much you can do
Nothing salvageable on the pc
No I mean the hard drive legit Burst into flames
It’s that old
uh huh... HDDs don't do that either, but sure. Long story short, data's gone. So, you can try contacting support but I doubt they'll cooperate. There's no other official option, aside from just... rebuilding it
theres always the option of commissioning someone to re-make the stuff for you but it'll likely be costly
Ya rip my hard worked Avis oof
Ya
Especially cuse they were detailed as hell
And didn’t need toggles to equip the guns
Now you know how to create them, you could just recreate them again in less time.
True
At least, your brain didn't get fried along with the HDD.
XD
its too late for this, i just realized i forgot to weight paint the torso 
I’ll just have to spend hours trying to find the prefabs and stuff somewhere
if there were assets you purchased depening on the storefront you may still be able to download them
So that makes some residual weight on arm bones can 100% effecting deformation.
I dont get why the ear and the piece of hair in front of it isnt moving. Those blue cone things (I dont know the name of stuff mb) arent near them, IDK why, and they dont move with the hair
If bones branched out to multiple child end up as a single bone, in the branch, that will stop physbone from being applied to that branch.
So what should I do to fix it?
Might try settings end position for physbone first.
In Unity or blender?
Its all at 0
Setting means change its value.
OH. I sorta got that. Its moving weird though. Like, one side is more one way then the other?
Is there a way to change this in Blender or something?
Might have to reconsider how each bone parent to anything.
Ok, so, I could re-parent, or parent those bones too somethin else?
The main point is to have bone chain with 2 bones or longer from common branching bone.
So if I add a bone to the end of the others it should work?
Maybe.
I still don't know exactly how your bone hierarchy is.
i was told about an app that detects when you fall asleep, would anyone know how to tie that into vrcf so i can have the eyes closed while i sleep?
Probably via osc parameter, just create animator layer that react to that parameter.
wouldnt that conflict with vrcf which im using to halt the blink manager when my eyes are closed?
I don't know. You might have to read the document for that.
It's just the same way as creating any animation involves blinking.
Sorry am super late but actually do it cause I'm just a basic tech guy, and I just got into VR in general like a week so complete noob pub here. So yeah someone to do it for me
know that theres a lot of scammers lurking. you should go to the vrc traders discord and only trust people who have appropriate roles. theres no such verification system here so
Oh ummm and where that? Again completely new here or to VR so I know scammers concept, but didn't know of that channel
search for "trader" in the #1204490664637890580 channel
i wanted to link it but was blocked
¯_(ツ)_/¯
Done sorry for late again, but already put my comm up
Thank you for directing ^^
alr!! today it works but the particles don't play!
they turn on but don't show
can someone help? they show only when i click play on the tab that opens whenever i click the gameobject that contains the particle system
it doesn't work anymore even tho i didn't do anything-
How did you test it? Clicking on particle play is only for previewing, not testing.
whenever I enter play-mode to test if the toggle for the jacket works, this box unchecks itself automatically and I cant see the jacket model in-game whether its toggled on or off
anyone know how to fix this?
do you have a vrcfury component that automatically toggles it off?
or an animation that's set to off by default?
Maybe it's a silly question but I don't understand what I have to do now. Seems like there is a second head bone, if I get that right?
when I open up the gesture manager and look at the debug menu every other toggle works, they have the same exact animation maps as the jacket
yet it still automatically turns itself off
Does anyone have any good videos/docs on how to make a toggleable idle animation? (if its possible to)
Need help with key shapes in blender being buggy behaving super strange what I see on object mode is different to edit mode trying to remove faces but it disappears every time I enter to edit mode
Could some assist me with this error on my particles?
The mesh you used for particle must have only one material slot.
It does
How did you check?
I made it
Can you screenshot your mesh asset inspector like this?
How to i view it like that?
Then can you check the other particle system as well?
Both are set up like this
play mode, gameobject with collider and contact sender set to the same as the contact receiver for the headpats, doesn't work
Did you test with gesture manager?
yes
Do you see the game object of the particle system get enabled when the contact triggered?
You should try exit prefab editing mode, clear console, and see if the same error still show up.
lemme check but i think i did, also the rest of the animations i put (face blendshapes and tail wag) are working so there's no reason for it not to work
Also screenshot the hierarchy when enabled.
maybe this is a dumb Question, but can i use the Manuka head commercially?
I did read her terms of use on booth but its kind of unclear to me for this context, i have seen people use her head on avatars, Is it okay to use on an avatar I plan to sell?
Better to ask than to find out i have to change it.
No. Most booth avatar doesn't permit reselling.
I havent been in prefab edit mode the entire time :,)
https://drive.google.com/file/d/1QxPH35idalnqYYCs9zS9DDuTvhNSfnOv/view this was her terms of use page
it says permitted to use in activities with commercial or non profit seeking purposes
????
this is what it looks like out of play mode
Also see 5. Distribution and redistribution
ah i see that now, this is why i wanted to get someone else to look
thank you
alr welp it doesn't even work anymore
Then check again if animation still can enable that object.
i turned on the bool parameter for the headpats in the gesture manager debug menu and it works and the particles turn on but they don't show
So you see the "Particles" object got enabled but doesn't emitting particle?
Try move the particle object to avatar root instead and see if it works. Also don't forget to change animation path.
to avatar root?
At the same level as other mesh such as Body mesh.
Just for testing.
okiw
It still shows
still doesn't work, it only shows barely one second when i turn the parameter off
The sdk seems to not like some if the particle system mesh, that's the problem. Does it still show the error if the particle isn't on the avatar?
i think it has to do with the way i did the particle system, does anyone have a free one that i can just drag and drop and change the texture ?
It only shows barely one second? Is it actually one frame?
it only shows when turned off for barely a frame yes
So, when turned off parameter, you see the particle system object also got disabled, but it showed the particle within one frame during disabling time?
yes
Not even sure how you could achieve that.
MIght be better to record video to confirm what it does.
yeah
If even you moved the particle out of the avatar, that means the problem is somewhere else on the avatar.
Thats the thing im using a premade avatar that ahs never had this issue before
The latest sdk might be strange. Try downgrade the sdk one version down.
I ultimate downgraded and restarted my computer casue it been on for 2 days now and that fixed it
That must be a sync parameter, which is a different parameter from the contact parameter used in the condition.
For your case you should not need the parameter driver.
oh ok
there's no sync parameter?
i don't understand- i'm sorry i'm new to actually using unity
Sync parameters are the one you defined in expression parameter file.
And you should not need sync parameter either.
You didn't show the particle system object got enabled in this video.
You show only the "Particles" object which is the parant of the actual particle system object.
the particle thing is always on, i tuthe empty object on and off
i saw that if i did that it'd fix it but it didn't but i kept it as is
Can you screenshot content of the animation files?
Both on and off.
i'mma stop for today, i've been working trying to fix these for freaking days non-stop, i need a break
It should work given you can resolve issues reported in the sdk.
So the question has been answered: there is a way to get pc toggles to work on quest. It's just too difficult for your uploader.
That means you'd have to find other person more competent to do that.
Physbone isn't made to link chain between 2 locations.
any thoughts on solutions?
Do you really need physic on that location?
can somebody whos not trying to judge me but actually can offer solutions respond please, thank you
how was that judging
personally i would not add physics there either because of said problem
There is no way to link physbone between 2 locations. You will have to find alternative way to add physic which require you to edit the mesh in blender.
You could, the easiest way, limit physbone angle to very small degree. But this make it better, not perfect though.
It’s not letting me post an avatar search thread?
What does it say? Select some tag?
I don’t think it says anything bad, and I did select tags. Just whenever I click post it either says “an error occurred” or it gets posted and instantly deleted.
Probably try again at some other time.
My SDK menu changed and I dont know how to fix it
Heya, I have run into a strange issue. I'm selling several assets, and they re-use animations/textures/etc among themselves but live in separate folder structures. Now. I have already removed the .meta files off of all of these copied assets and let them regenerate, however when a user installs more than one of my asset packs, unity still wants to merge the last imported file into the folder structure of the first one. What can I actually do against that? I've already cleared the meta files on everything and it's still treated as the same file by unity.
Right click on "Debug" tab header and change to "Normal".
Oh yea I had to do that in the animator layers thing I diddnt know it applied to everything, thank you
Got it working! One of the pictures was causing an error for some reason
Hello! After newest vrchat update my physbone gravity feels like it's 10x what it used to be
qwq
Does anyone know any quick way to fix
Or do I just edit each bone manually
Angle limiter and aim constraints maybe? Take the last 1 or 2 bones and reverse the order, then add aim constraint to the end of the bone it was previously parented to, add angle limit on physbone component
Just an idea
Another idea is have it copy rotation
I've seen for chains connected at 2 points, there is a physbone chain on both ends
tysm!!
is there a way to animate UV panning on a blendshape/shapekey?
There isn't. Blendshape stores only vertex position, normals, and tangent.
https://m.youtube.com/watch?v=lxot11kWxM4&t=52s&pp=2AE0kAIB would that work ?
i don't know, I don't speak Japanese
idk why its get stuck like this how can i fix it?
I got an error telling me security checks failed and I cannot load the avatar
Pretty sure Pumpkintools has a button to fix that but generally happens when you animate onto the model (instead of making a duplicate) or if your model has something in the Animator component for some reason (generally keep the top bar empty)
my avatar says build faild
failed
i need sum help chat
imma just make a new project
so how can i fix it now?
When I upload the windows version it works fine but when I upload the quest version it says "Security checks failed" and gives me the blank robot avatar
The avatar I made doesnt work on MMD world as I wanted it to be.
I made an avi that works completely fine and the mouth + all expressions work with it bust for some reason when in MMD world I'm trying to put any music the mouth wont move at all when it should.
I did testing with other avatar bases and it works fine so I can't tell what is wrong with it (Also all Blend shapes are working and I tested with Regulus avatar and it has the same ones but Regulus mouth works with MMD while mine doesn't)
Im so confused now, It says on the website that its on android, But in game it still has the X
So you got japanese named blendshapes then?
(I know some MMD worlds do support using regular visemes too or just english MMD blendshapes.)
If so then are the blendshapes being animated by anything in your animator and are you using something that might be stripping the blendshapes on upload?
If you are using VRCFury's blendshape optimizer then I think you need to add the MMD compatibility component too.
D4rk's avatar optimizer I think has a toggle for it to ignore MMD blendshapes.
I have Bledshapes optimizer on both of my avatars but the Regulus one works while Regulus/Mayu Hybrid doesnt
Try removing it momentarily
Sure
works ;D
I wasted 3 days fixing this
Does anyone else have that bug, where when you try to Multi upload Quest and PC, that it finishes one, then when its about to start the 2nd time, it greys out and Fails to work?
Like your forced to close down your project and reopen it cause its all greyed out,
Possible that you just needed to add the MMD compatibility component then, I have never had it remove my MMD blendshapes on any of my avatars.
-# I thought it ignored them in general tbh.
Whats that?
I cant find it in VRCFury
It is just called "MMD Compatibility" https://vrcfury.com/components/other#mmd-compatibility
And as I can see in the docs right now, yeah, you do need it for the blendshape optimizer to not strip MMD blendshapes.
how do i fix this?
lower texture size for example
i have on all textures max 512 as a size
If you are using crunch then it is causing that.
Use the ASTC texture format on Quest.
also that
A common mistake is for people to miss the "recent avatar build" part of that warning, so did you change the texture resolution after or before you saw that warning?
Basically it only updates each time you try to upload.
everytime when i changed something i tried to upload it
Alr It works but now for some reason the clothes dissapear on my friends pc view
but from my view everything is fine
which format should i use? it seems, that i have the 6x6 block format on every texture
(even with this format it doesnt upload)
I.. don't know why that would be.
It should be doing something, but you can try just increasing the block size one step to 8x8, that will make the textures even smaller.
okay thanks, i will try that
one peice not moving with the leg?
cant get my project open
About every avatar i try and upload gets hit with this lately adn the only way around it is reseting my pc and that only works some of the time
Check if that vertex has any other weights on it
there's a single vert that's not being effected by the bone, or has another bone it's linked to.
You can select a specific vertex in Edit Mode and look in the Item menu on the right to see every vertex group it's in.
that kind of stretching would be consistent with two 1.0 weights for a single vertex
can someone help ? 
Look at this earlier error.
It's cut off at the top.
You have a broken component on one of the objects on your avatar.
take the model on the left side drag it into the bottom reput it in\
This often means that you don't have a package installed.
Every other error, warning, and info message is just the build process failing
did you reply to the wrong message? this doesn't have anything to do with what fabls posted
ohh yeah i just deleted it it was missing script and now its uploding hope its will work
yes i think someone deleted a message and i replied to the wrong one 
its okk
How do I make an avatar's textures support transparency? This fella right here, I want his face to look seperate, and not need this ugly border around it.
The material needs to be configured correctly.
Is this pc or quest also?
It's technically both.
I mean, you can use the knife topology tool maybe
That's bullshit!
And technically, while it isn’t the best practice you can use mobile particles if its a seperate mesh lol
It’ll just look weird
you only get Additive and Multiply particle shaders on avatars, don't you
Yeah
Multiply works to get rid of anything pure white basically, so I’ve used it for transparent lashes on occasion
It’s just not too good for performance, but one must make sacrifice for their transparency
Not really considering the mobile hardware doesnt exactly like transparency
I'm still largely out-of-the-loop on how mobile GPUs differ from desktop GPUs
something about tiles
No clue, but even overusing the particle shaders for fake transparency is a little taxing
Help
are those errors still being printed?
the mesh you currently have assigned looks fine
Yeah the only fix i can sometimes manages to get is restarting my computer
that shouldn't be necessary -- clear the console and see if more messages appear
Even with themcleared and particles removed for some reason still pop up
For some reason works tho
the computer restart part
i don't know what "particles removed" means here
are you deleting the entire particle system?
Yeah
then another particle system is complaining, most likely
there are only 2 on the avatar the ones i added
And i only have a particle count of 2000 so i doubt thats it if for some reason it was
The particle count has nothing to do with the error.
Well the avatar is mostly just flat colors, so is anyone really going to be like
hEy yOuR MoUtH LoOkS WeIrD
if its flat then why didnt you just make the mouth line up with the head
Even if I did that I feel like my point still stands lol
is there any way to auto generate Visemes on Blender 4.4 or to revert a blender 4.4 model to 2.93 with no missing blendshapes?
when im in unity testing my avatar with gesture emulator and i get to close my hands dissapear
Wheres the robot vrc avatar base>
i cant find it for the life of meeee
i just need a referance on how to rig my hands
quick question i need help with. in unity i dont have a "scene" anymore so i never see the avatar preview in the middle screen, how do i get the scene back. i googled, but it always shows opening new scenes without data. i might have deleted the scene tab a few weeks ago when i bought my first avatar. but i really would like to see what im working with in unity, only have the "game" tab in the middle:
it should be something like Window>Scene at the top
OMG thank you xD
thats it...
thats so much different than what i found on google xD
everything there was file-> build settings
Are your hands a separate object?
If so, their bounding box might be going off-screen (if ONLY the hands are vanishing)
if your entire body is vanishing as you get too close, that's more of a camera problem
yeah those are just explaining on how to make a new scene save thats why you've gotta keep rewording it over and over if you cant find the right answer but know the naming scheme of what you're looking for (i usually only look at unity discussion boards or reddit for actual unity engine assistance alot of the other stuff is meh helpfulness-wise)
the Build Settings window would be for configuring which scenes go into a build of your game
One general tip for this: you can always reset your layout
the Layout dropdown in the top right has a bunch of options
Does anyone teach others blender by any chance?
how do I create a hierachy without breaking a prefab?
specifically, I'm looking to create a hierarchy gameobject that lets me toggle multiple outfit pieces at once like children, but I cannot drag and drop without breaking a prefab, which I cannot do.
You cannot reparent objects in a prefab instance without unpacking the prefab.
So I don't think there's a good way to do that.
You can make animation clips that toggle all of the objects at once, though.
you'd have, say:
Toggles - Accessories - Off
Toggles - Accessories - On
Toggles - Piercings - Off
Toggles - Piercings - On
Toggles - Huge Pile Of Hats - Off
Toggles - Huge Pile Of Hats - On
each pair would turn a set of objects off or on
Does anyone know how I can get the Chiffon tail onto Chocolat without using Blender?
If you just need to attach one model to another, that's trivial
parent the tail prefab onto your hips
is there a way to scale up phys bone radious without scaling up its root transform?
yes, there's a radius property
im trying to scale it independently with a blend shape but i dont see how to i do see the colision radious property but thats where im stuck
idk how to connect those 2 things
i got the toggle for said blend shape
hi guys is there a way to add in extra dances and animations to the gogoloco radial menu with the vrcfury version of the beyond prefab? i only know how to replace the premade animations
also for some reason there isnt a way to change the names/icons of the emotes?
also cool to see ya here fen
u dont know me tho i just like ur games
what errors do u get
I need to try and upload again
but if I do get the error get cause
I get it like all the time i can send it
im trying to make a new project to see if that will fix it
first try seeeing if it works for pc but not quest
I will
can anybody link me to an avatar or a particle system that charms? for rp purposes. like ur screen goes a certain color when they interact with u and stuff
Why is making 2d visemes so hard
Anyone having any idea why this happens? Face orientations are normal, Custom vertex data is off, Atlas'ing doesn't fix it
weird thing but the colors are the same on the texture (they are both white) but one appears as like a grayish color, but it appears fine in blender (left is unity, right is blender)
Yea, Its whatever its only when im in play mode and dosent happen in game, If i just stay a little ways away its alright
another thing is it possible to make is so this isnt weird looking
either way my lil guy came out amazing, first model from scratch and he has a 2d animated face c:
how do i rename wave to something else
Go to your GoGo Loco folder, and go through this directory
can someone help me with something
thank you:))
ask
can you help with that
reduce texture size first, also try removing unused blendshapes
Anyone have any idea why this happens? Download link is above
the magenta areas may just be that your texture files aren't assigned correctly to the blender materials
if i share screen in a call or somthing could you help out?
alright I accidentally fixed this soooo nvm
first what are blendshapes and how do i reduce texture size
I've seen some avis where when you clip into them and look inside their body all you see is a solid color instead of behind the textures. Does anyone know how to add something like that to an avi?
Fixed it, the one material that covered that area was somehow broken even though replacing it with the textures from the files was the exact same, extremely weird....
Never question blender when importing models...
Ok i think i did what you said buy how do i fix this one
What in the hell are the avatars you're trying to import?
Its a really cool avatar
how do i make the whole neck move with the head?
Most of the time you have way too many toggles / blendshapes / materials for it to reach that high of a download size
yo am i able to like call you and screen share or somthing
honestly i'll do it this once since i am really curious what avatar you're trying to upload
thanks bro
The way I have my avatar currently configured, I have hand gestures in my FX layer because I have objects that depend on the current hand gesture (i.e. firearms). However, I cannot, for the life of me, get facial expressions to work anymore.
I currently have them on a separate FX layer and am merging it via VRCFury, but nothing seems to be working. I'm willing to bet something needs to change with the hand gestures in the FX layer, but what exactly should I do?
how do I fix the skinned mesh renderers issue?
you'll need to explain what that means
is this your current issue?
no I already fixed that, I need this one to be fixed
do you understand what the problem is here?
no cause I dont really make avatars
each skinned mesh renderer draws a single mesh
which will correspond to a single object in Blender
you have too many of these right now, so you need to join smaller objects into a single large object in Blender
any idea why this may be there? Avatar isnt using unlit but only had this error when i attached my face tracking addon (trying to make it quest)
click Select and see what object it takes you to
just took me to the prefab
but i found it!
If this is the face tracking prefab I'm thinking of, it'll be the preview window
it was in the packages section for the debug
jerry's
this is the error I got thats not letting me upload
It's either taking too long to get a response at all, or it's uploading too slowly.
Check if you can edit your avatar's name/description/picture.
ok
That doesn't involve uploading the avatar. If that also fails, you're having problems connecting to VRChat's servers
mmmm
my computer has trouble doing that sometimes
like just opening the game in general
so im trying to get this spacifically to scale up with a blend shape
how do i do that without scaling up the armature
Does anyone have any idea on how to make toggles for foot wear with high heels move the whole character up so that the shoes look correct?
it seems like its not as simple as keying the root bone with the shoe toggle since the root bone is part of the main humanoid rig
i seen a tuttorial on exactly that but im still confused there too
if you could send a link id be grateful :3
^
there's an addon called volume booster, for some reason half the unity/blender tutorials sound way too quiet
if you don't use chromium you're shit outta luck
well she does make a fix for it, but im pretty sure once the shoes get toggled off the character will be floating off the ground, no?
does opera use chromium? 😭
yee
I'm having issues updating my avatars it's giving me this error in unity
UploadException: Failed to upload file
VRC.SDKBase.Editor.Api.VRCApi.UploadFile (System.String filename, System.String fileId, System.String friendlyFileName, System.Action2[T1,T2] onProgress, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:973) VRC.SDKBase.Editor.Api.VRCApi.UpdateAvatarBundle (System.String id, VRC.SDKBase.Editor.Api.VRCAvatar data, System.String pathToBundle, System.Action2[T1,T2] onProgress, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:633)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.Upload (UnityEngine.GameObject target, VRC.SDKBase.Editor.Api.VRCAvatar avatar, System.String bundlePath, System.String thumbnailPath, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2678)
Rethrow as UploadException: Failed to upload file
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.Upload (UnityEngine.GameObject target, VRC.SDKBase.Editor.Api.VRCAvatar avatar, System.String bundlePath, System.String thumbnailPath, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2705)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.BuildAndUpload (UnityEngine.GameObject target, VRC.SDKBase.Editor.Api.VRCAvatar avatar, System.String thumbnailPath, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2999)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.OnBuildAndPublishAction () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2021)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
The project was backed up from a backup on the previous update and was working
Look at the first error in the console.
You may need to scroll up.
this is the other error message with the code from the first error code
Failed to upload file
UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)
(wrapper dynamic-method) UnityEngine.Debug:UnityEngine.Debug.LogError_Patch1 (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,string,UnityEngine.Object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__144:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2891)
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__144> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__144&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:UploadError (object,string)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__133:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2725)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<System.Exception>:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__133> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__133&) VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:HandleUploadError (System.Exception) VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Upload>d__131:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2705) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception)
VRC.SDKBase.Editor.Api.VRCApi/<UpdateAvatarBundle>d__34:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:650)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<string>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<UploadFile>d__38:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:1055) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<bool>:SetResult (bool)
VRC.SDKBase.Editor.Api.VRCApi/<UploadSimple>d__40:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:1097)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<MakeRequest>d__162<byte[], VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:341)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<System.ValueTuple2<VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse, System.Net.Http.HttpResponseMessage>>:SetException (System.Exception)
VRC.SDKBase.Editor.Api.VRCApi/<MakeRequestWithResponse>d__15`2<byte[], VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:332)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
^ that is the first error code
and it's doing that on 2 other avatars that are on 3.7.5
and I am using the latest VCC
with the correct version of unity
and this is occuring with my Synth from Lux, my Kitavali and the custom Synthvali for the kitavali
So far only one of my avatars have updated to 3.7.6 and that is my Seeker Avali
will my avatars still work if they are using 3.7.5 cause I'm not sure if any of them are using any of the newer features in 3.7.6
I usually only update for keeping things current or if I plan to later use any of the newer features which i usually don't
yes, don't worry
ahh good then I will update using 3.7.5 for now
ive been doing this for an hour
trying to connect to the vrc servers
oh yikes
I haven't seen that for a bit
forgot how i fixed that, have you checked your uv's or textures?
for what
its just an effect tho
what do i chek
under input texture alpha
ok
and sRGB
didnt workm
wym theres nothin else there
that and the extra purple shit
anything thats not the actual lettering
it worked for quest but once i switch it does ts
how does it show up on your quest project
in the dialog box in unity
you may have to copy the details exactly from the quest project
while i'm not to familiar with conversion from quest to pc but I've had issues in unity in general on other unity based projects that i do
that aren't tied to VRChat
how do i make the cloths visable fron the inside?
looks like you need to make your legs semi-transparent
cause the outfit is clipping into your legs
you might need to edit the texture in a photo-editor like GIMP, Kirita or, CSP if you have any of those programs
and only leave the text you want
is there a spine.002?
yes
since spine is spine.001, upper chest should be that
Can someone tell me what to do please
so upper chest is 002 chest is 003 and spine 001?
yeah
ok
they are usually in sequence
so anyone able to help in this server
D3nnon your rig is missing those points if the model is missing those look in blender to see how it's rigged
your fbx might be broken
is there anyway to fix it
you'll have to re rig the model correctly
atill getting the error, i think it is a problem with the neck
show your full armature Perfect
ight
with the left side showing too please
yeah hmm that is very weird
huh it's rendering fine in blender but it breaks in unity of course
show the entire armature in the upper left please
in both blender and unity
i'm kinda surprised there's no voice chats in this server, it would make helping other out alot more effective
How much is a head swap and how long should that take to do?
like the scene on the side
I sent u a dm if you want to discuss in a VC and show what's going on
avatar is pc only and i cant generate imposters, what's the issue i might be facing?
anyway to copy whats on one uv map to another?
umm how do i fix this
do i need to make it public? if i do that will others be able to use it without asking me?
don't commission people here, mostly likely scams, and like 5 minutes in blender
no, that shouldn't matter
maybe you just hit a daily limit?
no, the first time i tried making imposters it didn't work
hmm
and neither did the 5 other times
that's weird
i need to know what to do before i hit the limit of 10
did you try uploading the avatar again with a new blueprint id? maybe that one is just stuck
idk where to find ppl Everyone is either too busy or has a 200$ rate for A head swap and ponytail add on
i can try that
if you really want to pay someone go to the vrc traders discord server #1204490664637890580
but doing it yourself isn't that hard
it's just a little blender work
not the case
a reupload did not fix the issue
are you getting any errors?
That’s practically a dead chat nobody talks in there unless they know each other are looking for assets.
here's what it's like atm, but i dont see anything that's 90 degrees so idk what to do to fix the issue
no, that doesn't affect impostors, it shouldn't at least
FRR
bruhhhh
it's 100% uploaded but the model is entirely pc and wont let me make imposters for vr
are there any errors like "sorry couldn't generate"?
nope
so you click generate and it just doesn't do it?
yeah
that's weird
it builds and uploads from my pc and then when i go to the website to build it it says nuh uh and gives me a notification in vr chat
You do commissions ?
my only thought is that i cant be IN vr chat while i do it
No, but I can tell you how to do it yourself :)
Tbh can u do a call I have questions ?
maybe THEY are a scammer
Was just asking
bec they're adamant and not accepting no
I keep forgetting people on discord don’t call much unless it’s for exclusive reasons. Makes getting information kind of hard.
if texting is hard for you, you can always screen recording
sorry for saying you're a scammer btw, it was too quick and you've been here too long
that's mostly what people do when they can't describe a problem with words
a real scammer would join then immediately start trying to do stuff with money
yeah
i would really like to figure out this issue btw
bec i'm literally just one error away from using my avatar
can i share the avatar link if it's private?
or does that mean 100% private not just no copying
a private avatar is a private avatar
alr
its either only you can use it or everyone can use it
wishful thinking that the page could provide insight that i'm not aware of
what error is it even giving you
if i try to generate imposters for vr use, it says "ther was an error while making the imposters"
that's it
whats your avatar
it gives me a notification in vrc that says almost exactly that
you need the appearance?
what is it
humanoid, i have bones tied to nothing for the legs. here's the ref then the model
it says good performance
thats not the issue
here's the proof i have it uploaded and everything
the issue being that its so incredibly not a solid mesh that vrchat cant get a proper scan of it to generate an imposter
oh...............
and i'm asssuming i cant download all this on my headset and re-render it there???
so how do i do that?
switch to android build in unity
am i able to do that in windows?
you upload it from a pc
standard isnt a vrchat shader
i dont see where to change it
the material
ah
Help
the model is verypoor apparently
describe the issue instead of just going "help"
modeled text is going to use up a lot of tris
I can’t find this avi
i know, i already tried to reduce it with merge by distance but it wasn't working because some dumbass made letters with horrid typography in blender
I wouldnt call it horrid
dude, hold on
what idiot thought that these symbols needed this much geometry???
i cant just remesh either bec that loses all detail
you mean topology and what do you expect with smooth curves literally everywhere
unsubdivide also screws it all up
the letters are almost entirely curves
even a 4th of the polygons would still look like a perfect curve tho...
like the top of the 2
then model them that way
a 10th would work
idk how other than manually making EVERY shape
which would be hell ofc
idk what you expected from auto generated meshes
anyone know how to fix this error
great, so i spent those 6 hours making the model for nothing, and then played for 2 days to get my acc verified only for it to not matter
i have done everything even uninstaled vcc and unity and im still getting this error
Arm bones and exclusively arm bones slightly move when I import into unity, anyone familiar?
are you not going to play on pc or what?
i merged two bodies together and now have two uv maps. trying to get whats on one to the other. is there a way to do this?
anyone know how to add audio to gogoloco animation?
you just toggle it in the fx controller
ok, ill try that ty
Seems like I figured out my updating issues with my avatars my primary network both on Wired and Wireless is actively blocking VRChat via Unity but not actual VRChat
I was actually able to upload when I switched over to a hotspot
trying to keep a poor rating for my quest avatar, but do you need another mesh to make something toggable or is there actually another way to do it without making another mesh?
Blendshapes, scaling bones, material swapping
Do quest avatars support physbone physics in response to movement or gravity? Like jiggling when i walk or move or smth
Toggling shades for example
Blendshape that shrinks it into the head
Adding a single extra bone that is a child of the head so you can scale it down to 0
Material swap to make it invisible
I mean its the same physbone component as pc so why wouldnt it?
oh, ok then thanks. I want toggable accessories on my avatar like shoes and another things, but that would already mean more than 2 meshes, they're already decimated to be within 20k tris, but the whole thing I was stuck on was making them toggable
Idk the physbones do load and work on quest but they just dont respond to movement or gravity for some reason
If you already dont have a lot of bones I recommend doing that
However if its like weighted to multiple bones then do blendshapes
Do they even move at all? Sound like it got removed in quest because of excessive physbone count.
They do move when grabbed or touched in quest
Whats the settings
i think blendshapes could work for simple accessories
how can i make an avatar do this but with a toggle and a gesture
laser beam
but the beam only activates when the toggle is active and u use a specfiic gesture
and maybe sound effect whenever the laaser beam occures if im feeling fancy
how do i make it so that when i speed up a dance the music speeds up as well? (i can speed up the dance using radial menu but the song stays the same
Try animate chaning in audio pitch.
hmm ok thankyou, ill try
Can someone help me understand why when I edit an avatar on Blender and re-import it to Unity, the bones on the hair just stretch out?
idk if theres something i can do to prevent this or if theres some addon i can add to fix this
okay so!! ive been trying to fix this issue for 3 hours and i need help please 🥺
what I did that seems to be causing the issue is i created new blendshapes on this avatar im working on, which had been working fine previously, and when I exported the fbx into my unity project the avatar did this and I can no longer access any game menus
(the avatar is completed crumpled in on itself and inside of the ground in case this image is confusing af)
Your FBX export settings didn't match with how it previously exported.
How do I find out what export settings I need to use? This is an edit of a free avatar I got
What you mean free avatar you got
was a free avatar someone had on jinxxy that I made a custom edit of
?? xD
im just expressing that i did not make it from scratch so i dont know what the orig export settings are
One common mistake is that Apply Scalings in export menu must be set to FBX All.
unfortunately I tried all 4 of the different apply scalings and they were all broken :/
If your model was unpacked in the scene then it won't get update correctly.
need some more help x(
Didn't you get my answer?
i did im just confused sorry
lemme open the project back up, so do I just need to repack the model? however i do that ill probably figure it out
Then you have to ask the actual question.
You can't repack prefab.
wdym? i did before
That question has been answered.
ahhh okay but I did this exact same thing on a different avatar, because Im adding the blendshapes necessary for MMD world lipsync compatibility and it had no issue and works fine
Hi! I was wondering if you any of you can Possibly help me on emission syncing? (Like avatar to 3d model emission syncing) it would really help thanks! 👋
Npc ahh message
You could just share the same parameter to animate the hueshift for both object.
May i have an Example? Sorry im just getting into Avatar creation😅
How did you create the hueshift?
Well i didn't really make the Hueshift it self, I bought an avatar base and it came with emissions😅
Im a noobie sorry
You might have to learn fundamental of how avatar work so you could fully customize your avatar.
I kinda know the basics of avatars like toggles, material swaps, animations, This has been the only road block ive been on.
Just animate the hue in the material
That means you should be able to take a look at how the current emission shifter work. Then you use the same method to create hueshift for the other object.
Anyone have any idea what could be causing this? After Atlasi'ng, for some reason some materials get alpha transparency when they shouldn't, even though in shading they aren't connected in Alpha to anything...
Normals are fine, everything else seems normal
I clicked and restarted each texture from Principle BSDF to a random shader back to principle BSDF, even went as far as removing all materials and putting them back manually..
generally you should keep transparent materials separate
that's what perplexes me, even when only atlasing seperately it still puts it on alpha...
hm, i've never seen that happen before
does it look like that in unity too?
if no, i wouldn't worry about it
Yeah, cause it's Alpha
it literally connects it on alpha JUST for two/three materials by themselves
a second ago when i was atlasing it refused to allow body textures, i swear none of this makes sense
nah it's fine, i just realised if you atlas the transparent textures sepertely and cut the alpha link in shading for the non transparent atlas it fixes the problem automatically
Still, super weird. never encountered this problem on any of the other models... why would it specifically choose to include alpha for 2-3 specific textures? i'll never understand...
Is it possible to keep physbone movement on an item that's parent constrainted? im trying to make my weapon grabbable off my back but my parent constraint seems to remove all the physbone component's movement, is there a way to keep the movement or limit what the constraint blocks?
active constraint will always be a final one to decide the position, overwriting anything else. explain setup and what each of components used for
What is the limit of constraints on quest
just a simple pickup toggle, did the same as what's in this tutorial https://www.youtube.com/watch?v=eL9JmlpV79g&t=67s just swapped the hand it uses and to the Chest bone instead of Hip, im trying to just make the weapon have a slight jiggle when moving around like what ive currently got on the right
havent worked with constraints like ever so im not too sure if theres a better way to set up something like this
you probly want to have constrained part to be an empty parent, while mesh stuff under it has physbone
I'm going to try making an avatar without experience on steam in one day... I have a list of how to do each step (hopefully my notes are right). Any advice?? Is there any experienced avatar maker who would be an angel and check my notes?
My plan basically
you know any reason why constraints just stop working when I have a lot I have under 150, I don't know whats happening
so in unity, how do I join the rigs and meshes together without messing up either animation?
It's really complicating doing it in unity with controllers and parameters and stuff
You don't in unity. Meshes and armatures are merged in blender
anyone know why this is showing 2147483647
this is WAAAY above the actual triangle count (76,640)
oh okie thanks :3
I got it to work in unity, but it doesn't show up properly in game.
(2d Visemes)
Is anyone willing to help me resolve this issue?
Does anyone know why the avi's objects armature breaks on playmode?
Why is this not working someone please help
I am going to crash out
The layer's weight is set to 1
But it's not showing the animations correctly ingame
Someone please help
how is it breaking?
using any state with 'can transition to self', can do wierd things disable it - if you have no shapekeys use lipsynch mode to viseme parameters only
blendtree exsample
theres a user support thread that already answered this
Does anyone know why the tail clips through the body when walking slowly, even though I have colliders there?
And on top of that, it gets stuck because of the colliders when I stop moving forward.
You can just set the limit type to angle on your physbones if thats easier
Then adjust the number. The higher it is, the more movement, the lower it is, the less
yeah use limits to prevent this
yeah, limits would work better
you could try setting the collision radius larger too, but I'd start with limits
But wouldn’t that also limit movement to the left and right as well?
yes
:/
or... you set it so it doesn't
not necessarily
i.e. using polar limits instead of simple angle
Just don’t have the number too low, and it won’t be an issue
you can set it in a way that makes it look good
And use a curve, so it's more limited at the base and less at the tip
Yours is super flowy so maybe try a limit (with angle) of like 20-30
The default it sets it to is 45
I’ve never worked with limits before, only with colliders. And since I used the Chiffon tail, I just copied over the colliders from Chiffon, hoping it would work.
Yeahh, not always that easy! But limits are easy to find and not hard to use
Also it may be easier to test stuff if you add gesture mananger
Anyhow, just go into your physbone settings, find where it says “Limit Type” swap it from “None” to “Angle” and adjust as you please
Again, as I said, the higher the number, the more movement, the lower, the less.
It doesn’t butcher the bones or anything. They can still be as pretty and flowy as you want
Thanks, everyone, for the motivation — I actually found a tab in mTailBone related to collider assignment, and it turned out the most important collider wasn’t even listed. I added it in there now (like it’s normally done with Chiffon), and now it works! 🙏🎉
Im trying to make an animation loop however when i set it to have a loop time it will only play 2 times in play mode. in the animation studio it will loop infinitely. any ideas?
Stuck on building avatar
any alerts that need to be fixed?
Anyone got any ideas how I can make the mouth visemes less delayed? I love the look of them and im super proud of it but if im saying a long sentience, The mouth will hardly move till the end or just not move at all until after I say what I need to say
Compare this to other avatars. It might just be the normal amount of latency.
you're capturing audio directly from your mic here, I'm guessing
Do you have vrchat face tracking on or anything 
That can make a delay too, just locally
I looked around in avatar search worlds for avatars with 2d faces, Majority didnt use the same method, they used planes i want able to find ones with the method I used
No, I dont. My bank would cry at the thought of buying it
3D would be fine too -- you just want to see if it takes a bit for the visemes to react
Noo the free built in one with vrchat plus HAHA
Ooh, No I don't even have vrc+ lol, the tutorial I followed isn't like this. That's why im a little confused
I was just on desktop to test it out
thats vrc+ cus its in beta
we get early access :3
also ive tested it and its VERY obvious when used cus it moves head and hands too
anyway does anyone know how to disable visemes in an animator state
i tried the trackign control thing which ... did nothing
Pretty sure that only affects humanoid animations affecting your jaw bone
=^=
The viseme/flap-jaw/etc. stuff can't be controlled, afaik
soooo
what do i do then
cus mouth positions are making the face clip through the mask :P
this will disable the vrchat-controlled viseme/jaw-flap stuff
oh, yes, i should actually read the documentation
Setting Mouth and Jaw to Animation will disable visemes, and viseme parameters will stop being updated. Setting Mouth and Jaw will re-enable visemes and they will start updating again.
then why tf did it just not do anything
Hey anyone who knows how to add the face tracking can help me with something small in call or smt its really small but I'm not really good at unity ,the avatar it selfs have the face tracking ready and everything but when I go to the gestrue manager I dont have all the options for the toggles of the face tracking
Figured it out, in the animation layer I had 2 for the sil viseme so it was messing it up So I just deleted it and it worked fine
assuming that your transitions have a non-zero duration and that "Allow Transition To Self" was off, that would have allowed it to constantly switch back and forth between the two silent states
which would add some delay, yeah
your transitions should be instant, though
Yea once I removed it, it was instant swapping between visemes. Looks alot better now
Im finaly getting the hang of this lol
my avatar stuck in crouching pose in animation too how can i fix that too?
turns out it was just gesture manager being funky
works fine ingame
pumkin's tools has a fix for this
it didn't fixed the animation
it just fixed the usual one
I don't know what you mean?
do you mean that it automatically goes into that pose when you start editing or recording an animation?
'cause that is normal
ohh, are you using something like Gesture Manager or AV3 Emulator? If not, do so.
yea i did using it and then it bugged everything like that
without using one of those tools, the state machine behaviours will do absolutely nothing
you'll have to explain what "bugged" means
the pose i mean
still, I have no idea what you mean by "bugged" unless you explain
You need to show us exactly what is the problem is. I can't figure out what's wrong.
idk what should i do
Install the package.
You don't have the facetracking package installed, so the prefab is missing.
before that it was doing the T pose in both situations (i mean playing mode and normal) but something happened idk what exactly happened and it going to crouching pose and stuck like that after then i used pumpkin it fixed the normal situation but whenever i go the playing mode its just stuck in crouching pose
If the avatar base came with face tracking installed, look at the install instructions
I have cheacked the files is there when I play with the prefab a lil bit but wont upload do to weird issue
Well, no, the files aren't there.
Are you using GestureManager or AV3 Emulator?
gesture manager
and it's enabled in the scene?
no
then you are not using GestureManager.
simply having it installed in the project is not using it. This is your issue.
None of these are prefabs.
all those red things in the hierarchy there are also a problem
I'm guessing that you need to install another package that gives you the face tracking prefabs.
Look at the instructions that came with your avatar.
there is nothing for the face tracking I did everthing the avatar creator asked
also not sure why you have the ears prefab twice
this is what i meant when I said that if I played with the prefab everything is fine but wont upload
possibly in your scene, those red prefabs are pointing at different versions than you have in the project
the red things is stuff that the avatar files asked me to open
I would delete all of those and redo the setup
the red things are missing prefabs, they are references to files which do not exist in your project
install the right ones, or delete those and add whatever it is you DO have in the project
can you help me 🥹 im lost and stuck with this for 2 hours
I have been helping you
I know but im not really smart spically with unity
Then the instructions are wrong, and you need to ask the avatar creator to fix them.
but there's a good chance you've just skipped a step
Unity does require a bit of knowledge and learning, yes
idk i tried to many times to redo everything but same result
Given all of the missing prefabs, you've forgotten to install a VCC package or import a .unitypackage
if you need someone else to look over the instructions, then share the instructions
There is someone that uploaded from the same files and she did it
yeah without knowing what instructions/info you have, we're guessing here. And again, the VRCFT discord may be better.
none of this would likely be avatar-specific though
okieee thank you guys 😢
ohhh i think i did it
I changed the prefab to vrcfury FT - ARkit Advance and it worked i think no errors
can someone teach me how to do blendshapes? im completely new to avi editing btw
and youtube tutorials doesnt seem to do the trick for me
hey so I'm having an issue where my avatar isn't looking up when i look up in game, anybody run into this before?
this is a very vague question
are you trying to solve a specific problem using blendshapes?
Is it a humanoid-shaped model?
If so, you should make sure it actually got imported as Humanoid, not Generic
(although, you'd get no animations at all if that was the case)
just dont want the hair to be clipping ahahha
Blendshapes are created in an external program (probably Blender).
The rough idea is that you:
- add a new Shape Key
- select it
- go into Edit Mode and mess with the model
("Shape Key" is what Blender calls the concept -- most other things call them "Blendshapes")
hair not clipping doesnt sound like blendshapes are appropriate here
i kinda need more in-depth help lmao- since this is a small edit on a bought avatar, so i dont rly have any clue how to import all of it into blender and all that
you'd scrunch all of the hair under the hat with a shape key
yes and yes its set to humanoid and the arms, legs, chest n spine, move fine, just the head isnt rotating up or down
^^
Does rotating the neck and head bones in the editor correctly move the head?
https://i.gyazo.com/7208affbe1a7cd475ecc544416813622.gif
having an issue with my radial wheel - in game it like "kicks" me out of it, i can still swap the 3 mats i have on it BUT it doesnt do it smoothly. not sure what i did wrong here, i had followed a tutorial and it all looks correct in unity
yup I was doing emotes with guesture manager and it all looks ok
your avatar is already an fbx file in unity. you want to open blender and select the fbx in the import screen
I've seen similar behavior caused by an incorrect parameter name
Vrc SDK doesn't seem to want to work for me. I feel like ripping all my hair out haha...
but that's not the case here
let me double check real fast
You will need to explain what your problem is
welp does it automatically update if i put new assets onto it, when connecting it to the bones?
Given that the face is changing, that's probably not the case
Oh, one thing -- make sure you haven't plugged the float parameter into the "Parameter" section of the control
Every control has a "Parameter" property. For Toggles, this is the parameter that gets toggled.
But for other control types, it's the parameter that gets set when you're using the control
so like this? it was in both options before
In blender or unity? Generally youll want to overwrite the fbx when saving from blender into unity.
Yeah, that was your issue
okay ty lmao let me reupload it real fast
Unity doesn't give me any options for it except to reload it. I've looked up guides and tutorials and it all looks perfectly fine on those videos but I all get is 1 option and like 65 errors
Correct. You should overwrite the existing model file. Unity will see that it has changed and reimport it.
Caution tho, you should use same export settings
You need to show the actual error.
I don't know what you're talking about here.
Backup backup backup
(also if the model prefab is unpacked, this won't work properly)
see this is why i need more in-depth. 😭 english isnt my first language, and i also have never done anything like this before AND im still kinda new to unity and blender
All i can do is offer english and german
Im sure you can open blender tho
And click file -> import fbx and find your avi file
yeah dude i know, but i still need the hat yk? thats the thing i wanna add
Then import the hat too
After that, we can talk again but you cant ask me to write a step by step guide on mobile keyboard
Ill be sitting here for hours if i did that lol
i know
i can select 2 platforms at once in unity, is it possible to upload both of the pc and quest avatar at once?
This is what I'm talking about. I'm not seeing any options like the Control Panel or utilities and I have all of these errors that I'm not sure is even related. I'm using a specific tool for this avatar and in the guide that came with it, none of these issues were mentioned or encountered, so I have no idea what I did to mess it all up
Something is wrong with the packages in your project.
I've seen a few cases where one of Unity's packages is just...missing a file
notably, CreatePropertyAttribute is from a core engine module, so it's very weird to see that other Unity code can't find it
first thing to try: close the project, delete the Library folder, and reopen the project
the Library folder is in the root of your project, next to the Assets folder
arms break on import, even before selecting a rig, and yes i've applied rest pose in blender, any thoughts?
why does the head go oblong?
Transforms aren't applied to the head mesh
such an easy fix 
stupid question but i kinda want to do something like this as a flat thing on the floor any idea how too ?
Anyone I kida learned this in Unity, you can while rigging things, can adjust the bones
how do you add material swap for eyes with vrcfury? I know how to do it for hair and such because you can select stuff like hair on the hierachy, but eyes don't appear there, so how does it work?
sorta like a spreading miasma that disappears behind me
Fury is not relevant here. But if you can't "select" eyes then they perhaps don't have a separate material. So you'd have to figure out which material they are on, and deal with that somehow.
Wolf link pfp spotted-
sometimes thumbs are weird - in here you can adjust the rotation (almost never position) and maybe get it to be not red
I was showing how you can adjust things in Unity.
Anyone know how to fix this issue?
whatever 'vgc utility' is, it doesnt behave. it being in the assets instead of packages indicates it being quite old
Just tried this it didn't work
If you create a new Avatars project, is it also busted?
I need to scram in a minute, so i'll just give the next step now --
if the new project is also broken, you'll want to clear Unity's global package cache
I've seen cases where one of the cached packages is just wrong
You'll delete the entire "upm" folder at the path given in that article
Also go ahead and delete the Library folder again, then reopen the project
That will make Unity redownload everything and reinstall all of the packages
If the new project isn't busted, then...actually, i don't know what would cause that
How do I get particles and lights to show up in mirrors?
for particles the default is backface culling, so you'd need to turn that off
(the mirror shows the back-side)
Like under rendering turn this to off? but not front?
front means it'll cull the front and only show the back
so you probably want off here, though remember it's worse performance
@winter edge iirc it usually comes form being animated not on fx layer
animated? You have to animate it specifically for mirrors?
no i mean, toggle for it
like, usually its not normal to have particles 24/7, theyre conditional
I link it to its bone and hit play mode and voilla, just becomes off centered
Anyone able to help with this problem?
paste the first 2-3 errors
Paste in what way?
nvm all of those are gone, i just have a script i gotta remove, i will try to find it
paste as in screencap somehow like you did, but always show the first few errors. Subsequent ones are often side-effects of the first.
but yeah if it's a missing script, there's the problem 🙂
I got this now, looking for the script
trying to make a minecraft bow with a particle system but when the arrow hits the wall it resets to its original rotation
what?
screenshot
where are those from
Not sure what I did, but I figured it out. Thanks for helping!
idk whats causeing them but these are the errors
that keep showing up
I was able to upload avatars fine
but now for some reason i cant
are those the top 3 errors
theres 4
