#avatar-help
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also how long did you wait for it to upload
I pressed build & publish waited it out
then it just errored
and every time I try to build it attaches a blueprint id
uh, detaches? thats 'normal', vrc sdk does it every time smth else went wrong
This looks like the networking issue that's been happening for a while, nothing to do with blueprint id. That's a side-effect.
is there anyway to fix it?
I'm not sure (it hasn't happened to me) but it's been talked about in here, maybe there are some clues in the history
ok
@wild needle uh, timeout usually judt means AWS not happy with your ip
try using mobile data/vpn/restarting router
I just bought the Usasaki model and I'm confused about what this is. I can see they're physbones and contacts, but why are they not in the armature?
none of my toggles work on my avatar
@limber hedge vrc components usually can have root overwritten. ie depite being wherever, they affect bone defined as its root.
like quality of life feature
oooooh
thank you
so, for example its an empty component with a physbone script attahed to it with the root set as a specific bone in the armature?
yes
it's really useful to be able to put them in arbitrary locations, you can prefab them
is there a built in function to check if a bone has been grabbed? I noticed this in the fx layer
There are no colliders on the ears
someone enterd it there manually
in the physbone component write what the parameter you want to be named in the parameter field
ive set up an int hand toggle for my right hand with 2 different items, and one of those items i want to make a transition in the gestures when you do the open gesture to play an animation, can anybody tell me why this isnt working i literally have no idea, everything here seems to be set up correctly ive triple checked that the things i thought i needed to check are checked
sorry that interruption source is set to next i also had that set to none and it didnt work i was just trying things
are any of the conditions used in the AnyState -> something transitions used in those that aren't working? 'cause you may just have to either not use AnyState, or make these all branch directly from AnyState. It's hard to judge though without knowing the transition conditions here
nevermind sorry i fixed it by doing all my toggles manually without the any state
with VRC fury how do I make a radial slider Decal alpha activate gradually and not start at 100
This is probably easy, and I'm overthinking it, but how would I make a toggle that turns on a plane in my right hand, then snaps to my left hand when I close it? Basically just a line that I can stretch and shrink between my hands. Here's a scuffed MSPaint drawing of what I mean
does anyone have issues with the avatar sdk it doesnt load sometimes and i have to reboot unity
Lmk
I'm having an issue with an avatar I'm trying to upload for a friend. The uploading process does through unity and it does appear in game, but on her end it would always give her the error "Failed security check"
I tried reuploading it a couple of times but still nothing
what version of unity
2022.3.22f1
top 3 console errors?
Uuh all it tells me is something about the shaders
welll lemme see
i could really use some help i googles how to fix it and it said to delete ur cahce so i did and it still didnt work anyone have any ideal how i can fix this
what did you delete ._.
lemme see all the red errors, clear the console
i made a model and im trying to import it into unity, every body part is a separate mesh kinda like a wooden puppet, the humanoid rig absolutely hates what i have and also the ears export way detached from his head, anyone know how to fix it?
imo join those parts, there's not a lot of reason to keep them all separate, and it's inefficient.
Otherwise, you rig is missing parts, see the pinned messages in #avatar-rigging for a sample
its a retro style model so theres not supposed to be any deformation, thats why everything is separate, if i join them is it gonna cause issues with that?
not for that reason
all the cache
obviously shouldnt have deleted it
joining everything does break the whole thing
i was geting this error before deleting the cache and after googleing how to fix it an articel from unity said to delete the cache so i did and i still have the error
he gets stuck in t pose
I generally work with my avatars split into parts in blender and join into two main mesh objects (body, clothing) when I export. So you've got something weird going on there.
definitely apply all transforms before joining, and any modifiers like mirror
right i did that
well actually how do i see if i applied transforms
i applied all modifiers alr
look at the object before joining, if any of the rotation or location or scaling things are not default, it's got transforms
how do i weight paint this hair correctly?
yeah unapplied scale and rotation
okay so 0 everything and then 1.0 on scale?
no, apply the transforms
select object, ctrl+a, all transforms
if you change those values it'll scale or move or whatever
ohhh i see
still having the weird ear issue
well i guess i can put the bones in later so ill join the head and ears as one
ok we're in
looks like unapplied transforms there too
yeah strange the ears dont have unapplied transforms
but when theyre boned they export far away
Where would we find community made json files to import into the beta Dolly camera system?
Hoping to find MMD style pathing for dance videos, and I'm quite amateur
is there a way to force a remote view perspective of your avi? I'm trying to debug an issue that isn't present locally
in unity in play mode using Lyuma's AV3 emulator, you can spawn a remote clone and observe what happens to it while you test things
very useful
is there a way to see the quest version doing that? My issue is my avi is fine on PC but the quest version has the clothing invisible until I update an animator (use Gogo or something), but the issue is only present for other players. Loading vrc on my phone doesn't show any issue
oh I don't know, I think you'd need two actual clients
I mean, you could test the quest version in unity though
any reason the avatar is facedown in the thumbnail? i tried exporting 90 degrees on the X axis but it just makes face down 0 degrees
but specifically trying to see the quest version while wearing the PC one, I don't think so
I mean testing as the quest in unity works too
Which way is it facing in Blender?
I haven't been able to figure out how to do that
switch to the quest avatar and test
Is there a way to adjust the hue of a quest avatar with the default VRC shaders?
they're separate avatars in unity, after all
that's... way simpler than I expected
some things are
-Y
and you aren't messing with the export settings regarding axes?
if i use the visemes for the mouth it doesnt work most of the time when talking
and it like only works sometimes
im guessing change to -Y forward?
how do I find avatars?
I still can't find the one I'm looking for
so it goes
Is there a way to restore a deleted game object when the parent object is still linked to the prefab? Kinda like you can do with deleted components inside a game object
undo won't help since I removed the object a few days ago but turns out deleting it broke something else that wasn't immediately apparently
Is that object from the prefab asset?
if so, you can simply revert the override that deletes it
if not, then no, because the object is gone
the object was in the prefab in the hierarchy, but it still in the prefab asset
check the Overrides dropdown on the root of the prefab
it lists everything that's been changed
how do i weight paint this hair?
man thanks so much. That's exactly what I needed
do you want it to move
how do I create an Avatar?
ty
the top part with the head
what about it
if you look when i turn the head back the hair goes infront of my head and like floats off when i look down
do you have a video that i could follow, i have never tried to weight paint hair yet. Kinda new and my last projects where spider man and a knight
look for a tutorial
You have too much weight on the head bone
You could start with automatic weights from the hips -> head chain of bones
Would anyone know how to fix the blurriness of the texture for avis. In unity it looks fine but when I publish it's blurry
that's normal
okay
smth about blender and unity having different x y z directions or wtv
that's probably fine
okay
if it doesnt cause problems then like, ๐
is there an easier way to deal with these
#avatar-rigging - show us your armature in Blender
Ideally in octahedral mode so it's easy to see bone direction
the mouth visemes dont work even though they are set up correctly
again there's a channel for this, but you seem to be missing some spine bones
oh okay
Alright this issue has been plaguing me for about 2 weeks now. I will fix ALLLL Issues with an avatar or there will be none and it refuses to upload. What should I try to fix it. Cuase it seem the only thing that works for some unknown reason that only god has the knowledge to but turning my computer off and coming back the next day lets it upload.
So I uploaded an avatar to quest and aparently it got rid of the physbones??
too many physbones = delete all
You can manage them with vrcquesttools. Easier that way
hi can anyone tell me whay some blendshape dose not work in unity after export from blender ?
uhh what reason would his face be the only thing thats not exporting
show me your exporting sittings
does anyone know why animations from blender may be exporting completely blank?
the animations work in blender
oh its inside out
or outside in i guess
confusion
o i see
turning culling off in poitoon rendering fixed it
other than the weird shading on some parts its fixed
kk nice
trying to look thru everything and see if theres anything different
ive never seen bones like this, how would this work in unity with vrc sdk?
nice face avatar btw
๐
You should properly flip normals in blender. Because if this get shader blocked, the head would still be invisible.
recalculate?
also ya ur right
find whats getting taken out in the export and flip them?
Recalculate is automation process to flip normal to correct direction, may not work as intend and must always check the result. Flip normals is for manually fix a few faces.
Anyone know how to fix this issue? It seems like my visemes mesh together when used, inside VRChat is the same issue ๐ฌ
thx good catch
Commonly cause by having mix Write Defaults among all the states.
I tried checking on and off with all the write defaults for the visemes but it seems to not effect it. ๐
It's for all the states among all avatar playable layers. Take a note on the sdk and see if it warned you about write defaults or not.
I hadn't gotten a warning about write defaults but I had gotten one about VRCFury when entering play mode.
Warning in ths sdk is show in the sdk build panel. You are looking in unity console.
ohhhhh yeah theres a warning there ๐ thanks
Once adding I think gogo loco back onto my avatar it prompted me with a write defaults fix from VRCfury ๐
Thank you for the help ๐
LMFAO what happened i can move the camera like its freemove
i dont think i see anything ๐
my guess is this isnt how its supposed to look lol
wait i see him
๐
@worldly marlin you have left some camera inside avatar
how do i fix it lol
theres something way down below thats being exported as well?
Just remove the camera inside of your avatar.
The "Main Camera" is outside of your avatar and that doesn't have any effect.
Might as well search for t:camera
in unity
in the search box right above your previous screenshot.
camera?
just kinda turns everything white
Because everything isn't in search result.
mhmm
Clear the search. Do you see a white line protuding from avatar feet when selected?
Can you screenshot again but entire unity window?
Rotation is weird. It supposed to be 0,0,0.
right i asked about it earlier but someone said it was fine and my export was fine
something about unity and blender having different axises as forward
or something
It is. When exporting, try enable "Apply Transform" from blender.
My model would even stand upright in fbx preview image. Does armature object in blender also have rotation?
so i applied transforms with select all so everything is applied
he does face -Y tho
and -Z forward might put him face down
I leave export direction as default, not sure if that would affect anything.
I meant in fbx file preview thumbnail.
Which is strange.
yeah
ive tried making an avatar multiple times and every time its been like that
that wouldnt cause the weird boundary would it
For boundary, try checking in fbx file in blender and inspect each of mesh asset, see bounds value.
its duplicated all my bones
flip the faces in Blender, it's way more performant than turning off backface culling. use the face orientation layer to check if need be
Sorry, I meant to type check mesh asset in unity.
You shouldn't reimport fbx into blender.
You should look for bounds number.
Also screenshot to confirm where you're looking.
bounds number?
Are you looking at inspector showing mesh asset?
like this right
From fbx file from project panel.
all of this
That Sphere.005 is sus
oh shit i was looking for htat
does anyone know how to avoid this dip for floor collisions?
do i need a skinned mesh renderer
if you're rigging this, just as it says, your spine hierarchy is wrong
if you have a mesh object that's attached to an armature, it'll be a skinned mesh renderer
okay
Thanks
it didnt fix the huge bounding box thing
ya i went and selected all in blender then did view-to-selected and it worked fine, if there was anything weird there itd zoom out i have no idea what the issue is
Anyone?
i was working on a scarlet witch from marvel rivals for vrchat and i exported an animation from the game, i wanted to edit it but it wont let me i was gonna do some material swap and particles and audio for accuracy but record and preview is greyed out.
@pale wigeon drag animations onto avatar root in hierarchy, then select avatar and pick animation from list
for now its not tied to any animator
does anyone now why that happening?
the hair being invisible? disable backface culling in your shader if it's for pc
for quest you will need to use blender
tysm!
I have an avatar that's arms are constrained so they can be longer without making the proportion bad for fullbody tracking, but it also means that when i pick up items in games they stick to my real hand and not the puppeted one, causing it to appear in my arm rather than hand. is there a way to get around this? im imagining there likely isn't because it could cause exploiting, but thought it worth asking
did that and it worked! Tysm
hey guys how do i fix my avatar only emoting when you look at it? for some reason it pauses when you look away, its very annoying because it causes the music go out of sync with the emote
(also the audio doesnt begin playing until you look at the avatar too?)
How would i setup a contact reciever/sender to play a full animation after the sender has been removed from the reciever? not too sure if ive currently got my stuff setup entirely incorrectly but for Constant,On Enter and Proximity the animation stops after my item is even slightly removed from the reciever's collider
I would just make the arms slightly longer in blender instead of using a constraint
if i do that either the legs don't track properly or the arms won't stretch out fully with my arms
so it looks odd
I am trying to add a metalic pic to one of my materials that use poiyomi 9 but I have no idea where to put it >~>
There is a reflection tab in Shading I believe
You can find a slot there for a combined texture
You can open the drop down next to this, and you can see all the different reflection related texture slots
i tried turning on always animate as my culling mode but it didnt do anything ;/
This will not work, because this is set back to cull by the game
Instead, you could use a culling cube if needed, to not let people to cull your avatar, when it wouldn't be visible normally
This doesn't bypass the distance hider or anything though
Just the fact that someone is not looking at you
what is a culling cube :o
You can see a system like this on the VRLabs Marker for example
Basically this is a cube that starts off small, when you upload it, and when you enable a certain feature, like an animation or something, then you would scale up this cube to around 1k on each axis
You'd have a fully transparent (most likely cutout transparency) material
But yeah, if you need a reference, check out the VRLabs Marker
Basically the only way
I can't think of anything else
ohh ok, thank you:)
Np ^^
No idea why but Lip-sync is not working no matter what I try?
I have set it up in the usual way I set it up for every avatar, but in - game its not working. Her mouth just doesnt move. Blendshapes work fine, there are no animations forcing them off, I am confused asf
Is there no tracking control state behaviour anywhere that turns off the mouth tracking?
If it is turned off, then visemes won't work
Also, if you animate visemes in an animation, that will also break them
Wdym by this?
No visemes are animated
There is a state behavior that you can add to states in your layers
It has many different toggles that can change if something is tracking or animated by an animation currently
You must assign all viseme slot. You were missing one.
this usually doesnt break it, also the avatar does not have a viseme for that slot
Where do I find this?
Animator Tracking Control
But maybe it is the missing visemes.. who knows?
It usually breaks it, if not always. It'd be strange if it's viseme for vrc but missing the sil one.
I have had it work with avatars that didnt have all the visemes so Im not sure
You could search in this channel, missing viseme is always the cause.
also im not seeing anything that looks like this at all
Then it must be the missing viseme
You could try making one
Just take the avi to Blender real quick, make a new blendshape on the mesh that already has the others, and name it properly
Replace the FBX in place (with the same export options you used before)
And you are done
If it was you, who exported this avi that is
Oh fuck that lmao
I have no idea how ppl make face exprs in blender or make the mouth move like that with the blend shapes
Sculpting it just makes it look like shit LMAO
I set this avatar up in unity, someone else built it in blender
I think they deleted the shape key
You don't have to move a single vertex
You just have to add a new one, and name it
Or if the avatar has a shape key that does nothing, then you can just assign that as the silent viseme
aight bet so just add a shape key with the proper name?
Yeah
Ill give it a shot tysm
Np, hope it will work out
hii I'm new here so I don't know if this is the place for asking about bugs here I looked online and could not find anything useful
when I click on a VRC expressions menu or try to make a new one with the inspector is open unity starts loading and never stops
if I am tabbed out of the inspector or if I have in debug mode nothing bad happens I just can't use it
I would say make sure ur PC has the specs to run unity cuz thats an odd bug
9800x3d
I'm good on that part
I have other projects that work fine idk what's with this one though
why are my avi's hands switched? seems correct in blender and unity
make sure they aren't switched on every avatar you wear :p
i can't think of anything that'd cause that
You likely had model mesh facing wrong direction.
oh, that is possible
not sure you're still looking into this but I would 100% swap your middle state for any state instead, it will drop the amount of arrows needed to by half and make it easier to work on. helps avoid spider webs
Oooo that would be a blessing to not have to make the whole web of visemeโs ๐
Iโll try this when I get the chance at home ๐๐
I could make an example for you and send a quick video if youd like C:
which direction should it be facing? I tried rotating it but didn't fix
others work
When you select the root of your avatar, the blue arrow should point forwards.
In blender, it must face -Y direction, also apply rotation before exporting.
would you like me to DM you about it when you're free? I can help out XD believe me, It took me ages to learn about it
blendtree easy , if you want to use any state you better disable can transition to self cause thats its default
Ensure that this is set to "Local" and "Pivot"
otherwise you might get misleading results
ive been banging my head against my monitor in unity for 2 hours straight, can someone please help me figure out how to change eye color
e.g., this is correct
still would be a good idea to teach them about any state anyway for things other than visemes...
is it a huge deal if my avatar has 17 materials but theyre all like 5 pixels big
no reason to have more then 1 in that case
or should i atlas them anyway
That sounds like a great candidate for atlasing
alright
Each material requires a constant amount of extra work to draw
...what... clothing toggles bro, some people have lots of clothing options and it helps to completely avoid spider webs
So, many small materials will be disproportionately expensive to how much they're giving you
okay
(they'll also nuke your avatar rating)
is there a way to join meshes into one while still having them be able to move independently?
ctrl+j
In blender
but what do you mean "move independently"?
If they're skinned meshes, then yeah, just join the objects
anyone?
need more detail. is it a separate material? part of another texture and you need to recolor the texture?
you'll need to figure that out
it might just be a me thing but i join the meshes and hes stuck in t pose and all the bones move the entire model
you need to at least find what draws your eyes
pc have many ways of doing hue changes
it stayed green
Mesh moves along with bones because of vertex weights, which you generally set via weight painting.
you can still do clothing toggles with a single material and without spider webs?
not talking about materials, sorry, different convo
do i need to edit the shader?? im genuinely lost
but ya u see how each mesh moves completely independently
also with the blendtree
how did you assign the movements? This is one armature, right? With all vertices for each mesh weighted to a specific bone?
once again, not talking about materials.... some people have tonnes of toggles linked to 1 int and have it with arrows going back and fourth, just telling someone they can use any state... yall coming at me for helping
As long as you actually weight-painted these, and didn't just parent individual objects to the bones, it'll work fine.
each bone is assigned to a mesh
not weightes
all those unconnected bones going all over 
Okay, so you'll need to give the vertices some weights.
It will be pretty darn easy.
I saw it wasnt about the material and started talking about that
okay i can work on that after getting the thing to work
hes still face down ill try some stuff
"assigned" how exactly?
we're getting somewhere tho
I'm just trying to teach someone about any state ๐ญ
iirc the bone is parented to the mesh or vice versa
I just want to change the damn eye color ๐จ
Ahhh. Okay so ideally this should be one mesh object as a child of the armature, and you use weights to get parts to move with each bone.
(you can keep them split up to work on it, but ideally join to one mesh before export)
okay
You can select the entire chunk of mesh with L, turn on face masking, then hit ctrl-X to set the weight.
press 1 to turn on face masking while in Weight Paint mode, or click this guy
make sure the Weight slider is set to 1
Once you do this, turn off face masking, select a different bone, and repeat
yeah if they're rigid parts, this should be easy, all vertices for each whole part gets a weight of 1 for one specific bone.
(double-tap A to deselect all faces after going back into face-masking mode)
you could do that entirely in edit mode since its just a weight of 1
yep
oh true -- that makes it much simpler
lots of ways to do this
just select the whole part then assign it a weight of 1
pick a vertex group on the right, then use this Assign to Active Group operator
you can attach the model to the armature with the "Empty Groups" option to get set up the vertex groups
parent it to the armature with empty groups and now you have your entire list of bones
the face down export biting me in the ass, how can i fix this, ive tried messing w the axises but nothing changes
thanks for the help @pine valley @spark walrus but its still not working, I tried rotating all 4 directions. I applied the rotations into the mesh.
What are you actually seeing in Unity?
not the issue but "apply scalings" should be "FBX All" in most cases.
I need to see this.
anyone??
wait, is that model not in t-pose in Blender? That's a problem
it cant be that hard of a question
we still have no idea how the avatar is setup, so no idea what to suggest you do
it is not, its in this funny pose from maximo lmao
missed it, but it looks like the eyes are at the bottom left of that image. Re-paint them.
I did that
you'll want to fix that
then look in the material properties to see if there's a decal or emission or something else overriding that
where do i find that
... in the material properties
poiyomi.com has good documentation
there's nothing more I can tell you given the info you've provided
I dont know what info to provide???
I literally told you were to look though
you have the avatar. we don't. there's an asymmetry here.
its been unlocked
i have genuinely no clue how to view properties of the material
its nowhere where i look
it's literally in that image you shared
the "properties" are all the settings you can change, including which texture is used
Look at the rest of the properties in there
in the entire dropdown menu??
what dropdown? Under where you dragged the texture file in the material, those options there are all "properties"
could this have anything to do with it
what is that and why?
my model is exporting face down
oh I see - no, that looks normal
.
is this the whole model or just the mesh that's in the fbx when you expand it?
i might be able to rotate him face up and if its gonna rotate 90 degrees itll be the right way lol
.
cause if you
nope that didnt work
cause if you're talking about the mesh in the fbx when you expand it, there is a fix that i know, but idk if it's recommended cause i've never seen people talk about it
@somber sequoia thank u lol it was under emissions
Yep, I figured it would be there, eye glow is quite common
now that leads me onto two more questions
you can probably check the "use base color" option and it'll do that instead
is it possible for me to add decals to my body model?
like tattoos or little graphics like stickers if i wanted
yeah sure
again, material properties, there's a whole section for decals, they're really useful. I use them for tshirt logos mostly
just edit the texture of the body
or that
you could definitely edit the base texture but often the resolution isn't great on the areas you want to put detail onto
here?
decal tab, enable add some image position it on the texture
there
oh damnit
The actual mesh does wind up face-down
But that's fine -- it gets rotated in the model prefab
It will look very silly in the mesh preview though
On body Decal 0 is tattoos, Decal 1 is abs definition, Decal 2 is Skintone 1/2 and Decal 3 is Skintone 2/2.
All are animated so if you remove one you'll need to adjust the animations controlling it, or disable the Animated status if you don't plan on the change being toggleable.
Did you drag the model asset into the scene?
if i wanted to replace an existing texture, how would i do that?
yeah hes fine in the scene which is why i thought things would be fine
I think you're missing the armature!
yeah if you haven't done all of that stuff with re-parenting the mesh and weighting it, don't worry about it flopping down now
Oh, yeah, this thing needs to get parented to an armature
It's correctly incorrect (:
its parented in blender
show the hierarchy in blender
heres unity
that is your project view, not of any use at all
where is the mesh?
fold up that entire "Pose" section
ok so it's not parented right in blender
nah, I think that's right
you'll see "Armature" as a sibling of the objects
ah ok much better
ya mb
really showing how limited my blender knowledge is even tho i can make and rig characters lmao
i've only recently started really understanding the internals
this is where hes facing but exporting it with -y forward Z up does nothing
wait
all bone rolls should be 0 right
trying to make a vrchat minecraft bow with particles but when it collides it goes back to the original rotation
o no nvm that did nothing
omg i love that
its cool but its bugged :C
do u mind if i friend u, id love the prefab if u ever get it working
or i guess if i ever get my avatar working lmao
its gonna be for sale
o oka
just need the arrow to stop being weird when it hits the wall XD
can anyone help me? the expression selfie tracking isn't accurate for me
when i wave my hand it just stops in the middle and the hand goes down
could just be vrchat, its still a really early test build of the feature
i've seen a video and for a guy it runned pretty smoothly
webcam quality
okay yeah it's probably the camera
can i maybe use my phone as a webcam?
yep, that solved it. Thank you!
could work better maybe, phone has better sensors
is there a tutorial for that?
what phone?
should be android
oh ye
just get droid cam, it links to OBS virtual cam
tonnes of tutorials for that
if i export him like this with use space transform off it works but i doubt the armature is gonna like that
Anyone know the best settings for Poi to replicate an anime/cell type shading?
The armature and model should line up when you clear their position/rotation/scale
(alt-g/alt-r/alt-s to clear those)
poiyomi have a server for help
If they wind up in the wrong orientation when you do that, line them up and use the Apply Transforms operator
Omg I forgot i was in there
I have so many servers
ive already done apply transforms before
okay, and when you clear the transforms, how are the objects oriented?
did you transform it after that though?
or re-parent?
so i applied it to this
no
well, that's not going to work
'cause you may need to do orient it properly then apply again.
this makes him face down in unity
but..... I see a bunch of relationship lines there, that is probably an issue you don't need
a - to select everything
ctrl a - apply all transforms
do you still have those mesh objects as children of bones? You shouldn't.
This is the only correct orientation .
Don't do anything other than this
yeah, that's also a bit off
i didnt change any of those
The goal here is to merge all of the objects into one mesh and then weight them to your skeleton.
that doesn't tell me what the current state is though
You should not have many small objects.
The single remaining object should not be parented to a bone
It should be parented to the armature.
okay
you can have many small objects but but don't have them parented to bones
(i believe the goal was to get rid of the big pile of renderers)
(and material slots, by extension)
yes - merge them before export, but you can certainly work with them separately.
well right now the only goal is getting it functional
Day 2, please does anyone know?
it seems like that's highly dependent on the scenario
Hey guys, i've made an vr boxing legue based on the boxing game totf2. Dm me if you wan't to join, we got fight cards, offer coaching and sparring and have press cons in rec room and vrchat : D
off topic and rule #10
When it was released, it was said community made json files can be shared for built camera pathing
Just not sure where they would be shared
sure, but I can't imagine those not being highly specified
probably the creator of said file would host it however they like
Dang. Guess I'll just have to play the waiting game
I guess I'm not sure what you want here
hey im trying to reinstall gestural manager but it isnt working saying something about avatar tool
feel free to paste the errors
hmm, I see no such type in the AvatarTools.cs file
maybe I'm a bit out of date -- what version of the Gesture Manager package are you using?
it'll be listed in the Manage Project menu for your project in the VCC
3.9.3
I'm also on 3.9.3, so that's odd
Oh, I see
var bPointVector = receiver.shapeType == ContactBase.ShapeType.Sphere ? aPointData.outPos0 : aPointData.outPos1;
var figures out the type for you, and it's a float3
there's a bug due to the beta SDK, either revert back to a previous SDK or fetch the patch from the gesture manager discord
huh, how is that even possible?
VRChat changed a thing
i could see the beta SDK no longer referencing Unity.Mathematics, but I don't think that assembly references are transitive...
ah here's the canny report: https://feedback.vrchat.com/open-beta/p/377-beta1-changes-to-unitymathematics-should-invoke-sdk-380-instead
ooh, did they change the types that get returned
yeah, very bad thing to do on a patch release
The type changes from Vector3 to float3, but since Gesture Manager is using var, it's still valid code
tbh the droid camera may be better but i still have problems with it
the tracking is iffy
like when i try to clap my hand together my hand lower themself automatically
is there a tutorial for the best settings for this?
what droid camera?
i can see how it'd happen, since Vector3 and float3 feel very similar
oh totally
it's an android camera to use on pc
does this have something to do with avatar development?
wdym
this channel is for avatar development
y does this not work?
Im workin on an avatar which is an edit of multiple models to create a sableye avatar. I've run into this new issue which wasnt an issue before. The video was taken before the issue arrived and this screen shot is the current issue. I checked to see if I messed something up in blender and so far everything seems okay on the blender end of things. The only thing I did in between the time frame of the video and the ss was add clothing to the avatar so what could've done such a vile thing :(
haha that animation is great
Lol I know, i use it all the time, thanks :D
no worries, just trying to figure out what you're talking about ๐
which one is the right channel
dunno!
why am i in the floor
for a sanity check, drag a new copy of your model into the scene
this rules out any weird settings on the SkinnedMeshRenderer
oh yea i did that. I put in a copy, didnt tamper with it at all and when I went into play mode, shoulder still said "f you"
So maybe it is a blender thing? Which im probably now realizing as when I rotate the shoulder, I get the same effect
so the t-pose looks okay, but if you rotate the shoulder bone down, it looks funny?
yeah
You might just need to adjust the weights there.
i bought this model and everytime i try to apply a new rest pose it breaks?
I'm not very experienced there! I know that joints can be a pain the butt..
yeah i just tried to mess with it and it made it worse ๐ญ
my question is, what could I have possibly done to achieve such a stupid error ๐ญ
what does the ? means. can i not use those avatars anymore?
they got taken down
anyone know how to make 2d visemes?
there are tutorials, but personally idk
i think i've helped someone before, but idk if it worked my way or not
is there a way to turn off textures inside of the avatar to save on texture space?
idk about "inside"
but you can lower the resolution which i think each lvl (512 to 256 for example)
is like double the space? not sure how it works
but usually i change mine from like 2048 or wtv to 512
There's a Viseme animator parameter that you can use to control an animator layer
four times!
https://github.com/Thryrallo/VRC-Avatar-Performance-Tools can list all of the textures you're using
oh yuh
cus 2x one direct
2x the other
very useful
i forgot how squares work apparently ๐
I wanna move something in Unity. Im trying adjust the position, and just curious, is there a way to move things without having to use these arrows and those squares?
not that i know of, besides rotating
why are you trying to move ze fingy bones
I assume i have too much weight on the bone right?
So i was testing out a Model in the Emulator, When my PC Hard Froze ( no mouse no notting) and i was forced to shut down my pc and Forced it back on
now i have these errors
I tried:
uninstalling and Reinstalling Av3 Emulator
Boot it up, With and Without AV3 Emulator
And Reinstalling all Packages,
Can somone help?
should just be the area around the bone i think, im not very good at weight painting tho so take my advice with a grain of salt
(heres 2 set of images i tried getting all the errors)
Remove Av3 Emulator entirely from the project with VCC and show the errors that you get
I was having an issue where Unity messed up the fingers, and that's the only way I've been able to fix it so far, was fixing it manually
sure thing one sec
now i just seem to have the Asset Vr labs ragdoll system thing
can someone tell me why the eyes dont move in playmode
actually nvm the enitre thing crashed and fixed itself
Hi! Wondering if someone can help me out with testing my custom clothing โบ๏ธ I don't have a vr setup myself, but want to make assets and clothing for avatars. This tshirt is made for and weighted to ZinPia's EGirl. Would anyone with this avatar body be able to help me out with some testing?
Sorry if this isn't the right place to ask ๐๐ผ
can you not test it in pose mode? ๐ค
Yeah I have and everything works on my end. Just curious if other people who have been making avatars for longer than me would find everything they expect from custom assets/clothing. Hopefully it'll all work fine, I just can't test the entire process myself as I don't have a VR setupโบ๏ธ
Can someone, anyone please help i have no idea why bu no avatar will upload for me all i can do is test builds help
do you have an official account with a high enough trust rank?
and are there any errors?
how to merge all the material slots into 1 or few
is it doable on unity ? or i have to go through blender
Ive been uploading avatars for 3 years
this perseits with all avatars
except the text builds
hey i had an idea that im not sure is possible..? is there a way so that when im emoting and audio is playing, the audio only plays when the avatar is visible in someones FOV? and maybe when they like start to look away from the avatar, it could fade out or get quieter, and when the avatar is not in their FOV anymore it pauses the music altogether? and when they look back its the opposite and begins playing again?
is your sdk and vrchat creator companion definitely up to date?
This issue has made me factory reset my pc just to make sure it wasnt a virus
i just installed everything
definitely didn't need to do that
the only thing i kept was my avatars on seprate drive
sorry </3
since you've reinstalled the vrc creator companion and sdk, is the issue still there?
yes
does anyone know how to swap audio clips on an animation?
i don't get it, the audio is on the physical thing
you cant swap it like its a texture or sm?
Does anybody know how to weight paint?
can anyone help me find avatarsss
How come when I turn on my mirror it animates my dissolve toggle that already finished
how to merge all the material slots into 1 or few
is it doable on unity ? or i have to go through blender
avatar-search tab i found is usefull if i know what avatar i want to find
import your avatar into blender and join the peices together
does anyone know if this is actually possible to do
i dont think it is possable in unity
how do i export an allready modified avatar into an fbx file
from blender?
I know this is niche, but is there a way to batch upload avatars?
uploading, say, 10 at once
does anyone know how to fix this visual glitch in blender? i've struggled with this for a long time but I haven't been able to find anything about it online
it happens when i hide most of the mesh, i'm just trying to isolate an area to work on, but the lines appear between random hidden vertices instead of the shown ones
this effects UV editing as well
it did create this interesting visual though
(i haven't unrwapped these parts yet)
i manage to convert my avatar from unity into a fbx file but it dont work in blender, no error shows up it just not doing anything do nothing
there should be no need for conversion, avatars are in fbx format already, what format is your avatar in within unity?
in prefab
im trying to export my avatar into blender but its not showing up in blender
hey! im having a LOT of trouble with visemes with my recent avatars, so even when i set up my blendshapes as visemes, and even when my avatar says that it has lipsync, for some reason, when i talk, the visemes dont work like AT ALL, idk what is going on, please someone help
i love getting compiler errors on a brand new project i havent even opened yet because of reasons unknown to me
is there not a .fbx file?
hey, i need help uploading 2 avis i just bought, please dm me if youre willing to help <3
just watch a video or use the probably included instructions
my laptop cant run unity
thenn you cant upload it, and its illegal to share files
ooo oki
thank you !!
yeah, i have the creators upload them for me
but one had trouble and the other doesnt have a discord
it amazes me that creators are willing to do that
to upload it for ppl who cant?
yes
'let me risk my entire account for maybe 5 extra dollars!'
some usually do a fee but i only had that happen twice
if the person youre uploading for gets banned, you get banned
rlly?
yes, youre accounts get permanently labeled as alts
well that's not skibidi
and its against TOS to share accounts
and, yes, signing into someone elses account to upload for them is account sharing
hm.
you know how easy it would be to have an alt account and if both your accounts get banned you could just say 'its not my alt, it was some random guy who helped me upload avatars' if it wasnt against TOS to do it
please anyone?

Show us some detail, we've got nothing to go on here
i literally cant explain it further, visemes dont work, even when properly set up in the vrc descriptor
show us how you have them set up then. Confirm that you can move the blendshapes in unity and that works
bump
there's your issue - you must have something unique in all slots.
it shouldn't, especially missing sil
also supposedly you can't duplicate them either
i mean i dont have lip sync on so idk if that matters
so yeah, it doesn't surprise me this doesn't work
but i digress, work to do
weird, im pretty sure i recall having avis that have duplicates that still work?
that's news to me.
hm.
hm.
pretty sure as long as you have SIL,CH,AH and OH it'll work even if used in multiple slots though using -none- (at all) and SIL in anything other then sil makes it not work from what ive tried
yeah you've got to have sil
ah so its -none- the problem?
anybody open to helping me with a shader issue?
just ask
Might as well just eraborate your issue.
ive been having this issue with poiyomis shaders. whever i do the peace gesture with my avatar the main material disappears and all thats left is the body outline. this happened after i added outlines to the avatar and i have no clue what caused it between before and after adding it
Do you test with gesture manager?
i set my avatar into the way i want on unity then convert it into an fbx file. but when i import it blender nothing shows up. no armature, no mesh, not bone, nothing. not even an error. i tried to find a solution on internet for 4 hours but couldnt find anything.
yes it happens both in unity and in game (sorry for the mistype)
by "set" you mean what? Ideally the blender -> unity path should only go one way
Test with gesture manager and see how the mesh renderer changed, material, material properties, blendshapes, etc.
i put the assets together
yeah I don't think this is going to result in what you want
i fixed it sorry for the inconvenince
I was importing a game character model and I noticed something strange, even after atlasing normal maps and specular maps they look different from eachother, and not just that, there's a fourth texture called aoB
That error is negligible
do you think it would make more sense to put the veiwpoint in the head or on the outside
in - you want it pretty close to the center, or it'll shift the whole body around weirdly when you look up and down
you'll get scammed here - go to the VRC Traders discord. Link is in #1204490664637890580
Go to vrc traders
In #1204490664637890580
Anyone have any idea about this?
without seeing what it is and understanding the model, nope?
Sorry, here are the textures
1st is the texture itself, second is normal map, third is Specular map, and the fourth is just called aoB
ao usually stands for Ambient Occlusion
Oh okay that makes sense, so i just atlas the Ambient Occlusion files like i did with the Specular and Normal maps?
Yes
Okay very good, sorry, only files i've worked with before dont have any of these maps, Ambient Occlusion won't affect performance in Vrchat and will improve the look i am guessing
Every texture has performance impact of some sort. It just doesn't get into performance rating calculation.
why do the legs turn in?
I see, so how do i add the ambient occlusion to the game model?
If a shader supported it, it will have a slot for it.
You could just multiply with factor 1
Is there no difference because there's no color set on the Diffuse BSDF?
Is that with FBT or regular headset?
FBT
โ
And all other avatars look fine? Weird... Show the rig for this avatar
if you're still availiable after this can you help me in #avatar-rigging ?
i have 2 quick questions and i need to know what to search up for a tutorial on something i wanna do
why would i do that
Make the thigh bone and ankle bone straight and fix the feet bones
Don't enable the toe bone in Unity
yea just did that, ill try it now. i didnt notice at first
Delete the leaf bones aswell
your mesh will follow the bones exactly, so this janky rig will snap to the humanoid animation set and thus screw your mesh over
attempting to make my own fx controller for facial animations controllled by hand gestures
having issues with stuck faces and weird looping issues
here is my fx controller. i have a bool called "sad" which switches to a 2nd set of animations. it does switch the set like i wanted it to, but the looping and stuck issues happen
heres what the path from the 2nd set of animations looks like from idle to open, though i cant notice anything glaringly wrong here.
what is that 
maybe not specifically but something like this i imagine
as soon as i sent a message i noticed i put greater rather than equals oghhh
When exporting out of blender as FBX, Blender has an option called Add Leaf Bones, it adds bones to the ends of your toes and hands and head, accidentally screwing up the rig
Hold up, i'll send a vid
i got it
that shouldn't "screw up" anything
it screwed up my avatar in unity cause it registered the _end so all finger movements were exaggerated
that's not how that works
i thought those leaf bones had no weight. are you sure thats what the issue was?
right
unless you mean you didn't have 3 finger bones and unity picked the leaf as the last one
(and you didn't fix it)
could it be because the parent of the legs isnt the bottom?
that's not unreasonable
@native rampart
excuse me guys how do i uppload an avatar from the game into the program
where do i get them?
You mean how to upload an avatar from the unity project into blender orr?
unity
an already existing avatar in the market, you see im trying to make it quest compatible and i don't have any idea of what im doing
like where do i find the avatars
The avatar you're getting is FBX format?
no idea what that means sry ๐ฆ
Give me a picture of what you're working with
if you want to find where to get that, make a post in #1138520828556890214
i just want to know where to download the model
yes
k
do you see it?
what?
i created an atlas on blender but it looks wrong on unity how do i fix that
wrong?
the post
it's there
no, I didn't look, I was just suggesting what you should do
im saying it because everytime i post something only i can see it
what is the IOS field for?
For the ios platform?
you can play vr chat on mobile???
Both mobile platforms yes?
... I really don't know what you're talking about
oh, crazy
good to know i dont need to make an upload for that then
gonna finally be able to test my model
iOS translates Android avatars anyway
k, uhh do you know where to get the model?
no, that's why I suggested you go ask in the right place
i created an atlas on blender but it looks wrong on unity
does someone know how to get the model of already existing avatars for vcc?
buy it from the creator
You're trying to rip avatars?
rip?
It sounds like you are trying to pull a 3d model directly out of VRChat, that isn't a normal functionality of the platform
Buy it from the creator
Extracting an avatar (or any other content) out of the game is TOS, even if you own it
Correct. What @smoky kernel is trying to do is a method generally used to steal people's models and would be against TOS
Unfortunately unless you can find where the creator got their model from you're out of luck
k
Well not me, but yeah. I get that you pinged me to agree with me hehe
Oh yeah, just saying you're correct lol
Just clarifying, before an out of context screenshot gets me xD
fixed haha
Thank you ๐
Also, where I'm here, would this be the right channel to ask some sort of of nitty-gritty questions about skinned mesh renderers in unity? ๐ or would that be too advanced
But yeah, besides this.. so many people just lose their projects over time as well
So.. making backups is super important too
Well.. ask away, and we'll see :P
I'm trying to swap in a mesh that I've added y-type split to the tail on and trying to find a way to avoid setting up all of the constraints and colliders and stuff again manually
The only problem is it sort of mandates using a rig with more bones tacked on and a new mesh
it'll probably be fine. if it isn't, pumkin's tools to copy stuff to a new one
Yeah, and if that fails... just do it manually ^
Which sounds like pain, but it pays off
I'll see if I can find that!
Why didnt you just overwrite the old mesh
What's interesting is I can swap the mesh with the single tail onto the skinned mesh renderer of the y-split character version (because one side of the tail keeps the old bone names) but not the other way around even if I add in extra bones into the armature in the way I assume it's wanting
yes, that's my "it'll probably be fine" case
As in, change the mesh that the skinned mesh renderer is referring to?
You cant add bones in unity
As in overwriting the file itself
Just make sure to have a backup, if you are swapping FBX files, where you added / removed bones in the FBX
Albeit keep a backup of the old one
Before I do something so risky, I usually backup the full project first
Fortunately I haven't done any real work on the avatar base other than making new textures, so there's not much to worry about backing up haha
I mean if it isnt unpacked itll just overwrite cleanly
Would that stand a chance of keeping all the components that are added to bones like constraints, colliders, etx?
Albeit it will remove components on bones that no longer exist be it entirely or if its moved to another parent
it almost always works fine for me, yep
Only removes in those 2 cases
Huh, interesting
For the avatar I'm working on the setup isnt' saved as scenes, but rather as prefabs with everything set up in there. I guess the hope is that if I save over the FBX in the project, anything I dragged in with those prefabs (including armature) will now refer to the new FBX?
as long as you didn't unpack the model prefab, it'll be fine
Hiiii im having a problem where my avi is rigged as humanoid but the creator companion is saying its not mapped?? Is it maybe a bug or am I missing something?
Did you set it to humanoid after dropping it into the Unity scene?
I might've I dont remember. Do you think redragging it into the scene would fix it?
Yes
Yay! Glad it worked out :D
Update, it made the model completely disappear ๐ญ ah well
Noticed that even though the overwritten fbx has the new tail bones when I open it, the packed prefab does not have those bones
Which almost always happens to me if I add / remove bones and overwrite the FBX :(
Overwriting the FBX is not a clean solution in many cases sadly :\
Not trying to aktshually you or do an "I told you"
I was just hoping it would work out for you
yeh you're all good, I appreciate the suggestions. I'll look into what Pumkin's tools can do, or else just take a lot of screenshots of components lol
