#avatar-help

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wild needle
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oh wait

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im gonna remove it

compact dust
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also how long did you wait for it to upload

wild needle
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I pressed build & publish waited it out

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then it just errored

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and every time I try to build it attaches a blueprint id

timber wharf
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uh, detaches? thats 'normal', vrc sdk does it every time smth else went wrong

somber sequoia
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This looks like the networking issue that's been happening for a while, nothing to do with blueprint id. That's a side-effect.

wild needle
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is there anyway to fix it?

somber sequoia
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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

wild needle
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ok

timber wharf
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@wild needle uh, timeout usually judt means AWS not happy with your ip

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try using mobile data/vpn/restarting router

wild needle
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ok

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I can try that

limber hedge
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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?

keen pollen
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none of my toggles work on my avatar

timber wharf
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@limber hedge vrc components usually can have root overwritten. ie depite being wherever, they affect bone defined as its root.

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like quality of life feature

limber hedge
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oooooh

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thank you

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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?

somber sequoia
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yes

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it's really useful to be able to put them in arbitrary locations, you can prefab them

limber hedge
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is there a built in function to check if a bone has been grabbed? I noticed this in the fx layer

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There are no colliders on the ears

timber wharf
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someone enterd it there manually

somber meadow
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in the physbone component write what the parameter you want to be named in the parameter field

limber hedge
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oooooh thank you

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:3

empty hill
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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

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sorry that interruption source is set to next i also had that set to none and it didnt work i was just trying things

somber sequoia
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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

empty hill
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nevermind sorry i fixed it by doing all my toggles manually without the any state

wintry hatch
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with VRC fury how do I make a radial slider Decal alpha activate gradually and not start at 100

lilac mulch
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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

dark jay
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does anyone have issues with the avatar sdk it doesnt load sometimes and i have to reboot unity

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Lmk

crude bolt
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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"

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I tried reuploading it a couple of times but still nothing

compact dust
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what version of unity

crude bolt
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2022.3.22f1

compact dust
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top 3 console errors?

crude bolt
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Uuh all it tells me is something about the shaders

compact dust
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welll lemme see

crude bolt
whole matrix
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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

compact dust
crude bolt
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There doesn't seem to be any red errors

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All yellow

compact dust
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well then try uploading again

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i already forgor your error

worldly marlin
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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?

somber sequoia
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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

worldly marlin
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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?

somber sequoia
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not at all

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deform is a matter of weight paint, not meshes being separate

worldly marlin
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okay

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i suppose i have to rerig then

somber sequoia
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not for that reason

whole matrix
compact dust
worldly marlin
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joining everything does break the whole thing

whole matrix
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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

worldly marlin
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he gets stuck in t pose

somber sequoia
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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.

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definitely apply all transforms before joining, and any modifiers like mirror

worldly marlin
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right i did that

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well actually how do i see if i applied transforms

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i applied all modifiers alr

somber sequoia
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look at the object before joining, if any of the rotation or location or scaling things are not default, it's got transforms

native rampart
worldly marlin
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0 / 1.0?

somber sequoia
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yeah unapplied scale and rotation

worldly marlin
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okay so 0 everything and then 1.0 on scale?

somber sequoia
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no, apply the transforms

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select object, ctrl+a, all transforms

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if you change those values it'll scale or move or whatever

worldly marlin
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ohhh i see

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still having the weird ear issue

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well i guess i can put the bones in later so ill join the head and ears as one

somber sequoia
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you'd have to show what the issue is

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oh I see the image

worldly marlin
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ok we're in

somber sequoia
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looks like unapplied transforms there too

worldly marlin
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yeah strange the ears dont have unapplied transforms

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but when theyre boned they export far away

oak phoenix
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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

bleak ruin
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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

somber sequoia
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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

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very useful

bleak ruin
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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

somber sequoia
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oh I don't know, I think you'd need two actual clients

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I mean, you could test the quest version in unity though

worldly marlin
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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

somber sequoia
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but specifically trying to see the quest version while wearing the PC one, I don't think so

bleak ruin
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I mean testing as the quest in unity works too

somber sequoia
bleak ruin
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I haven't been able to figure out how to do that

somber sequoia
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switch to the quest avatar and test

gentle swift
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Is there a way to adjust the hue of a quest avatar with the default VRC shaders?

somber sequoia
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they're separate avatars in unity, after all

bleak ruin
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that's... way simpler than I expected

somber sequoia
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some things are

worldly marlin
somber sequoia
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and you aren't messing with the export settings regarding axes?

worldly marlin
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what should it say

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rn it says -Z forwards

wild needle
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if i use the visemes for the mouth it doesnt work most of the time when talking

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and it like only works sometimes

worldly marlin
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im guessing change to -Y forward?

somber sequoia
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no, don't change it, leave it default

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in Unity, +Y is up

worldly marlin
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leave it -Z

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its at -z forward y up

nimble stone
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how do I find avatars?

somber sequoia
nimble stone
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I still can't find the one I'm looking for

somber sequoia
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so it goes

bleak ruin
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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

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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

pine valley
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if so, you can simply revert the override that deletes it

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if not, then no, because the object is gone

bleak ruin
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the object was in the prefab in the hierarchy, but it still in the prefab asset

pine valley
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check the Overrides dropdown on the root of the prefab

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it lists everything that's been changed

native rampart
bleak ruin
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man thanks so much. That's exactly what I needed

compact dust
nimble stone
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how do I create an Avatar?

nimble stone
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ty

native rampart
compact dust
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what about it

native rampart
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if you look when i turn the head back the hair goes infront of my head and like floats off when i look down

compact dust
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maybe cus its not painted correctly

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orrr doesnt have bones to help with that

native rampart
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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

compact dust
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look for a tutorial

pine valley
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You have too much weight on the head bone

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You could start with automatic weights from the hips -> head chain of bones

tidal atlas
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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

worldly marlin
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im back

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its importing -90 degrees X is that fine?

compact dust
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that's normal

worldly marlin
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okay

compact dust
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smth about blender and unity having different x y z directions or wtv

worldly marlin
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hes face down here does that matter

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but fine in here

compact dust
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that's probably fine

worldly marlin
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okay

compact dust
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if it doesnt cause problems then like, ๐Ÿ‘

worldly marlin
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is there an easier way to deal with these

compact dust
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you have to manually do it

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to my knowledge

worldly marlin
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okay

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what ab bone length 0

somber sequoia
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Ideally in octahedral mode so it's easy to see bone direction

worldly marlin
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okay

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like this?

wild needle
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the mouth visemes dont work even though they are set up correctly

somber sequoia
worldly marlin
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oh okay

bronze loom
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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.

short ferry
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So I uploaded an avatar to quest and aparently it got rid of the physbones??

compact dust
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too many physbones = delete all

short ferry
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damn

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that sucks

round comet
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You can manage them with vrcquesttools. Easier that way

half ice
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hi can anyone tell me whay some blendshape dose not work in unity after export from blender ?

worldly marlin
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uhh what reason would his face be the only thing thats not exporting

half ice
worldly marlin
arctic ginkgo
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does anyone know why animations from blender may be exporting completely blank?

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the animations work in blender

half ice
worldly marlin
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oh its inside out

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or outside in i guess

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confusion

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o i see

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turning culling off in poitoon rendering fixed it

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other than the weird shading on some parts its fixed

worldly marlin
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trying to look thru everything and see if theres anything different

timid kite
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ive never seen bones like this, how would this work in unity with vrc sdk?

worldly marlin
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this is now just kinda a mess with the settings thing?

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im using poitoo

timid kite
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ty

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๐Ÿ’€

half ice
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๐Ÿ˜‚

ornate stump
worldly marlin
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recalculate?

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also ya ur right

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find whats getting taken out in the export and flip them?

ornate stump
# worldly marlin recalculate?

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.

lament ledge
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Anyone know how to fix this issue? It seems like my visemes mesh together when used, inside VRChat is the same issue ๐Ÿ˜ฌ

worldly marlin
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thx good catch

ornate stump
lament ledge
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I tried checking on and off with all the write defaults for the visemes but it seems to not effect it. ๐Ÿ˜“

ornate stump
lament ledge
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I hadn't gotten a warning about write defaults but I had gotten one about VRCFury when entering play mode.

ornate stump
lament ledge
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ohhhhh yeah theres a warning there ๐Ÿ˜… thanks

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Once adding I think gogo loco back onto my avatar it prompted me with a write defaults fix from VRCfury ๐Ÿ˜

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Thank you for the help ๐Ÿ˜Š

worldly marlin
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LMFAO what happened i can move the camera like its freemove

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i dont think i see anything ๐Ÿ’€

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my guess is this isnt how its supposed to look lol

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wait i see him

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๐Ÿ’€

timber wharf
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@worldly marlin you have left some camera inside avatar

worldly marlin
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how do i fix it lol

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theres something way down below thats being exported as well?

ornate stump
worldly marlin
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ohhhh the unity camera

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wait

ornate stump
worldly marlin
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the eye camera?

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there isnt a camera

ornate stump
worldly marlin
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in unity

ornate stump
worldly marlin
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camera?

worldly marlin
ornate stump
worldly marlin
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mhmm

ornate stump
worldly marlin
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ya

ornate stump
worldly marlin
ornate stump
worldly marlin
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right i asked about it earlier but someone said it was fine and my export was fine

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something about unity and blender having different axises as forward

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or something

ornate stump
worldly marlin
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ive had that enabled since the start

ornate stump
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My model would even stand upright in fbx preview image. Does armature object in blender also have rotation?

worldly marlin
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so i applied transforms with select all so everything is applied

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he does face -Y tho

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and -Z forward might put him face down

ornate stump
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I leave export direction as default, not sure if that would affect anything.

worldly marlin
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it didnt

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hes upright in the preview tho

ornate stump
worldly marlin
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yeah

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hes face down there

ornate stump
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Which is strange.

worldly marlin
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yeah

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ive tried making an avatar multiple times and every time its been like that

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that wouldnt cause the weird boundary would it

ornate stump
worldly marlin
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its duplicated all my bones

somber sequoia
ornate stump
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You shouldn't reimport fbx into blender.

worldly marlin
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ok

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im not realy seeing anything in the floor

ornate stump
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Also screenshot to confirm where you're looking.

worldly marlin
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bounds number?

ornate stump
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Are you looking at inspector showing mesh asset?

worldly marlin
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like this right

ornate stump
worldly marlin
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all of this

ornate stump
worldly marlin
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oh shit i was looking for htat

arctic ginkgo
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does anyone know how to avoid this dip for floor collisions?

worldly marlin
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that didnt fix it :(

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bounds

lavish atlas
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How do i fix this

worldly marlin
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do i need a skinned mesh renderer

somber sequoia
somber sequoia
worldly marlin
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okay

worldly marlin
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it didnt fix the huge bounding box thing

worldly marlin
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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

pale wigeon
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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.

timber wharf
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@pale wigeon drag animations onto avatar root in hierarchy, then select avatar and pick animation from list

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for now its not tied to any animator

lavish obsidian
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does anyone now why that happening?

brittle wigeon
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Wut?

desert elk
pale adder
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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

fervent spear
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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?)

left gull
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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

still shuttle
pale adder
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if i do that either the legs don't track properly or the arms won't stretch out fully with my arms

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so it looks odd

gentle goblet
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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 >~>

fallow gulch
fervent spear
fallow gulch
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This doesn't bypass the distance hider or anything though
Just the fact that someone is not looking at you

fervent spear
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what is a culling cube :o

fallow gulch
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You can see a system like this on the VRLabs Marker for example

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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

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You'd have a fully transparent (most likely cutout transparency) material

fervent spear
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ooh, interesting

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is this the only way to fix it? or are there different ways

fallow gulch
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But yeah, if you need a reference, check out the VRLabs Marker

fallow gulch
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I can't think of anything else

fervent spear
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ohh ok, thank you:)

fallow gulch
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Np ^^

still shuttle
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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

fallow gulch
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Also, if you animate visemes in an animation, that will also break them

still shuttle
fallow gulch
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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

ornate stump
still shuttle
ornate stump
still shuttle
ornate stump
still shuttle
fallow gulch
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Then it must be the missing viseme
You could try making one

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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

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If it was you, who exported this avi that is

still shuttle
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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

fallow gulch
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You don't have to move a single vertex
You just have to add a new one, and name it

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Or if the avatar has a shape key that does nothing, then you can just assign that as the silent viseme

still shuttle
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aight bet so just add a shape key with the proper name?

fallow gulch
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Yeah

still shuttle
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Ill give it a shot tysm

fallow gulch
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Np, hope it will work out

nocturne ice
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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

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if I am tabbed out of the inspector or if I have in debug mode nothing bad happens I just can't use it

still shuttle
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I would say make sure ur PC has the specs to run unity cuz thats an odd bug

nocturne ice
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9800x3d

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I'm good on that part

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I have other projects that work fine idk what's with this one though

sinful root
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why are my avi's hands switched? seems correct in blender and unity

pine valley
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i can't think of anything that'd cause that

ornate stump
pine valley
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oh, that is possible

split sentinel
lament ledge
split sentinel
sinful root
pine valley
ornate stump
split sentinel
balmy barn
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blendtree easy , if you want to use any state you better disable can transition to self cause thats its default

pine valley
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Ensure that this is set to "Local" and "Pivot"

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otherwise you might get misleading results

spark walrus
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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

pine valley
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e.g., this is correct

split sentinel
worldly marlin
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is it a huge deal if my avatar has 17 materials but theyre all like 5 pixels big

balmy barn
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no reason to have more then 1 in that case

worldly marlin
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or should i atlas them anyway

pine valley
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That sounds like a great candidate for atlasing

worldly marlin
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alright

pine valley
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Each material requires a constant amount of extra work to draw

split sentinel
pine valley
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So, many small materials will be disproportionately expensive to how much they're giving you

worldly marlin
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okay

pine valley
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(they'll also nuke your avatar rating)

worldly marlin
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is there a way to join meshes into one while still having them be able to move independently?

somber sequoia
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ctrl+j

split sentinel
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In blender

somber sequoia
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but what do you mean "move independently"?

pine valley
somber sequoia
# spark walrus anyone?

need more detail. is it a separate material? part of another texture and you need to recolor the texture?

spark walrus
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i have no idea lmao

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thatโ€™s why i need help

somber sequoia
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you'll need to figure that out

worldly marlin
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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

pine valley
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you need to at least find what draws your eyes

spark walrus
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I tried to change the texture color

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it did nothing

balmy barn
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pc have many ways of doing hue changes

spark walrus
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it stayed green

somber sequoia
night ember
split sentinel
spark walrus
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do i need to edit the shader?? im genuinely lost

worldly marlin
night ember
somber sequoia
split sentinel
# night ember also with the blendtree

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

pine valley
worldly marlin
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not weightes

balmy barn
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all those unconnected bones going all over ratl

pine valley
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Okay, so you'll need to give the vertices some weights.

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It will be pretty darn easy.

night ember
worldly marlin
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okay i can work on that after getting the thing to work

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hes still face down ill try some stuff

somber sequoia
worldly marlin
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we're getting somewhere tho

split sentinel
worldly marlin
spark walrus
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I just want to change the damn eye color ๐Ÿ˜จ

somber sequoia
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(you can keep them split up to work on it, but ideally join to one mesh before export)

pine valley
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You can select the entire chunk of mesh with L, turn on face masking, then hit ctrl-X to set the weight.

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press 1 to turn on face masking while in Weight Paint mode, or click this guy

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make sure the Weight slider is set to 1

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Once you do this, turn off face masking, select a different bone, and repeat

somber sequoia
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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.

pine valley
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(double-tap A to deselect all faces after going back into face-masking mode)

night ember
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you could do that entirely in edit mode since its just a weight of 1

somber sequoia
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yep

pine valley
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oh true -- that makes it much simpler

somber sequoia
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lots of ways to do this

night ember
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just select the whole part then assign it a weight of 1

pine valley
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pick a vertex group on the right, then use this Assign to Active Group operator

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you can attach the model to the armature with the "Empty Groups" option to get set up the vertex groups

night ember
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parent it to the armature with empty groups and now you have your entire list of bones

pine valley
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yeag

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pick a group -> select-linked the relevant parts of the mesh -> assign

worldly marlin
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the face down export biting me in the ass, how can i fix this, ive tried messing w the axises but nothing changes

sinful root
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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.

pine valley
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What are you actually seeing in Unity?

somber sequoia
#

not the issue but "apply scalings" should be "FBX All" in most cases.

sinful root
pine valley
spark walrus
somber sequoia
# sinful root

wait, is that model not in t-pose in Blender? That's a problem

spark walrus
#

it cant be that hard of a question

somber sequoia
spark walrus
#

i sent a screenshot

#

maybe take a look?

sinful root
somber sequoia
spark walrus
#

I did that

somber sequoia
spark walrus
#

and reassigned the texture

#

its still green

somber sequoia
spark walrus
somber sequoia
#

... in the material properties

spark walrus
#

that

#

doesnt help

#

lol

somber sequoia
#

there's nothing more I can tell you given the info you've provided

spark walrus
#

I dont know what info to provide???

somber sequoia
#

I literally told you were to look though

pine valley
#

you have the avatar. we don't. there's an asymmetry here.

somber sequoia
#

also probably unlock the material

#

oh it is, good

spark walrus
#

its been unlocked

#

i have genuinely no clue how to view properties of the material

#

its nowhere where i look

somber sequoia
#

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

spark walrus
#

in the entire dropdown menu??

somber sequoia
#

what dropdown? Under where you dragged the texture file in the material, those options there are all "properties"

pine valley
somber sequoia
#

yes

#

that ^

#

many of those things can be opened up and poked at.

spark walrus
#

errr ok

#

gimmie a moment

worldly marlin
#

could this have anything to do with it

somber sequoia
worldly marlin
#

my model is exporting face down

somber sequoia
#

oh I see - no, that looks normal

desert elk
#

is this the whole model or just the mesh that's in the fbx when you expand it?

worldly marlin
#

i might be able to rotate him face up and if its gonna rotate 90 degrees itll be the right way lol

worldly marlin
#

nope that didnt work

desert elk
#

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

spark walrus
#

@somber sequoia thank u lol it was under emissions

somber sequoia
spark walrus
#

now that leads me onto two more questions

somber sequoia
#

you can probably check the "use base color" option and it'll do that instead

spark walrus
#

is it possible for me to add decals to my body model?

#

like tattoos or little graphics like stickers if i wanted

desert elk
#

yeah sure

somber sequoia
#

again, material properties, there's a whole section for decals, they're really useful. I use them for tshirt logos mostly

desert elk
#

just edit the texture of the body

somber sequoia
#

you could definitely edit the base texture but often the resolution isn't great on the areas you want to put detail onto

spark walrus
balmy barn
#

decal tab, enable add some image position it on the texture

somber sequoia
spark walrus
#

how do i add anothe decal?

#

or is there a limit of 3

somber sequoia
#

there's a limit of 4

#

0-3

spark walrus
#

oh damnit

pine valley
#

But that's fine -- it gets rotated in the model prefab

#

It will look very silly in the mesh preview though

worldly marlin
#

someone said as long as it works it would be fine

#

but i guess not lol

bright silo
# spark walrus here?

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.

pine valley
spark walrus
#

if i wanted to replace an existing texture, how would i do that?

worldly marlin
pine valley
#

I think you're missing the armature!

somber sequoia
#

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

pine valley
#

Oh, yeah, this thing needs to get parented to an armature

#

It's correctly incorrect (:

worldly marlin
#

its parented in blender

somber sequoia
#

show the hierarchy in blender

worldly marlin
#

heres unity

somber sequoia
#

that is your project view, not of any use at all

worldly marlin
somber sequoia
#

where is the mesh?

worldly marlin
pine valley
#

fold up that entire "Pose" section

somber sequoia
#

ok so it's not parented right in blender

pine valley
#

nah, I think that's right

worldly marlin
pine valley
#

you'll see "Armature" as a sibling of the objects

somber sequoia
#

ah ok much better

worldly marlin
#

ya mb

#

really showing how limited my blender knowledge is even tho i can make and rig characters lmao

pine valley
#

i've only recently started really understanding the internals

worldly marlin
#

this is where hes facing but exporting it with -y forward Z up does nothing

#

wait

#

all bone rolls should be 0 right

split sentinel
#

trying to make a vrchat minecraft bow with particles but when it collides it goes back to the original rotation

worldly marlin
#

o no nvm that did nothing

split sentinel
#

its cool but its bugged :C

worldly marlin
#

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

split sentinel
#

its gonna be for sale

worldly marlin
#

o oka

split sentinel
#

just need the arrow to stop being weird when it hits the wall XD

faint dirge
#

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

split sentinel
faint dirge
split sentinel
#

webcam quality

faint dirge
#

okay yeah it's probably the camera

split sentinel
#

yeah, vrchat are still working on it

#

give it time

faint dirge
#

can i maybe use my phone as a webcam?

sinful root
split sentinel
faint dirge
split sentinel
#

what phone?

faint dirge
#

should be android

split sentinel
#

oh ye

#

just get droid cam, it links to OBS virtual cam

#

tonnes of tutorials for that

worldly marlin
#

if i export him like this with use space transform off it works but i doubt the armature is gonna like that

static bough
#

Anyone know the best settings for Poi to replicate an anime/cell type shading?

pine valley
#

(alt-g/alt-r/alt-s to clear those)

split sentinel
pine valley
#

If they wind up in the wrong orientation when you do that, line them up and use the Apply Transforms operator

static bough
#

I have so many servers

worldly marlin
#

ive already done apply transforms before

pine valley
#

okay, and when you clear the transforms, how are the objects oriented?

somber sequoia
#

or re-parent?

worldly marlin
#

so i applied it to this

desert elk
#

no

pine valley
#

well, that's not going to work

somber sequoia
#

'cause you may need to do orient it properly then apply again.

desert elk
#

they should line up

#

after that apply everything

worldly marlin
#

this makes him face down in unity

somber sequoia
#

but..... I see a bunch of relationship lines there, that is probably an issue you don't need

desert elk
#

a - to select everything
ctrl a - apply all transforms

worldly marlin
#

yes

#

ive done that

somber sequoia
#

do you still have those mesh objects as children of bones? You shouldn't.

pine valley
#

Don't do anything other than this

worldly marlin
pine valley
#

The goal here is to merge all of the objects into one mesh and then weight them to your skeleton.

somber sequoia
#

that doesn't tell me what the current state is though

pine valley
#

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.

somber sequoia
#

you can have many small objects but but don't have them parented to bones

pine valley
#

(i believe the goal was to get rid of the big pile of renderers)

#

(and material slots, by extension)

somber sequoia
#

yes - merge them before export, but you can certainly work with them separately.

worldly marlin
#

well right now the only goal is getting it functional

oak phoenix
somber sequoia
novel thistle
#

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

somber sequoia
#

off topic and rule #10

oak phoenix
#

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

somber sequoia
#

sure, but I can't imagine those not being highly specified

#

probably the creator of said file would host it however they like

oak phoenix
#

Dang. Guess I'll just have to play the waiting game

somber sequoia
#

I guess I'm not sure what you want here

past cobalt
#

hey im trying to reinstall gestural manager but it isnt working saying something about avatar tool

somber sequoia
#

feel free to paste the errors

past cobalt
pine valley
#

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

past cobalt
#

3.9.3

pine valley
#

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

somber sequoia
# past cobalt

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

pine valley
#

huh, how is that even possible?

somber sequoia
#

VRChat changed a thing

pine valley
#

i could see the beta SDK no longer referencing Unity.Mathematics, but I don't think that assembly references are transitive...

pine valley
#

i.e. A -> B -> C doesn't mean A -> C

#

(but i could be wrong about this)

pine valley
#

ooh, did they change the types that get returned

somber sequoia
#

yeah, very bad thing to do on a patch release

pine valley
#

they DID

#

bad vrchat! bad vrchat!

#

no treat

#

That's a really annoying error!

somber sequoia
#

yup

#

it's the kind of error that you would never expect on a patch release

pine valley
#

The type changes from Vector3 to float3, but since Gesture Manager is using var, it's still valid code

faint dirge
#

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?

somber sequoia
#

what droid camera?

pine valley
faint dirge
somber sequoia
somber sequoia
#

this channel is for avatar development

burnt briar
gloomy kettle
#

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 :(

somber sequoia
#

haha that animation is great

gloomy kettle
#

Lol I know, i use it all the time, thanks :D

faint dirge
#

woops?

somber sequoia
#

no worries, just trying to figure out what you're talking about ๐Ÿ™‚

faint dirge
#

i'm talking about the selfie expression thing

#

the new thing

somber sequoia
#

ahhh

#

yeah probably not the right channel then

faint dirge
#

which one is the right channel

somber sequoia
#

dunno!

worldly marlin
#

why am i in the floor

desert elk
#

is your origin point correct?

#

between the feet?

worldly marlin
#

yes

pine valley
#

this rules out any weird settings on the SkinnedMeshRenderer

gloomy kettle
#

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

pine valley
#

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.

gloomy kettle
#

Now I have no idea how to even fix that though

#

So like

#

How do I do that

native rampart
pine valley
gloomy kettle
#

yeah i just tried to mess with it and it made it worse ๐Ÿ˜ญ

#

my question is, what could I have possibly done to achieve such a stupid error ๐Ÿ˜ญ

sonic timber
#

what does the ? means. can i not use those avatars anymore?

native rampart
#

they got taken down

desert elk
#

deleted

#

yeah

#

or got taken down because it was too big

#

or something

sonic timber
#

damn

#

sad

#

thx tho

worldly marlin
#

anyone know how to make 2d visemes?

compact dust
#

i think i've helped someone before, but idk if it worked my way or not

timid kite
#

is there a way to turn off textures inside of the avatar to save on texture space?

compact dust
#

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

pine valley
pine valley
compact dust
#

oh yuh
cus 2x one direct
2x the other

pine valley
#

very useful

compact dust
#

i forgot how squares work apparently ๐Ÿ˜”

uncut lotus
#

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?

compact dust
#

why are you trying to move ze fingy bones

native rampart
rocky axle
#

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?

compact dust
rocky axle
#

(heres 2 set of images i tried getting all the errors)

somber meadow
uncut lotus
rocky axle
#

now i just seem to have the Asset Vr labs ragdoll system thing

keen orbit
#

i tried to publish my model but this happened

#

should i just make a new file?

frigid void
keen orbit
#

actually nvm the enitre thing crashed and fixed itself

solemn herald
#

Hi! Wondering if someone can help me out with testing my custom clothing โ˜บ๏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 ๐Ÿ™๐Ÿผ

desert elk
#

can you not test it in pose mode? ๐Ÿค”

solemn herald
#

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 setupโ˜บ๏ธ

bronze loom
#

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

desert elk
#

do you have an official account with a high enough trust rank?
and are there any errors?

junior kayak
#

how to merge all the material slots into 1 or few

#

is it doable on unity ? or i have to go through blender

bronze loom
#

this perseits with all avatars

#

except the text builds

fervent spear
#

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?

austere bay
bronze loom
#

This issue has made me factory reset my pc just to make sure it wasnt a virus

#

i just installed everything

austere bay
#

definitely didn't need to do that

bronze loom
#

the only thing i kept was my avatars on seprate drive

austere bay
#

sorry </3

#

since you've reinstalled the vrc creator companion and sdk, is the issue still there?

bronze loom
#

yes

shrewd stirrup
#

does anyone know how to swap audio clips on an animation?

shrewd stirrup
#

you cant swap it like its a texture or sm?

somber meadow
#

Textures can't be swapped

#

But you'll need to use the animator state behavior

native rampart
#

Does anybody know how to weight paint?

spark walrus
#

can anyone help me find avatarsss

winter edge
#

How come when I turn on my mirror it animates my dissolve toggle that already finished

junior kayak
#

how to merge all the material slots into 1 or few
is it doable on unity ? or i have to go through blender

native rampart
native rampart
fervent spear
native rampart
junior kayak
#

how do i export an allready modified avatar into an fbx file

native rampart
desert mirage
#

I know this is niche, but is there a way to batch upload avatars?

#

uploading, say, 10 at once

arctic ginkgo
#

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)

junior kayak
#

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

arctic ginkgo
junior kayak
#

in prefab

#

im trying to export my avatar into blender but its not showing up in blender

ashen crane
#

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

gloomy flint
#

i love getting compiler errors on a brand new project i havent even opened yet because of reasons unknown to me

somber sequoia
cunning ocean
#

hey, i need help uploading 2 avis i just bought, please dm me if youre willing to help <3

compact dust
cunning ocean
compact dust
cunning ocean
#

thank you !!

cunning ocean
#

but one had trouble and the other doesnt have a discord

somber sequoia
#

it amazes me that creators are willing to do that

compact dust
somber sequoia
#

yes

gloomy flint
#

'let me risk my entire account for maybe 5 extra dollars!'

cunning ocean
#

some usually do a fee but i only had that happen twice

gloomy flint
#

if the person youre uploading for gets banned, you get banned

compact dust
#

rlly?

gloomy flint
#

yes, youre accounts get permanently labeled as alts

compact dust
#

well that's not skibidi

gloomy flint
#

and its against TOS to share accounts

#

and, yes, signing into someone elses account to upload for them is account sharing

compact dust
#

hm.

gloomy flint
#

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

somber sequoia
ashen crane
somber sequoia
#

show us how you have them set up then. Confirm that you can move the blendshapes in unity and that works

somber sequoia
#

there's your issue - you must have something unique in all slots.

compact dust
#

i have an avi with none :D

#

idk if it works-

somber sequoia
#

it shouldn't, especially missing sil

#

also supposedly you can't duplicate them either

compact dust
#

i mean i dont have lip sync on so idk if that matters

somber sequoia
#

so yeah, it doesn't surprise me this doesn't work

compact dust
#

but i digress, work to do

ashen crane
somber sequoia
#

that's news to me.

ashen crane
#

hm.

compact dust
#

hm.

left gull
#

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

somber sequoia
#

yeah you've got to have sil

ashen crane
#

ah so its -none- the problem?

restive cipher
#

anybody open to helping me with a shader issue?

somber sequoia
#

just ask

ornate stump
restive cipher
#

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

ornate stump
junior kayak
#

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.

restive cipher
somber sequoia
ornate stump
somber sequoia
#

yeah I don't think this is going to result in what you want

restive cipher
frail temple
#

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

native rampart
#

is this going to have a big impact on FBT?

#

if so im sure it is easy to fix

frail temple
#

You're fine

native rampart
#

ok

#

just didnt know if it would be noticable

frail temple
native rampart
#

do you think it would make more sense to put the veiwpoint in the head or on the outside

somber sequoia
#

in - you want it pretty close to the center, or it'll shift the whole body around weirdly when you look up and down

dense sinew
frail temple
somber sequoia
#

without seeing what it is and understanding the model, nope?

frail temple
ornate stump
frail temple
frail temple
#

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

ornate stump
native rampart
frail temple
ornate stump
ornate stump
frail temple
frail temple
native rampart
#

FBT

native rampart
frail temple
native rampart
still elbow
#

i have 2 quick questions and i need to know what to search up for a tutorial on something i wanna do

frail temple
#

Third numpad

native rampart
still elbow
#

the feet...

#

did you not lock your camera to the front facing axis????????

#

๐Ÿ˜ญ

native rampart
#

why would i do that

frail temple
#

Make the thigh bone and ankle bone straight and fix the feet bones

#

Don't enable the toe bone in Unity

native rampart
frail temple
#

Delete the leaf bones aswell

still elbow
snow goblet
#

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.

native rampart
still elbow
snow goblet
frail temple
#

Hold up, i'll send a vid

native rampart
#

i got it

somber sequoia
#

that shouldn't "screw up" anything

frail temple
somber sequoia
#

that's not how that works

snow goblet
#

i thought those leaf bones had no weight. are you sure thats what the issue was?

somber sequoia
#

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)

native rampart
#

could it be because the parent of the legs isnt the bottom?

somber sequoia
#

that's not unreasonable

frail temple
smoky kernel
#

excuse me guys how do i uppload an avatar from the game into the program

#

where do i get them?

frail temple
smoky kernel
#

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

frail temple
smoky kernel
frail temple
smoky kernel
#

one sec

#

@frail temple this one

somber sequoia
smoky kernel
#

i just want to know where to download the model

somber sequoia
#

yes

smoky kernel
#

k

smoky kernel
somber sequoia
#

what?

junior kayak
#

i created an atlas on blender but it looks wrong on unity how do i fix that

desert elk
#

wrong?

smoky kernel
desert elk
#

it's there

junior kayak
somber sequoia
smoky kernel
still elbow
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what is the IOS field for?

night ember
still elbow
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you can play vr chat on mobile???

somber meadow
night ember
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Both mobile platforms yes?

somber sequoia
still elbow
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oh, crazy

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good to know i dont need to make an upload for that then

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gonna finally be able to test my model

somber meadow
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iOS translates Android avatars anyway

smoky kernel
somber sequoia
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no, that's why I suggested you go ask in the right place

junior kayak
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i created an atlas on blender but it looks wrong on unity

smoky kernel
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does someone know how to get the model of already existing avatars for vcc?

somber sequoia
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buy it from the creator

crystal sierra
smoky kernel
crystal sierra
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It sounds like you are trying to pull a 3d model directly out of VRChat, that isn't a normal functionality of the platform

smoky kernel
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i just want to make it quest compatible

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i just can't get my hands on the model

night ember
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Buy it from the creator

fallow gulch
crystal sierra
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Unfortunately unless you can find where the creator got their model from you're out of luck

smoky kernel
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k

fallow gulch
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Well not me, but yeah. I get that you pinged me to agree with me hehe

crystal sierra
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Oh yeah, just saying you're correct lol

fallow gulch
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Just clarifying, before an out of context screenshot gets me xD

fallow gulch
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Thank you ๐Ÿ™

crystal sierra
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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? ๐Ÿ˜› or would that be too advanced

fallow gulch
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But yeah, besides this.. so many people just lose their projects over time as well
So.. making backups is super important too

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Well.. ask away, and we'll see :P

crystal sierra
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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

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The only problem is it sort of mandates using a rig with more bones tacked on and a new mesh

somber sequoia
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it'll probably be fine. if it isn't, pumkin's tools to copy stuff to a new one

fallow gulch
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Yeah, and if that fails... just do it manually ^

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Which sounds like pain, but it pays off

crystal sierra
night ember
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Why didnt you just overwrite the old mesh

crystal sierra
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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

somber sequoia
crystal sierra
night ember
fallow gulch
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Just make sure to have a backup, if you are swapping FBX files, where you added / removed bones in the FBX

night ember
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Albeit keep a backup of the old one

fallow gulch
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Before I do something so risky, I usually backup the full project first

crystal sierra
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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

night ember
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I mean if it isnt unpacked itll just overwrite cleanly

crystal sierra
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Would that stand a chance of keeping all the components that are added to bones like constraints, colliders, etx?

night ember
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Albeit it will remove components on bones that no longer exist be it entirely or if its moved to another parent

somber sequoia
crystal sierra
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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?

somber sequoia
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as long as you didn't unpack the model prefab, it'll be fine

gusty flume
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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?

fallow gulch
gusty flume
gusty flume
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Okay I'll try that rn ^^

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@fallow gulchTy for the help! It worked vrcLove

fallow gulch
crystal sierra
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Noticed that even though the overwritten fbx has the new tail bones when I open it, the packed prefab does not have those bones

fallow gulch
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Overwriting the FBX is not a clean solution in many cases sadly :\

fallow gulch
crystal sierra
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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