#avatar-help
1 messages · Page 101 of 1
In fact.. if you use the new VRC Constraints, then you can just move the entire tail setup outside of the tail, and use the "Root" field to make the constraint act like it is on the bone
You can do the same with contacts and stuff
I do this, works great
Yeh, problem is it's using a true digitigrade setp so there's load of constraits as well
yeah, I unfortunately have that to deal with too 🙂
Furry problems 😔 😔
yep
Now was it the fbx as the prefab or was it a prefab dragged into the scene
Since a prefab is not actually attached to the fbx anymore so altering the fbx doesnt update that prefab
It does seem to have made an update to the prefabs, specifically breaking it lol
Well yea you got rid of the fbx the prefab was using
But using a prefab and not the actual fbx itself wont update if you overwrite the fbx
I think I understand what you mean
As in it breaks the reference to the data but doesn't push an update, i.e. bones
You drag the fbx into scene its still attached to the fbx in your files
You drag the prefab into scene and all it knows is a mesh and objects in scene
No longer attached to the fbx file
If you update the fbx then the fbx in scene will also update
If you update the fbx the prefab will just see the mesh was changed
You cant add bones in unity
Time to manually copy paste the 35 components that live in the armature ig 
At least it will be easy to copy paste afterwards, if you name things right, and organize them well
A friend I was in a call with actually just game me a brilliant idea which is just to make the tail its own gameobject
and export it separately
Since it technically isn't contiguous with the mesh
I'll give that a shot soon, I need to go to bed, been fighting unity too long LOL
Good idea with the tail ^
How did my sdk just load without asking me to log in in a new project xd
bump
@left gull exit time 1
can somebody give me names of all male body bases u can think of? other than aki and ace
you could always look on Jinxxy and specify the tags as "male" or "base"
i did.
can someone like tell me how to fix floating hair
so in unity it looks normal. totally good. but in game it floats 3 lightyears above the head (like 1-2 heads above)
it’s just 1 hair, everything else works. I already put the armature link onto the head and dragged the hair itself not only into the avatar but specifically onto the head thing
I don’t know what to do with it anymore, but the hair HAS worked before. I know I found a fix one time, just don’t remember what. I was hoping someone here would know.
phsybone collider?
wdym?
is there a phsybone collider on the hair? that could cause it to be like that
unsure. I’ll check. Can I dm you?
I will be home In an hour or so, just didn’t expect anyone to answer so fast.
No
Alrighty then. Well I’ll check that.
fixed it! the issue was the position being aligned in the armature link which i somehow didn't see yesterday (guessing i was too tired), thank you though!
how i can add like a folder like the gocoloco ?
you want to create a new menu, add a submenu item to the existing menu, and drag the submenu into that item

how to make another menu ?
Assets -> Create -> VRChat -> Expression Menu
ty all
Anyone have any idea how to fix this? (asking for a friend)
what is "this"?
Sorry, Outline is being applied on the face instead of just the outlines of the avatar
is it one material? there's probably a way to mask where it applies
Yeah it's one material
Every time I make a new project in Unity through the VR chat SDK, I get a compiler error that causes my avatar to fail security checks.
I did some checking, and it MIGHT be Modular Avatar doing it, which is weird because I've never had this issue before???
anybody have any idea why i cant upload my avatar i couldnt figure out the issue at all
blueprint seems fine
a compile error would stop you from building the avatar at all
hm, there's nothing obvious here -- the first two lines are shader compilation warnings (which won't stop the build), and the last four lines are all just the SDK complaining that it failed
Can you upload another avatar successfully?
i have uploaded other avatars before yes
havent tried any other since this one
it does go to almost 100% but then at the very end just says it fails
you sure? Cuz this one was one that told me to enter Safe Mode before the project even opened
so it's not the one you'd get during uploading at least
you especially can't build an avatar if the editor is stuck in safe mode
You get that prompt if there's a compile error when the project is opened
normally, Unity can just keep using the last successful compilation
but when opening the project, there is no "last successful compilation"
so it asks you to put it in Safe Mode
yeah no I wasn't in safe mode when I uploaded it and I got the failed security check thing
I fixed it tho, it was definitely modular avatar
which is weird
become plantigrade animal like bear or kangaroo then you have no more issue lol
Trying to make this work but the arrow keeps turning whenever it collides
Hi, How's it going? I have a little issue, and an embarrassing one at that. I just uploaded my avatar to Windows version, and when I went to vrchat to test my model out, When I got there, her clothes were gone. That's not the problem, because I expected that would happen, I can't figure out how choose her main outfit. The problem lies in GoLoco>Expressions>Clothes>"Outfit name)... And as it works just fine where i am, when I leave to go to another world, my clothes disappear, and I didn't know this, and found out the hard way. So can anyone point me in the right direction to fix this issue?
don't fully get what the issue is, do you mean they swap back to being off for everyone but you? or do they go off for you aswell
ah, so it could just be a parameter thing
Please, do tell lol
unity has a thing called "saved"
it needs to be on
Under?
Ok, Hold on
less you're using vrcfury then there is another option
Yes, I'm using VRCfury as well
if the toggle was made using vrcfury then go to options for the toggle and turn on saved between worlds
Ok, Let me try that. I'll get back to you.
I have to Open the project, My world is open at the moment, Hold on, this will take some time.
what did you do to cause this?
whered you get the model
i was just importing it
whered you get it
looks like it didn't import well, that's going to be fun. Re-rig maybe?
I only ever see stuff like that happening when you export from unity as fbx
ahh, I haven't seen one of those yet
i did export it from unity
whered you get the model
ideally don't do that, it's not going to work how you want. You can import the .fbx file into Blender just fine though
exporting an FBX out of unity...usually blows up like this
just use the original model file, yeah
Decided to revive an older avi project of mine for an april fools funny and uh, this is happening. It's either a Blender or a Unity thing but I thought it best to try and reach out here.
I've Done all that, I still have yet to test it out. Can you add me, and I'll get back to you when I am able to?
"This" meaning?
still have no idea about this issue if anyone could help
In-game screen shot of the error occurring. Basically the rig or mesh is deforming strangely when in reality it is supposed to look like this in the second pic.
Was able to reset the pose and re configure everything. Now things should work
Anybody know of an easy way to "freeze to world" but to local space (based on player root) instead? (Constraints) I'm trying to use bake offsets but am experiencing a slew of issues.
Yeah - use a parent constraint with your armature as the target object
weight that to 1 when you want it stuck
And that will allow me to choose a position to lock the object in relative to my root? Not just placing it AT the root itself?
It was probably off by a factor of 100 on the scale
this will cause you to implode
no but you could instead make an empty game object under the avatar anywhere and use that as the target
I usually literally call these "Target.Thingy" or similar so it's obvious what it's for
the "Rebake Offsets When Unfrozen" option sounds useful -- you could freeze and unfreeze the prop
My issue is that I'm trying to reposition an object by freezing it (placing it down) but I still need it to follow my avatar, not be stuck in the world
I've been trying this but it's been giving me issues.
I haven't actually used it before tho
Yes, so you don't use the world lock at all, you instead lock to a target object on your avatar.
Specificially because of how they changed "freeze to world" to activate at the end of the frame
you'd need to freeze it for one frame, then unfreeze it
Problem seems to be every time I "rebake it", it moves further away
I'm not sure how I'd reset the position
I tried animating the offsets to 0,0,0 at the start of the animation
but that didn't want to work
This is how I have the animation set up right now
With bake offsets enabled
one thing to watch out for: it's possible for the animator to completely skip over one of these steps
You could rule that out by slowing this animation down
I believe VRCFury uses a trick with AAPs to guarantee that something gets set for exactly one frame. I need to look at that closer
Oh, especially for Freeze To World
I don't know about that, I've never had issues with animations skipping over frames before.
If the value is greater than zero, it's "true"
It depeneds on how you recorded this, I guess
If you got constant keyframes for the Freeze to World curve, it should be okay
but if you wound up with linear/smooth interpolation, you'll get values between 0 and 1 anywhere except for exactly at the keyframe
you can check by looking at the Curves view
I set them all to constant. Let me test it.
No change
I'm stumped
Guess the answer to my original question is no lmao
How do I get avatars that aren't just the default ones in the mirror
er, what do you mean?
They're talking about the default avatars in the default home world, placed around the mirror
Go to avatar worlds and click on the images of avatars (pedestals) or go to public worlds and click on players and clone their avatars (with your quick menu open in your other hand and only if they have it enabled and their avatar is public). If in Desktop Mode, the same applies, but your menu obviously won't be in your hand.
Ty
Was wondering if anyone knows why my Unity has started to eat up about 70-80% of my ram now after being open for a couple of minutes/after an upload, I have 32GB of ram. This never happened before, but It started happening a week or two ago and was wondering if there was an update or something in my software causing the problem.
Does it happen in a specific project?
I once blundered and created a light probe group with like 16 million probes in it
This made Unity very upset (and caused it to eat a ton of memory)
I'm not exactly sure, but I've had the same project that I always use for my personal model and after an upload my memory starts spiking to 90-90%
does anyone knows wahts the lighting called where ur avatar looked more realistic/hd
oh, you did that in multiple places 😦
need help with this (atempted to play test avatar to check for problem)
try looking in the console for errors
ohh thanks
are physbones still screwy? i remember upvoting a post in the forum about long physbones in like flow toys being all janky, added flowy chains to my avi recently and they're a little jank, figured the problem just isnt fixed yet?
is there really no other way to combine material without passing by blemder ?
unless you also have constraints on them, I don't think it's that issue
rad
this is the forum post i was referring to btw, im having same issue as here https://feedback.vrchat.com/bug-reports/p/latest-updates-messed-with-pre-existing-physbones
sorry cat
already upvoted it, just hadnt checked in to see if it was fixed yet
oh interesting, that's a new one to me
will love if someone can help me finally iron this problem out.
I'm trying to successfully my finish my "dual avatar" that has a version visible for pc and different version automatically visible for quest users.
I've read for this to work both parameter trees have to be identical. I've created 3 toggles with modular avatar, on both, affixed to the same positions in the hierarchy on both avatars (they are the same avatar, the quest version is just highly modified to have lower textures and resolution and shading so its quest viable).
however I keep getting this error about my 3 toggles.
I'm a bit of a scrub and new to unity, so if there's someone out there my better who can help me figure out why these toggles seem to be messing things up...that'd be awesome. I've even removed all 3 toggles from both projects and i will still get this error now. I need to know what this is referencing and where to try and make them look identical.
my mesh is transparent does anyone know how to fix this?
remove the node that's connected to alpha
nothing happened
I wasnt, thank you
trying to get an avatar into blender but when I go to import the fbx it isn't doing anything.. is there a max size of the fbx to import or something?
anyone know what looking up and looking down is
Hey does anyone know how I can get a avi taken down that my past ex copied and made it public and ripped it.
it allows you to use a shape key which adjusts the eyes and/or eyelids and/or eyebrows and/or whatever when your avatar looks up or down
support ticket surely
so im trying to launch unity to work on an avatar but it just doesnt want to work?
this only happens when i switch to quest
nvm it fixed itself somehow
I need suggestion. I wanna use a material that acts like the Standard shader, but I can change it's colors using the animation tool. Should I make my own shader or is there already one that exist?
sure, there are lots. Mochie and Orels make shaders which are pretty close drop-ins for the Standard shader but add those features.
I figured you could animate the standard one though
Neat!
Do you have a link?
not offhand, I'd google for both names and the word "shader", you'll find them
ok
I have run into a weird problem where when i create a new creator companion project and import poiyomi, it keeps getting stuck on the waiting for unity's code to finish
And it seems to specifically relate to the fact that it opens up 8 shader compilers and then maxing out my cpu
yeah shader compiling can take a surprisingly long time
I have this issue on my laptop
It wasn't like this a couple weeks ago is the thing
Having some issues with the hair in unity. I have tried to flip the normals but it still won’t work I used the curve tool then turned it into a mesh not sure if this is a issue for other ppl
Another thing i ran into is that i have uploaded a pc and quest version of an avatar but vrchat is giving me an x over its performance and shows the error robot in the preview
does anyone have any ideas for how to set up these legs properly? the knees bend a too much while walking and they tend to twist inward sometimes
he is plantigrade btw, not digitigrade
can someone help me rig my avatar
same as human
but the strange proportions make the thigh bend weird
im confused on how to rig this
that's going to be fun
look up how to do digitgrade legs, it's not too bad to do a basic version, but looking at the proportions you have there, that's not going to be ideal here.
do you think something similar to a digi constraint setup would help in my case too?
idk how to rig thats why i need help
yep
Are there any guides as to reasons that impostor generation would fail?
I currently have an avatar that I've exported from Blender 3.6, there are a few warnings in the validations list related to sound/stations/pelvis angles but they're definitely not blocking because I have previously generated impostors for an older version of this mesh.
After some testing with not building an Android version, removing some personal prefabs, etc., all the evidence seems to point to the mesh itself being an issue. I attempted some optimizations including texture atlasing, reducing materials, reducing meshes, and everything seems to behave correctly in the real version but whatever I did just doesn't play nice with impostor generation.
I think I found it? Some weirdness with export settings. Re-exporting as VRM seems to be ill-advised even though it worked before.
though for you you could probably just do straight humanoid bones
i did, and they look okay, but the problem is the thigh bone rotates too high when walking/using FBT and it keeps snapping to an inward twist
not like the knee is bending inwards, the thigh bone is rolling inwards and it makes the leg look super weird
yup. rotation constraint time
Okay, fixed my last question, new one, I have an avatar that is very jittery when it moves, only i see it and it is only on that specific avatar
I pressed close area on accident now I cant see any of my options on the right
can anyone help?
but
my options
these lil dudes
After you get the new area, change area type to Properties.
okay thank you
how, do I do that exactly?
The button at the top left of area you want to change.
which button at the top left
I got it
I was looking in the literal top left of my screen
thank you
Yet I mean "of area you want to change".

I'm recently getting back into avatar editing, lots of things are very new and would appreciate some tips or advice. Have been running into to troubles with this warmer set for a Nardo Dragon, the set doesn't seem to have a root bone, nor a spine/hips bone to take priority like some of my other assets. Curious if anyone has some advice as to where/how to better parent/link the warmers. The toggle does work with them through vrc fury to enable and disable them, but they just don't move with the character, but they kinda "follow" the avatar around still in the world
Blender would be better
yeah, that's what I've seen online so far, but i'm pretty lost when it comes to blender and bone parenting with meshes
If the bones are named the same then just import the nardo first then the warmers
Then click the warmers mesh then ctrl click the armature of the nardo
Mostly they are named the same yep
Theb ctrl P I believe is the keybind to reparent
This isnt a mostly they need to be named exactly the same
Yeah, that is true, the warmers just have the additional distinction of warmers at the end of the bones
attempting to add a mixamo animation to my avatar but it's giving me this error, the paths are identical to the bone names on the rig
it's supposed to be "Armature/hips", and ect
Animations start from the root object, not the armature object
how would i fix this
Rewrite the animation's paths to include "Armature" in the beginning
how do i do this
sorry for a lot of questions i rarely mess with animations on my avatars
Bone path shouldn't matter. Humanoid rig would be controlled via muscle parameters. Having animation controlling transform directly would not work anyway.
what
how do i add the animation
i've never had issues importing these things before but that's probably because i made the animations in blender and they're attached to the model files
this one i got from mixamo
You would have to find animation clip that's controlling humanoid muscle parameters.
i don't know what this means at all
Ask for further explanation then.
Take a look in the sample animation and see how proxy animation actually animate. You would see the difference between your animation and proxy animation.
nvm i figured it out the other guy was right
So you thought re-pathing animation would work? That's is a no.
fym so i thought it is literally working right now
Then that might be a bigger problem: is your model configure as humanoid rig?
yes? it has been?
As in you had set it in fbx import menu and change it from generic to humanoid.
yes
Ok. I guess I might be wrong then.
can anyone tell me how do i fix thison unity its fine but after i upload it messes up
Did you test with gesture manager?
yes doesnt work with that either
So in unity it actually isn't fine.
maybe something wrong with this ?
am like completely new to unity
Link to should be Hips.
i did that same issue thats why tried with spine still doesnt work
Keep it Hips.
ok
How did you scale your avatar?
just drag and droppped the outfit
Does that answer you didn't change scale of the avatar?
Check the scale of the avatar object. Is it all one?
yes it is
Can you screenshot the unity window to confirm?
You are looking at cloth object. Not the avatar object.
Then check armature scale for both object.
Armature scale isn't 1 vrcf probably doesn't like that. I'm not sure what to do in this case though.
Should I make the blendshapes change scale of the bones or the mesh itself?Talking about the chest
If size doesn't change too much then just blendshape.
I see, thank you!
I desperately need help setting up a avatar I'm new to everything and don't know what I'm doing, I was only showed how to rig
have you checked this?
https://discord.com/channels/189511567539306508/1139228456090087495
Been looking at it
good, what issues are you facing?
The animation stuff every time I import got a thing called "body main" and it's causing it to not be uploaded
Sum bout empty animation
Might as well post the screenshot of your unity window.
uh if i can figure out how to.. new to pc stuff
You could search google for everything trivial
alr thx
The animation doesn't have anything on it.
so i gotta replace..
Not even sure what you're trying to solve.
its stopping me from uploading is what im tryna fix
been at this for 7 hr nothing uploaded yet
Better screenshot the message it show.
kk
Note that Animator is not the same thing as Animation.
oh srry :(
And it's 0 tris, you actually put avatar descriptor on a wrong object.
should it be above the rig
That's be wrong wording. It must be on the avatar root object.
kk
what would the root be btw
rry was setting up lip sync
the first thing in the hierarchy
of your avatar
usually has a blue box next to the name
How to make my put a custom fallback avatar ?
You need to upload a good/excellent avatar for all platforms (pc and quest, idk if ios is also needed). And in the sdk you should have a button to set it as custom fallback, after uploading the quest version
it tells you
"switch to android platform to set it"
oh wow thanks
they are all grey..
send a screenshot of your hierarchy and I'll tell you where to put it
if it's all gray you probably unpacked your prefab, which you should never do
full screenshot please, from this it looks like it would be the top one, I can't read the name because it's cut off
and unpacked which is bad
how do i fix?
you start over
you can't undo unpacking
I'm not sure why you even did it in the first place 🤷
thats fine
but nvm
again idk what im doing
avatar descriptor goes on the top object
first avi first time on unity
that would be a blue box if you didn't unpack
also make sure you're not in play mode
because that would make all boxes gray
I don't know if you are or not, because the screenshot isn't clear
youtube tutorial time
where would that setting be because i think i saw something ab it
top middle
the play icon
if it's blue you're probably in play mode, if I remember correctly
🤷
regardless of what you did, the avatar descriptor needs to be on the root
so move it there
k so over amature
i got one preset model building rn
imma screenshot it and try to work off of it
sooooo theres this now
The model isn't configured as humanoid.
good day, i am trying to put the matchiri_shader on my avi, its not a booth avi and as far as i understand i just have to use the lilToon shader on my body and then add the shader and set it up with the mesh and the mask, but this isn't working am i missing something? do i have to turn on tesselation (which doesn't want to turn on)
trying to upload my avatar, it already has gogoloco installed but naturally that's broken soooo now i need to update gogo annnnd that's already destroyed one project because in attempting to fix these errors it deleted my entire parameter list,
it keeps giving me this error and idk what it's wanting
seems like you didn't install gogo loco
huh but I see the files right there, interesting
yuuup that's why i'm losing my mind
I don't use Fury for this, no idea really. But there is a discord for it
could you dm me a inv link for it? TwT before i go bald due to the utter stress lol
one important thing: unity cares about the asset's GUID, not the filepath.
VRCFury remembers the path as well so that it can show you the error
I don't know the link, but I bet it's in their docs
So it is technically possible to have files at the correct path, but with different IDs
oh true - could just delete the whole gogo loco folder and reinstall it
this is unlikely, unless you:
- are using a completely unrelated set of assets whose names just happen to match (unlikely)
- just copied the asset files over and didn't include the .meta files
The latter would cause Unity to generate new IDs for all of the assets, which would not match what the Fury full controller is expecting
that's what ended up deleting my entire parameter list last time soooooo
don't put your assets into random folders
I cannot see why that would happen unless for some reason you used the gogo parameters list itself as your avatar parameters
or that, yes
so yeah, don't put your asset into random folders
i can just stream what's going on if that'd help
Get rid of the entire GoGo folder. Reimport it from the .unitypackage
(make backups, etc)
anyone has used the motchiri_shader on a non booth avi?
can't say I've heard of it
do i need to apply the base additive and actions manually or will the vrcf handle that?
if you're using fury for gogo loco, you do nothing manually, just drag the prefab onto your avatar
ok idk wjy it deleted my parameters last time but this time it all worked, so confusing but bleh unity thankies for the help everyone~ i hope you both have an amazing day~
oh also
i've used liltoon, looks pretty decent ngl but it's not for everyone
liltoon is easy enough 🙂 and this custom one isn't doing what it should and i am not sure if i am missing something :/
this only happens when i install fury and run playmode through gesture manager
my rig was fine before installing fury
now it just looks like this
is your avi rig setup correct?
your hips is spine
and your chest is also spine?
and your upper chest is chest?
just rig it again as humanoid
and see if it works
this is humanoid
yes
so make it not humanoid apply and then make it humanoid agian and apply
and set it to the correct bones
if it doesn't auto set
kk
ill do it again
oh ok
Scroll down to the bottom of this list and you'll see a "Pose" dropdown
click it, then hit Reset
yea that fixed it
this should fix the avatar
It thought your body was way smaller than it actually is
So all of the bones got mashed into a tiny ball
oh i see now.. hips is called spine
This can happen if you don't match the original scaling mode when overwriting the FBX
Heya - import question, is there any way to properly import shapekey normals? I've learned that blender can't export them, and using calculate gives me undesirable results where small enough triangles seem to behave weirdly, almost as if flipping their normals when using calculate/legacy blendshape normals. Are there any workarounds for it? Since some shapekeys really would benefit from proper normals
@lime mural woops sorry
https://gyazo.com/def2b96bf2b0663be6f11522662d876c example of the issue I'm seeing with calculate/legacy, I verified that the normals are all correct, ran a reset/recalculate outside in blender
lately I've been exporting with "Smoothing" under "Geometry" set to "Face", then importing normals rather than legacy or calculate - not sure if this solves your issue but it may work for you.
it helps a bit, but it doesn't fix it entirely, which it might be the best I can achieve
yeah, I thought someone mentioned something new related to this in Blender 4.4 but I can't remember what and haven't looked, so that's not helpful
I saw there was some discussion on actual blendshape normal generation for blender, but the last post was 4 months ago or so. But if a new release fixes it that would be neat, I'll do some research
report back! I'd love to know also
after some more github discussion reads, looks like it's an open issue at the moment, I'll probably try and follow the discussion and grab whatever version fixes it. I can get it to work in an okay manner, but especially around the chest deformation proper normals would look so good. at least using face smoothing improves it, thanks for the tip!
yeah the issues are still somewhat present, but it's improved slightly, I'll just patch the av once the issue is fixed on blenders end
sounds good
which if I could get "calculate" to not break randomly like in the pic above, that'd be probably perfect
yeah looks like "legacy blendshape normals" is the culprit, calculate works fine without legacy, but of course vrchat won't let me upload that
Oooh new development - exporting it with triangulate and tangent space fixed the glitches
ooh
Ok that removed the shapekeys though
huh xD
yeah, disabling triangulate restores them again. that's odd
So, yes!
But it's a bit of a mess
https://projects.blender.org/blender/blender/pulls/126491
I applied this patch to my FBX exporter script
This allows Blender to actually export the normals
However, this wasn't sufficient
Unity, hilariously, ignores the normals if the displacement isn't large enough
This causes gross seams at the edges of deformed areas
The solution was to modify Blender again, so that it exports 10x larger displacements
And to then divide the displacements by 10 with an AssetPostprocessor in Unity
This gives me perfect blendshape normals in Unity
it was a very invasive series of hacks
Oh goodness yeah, I hope we get a proper fix for that some time. That's pretty wild tbh, but good on you for figuring that out, I've seen that pull request as well
I dare not use this for anything other than personal avatars
The Unity side isn't too bad -- the postprocessor is very simple -- but modifying Blender was annoying
My current objective is to find a way to fix legacy blendshapes while retaining shapekeys, trying to make it not break on small triangles
This is weirdly bad, though
Does this happen when you turn on blendshapes that don't even affect that part of the body?
this is the basis shape even
are shapekeys even the problem here? this could just be bad mesh data
once a shapekey scales the polygon up enough, the issue goes away
it seems to be select, small triangles/quads
https://gyazo.com/9f3c12b132598ad84b7ddd3a77fcf260 reference of the area, though it happens on much smoother areas too, just cant show those here
I might pull the fbx into blender and see if anything is broken on import. if I triangulate the mesh in the exporter it fixes the issue, but it also kills shapekeys
meanwhile triangulating the mesh in blender does not fix the issue
I.. might've found a really, really dumb fix.
so.. since it has issues with small tris/quads/whatever, I just.. scaled the model in blender to 10x size, applied scale. and then imported at 0.1 scale in unity. it now works.
yep, it all works now. funny workaround, but easy to implement!
Huh, this might be the exact same issue I ran into here
just solved in a less invasive way lol
wow that's... quite a thing
right? XD I just went like "ok if it struggles with small polygons, ima make em all big" and it just.. worked lol
Does anyone here customize model bases?
send help. . . Imported an fbx into blender and it died
armature looks like this as well
I tried extracting an fbx from the prefab of the avatar and used what I got from that
I used the unity tool FBX Extractor
yeah that's why
the project doesn't have an fbx it's just a prefab- so how should I go about obtaining it then?
I don't know, can't say I've ever tried hard
A prefab is an asset containing a game object.
There is almost certainly a model file in the project somewhere
you just aren't using its model prefab directly
thats what I was thinking. but like- I've looked in every folder there really is no fbx x. x
search the project window for t:model
I did that earlier
Your avatar will have one or more SkinnedMeshRenderer components
Each one will reference a mesh
Click on one's mesh and see what gets highlighted
I suppose it's possible the avatar uses some weird process that moved the mesh assets somewhere else
from what it looks like. . . the model looks like it was made- IN UNITY some how. the head and body are actually in here. . .
yeah, the Mesh assets got pulled out of the original model assets
that's going to be nightmarish to edit
yeah. . . I thought so too
I would have to put it together into an fbx and just go ham right? or is there an "easier way" to do that?
Getting the meshes back out of Unity is the annoying part (as you've observed here)
Normally, you have Unity import an FBX to create its Mesh assets
many applications know how to read and write FBX
but here, Unity only has its internal Mesh assets -- it isn't creating them from an FBX
So- This avatar is an edit of another and I was asked to help out with it. The original ( base model ) is perfectly normal. So what could they have done. . . that did this? lmao
it is not ripped, the original model is Carter by weebly and the individual purchased it, I've seen reciepts and have permission to edit the file for this person
it's a poor self edit of the model that I was sent. not the original avatar
or- something happened within the process ( that sounded kind of rude when I said poor self edit, I apologize lol
agreed
does anyone know how do i add my pcss lighting into my avatar
weird... I'll bring it up to them :l thank you for letting me know.
when trying to upload a mayu avatar it gave me like 100 errors saying that im trying to save something without a script
That means you haven't import some packages.
you're missing some kind of dependency the avatar requires
check the creator's docs for clues
wouldn't surprise me it's VRC Fury
or modular, not sure if that uses one of those
i dont use vrc fury because of these reasons
not sure I follow that logic, but something's definitely missing either way
What reason exactly? The asset required the use of vrcfury.
im gonna try to upload the same avatar but without touching anything because i made some textures for this avatar
im just saying when i use vrc fury a bunch of things break after a while
its one sdk away to have a chance to break
Your case is you didn't have vrcfury installed and the asset didn't like that.
im gonna install vrc fury and try again
I still don't confirm that it's vrcfury though, it could be modular avatar. So, check the store page for requirements.
Uninstalling VRCFury won't help VRCFury not break things in the future. You should report the issue so things can get fixed
but just saying when i tried to upload the quest version because i have done this before exactly the same since its really simple since its the mayu avatar
no i didnt install vrc fury in the first place on this project
That's not what I was saying
oh
Even if it doesn't error, your avatar won't work entirely.
i didnt know vrc fury was esential now
Is there a way to reorder objects without unpacking the prefab?
no
Only for some.
damn. thanks. it bugs the hell outta me when prefab makers don't put armature as the first child object 🙃
Haha yeah, though if it's not a .fbx you can usually unpack and repack just fine
This should not cause any issue though.
it doesn't cause any issue. it just bugs me
not enough to unpack/repack
just if I could without unpacking I would reorder
I guess some custom asset preprocessor might work.
drag object out of avatar, put it somewhere else
(only work if it was added in unity)
oh yeah now its having more progress, but the face trackibg prefab brakes something so i removed it and now i think its uploading, but thats a little strange since i didnt need to use vrcfury when i uploaded the exact same avatar a couple months back
Can't say for sure. You might had vrcfury in your project without realizing it.
the only reason I have Fury at all is to not deal with manually installing face tracking prefabs 🙂
I only use fury for last step optimization, the rest I'd do with modular avatar. Hybrid workflow that is.
Why use MA if you're already using VRCFury?
I primarily work with booth model. And I like reactive object.
Isn't reactive object just the same as a VRCFury toggle?
Does it set object active state base on other object active state?.
You can nest objects in the hierachy, yes
If you want to set some other parameter there's Set An FX Float, which can set floats ints and bools
Then MA can set active state to any object regardless being nested.
This bit of hair looks fine in the editor and in Blender, and I have no physics set up on any of the hair bones, but ingame it's permanently stuck in my eye. How do I make it work like it should?
Even setting it to some arbitrary angle (like upside down!) doesn't work.
Found it. Unity decided it was a jaw bone for some reason.
where, in unity or blender?
is there a quest compatible way to make a billboard shader on an object?
billboard?
kinda curious what you're doing that isn't particles
a toy thats just a billboard with a texture on it bc i think itd fit the aesthetic more
ah a toy
ya
on one of them i might have it spew a few particles bc its a rocket on trigger
or whatever is quest compatible
I ported over my model into blender to add piercings to it, then I ported it back to unity. Everything works fine except for some reason I can see my piercings through my viewpoint
How did you attach them, and to what?
I got the FBXs and weight painted them onto the head in blender, did the viseme animations and all
if they're weight painted to the head I'm surprised you can see them
when I move the head around I see the piercings move with my head as well
it's as if there's two of them
I went back and checked and yeah they are weight painted to the head
do some posing in Blender, to make sure they work right and you don't have any extra objects
Anyone else having this issue with the new SDK? I swapped yesterday and I can not get rid of this even tho everything is mapped n rigged
go into the rig setup and show us what's mapped where
drag in a new copy of the fbx thats rigged
or that 🙂
I literally just re-setup the avatar after deleting the fbx .meta file and re-mapped it again
and it gave me this message again
then have it be rigged and drag in a new copy into the scene
also is there any errors on the fbx
I am a moron lmao, I did not join the other two parts
thanks
Yep, that'll do it
i assume i have to add quest tools back even tho it causes more errors in the project than not
nvm i gots it
my dual-compatibility avatar looks great on PC in her PC version, but the android/quest version is just perma-stuck in T-pose, anybody know what to look for to address this??? I can self-test ony my own by going on the android version of vrchat, and friends who are quest only have confirmed it.
Why is my avatar kinda transparent? Im assuming this is a blender issue
either its actually transparent which is a material issue which is fixed in unity anyways since you usually dont use the default material
or the faces are backwards which can be fixed in unity via a shader or fixed properly in blender by recalculating the outside
Ok I’m new here I don’t know if this is the right place but I need help from someone to put gogo loco onto one of my avatars
thatd just be taking the go loco controllers and sticking them onto the respective playable layer on the avatar descriptor stuck on the avatar's root
Just wanted to follow up on this from earlier and say that this method worked out for me! I was actually able to parent the bones of the separately imported tail to the original armature, and then just throw the tail mesh in the same place in the hierarchy as all the others.
im literally going insane i feel like ive tried everything, i even made a new fbx and exported that and they eyes just wont move in play mode, does anyone have ANY idea what could be the issue??
what did i do wrong idk.. can anyone help me bout this please..?
looks like a weigh painting issue
Sorry I did not understand a word of that but I don’t have a pc myself so I can’t actually do it myself
are the armatures merged?
yea but unfortunately idk why but the one of them is not merged
ehhhhhhhhhhhhhh
howd you expect to put go loco on a model if you dont have a pc to upload it
sometimes if the bones have different names than the base armature, it wont merge properly
Idk that’s why I’m here I thought I could give it to someone or smth but I don’t know I’m new to this
giving out files is against the creator's tos
it has the same name thats the funny story
Oh ok
what model did you even buy
can you send a picture of the full avatar its kind of hard with just the coat
I didn’t buy it I found it on prismics avatar world
anyone know a way to make each individual braid just a little thicker? like increase the circumfrance? I'd rather not just scale if I can avoid it so just wondering if there's a little trick I'm missing out on :3
so you dont even own the avatar
I guess
its not your avatar to begin with
you need to actually own the avatar in order to edit it
uh i makin it a little alone but wait a sec
the basics of how avatars works is you have a file (the avatar) and you have to put it into an application on your pc called unity, this then connects the avatar to vrchat. Once in unity that's where you can actually edit the avatar and add things you want to use in vrchat, like gogo loco. But like I said; you need the avatar file, even if you're asking someone else to upload, they'll need the file. You cannot (or at least shouldn't) just get the avatar file from in game, you should really go and buy it or find a free one.
If you're in blender there's a mesh option called "shrink/fatten" that might do what you're after, the shortcut is Alt+S
thank you so much
It just takes all the vertices and slides them along their normals
ofc!
when you use the pose mode does the coat move with the avi?
no.. atleast the arms but maybe its because of my play mode kinda different?
i don't know but i wanna test it in game too if its gonna work in game its all fine
if the coat doesn't move in blender with pose mode it wont work in game
are you doing this in blender or unity?
i did it in blender and its workin on pose mode properly
ok so i need to know if it works when you use pose mode on the avi, not the coat
the arms of the coat need to move with the avatars armature
its not.. :c
how am i gonna fix it
the armatures need to be merged so its just one armature on the model.
does anyone here use Av3emulator? i need help with it
state your issue instead of asking to ask
i did watched that before but tysm :3!
i need to disable eye target, this seems to be the reason the eyes will only look one direction
i dont know how though
erm physbones won't work on quest 💔 I only have 6 of them
6 should unless it's a crazy amount of transforms
they always go back to those nunbers tho, ive already changed it to 0 multiple times
what are you actually trying to do though?
and Im trying to get eyelook to work, i dont want eye target
Wdym transforms 💔 I haven't used creator companion in a while
eye look is eye target
usually the SDK's build report tells you about physbone components and physbone transforms. Components are the physbone thingy you add to a bone chain, and transforms are the number of bones in the physbone chains times the number of physbone components. So the latter adds up a lot and can be a limiting factor.
this is eye look
(creator companion is just a nice tool to install unity and manage projects, it's not a factor here)
right but again, what is your ultimate goal here?
they eyes dont move in playmode, and they only move when i adjust eye target. I want to disable eye target
okay but I'm not sure I understand why
because the eye target is preventing them from looking around
i want the eyes to move in game
but eye target only looks to one point
the "eye target" is just a testing tool
so you think it will work fine in game?
have you not tried yet?
i was finishing up toggles
usually if you have what's setup in the left video there ^ it's fine in-game
Ok, ill upload it as soon as Im done figuring out the toggles
eye target is literally the testing tool for in game's eye look
i cant select any lipsync option?
oh that doesnt show in recording
but when i select one it doesnt select
it's my first time making an avi, how do i fix the random white stuff on it and fix the eyes? (for ref i put what it looks like in blender)
does your model actually have visemes though?
im using jaw flapbone
probably there's a transparent layer over the eyes, either apply a transparent shader, or go delete that layer in blender
pretty common really.
all the models i got have a jaw bone, ive been able to use jaw flapbone
why is the model unpacked
but not for this one for some reason
tried to troubleshoot it myself
I kinda stopped asking 🙂
it was packed before
no no thats me selecting from the new window that pops up giving the options of lipsyncs
it only recorded the unity window
I do also ask
🫠
is this like an sfm model or something
no its from dead by daylight
so a game rip cause that model is set up weirdly hierarchy-wise
those usually dont transfer too well since those are usually set up purely to work in the game it was extracted from
yeah lmao the bodyparts are seperate PSK files so i fuse the bones in blender and it works fine
what's a PSK file?
im not sure thats just what its called
its another type of object file
thats rigged
huh
hold on
unreal engine
ahh
essentially the unreal engine equivalent of vpk
why didnt you join meshes
didnt think of that but i havent run into problems in functionality or performance
Hey I need help with blender
okay
dont ask to ask
im having a new issue, i reuploded the fbx cuz I had to fix some clipping but now the jewelry isnt an object anymore? i didnt change anything about in blender
isn't an object? was it before? what is it now?
idk it just wont let me put a material on it, also it disappears when i move the view close to it
the latter is probably due to bounding box, which implies it's a separate object
is it listed in the hierarchy?
Yes it is, nothing looks different to me
so uh if i have a project made using ze unity version right before the current one, and cant get it to update, just delete sdk and re-install?>
well you can select it in the hierarchy, then in the inspector, view the material slot and drag materials into that.
re: the disappearing, I think the usual trick is to make the bounding box for it the size of the body's
anytime you upgrade unity, if it doesn't work I'd close Unity, then delete the Library directory from the project, and try again.
oh, that should upgrade fine, what isn't working?
it's stuck in the previous version of the sdk
how are you doing the upgrading?
i was thinking that it'd update by importing it manually but no work
So i've been at this for a while and, I can't seem to find a way to fix this bc all the tutorials i watched did not work so if anyone can help me get this avi working, let me know.
thats just a warning
^
if you check box and it says you need to fix before upload, you cant and have to fix it, if not, you can push it
we cant really see what the problem is
the eyes are white and they are supposed to be purple like this
it is my first time doing this/using unity so idk
is there a mixed material on it?
is it the right texture
if your material order is not right, it will show fucked up
its just a default locked shader
you didnt extract material from the FBX
if you view the fbx for the avatar you can choose extract mats and make a folder
and then edit/delete them
alternatively, you can just drag new materials onto it and it replaces them with its own
maybe delete it though when you extract them, or wherever its connect to. it looks like its the face texture
fix what, the eyes being white?
oh hey, scrolling.
I did already answer, I guess you didn't look into that?
I think he has a new material ontop the default one that came from blender
(for the face texture)
i would just delete the layer
yeah that's what I do, you can get gloss (mostly) like that in decent shaders without the extra mesh
if i have a PC version and a Quest version of an avi
i can just use the same blueprint ID (upload to pc first)
then switch to the quest version and upload that to the same ID and it shouldnt override it, correct?
that's the correct way to link them
I hate questies.
I can't fucking use any shaders to make my plane cutout
(cuz this avi is just a drawing on a plane)
thats not exactly a quest user's fault
all their fault for using quest 😔 /j
just cut out the model with knife tool in blender so its quest compat, should be really easy if its just a single plane
o easy
can u do billboard/lollipop
iirc only on particles
you could just convert the image to a mesh
does anyone know how exactly the albedo, detail albedo, and AO maps colors are mixed with the material color for standard lite?
my avatar has a different UV map for the AO and albedo, but standard lite doesn't allow for that, so my options are to either put the albedo in the detail albedo or put the AO in the detail albedo. Both of these produce slightly different results, but I like the result of albedo in detail albedo better. The issue with this is that now the detail albedo is using the secondary UV channel, which cannot be access by other quest shaders, and I would like to use material swaps for a matcap lit.
My solution was to see if I could alter the albedo and/or AO texture to replicate the look from the other setup, but the description of how they are added says "multiplied x2" which is obviously false since the colors get brighter while multiplication produces darker colors.
the left is how it currently looks and the right is how I want it to look
it also makes removing the AO look much better, since the person this is for wanted an option to remove AO. the left one just looks dull imo
Since detail get multiplied by 2 and that can make value go above 1.0 which make subsequent multiply brighter color.
Hey, probably an easy question but how do i upload multiple characters on one project? i keep seeing forums from like 7 years ago but nothing recent and their method of detaching the id hasnt worked
AO multiply with ambient light before multiply onto surface color.
You could already have multple avatar within the same unity project since the beginning.
yes but im struggling to upload them as separate characters instead of overwriting the first version
Detaching ID should just work as upload as a new avatar.
it tells me to save changes whenever i make any changes. when i click the save changes button, it overwrites the first avatar
there is no id attached
am i dumb? 😭 like it seems like such a simple thing
You might have to be aware what avatar is selected in the sdk build panel.
the names match on the hierarchy and the sdk so- i guess its the correct one?
refresh the sdk window
how do i refresh it?
normally when you load the build window of the sdk it looks at the pipeline manager to try and load the details of the avtr id
switch windows
nope, still telling me to save the changes
You might need to discard the change first.
have you tried just clicking one of the buttons
yes, both in fact. Save changes overwrites the original version and discard just reverts back to the original one before the changes
ill try again tho hold on
Once you detach blueprint ID, the sdk should not show existing avatar information.
it is detached
hm okay so there isn't really a solution to this... i wish you could just choose UV channels per-map 😔
because if i use matcap shader he looks like this 😭
Have you try these steps in order:
- Discard change
- Close the sdk
- Detach blueprint id
- Open the sdk.
lemme try
well the blueprint ID is already detached so- ill copy the original character's and detach it again in order
i reloaded the SDK and it worked 👍 with the detached ID
thanks yall
The sdk might got confused because it had unsaved changes before detaching the ID.
probably
computers man... always having to wipe the fuck out of their memory to solve stuff
anyone know how to change the blend mode to opaque while using blender 4.4??
Tried adding a blendshape for a toggle, blendshape works but all the body meshes are fucked
Not sure how to fix it
howd you export it
Through blender to the avatar fbx
why didnt you just use the fbx that came with it originally
That was the fbx
so you imported the original fbx that was in your asset folder into blender
Yes
was your avatar unpacked
Yep
So Im working on my next Avitar, and was just curious
Does the more blendshapes an avi have lead to it lagging?
not necessarily
although the file size would end up being larger
although although you can cause lag with blendshapes but youd have to be intentionally trying to cause lag
not something that can happen by accident
Alright. Thanks
it shouldn't affect frametime, but depending on how many you have and how many vertices are affected it can be a significant contributor to file size
I would just say avoid having excessive blendshapes on high-poly models, especially ones that affect a majority of vertices (like altering body shape)
Alright thanks
(for the sake of file size)
No it wasnt
what do you mean it wasnt in the asset folder
Hold on
Its the same fbx but from a different folder
Not the one in the assets
assets is the root folder of the project
if its in a folder in assets then its in the assets folder
I mostly ask cause people try to export as fbx using the fbx exporter in unity
which is not great
which I then ask why you didnt just use the original fbx for the model
no no no
the model you got came with an fbx file correct and not just a prefab file right?
Pretty sure a prefab file
then where is the fbx for it
In the corresponding file for the prefab
so it came with one
Yeah
and you said you unpacked the one in scene
Im confused, its 1am and im trying to hold it together
also I should ask where you got the model
can you send a link to it
I dont care about the blendshapes anymore
I just want to fix what i had done
ok so did you make any other edits or just the blendshape
Just blendshape to fix clipping
Drag and drop the mesh?
Where
reminder that you should always keep a fresh zip file of your avatars so you can revert back to a fresh point if you need it
have it and dont need it rather than dont have it and need it
From the unity package
Start fresh?
Since you havent made any other edits sure
Redo all of this?
you said you didnt make any edits
Because the model is unpacked
Replace it with the original unedited fbx from the unity package
overwrite the fbx you edited with the original one from the unity package
Did you replace the file or try to overwrite it with blender
It fixed but stuff is still broken
Could I pay someone to merge 2 FBXs
Not here also why cant you do it
Secondly go to vrctraders for commissions
It says preproccess hooks failed
What now
Trying to body swap a mint
Screenshot the console
Bodyswap what now
One sec
And how do i do that
sleeves wont go down with the shirt
Alright everything is back to normal
@night ember thanks
You need to either link armatures or in blender reparent the sweater to that base's armature
Go vrc traders for commission
#1204490664637890580
I’m soooo new to blender Ik somewhat to do 😭😭
I spent 5 hours 2 days ago learning it
And you don't know it still?
Nope
Just import the base model
Then import the sweater model
Then select the sweater first then the armature of the base model without unselecting the sweater
Then ctrl + p with empty weights
Delete sweater armature
Export
Well assuming they share the same bone names
I’m new to unity and blender. Just started learning know to make avis couple weeks ago
It’s 2 different bone rigs
But do they share the same bone names
Honestly not sure
Ohh I can see that
how to fix this when going into play mode
Link armature.
What types of C# scripts does VRChat allow? Some of the scripts in my avatar are accepted by VRChat, while others are not. I was wondering which functionalities are permitted.
Thank youu
None at all.
Exception is some 3rd party script, which current only is FinalIK.
oooh, I'll look more into this, thank you so much
What actually do you need? Most, if not all avatar logic is made by animator states.
I was looking to make a little drone that follows me around along with its own animation
Drone is quiet complicate to deal with. But absolutely isn't made of FinalIK.
As you called it a drone, is it controllable?
Or just following only.
not really, it'll just follow me around wherever I walk. It's just a little drone shaped like a quaffle hahaha
small like one too
Then that isn't a drone. Rather is a follower. You could search for vrchat amongus follower and see how it made.
ohhh okay okay thank you!!
like this?
You have to change shader in materials.
how do i do that?
Select material file, and change shader in Shader dropdown.
The ones on the avatar
If that isn't used the avatar then you don't have to change it.
Also typically when you show screenshots of your issue you wouldnt send one with nsfw content visible in the images
The parts on the breast despite being covered by tape is still peaking out from it
If some is used by the avatar, you have to create new material and replace in the avatar.
how would i transfer the clothes from a clothed version of an avatar to a face tracking unclothed version
i want the left's maid dress on the right
Typically blender
is it easy
Or if the maid dress is a separate fbx entirely armature link
i found the material that i missed im trying to make it look like eyebrows instead of blocks
It would be easier to replace only the head.
oh ok
you have any recommendations?
replace the head on the clothed version?
Make it so it doesnt use transparency by cutting the mesh in blender
like
Yes
put the face tracking head on the clothed?
It relies on transparency, and Quest shader doesn't support transparency, so that is out of question.
