#avatar-help

1 messages · Page 101 of 1

fallow gulch
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You can copy paste components as well

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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

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You can do the same with contacts and stuff

somber sequoia
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I do this, works great

crystal sierra
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Yeh, problem is it's using a true digitigrade setp so there's load of constraits as well

somber sequoia
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yeah, I unfortunately have that to deal with too 🙂

crystal sierra
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Furry problems 😔 😔

somber sequoia
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yep

night ember
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Now was it the fbx as the prefab or was it a prefab dragged into the scene

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Since a prefab is not actually attached to the fbx anymore so altering the fbx doesnt update that prefab

crystal sierra
night ember
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Well yea you got rid of the fbx the prefab was using

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But using a prefab and not the actual fbx itself wont update if you overwrite the fbx

crystal sierra
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As in it breaks the reference to the data but doesn't push an update, i.e. bones

night ember
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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

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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

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You cant add bones in unity

crystal sierra
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Time to manually copy paste the 35 components that live in the armature ig vrcCrying

fallow gulch
crystal sierra
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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

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and export it separately

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Since it technically isn't contiguous with the mesh

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I'll give that a shot soon, I need to go to bed, been fighting unity too long LOL

fallow gulch
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Good idea with the tail ^

misty ridge
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How did my sdk just load without asking me to log in in a new project xd

left gull
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bump

timber wharf
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@left gull exit time 1

timid kite
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can somebody give me names of all male body bases u can think of? other than aki and ace

left gull
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you could always look on Jinxxy and specify the tags as "male" or "base"

timid kite
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i did.

night ember
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Could use boothplorer

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Or whatever the sibling site for booth is called

drowsy fjord
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can someone like tell me how to fix floating hair

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so in unity it looks normal. totally good. but in game it floats 3 lightyears above the head (like 1-2 heads above)

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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

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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.

desert elk
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phsybone collider?

drowsy fjord
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wdym?

desert elk
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is there a phsybone collider on the hair? that could cause it to be like that

drowsy fjord
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unsure. I’ll check. Can I dm you?

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I will be home In an hour or so, just didn’t expect anyone to answer so fast.

desert elk
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No

drowsy fjord
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Alrighty then. Well I’ll check that.

drowsy fjord
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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!

lucid rapids
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how i can add like a folder like the gocoloco ?

somber sequoia
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you want to create a new menu, add a submenu item to the existing menu, and drag the submenu into that item

ornate stump
lucid rapids
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vrcAevSlap ty all

frail temple
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Anyone have any idea how to fix this? (asking for a friend)

somber sequoia
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what is "this"?

frail temple
somber sequoia
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is it one material? there's probably a way to mask where it applies

frail temple
glass condor
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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.

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I did some checking, and it MIGHT be Modular Avatar doing it, which is weird because I've never had this issue before???

tardy wigeon
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anybody have any idea why i cant upload my avatar i couldnt figure out the issue at all

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blueprint seems fine

pine valley
pine valley
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Can you upload another avatar successfully?

tardy wigeon
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i have uploaded other avatars before yes

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havent tried any other since this one

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it does go to almost 100% but then at the very end just says it fails

glass condor
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so it's not the one you'd get during uploading at least

pine valley
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You get that prompt if there's a compile error when the project is opened

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normally, Unity can just keep using the last successful compilation

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but when opening the project, there is no "last successful compilation"

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so it asks you to put it in Safe Mode

glass condor
arctic ginkgo
split sentinel
strong zephyr
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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?

split sentinel
strong zephyr
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Her clothes won't stay on

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Yes, they go off for me as well

split sentinel
strong zephyr
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Please, do tell lol

split sentinel
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it needs to be on

strong zephyr
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Under?

split sentinel
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its in parameters

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for the avatar

strong zephyr
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Ok, Hold on

split sentinel
strong zephyr
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Yes, I'm using VRCfury as well

split sentinel
strong zephyr
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Ok, Let me try that. I'll get back to you.

agile forge
strong zephyr
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I have to Open the project, My world is open at the moment, Hold on, this will take some time.

junior kayak
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how do i fix this ?

somber sequoia
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what did you do to cause this?

night ember
junior kayak
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i was just importing it

night ember
somber sequoia
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looks like it didn't import well, that's going to be fun. Re-rig maybe?

night ember
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I only ever see stuff like that happening when you export from unity as fbx

somber sequoia
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ahh, I haven't seen one of those yet

junior kayak
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i did export it from unity

night ember
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whered you get the model

somber sequoia
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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

pine valley
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just use the original model file, yeah

halcyon geode
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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.

strong zephyr
tardy wigeon
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still have no idea about this issue if anyone could help

halcyon geode
# desert elk "This" meaning?

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.

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Was able to reset the pose and re configure everything. Now things should work

zenith escarp
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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.

somber sequoia
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Yeah - use a parent constraint with your armature as the target object

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weight that to 1 when you want it stuck

zenith escarp
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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?

pine valley
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this will cause you to implode

somber sequoia
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I usually literally call these "Target.Thingy" or similar so it's obvious what it's for

pine valley
zenith escarp
zenith escarp
pine valley
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I haven't actually used it before tho

somber sequoia
zenith escarp
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Specificially because of how they changed "freeze to world" to activate at the end of the frame

pine valley
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you'd need to freeze it for one frame, then unfreeze it

zenith escarp
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Problem seems to be every time I "rebake it", it moves further away

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I'm not sure how I'd reset the position

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I tried animating the offsets to 0,0,0 at the start of the animation

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but that didn't want to work

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This is how I have the animation set up right now

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With bake offsets enabled

pine valley
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one thing to watch out for: it's possible for the animator to completely skip over one of these steps

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You could rule that out by slowing this animation down

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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

pine valley
zenith escarp
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I don't know about that, I've never had issues with animations skipping over frames before.

pine valley
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If the value is greater than zero, it's "true"

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It depeneds on how you recorded this, I guess

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If you got constant keyframes for the Freeze to World curve, it should be okay

pine valley
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you can check by looking at the Curves view

zenith escarp
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I set them all to constant. Let me test it.

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No change

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I'm stumped

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Guess the answer to my original question is no lmao

uneven ferry
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How do I get avatars that aren't just the default ones in the mirror

somber sequoia
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er, what do you mean?

zenith escarp
somber sequoia
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ohhh

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I never go there, forgot that exists

zenith escarp
uneven ferry
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Ty

vestal nova
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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.

pine valley
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I once blundered and created a light probe group with like 16 million probes in it

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This made Unity very upset (and caused it to eat a ton of memory)

vestal nova
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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%

burnt plank
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does anyone knows wahts the lighting called where ur avatar looked more realistic/hd

somber sequoia
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oh, you did that in multiple places 😦

onyx osprey
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need help with this (atempted to play test avatar to check for problem)

somber sequoia
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try looking in the console for errors

onyx osprey
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ohh thanks

surreal bane
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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?

junior kayak
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is there really no other way to combine material without passing by blemder ?

somber sequoia
surreal bane
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sorry cat

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already upvoted it, just hadnt checked in to see if it was fixed yet

somber sequoia
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oh interesting, that's a new one to me

misty lagoon
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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.

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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.

untold minnow
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my mesh is transparent does anyone know how to fix this?

somber meadow
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remove the node that's connected to alpha

untold minnow
somber meadow
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turn your alpha to one

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and also you're most likely looking at the wrong material

untold minnow
agile reef
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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?

worldly marlin
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anyone know what looking up and looking down is

sick timber
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Hey does anyone know how I can get a avi taken down that my past ex copied and made it public and ripped it.

somber sequoia
inner bison
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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

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nvm it fixed itself somehow

soft cedar
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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?

somber sequoia
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sure, there are lots. Mochie and Orels make shaders which are pretty close drop-ins for the Standard shader but add those features.

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I figured you could animate the standard one though

soft cedar
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Neat!
Do you have a link?

somber sequoia
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not offhand, I'd google for both names and the word "shader", you'll find them

soft cedar
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ok

charred epoch
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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

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And it seems to specifically relate to the fact that it opens up 8 shader compilers and then maxing out my cpu

somber sequoia
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yeah shader compiling can take a surprisingly long time

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I have this issue on my laptop

charred epoch
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It wasn't like this a couple weeks ago is the thing

spare gust
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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

charred epoch
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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

arctic ginkgo
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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

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he is plantigrade btw, not digitigrade

onyx pecan
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can someone help me rig my avatar

arctic ginkgo
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same as human

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but the strange proportions make the thigh bend weird

onyx pecan
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im confused on how to rig this

somber sequoia
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that's going to be fun

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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.

arctic ginkgo
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do you think something similar to a digi constraint setup would help in my case too?

onyx pecan
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idk how to rig thats why i need help

old holly
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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.

somber sequoia
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though for you you could probably just do straight humanoid bones

arctic ginkgo
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not like the knee is bending inwards, the thigh bone is rolling inwards and it makes the leg look super weird

somber sequoia
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yup. rotation constraint time

charred epoch
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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

untold minnow
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I pressed close area on accident now I cant see any of my options on the right

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can anyone help?

untold minnow
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my options

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these lil dudes

ornate stump
untold minnow
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okay thank you

untold minnow
ornate stump
untold minnow
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which button at the top left

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I got it

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I was looking in the literal top left of my screen

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thank you

ornate stump
untold minnow
plucky latch
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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

plucky latch
night ember
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If the bones are named the same then just import the nardo first then the warmers

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Then click the warmers mesh then ctrl click the armature of the nardo

plucky latch
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Mostly they are named the same yep

night ember
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Theb ctrl P I believe is the keybind to reparent

night ember
plucky latch
tiny dock
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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

somber meadow
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it's supposed to be "Armature/hips", and ect

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Animations start from the root object, not the armature object

tiny dock
somber meadow
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Rewrite the animation's paths to include "Armature" in the beginning

tiny dock
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sorry for a lot of questions i rarely mess with animations on my avatars

ornate stump
tiny dock
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what

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how do i add the animation

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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

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this one i got from mixamo

ornate stump
tiny dock
ornate stump
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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.

tiny dock
ornate stump
tiny dock
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fym so i thought it is literally working right now

ornate stump
tiny dock
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yes? it has been?

ornate stump
tiny dock
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yes

ornate stump
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Ok. I guess I might be wrong then.

tiny dock
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embed failure

burnt plank
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can anyone tell me how do i fix thison unity its fine but after i upload it messes up

ornate stump
burnt plank
ornate stump
burnt plank
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am like completely new to unity

ornate stump
burnt plank
burnt plank
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ok

ornate stump
burnt plank
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just drag and droppped the outfit

ornate stump
ornate stump
ornate stump
ornate stump
# burnt plank

You are looking at cloth object. Not the avatar object.

ornate stump
ornate stump
# burnt plank

Armature scale isn't 1 vrcf probably doesn't like that. I'm not sure what to do in this case though.

azure basin
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Should I make the blendshapes change scale of the bones or the mesh itself?Talking about the chest

ornate stump
azure basin
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I see, thank you!

viscid arch
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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

desert elk
viscid arch
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Been looking at it

desert elk
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good, what issues are you facing?

viscid arch
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The animation stuff every time I import got a thing called "body main" and it's causing it to not be uploaded

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Sum bout empty animation

ornate stump
viscid arch
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uh if i can figure out how to.. new to pc stuff

ornate stump
viscid arch
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whatever this is

viscid arch
ornate stump
viscid arch
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so i gotta replace..

ornate stump
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Not even sure what you're trying to solve.

viscid arch
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its stopping me from uploading is what im tryna fix

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been at this for 7 hr nothing uploaded yet

ornate stump
viscid arch
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kk

ornate stump
# viscid arch

Note that Animator is not the same thing as Animation.

viscid arch
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oh srry :(

ornate stump
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And it's 0 tris, you actually put avatar descriptor on a wrong object.

viscid arch
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should it be above the rig

ornate stump
viscid arch
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kk

viscid arch
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rry was setting up lip sync

desert elk
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the first thing in the hierarchy

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of your avatar

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usually has a blue box next to the name

junior kayak
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How to make my put a custom fallback avatar ?

desert elk
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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

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it tells you

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"switch to android platform to set it"

junior kayak
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oh wow thanks

viscid arch
desert elk
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send a screenshot of your hierarchy and I'll tell you where to put it

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if it's all gray you probably unpacked your prefab, which you should never do

viscid arch
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oh all? alr

desert elk
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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

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and unpacked which is bad

viscid arch
desert elk
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you start over

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you can't undo unpacking

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I'm not sure why you even did it in the first place 🤷

viscid arch
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thats fine

desert elk
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but nvm

viscid arch
desert elk
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avatar descriptor goes on the top object

viscid arch
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first avi first time on unity

desert elk
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that would be a blue box if you didn't unpack

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also make sure you're not in play mode

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because that would make all boxes gray

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I don't know if you are or not, because the screenshot isn't clear

balmy barn
#

youtube tutorial time

viscid arch
desert elk
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top middle

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the play icon

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if it's blue you're probably in play mode, if I remember correctly

viscid arch
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it wasnt T T

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all i did was import from blender

desert elk
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🤷

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regardless of what you did, the avatar descriptor needs to be on the root

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so move it there

viscid arch
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k so over amature

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i got one preset model building rn

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imma screenshot it and try to work off of it

viscid arch
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sooooo theres this now

wintry field
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Does anyone know why the Additive Layer isn't popping up?

ornate stump
pastel nest
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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)

coral arch
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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

somber sequoia
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seems like you didn't install gogo loco

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huh but I see the files right there, interesting

coral arch
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yuuup that's why i'm losing my mind

somber sequoia
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I don't use Fury for this, no idea really. But there is a discord for it

coral arch
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could you dm me a inv link for it? TwT before i go bald due to the utter stress lol

pine valley
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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

somber sequoia
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I don't know the link, but I bet it's in their docs

pine valley
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So it is technically possible to have files at the correct path, but with different IDs

somber sequoia
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oh true - could just delete the whole gogo loco folder and reinstall it

pine valley
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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
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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

coral arch
pine valley
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don't put your assets into random folders

somber sequoia
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I cannot see why that would happen unless for some reason you used the gogo parameters list itself as your avatar parameters

pine valley
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or that, yes

somber sequoia
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so yeah, don't put your asset into random folders

coral arch
pine valley
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Get rid of the entire GoGo folder. Reimport it from the .unitypackage

somber sequoia
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(make backups, etc)

pastel nest
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anyone has used the motchiri_shader on a non booth avi?

somber sequoia
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can't say I've heard of it

coral arch
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do i need to apply the base additive and actions manually or will the vrcf handle that?

somber sequoia
coral arch
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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~

pine valley
coral arch
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oh also

coral arch
pastel nest
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liltoon is easy enough 🙂 and this custom one isn't doing what it should and i am not sure if i am missing something :/

lime mural
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this only happens when i install fury and run playmode through gesture manager

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my rig was fine before installing fury

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now it just looks like this

pastel nest
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is your avi rig setup correct?

lime mural
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no idea what caused this

pastel nest
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your hips is spine

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and your chest is also spine?

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and your upper chest is chest?

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just rig it again as humanoid

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and see if it works

lime mural
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this is humanoid

pastel nest
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yes

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so make it not humanoid apply and then make it humanoid agian and apply

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and set it to the correct bones

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if it doesn't auto set

lime mural
pine valley
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The bone assignments are fine

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But you need to reset the pose

lime mural
pine valley
#

Scroll down to the bottom of this list and you'll see a "Pose" dropdown

#

click it, then hit Reset

lime mural
#

yea that fixed it

pine valley
#

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

pastel nest
#

oh i see now.. hips is called spine

pine valley
#

This can happen if you don't match the original scaling mode when overwriting the FBX

lime mural
#

hes alive again :3

#

ty ty

unique cloud
#

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

frail temple
#

@lime mural woops sorry

unique cloud
somber sequoia
unique cloud
#

it helps a bit, but it doesn't fix it entirely, which it might be the best I can achieve

somber sequoia
#

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

unique cloud
#

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

somber sequoia
#

report back! I'd love to know also

unique cloud
#

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

somber sequoia
#

sounds good

unique cloud
#

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

somber sequoia
#

ooh

unique cloud
#

Ok that removed the shapekeys though

#

huh xD

#

yeah, disabling triangulate restores them again. that's odd

pine valley
#

But it's a bit of a mess

#

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

unique cloud
#

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

pine valley
#

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

unique cloud
#

My current objective is to find a way to fix legacy blendshapes while retaining shapekeys, trying to make it not break on small triangles

pine valley
#

Does this happen when you turn on blendshapes that don't even affect that part of the body?

unique cloud
#

this is the basis shape even

pine valley
#

are shapekeys even the problem here? this could just be bad mesh data

unique cloud
#

once a shapekey scales the polygon up enough, the issue goes away

#

it seems to be select, small triangles/quads

#

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!

pine valley
#

just solved in a less invasive way lol

somber sequoia
#

wow that's... quite a thing

unique cloud
#

right? XD I just went like "ok if it struggles with small polygons, ima make em all big" and it just.. worked lol

glossy marten
#

Does anyone here customize model bases?

agile reef
#

send help. . . Imported an fbx into blender and it died

somber sequoia
#

oh neat

#

where'd you get the file?

agile reef
agile reef
#

I used the unity tool FBX Extractor

somber sequoia
#

yeah that's why

agile reef
#

the project doesn't have an fbx it's just a prefab- so how should I go about obtaining it then?

somber sequoia
#

I don't know, can't say I've ever tried hard

pine valley
#

There is almost certainly a model file in the project somewhere

#

you just aren't using its model prefab directly

agile reef
pine valley
#

search the project window for t:model

agile reef
pine valley
#

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

agile reef
pine valley
#

yeah, the Mesh assets got pulled out of the original model assets

#

that's going to be nightmarish to edit

agile reef
#

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?

pine valley
#

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

agile reef
#

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

balmy barn
#

where is this avatar files even from

#

cause it screams ripped vrpill

#

no fbx or blend ratl

agile reef
#

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

night ember
#

Mmmmm

#

That looks like a rip

light charm
#

agreed

burnt plank
#

does anyone know how do i add my pcss lighting into my avatar

agile reef
signal shore
#

when trying to upload a mayu avatar it gave me like 100 errors saying that im trying to save something without a script

ornate stump
somber sequoia
#

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

signal shore
#

i dont use vrc fury because of these reasons

somber sequoia
#

not sure I follow that logic, but something's definitely missing either way

ornate stump
signal shore
#

im gonna try to upload the same avatar but without touching anything because i made some textures for this avatar

signal shore
balmy barn
#

its one sdk away to have a chance to break

ornate stump
signal shore
#

im gonna install vrc fury and try again

ornate stump
#

I still don't confirm that it's vrcfury though, it could be modular avatar. So, check the store page for requirements.

mental estuary
signal shore
#

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

signal shore
mental estuary
#

That's not what I was saying

signal shore
#

oh

ornate stump
#

Even if it doesn't error, your avatar won't work entirely.

signal shore
#

i didnt know vrc fury was esential now

bleak ruin
#

Is there a way to reorder objects without unpacking the prefab?

somber sequoia
#

no

ornate stump
bleak ruin
#

damn. thanks. it bugs the hell outta me when prefab makers don't put armature as the first child object 🙃

somber sequoia
ornate stump
bleak ruin
#

it doesn't cause any issue. it just bugs me

#

not enough to unpack/repack

#

just if I could without unpacking I would reorder

ornate stump
#

I guess some custom asset preprocessor might work.

balmy barn
#

drag object out of avatar, put it somewhere else

#

(only work if it was added in unity)

signal shore
# ornate stump Only for some.

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

ornate stump
somber sequoia
#

the only reason I have Fury at all is to not deal with manually installing face tracking prefabs 🙂

ornate stump
#

I only use fury for last step optimization, the rest I'd do with modular avatar. Hybrid workflow that is.

mental estuary
#

Why use MA if you're already using VRCFury?

ornate stump
#

I primarily work with booth model. And I like reactive object.

mental estuary
#

Isn't reactive object just the same as a VRCFury toggle?

ornate stump
#

Does it set object active state base on other object active state?.

mental estuary
#

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

ornate stump
#

Then MA can set active state to any object regardless being nested.

mental estuary
#

It doesn't have to be nested

#

That's just an option

old holly
#

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.

signal shore
#

wait how do i lock hair to my head

#

i forgor

somber sequoia
#

where, in unity or blender?

signal shore
#

in unity

#

its a seprate asset

somber sequoia
#

is it rigged?

#

VRCFury Armature Link, if you already have Fury 🙂

worldly marlin
#

is there a quest compatible way to make a billboard shader on an object?

signal shore
#

oh thats what it was armature

#

ty

somber sequoia
#

kinda curious what you're doing that isn't particles

worldly marlin
somber sequoia
#

ah a toy

worldly marlin
#

ya

worldly marlin
#

or whatever is quest compatible

wide lynx
#

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

somber sequoia
#

How did you attach them, and to what?

wide lynx
#

I got the FBXs and weight painted them onto the head in blender, did the viseme animations and all

somber sequoia
#

if they're weight painted to the head I'm surprised you can see them

wide lynx
#

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

somber sequoia
#

do some posing in Blender, to make sure they work right and you don't have any extra objects

daring mountain
#

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

somber sequoia
#

go into the rig setup and show us what's mapped where

night ember
#

drag in a new copy of the fbx thats rigged

somber sequoia
#

or that 🙂

daring mountain
#

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

night ember
#

then have it be rigged and drag in a new copy into the scene

#

also is there any errors on the fbx

wide lynx
#

thanks

somber sequoia
#

Yep, that'll do it

ripe bloom
#

any idea?

compact dust
#

i assume i have to add quest tools back even tho it causes more errors in the project than not

round comet
#

Is there a preexisting vrcquestools folder already in there?

#

Or a KRT folder

compact dust
#

nvm i gots it

misty lagoon
#

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.

untold minnow
#

Why is my avatar kinda transparent? Im assuming this is a blender issue

night ember
#

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

sturdy plaza
#

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

night ember
#

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

crystal sierra
frigid void
lavish obsidian
#

what did i do wrong idk.. can anyone help me bout this please..?

frigid void
sturdy plaza
lavish obsidian
frigid void
lavish obsidian
#

yea but unfortunately idk why but the one of them is not merged

night ember
frigid void
sturdy plaza
night ember
#

giving out files is against the creator's tos

lavish obsidian
#

it has the same name thats the funny story

sturdy plaza
night ember
#

what model did you even buy

frigid void
sturdy plaza
austere bay
#

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

night ember
sturdy plaza
#

I guess

night ember
#

its not your avatar to begin with

#

you need to actually own the avatar in order to edit it

lavish obsidian
#

uh i makin it a little alone but wait a sec

austere bay
# sturdy plaza I guess

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.

crystal sierra
crystal sierra
#

It just takes all the vertices and slides them along their normals

austere bay
crystal sierra
frigid void
#

when you use the pose mode does the coat move with the avi?

lavish obsidian
#

i don't know but i wanna test it in game too if its gonna work in game its all fine

austere bay
frigid void
lavish obsidian
frigid void
#

ok so i need to know if it works when you use pose mode on the avi, not the coat

frigid void
lavish obsidian
#

its not.. :c

lavish obsidian
frigid void
#

the armatures need to be merged so its just one armature on the model.

lavish obsidian
#

okay i did its movin now

frigid void
#

does anyone here use Av3emulator? i need help with it

night ember
#

state your issue instead of asking to ask

austere bay
#

How To Fit Clothing For VRChat/Unity In Blender ^

lavish obsidian
frigid void
#

i dont know how though

night ember
#

eye target is where the eys are looking

#

just move the sliders

livid basin
#

erm physbones won't work on quest 💔 I only have 6 of them

somber sequoia
#

6 should unless it's a crazy amount of transforms

frigid void
somber sequoia
#

what are you actually trying to do though?

frigid void
livid basin
night ember
somber sequoia
frigid void
somber sequoia
#

(creator companion is just a nice tool to install unity and manage projects, it's not a factor here)

somber sequoia
frigid void
somber sequoia
#

okay but I'm not sure I understand why

frigid void
#

i want the eyes to move in game

#

but eye target only looks to one point

somber sequoia
#

the "eye target" is just a testing tool

frigid void
#

so you think it will work fine in game?

somber sequoia
#

have you not tried yet?

frigid void
#

i was finishing up toggles

somber sequoia
#

usually if you have what's setup in the left video there ^ it's fine in-game

frigid void
#

Ok, ill upload it as soon as Im done figuring out the toggles

night ember
spring ember
#

oh that doesnt show in recording

#

but when i select one it doesnt select

ancient ridge
#

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)

somber sequoia
spring ember
#

im using jaw flapbone

somber sequoia
#

pretty common really.

spring ember
#

all the models i got have a jaw bone, ive been able to use jaw flapbone

night ember
spring ember
#

but not for this one for some reason

spring ember
somber sequoia
spring ember
#

it was packed before

night ember
#

try restarting unity

#

or refreshing the vrcsdk

spring ember
#

i tried switching scenes

#

ill try to restart

#

yeah its just not selecting

night ember
#

your ui looks fucked since your mouse is too far up

#

for it to highlight I mean

spring ember
#

no no thats me selecting from the new window that pops up giving the options of lipsyncs

#

it only recorded the unity window

night ember
#

hm

#

what happens when you click auto

spring ember
#

nothing

#

let me try to put the model in again w a new descriptor

#

..works now

night ember
#

I do also ask

spring ember
#

🫠

night ember
#

is this like an sfm model or something

spring ember
#

no its from dead by daylight

night ember
#

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

spring ember
#

yeah lmao the bodyparts are seperate PSK files so i fuse the bones in blender and it works fine

somber sequoia
#

what's a PSK file?

spring ember
#

im not sure thats just what its called

#

its another type of object file

#

thats rigged

somber sequoia
#

huh

spring ember
#

hold on

night ember
somber sequoia
#

ahh

night ember
#

essentially the unreal engine equivalent of vpk

spring ember
#

yeah that

#

but yeah its hiearchy is like that bc the body parts are seperate

night ember
#

why didnt you join meshes

spring ember
#

didnt think of that but i havent run into problems in functionality or performance

faint ridge
#

Hey I need help with blender

somber sequoia
#

okay

night ember
frigid void
#

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

somber sequoia
#

isn't an object? was it before? what is it now?

frigid void
#

idk it just wont let me put a material on it, also it disappears when i move the view close to it

somber sequoia
#

the latter is probably due to bounding box, which implies it's a separate object

#

is it listed in the hierarchy?

frigid void
#

Yes it is, nothing looks different to me

compact dust
#

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?>

somber sequoia
# frigid void Yes it is, nothing looks different to me

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

somber sequoia
compact dust
#

oopsies, meant vrc sdk version

#

sdk version before the recent update

somber sequoia
#

oh, that should upgrade fine, what isn't working?

compact dust
#

it's stuck in the previous version of the sdk

somber sequoia
#

how are you doing the upgrading?

compact dust
#

i was thinking that it'd update by importing it manually but no work

ancient ridge
#

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.

plain wagon
#

does somebody know how i can fix my "meme avatar" who's literally a 2D png?

proper storm
#

^

#

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

compact dust
ancient ridge
#

the eyes are white and they are supposed to be purple like this

#

it is my first time doing this/using unity so idk

proper storm
#

is there a mixed material on it?

compact dust
#

is it the right texture

proper storm
#

if your material order is not right, it will show fucked up

ancient ridge
#

this is what i see for material and idk what that is

#

but

#

idk

proper storm
#

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

somber sequoia
#

oh hey, scrolling.

#

I did already answer, I guess you didn't look into that?

proper storm
#

I think he has a new material ontop the default one that came from blender

#

(for the face texture)

somber sequoia
#

that's not (likely) the issue

proper storm
#

i would just delete the layer

somber sequoia
#

yeah that's what I do, you can get gloss (mostly) like that in decent shaders without the extra mesh

compact dust
#

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?

somber sequoia
#

that's the correct way to link them

plain wagon
#

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)

night ember
#

thats not exactly a quest user's fault

compact dust
ripe pond
#

how do I fix this?

#

nvm

left gull
worldly marlin
#

can u do billboard/lollipop

somber sequoia
#

iirc only on particles

somber meadow
#

you could just convert the image to a mesh

arctic ginkgo
#

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

ornate stump
cedar bear
#

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

ornate stump
ornate stump
cedar bear
#

yes but im struggling to upload them as separate characters instead of overwriting the first version

ornate stump
cedar bear
#

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

ornate stump
cedar bear
#

the names match on the hierarchy and the sdk so- i guess its the correct one?

night ember
#

refresh the sdk window

cedar bear
#

how do i refresh it?

night ember
#

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

night ember
cedar bear
#

nope, still telling me to save the changes

ornate stump
#

You might need to discard the change first.

night ember
#

have you tried just clicking one of the buttons

cedar bear
#

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

ornate stump
#

Once you detach blueprint ID, the sdk should not show existing avatar information.

arctic ginkgo
#

because if i use matcap shader he looks like this 😭

ornate stump
cedar bear
#

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

ornate stump
#

The sdk might got confused because it had unsaved changes before detaching the ID.

cedar bear
#

probably

#

computers man... always having to wipe the fuck out of their memory to solve stuff

tacit yoke
#

anyone know how to change the blend mode to opaque while using blender 4.4??

raw oak
#

Tried adding a blendshape for a toggle, blendshape works but all the body meshes are fucked

#

Not sure how to fix it

night ember
#

howd you export it

raw oak
#

Through blender to the avatar fbx

night ember
#

why didnt you just use the fbx that came with it originally

raw oak
#

That was the fbx

night ember
#

so you imported the original fbx that was in your asset folder into blender

raw oak
#

Yes

night ember
#

was your avatar unpacked

raw oak
#

Yep

night ember
#

dont do that

#

thatll break your avatar

uncut lotus
#

So Im working on my next Avitar, and was just curious

Does the more blendshapes an avi have lead to it lagging?

night ember
#

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

uncut lotus
#

Alright. Thanks

arctic ginkgo
#

I would just say avoid having excessive blendshapes on high-poly models, especially ones that affect a majority of vertices (like altering body shape)

uncut lotus
#

Alright thanks

night ember
#

(for the sake of file size)

night ember
raw oak
#

Hold on

raw oak
#

Not the one in the assets

night ember
#

assets is the root folder of the project

#

if its in a folder in assets then its in the assets folder

raw oak
#

I understand

#

But the fbx im getting is from my downloads

night ember
#

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

raw oak
#

I didnt know i was supposed to

#

So is my project fucked

#

Or can i still save it

night ember
#

no no no

#

the model you got came with an fbx file correct and not just a prefab file right?

raw oak
#

Pretty sure a prefab file

night ember
#

then where is the fbx for it

raw oak
#

In the corresponding file for the prefab

night ember
#

so it came with one

raw oak
#

Yeah

night ember
#

and you said you unpacked the one in scene

raw oak
#

Im confused, its 1am and im trying to hold it together

night ember
#

also I should ask where you got the model
can you send a link to it

raw oak
#

The deluxe version

raw oak
#

I just want to fix what i had done

night ember
#

ok so did you make any other edits or just the blendshape

raw oak
#

Just blendshape to fix clipping

night ember
#

ah

#

so then you could just try reimporting the original

raw oak
#

Drag and drop the mesh?

night ember
#

fbx

#

overwrite the one there that you accidentally broke

raw oak
#

Where

modern totem
#

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

night ember
raw oak
#

Start fresh?

night ember
#

Since you havent made any other edits sure

raw oak
#

Redo all of this?

night ember
#

you said you didnt make any edits

raw oak
#

Im so confused

#

The body mesh is the only thing thats fucked up

night ember
#

Because the model is unpacked

#

Replace it with the original unedited fbx from the unity package

raw oak
#

Replace the mesh?

#

What am i supposed to do

night ember
#

Fbx

#

Like Ive said multiple times

raw oak
#

I have the fbx

#

Where do i go from here

night ember
#

overwrite the fbx you edited with the original one from the unity package

raw oak
#

It does the exact same thing

#

It doesnt have the blendshape

night ember
#

Did you replace the file or try to overwrite it with blender

raw oak
#

It fixed but stuff is still broken

errant ether
#

Could I pay someone to merge 2 FBXs

night ember
#

Secondly go to vrctraders for commissions

raw oak
night ember
errant ether
#

Trying to body swap a mint

raw oak
night ember
#

Screenshot the console

night ember
raw oak
errant ether
#

One sec

night ember
raw oak
errant ether
raw oak
#

@night ember thanks

night ember
dense sinew
errant ether
#

I spent 5 hours 2 days ago learning it

dense sinew
errant ether
#

Nope

night ember
#

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

errant ether
#

I’m new to unity and blender. Just started learning know to make avis couple weeks ago

#

It’s 2 different bone rigs

night ember
#

But do they share the same bone names

errant ether
#

Honestly not sure

rocky grail
#

how to fix this when going into play mode

ornate stump
south ruin
#

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

ornate stump
#

Exception is some 3rd party script, which current only is FinalIK.

south ruin
ornate stump
south ruin
ornate stump
ornate stump
#

Or just following only.

south ruin
#

small like one too

ornate stump
rocky grail
ornate stump
#

You have to change shader in materials.

spark walrus
ornate stump
spark walrus
#

this is what i get

#

it wont let me

night ember
#

The ones on the avatar

ornate stump
night ember
#

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

ornate stump
#

If some is used by the avatar, you have to create new material and replace in the avatar.

barren wharf
#

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

night ember
#

Typically blender

barren wharf
#

is it easy

night ember
#

Or if the maid dress is a separate fbx entirely armature link

spark walrus
ornate stump
barren wharf
#

oh ok

spark walrus
#

you have any recommendations?

barren wharf
night ember
barren wharf
#

like

night ember
barren wharf
#

put the face tracking head on the clothed?

ornate stump