#avatar-help
1 messages · Page 103 of 1
have you uploaded this avatar successfully before?
nope
oh ok then you legit don't have a blueprint ID for it at all
dumb question - have you closed and reopened unity?
I've tried too many things, that's why it comes here
can you show what you have entered in the sdk in regards to the avatar's name and image etc
have you tried taking a new photo?
okey
this?
uh, wheres console
yeah, h ave you tried a different photo?
like take one from the scene as a test
from escene no, i can try
uh??!!
why that works?
somethign must be wrong with your image
oh
probably not a good idea to use somethign that risque anyways
since everyone will see it when you're in that avi
okey, thx you so much ❤️
really helped me a lot
no problem! Now, anyone know why i can't change physbone values and have them be reflected within play mode? I'm using using vrcfury and gesturemanager.
it is, click on the link, it's a specific post
FFS I'm tired
lol
Sry
np
fallowed the steps, nothing changed that i can see and ive done what i normally do to fix the issue. still wont work though :/
i have this avatar setup on my account already with no issues. was making this for a wedding. i dont have this issue with my other file which is whats confusing me, i changed nothing on the avatar...
Random question. I just uploaded my first avi. And my quest version is appearing on pc as well, And don't have any clue what to do for that, I'm very new to all this.
i wish it said which scripts had compiler errors... if you click on that one, does it show you any other details? usually the script errors are an outdated package or something
what does this mean im helping a person upload an avi and ive never seen this error
nvm it worked
yeah it kinda sounded like they hit the cancel button on accident XD
That's the annoying bit, it doesn't. I've reset every script I know of and confirmed there were no duplicates
ive hade this happen a while ago but idk how to get the avatar descriptor add the other layers back
how hard is it to set up a contact purr toggle for an existing avi ?
The fuck does this mean
I've never seen this error before
Avatar will reach 100%, say built sucessfully, then fail and throw this
Uploaded my avatar but its flying in the worlds anyone know why<?
Sounds like you have a non-physbone collider somewhere on your avatar
I've got some odd texture bleeding in unity, the UVs are pixel perfect
The model looks fine in blockbench, and in blender (when the texture is set to "Closest" interpolation)
should I add padding?
always add padding between islands
is there anything else i can do? otherwise i'm going to have to reimport all the way from blockbench
Is there a way to find that out ? im a total noob and bought the avatar the person who helped me upload told me to "push" the avatar to the floor. thats what i did ... still nothing changed. On my pc without my headset the avatar is standing on the floor... on the glasses its levetating
My avatar is now on the floor as it looks but when i open it its still levetating
i tried adding two pixels of padding but it still looks bad and when you zoom out it looks worse
Then add more
But it shouldn't be split on individual face like that, or is each individual face split into individual uv island?
yeah they look like this
Pad it more then.
having a strange issue, i get this error when trying to upload even though it is not true
i tried figuring out where it is coming from by deleting submenus from my main menu, and it seems like it's coming from everything except gogo loco...
then i tried deleting all toggles except one
i'ts still there
neither have that parameter
even changing control type to controls with more parameters to check if it is in there (like rotation parameter) and it's not there...
i'm opening the asset in text editor and i see the parameter there though... weird
first time making avatars but nothing I download wants to show up in blender?
Try switching inspector to debug mode and see if it's also there.
Did you actually import or open the file?
I mean open or import the file you want in blender.
It won't magically show up in blender after you download.
I dont know how thats done?
What file that you currently have now?
I have this Rex model downloaded and imported into Unity, and now I just want to know how to edit the colors to my liking using Adobe Substance. Is Substance a good software for that, or should I pick something else?
That's also the file. Unitypackage, you have to import into unity first.
How i do this?
It's a good software.
I don't understand how to change the texture from it, though
In most basic way, just open avatar project first then drag the package into unity.
I tried clicking Open Sample. and neither the textures nor the model itself show up
I don't use substance painter so I can't answer that.
And yes I'm looking at where the files are according to file explorer
Huh?
What part got you confused?
All of it
Have you create unity project?
I dont understand it because this is my first at all messing with this kinda stuff
Nope
I just downloaded blender thats it
#1139228456090087495 message read this first.
Also read links contained in that post.
okay
it's still happening, i've got other models that don't use per-face uvs and only need about two pixels of padding
Padding amount should be relative to texture size. The larger texture needs more padding.
it's 128 x 128 pixels... i shouldn't need that much
i've got 4 pixels of padding now to no luck
How is your whole texture actually look like?
The problem is at mip level 1, the white part just got blended into the black below so it became grey much early. You should keep each part within squared-number size.
For example the white part should start at 32px to 64px.
Or just think link dividing texture into 4 columns and 4 rows evenly, and each part must not exceed the owned col and row.
Divide texture into 16 parts, and scale your individual texture to fit into those part.
split the uvs into multiple textures/materials???
No. More like allocate parts of texture evenly. Because your current texture is uneven.
oh, get rid of the extra blank area then?
How could you fit 6 parts into 16 parts without having empty area? You need empty area.
i don't know what you're getting at...
Allocate area like this instead
But evenly.
Yes.
It wouldn't be perfect.
even when i'm closer its pretty noticeable
It's rather because of flat shaded faces.
i got rid of the filter and it helped a bit more
if the problem is with the mipmaps... could i disable them without issues? that seemed to fix it
Not having mipmap is bad for performance. If you don't want mipmap then you should reduce texture size even more.
it's 152x152 pixels right now
The size should be 2n square, 8 16 32 64 128 and so on.
Do i really have to buy a license @ornate stump
Yes.
no???
the personal one is free
It's substance painter.
Any other route to go were I dont have to buy unity?
you don't have to buy unity to make vrchat content
You don't have to buy unity.
Says i need to buy a licens
no, it says you need to obtain a license. you can use the free personal one
you can use the personal non-commercial one
You get "Free Personal License".
oh okay.
hey everyone... i need a help...
this is my first time going to vrchat.. i downloaded a model, all unity stuff, imported it to unity, everything cool... i just need to know how do i send the avatar to my profile so i can use it
im using vrchat creator companion also
Open the sdk and build&publish.
hmm it says i need to spend some time on the app... is there a minimum ?
You have to get upgrade to "New User" rank. #vrchat-general-1 message
So my goofy ah, forgot to apply the mirror modfyer before doing a bunch of blendshapes, or shapekeys. Will that cause problems in Unity?
it still does this for me in mirrors no matter which version my drivers are
You need to apply the modifier
What could happen if I didn't
sorry for the years later reply but THANK YOU I was losing my mind after scouring my project for this ghost parameter! Why does the SDK even do that?
You dont get blendshapes
Thanks
That bug still exists? 
I’ve been using vrcfury to make menus so I haven’t thought about this in a while
it's been driving me wild for a week now LOL I'm making a canny post so maybe it'll get fixed
Pretty much just engineering oversight.
why does this happen to my avatar :C
is the view point's X 0? and is the avatar at world origin?
mhm
this?
sorry qwq
edit the texture 
its been like that i dont understand what happened i put it back into blender to add socks put back in unity it does that
mhh
You likely had extra camera on your avatar.
i looked everywhere and there isnt one
Try search for t:camera in unity scene heirarchy.
just my cam for rendering but its not on the avatar itself
Can you screenshot to confirm the result?
Have you tested with gesture manager?
it disappears-
Then the scale you exported didn't match with its previous scale.
how do i fix that?
When exporting try set "Apply Scalings" to "FBX All".
all of my other physbones on this avatar work, but for some reason the hair just... doesn't fall? it's a vroid model
doesn't fall? is there a collider blocking it?
no, the only colliders are on the head and torso, and they don't ever hit the hair
gravity settings also don't help
was it posed and is stuck like that?
can you show your physbone setup?
no it's just like that
even in play mode
there is 1 physbone on the parent
the 01 above it in the hierarchy is the bangs, its separate and those work fine
There is no pull force so it isn't going to move into original position.
You would be incorrect.
im having a new issue now.. qwq ill send a video
Does it look fine without gogoloco?
the walking is weird same with the crouch/lay when you move
Try set humanoid rig to generic, apply, and change back to humanoid, and test.
avatar validation failed
i dont think the console helps lmao
Hey I'm working on avatar I'm confused
You have to look for red error above those.
there was no red error above
just gonna slowly disable the changes i made recently so i can find culprit
Heya everyone - don't know if I'm just being an idiot but I can't work out how to set up the SDK on Linux
Any assistance would be appreciated
still weird :c
Then click on the first Avatar validation failed and read details.
Is it actually the avatar sunk to the knee?
Thanks
i think so
Inspect the avatar object and see a whiteline pointing out from avatar, see where the white line is.
Okay this doesn't really solve my issue, as the problem I'm having hasn't even gotten as far as Unity yet
I'm trying to install VCC
i am so sorry how do i do that
There is no VCC on linux.
Just select your avatar in the scene.
oh! is it this white line?
Yes. That looks fine.
It's just that all the info on the website about how to install the SDK just says to use VCC
ahh okay. so is there nothing i can do about it?
Yeah, this is the instructions I've been following but it just keeps telling me dotnet doesn't exist or can't be found, despite the fact I've tried several different ways of installing it now
Once you switch between generic and humanoid, you should recheck rigconfiguration again.
i have done that and it didnt help
What does it do if you entirely remove gogoloco?
ok nvm, found the issue this time.
guessing i ran out of bits?
just state your issue
Yes you did.
this
https://youtu.be/rRAnDMUbWt8?t=80 Configure chest. And chaning shader is later in the video.
Thanks I'm still kind of new working on avatar
i'm having another issue
my eye height/view is set properly in unity but in game it's in the default place.
is your avatar set as humanoid?
yes
Delete cameras in scene, if issue is not resolved after restarting project, open second project and copy over everything
camera one didn't work, i'll try the second one
How to animate a particle emitter to only emit one particle? This is probably basic level question but im new to avatars
Hello, why would a Animation Layer for one piece of clothing give this error when it is 1:1 a copy of another piece of clothing that doesn't give the error?
In a matter of fact, that isn't an error, and can be safely ignore.
Then why will one toggle save but the other won't.. this is crazy..
Save as in how?
That has to do with parameter in expression parameter file wasn't marked as "Saved".
It is
It absolutely is
I don't know what is interfereing
they used whatever this is
Can you screenshot to confirm?
first is sfw set of params, second is nsfw
I don't know if they're interfering with one another or what.
I didn't make this and the creator is being a dickhead.
Hello guys. Can anybody tell me, should I move fingers to ✋ before import into unity?
What even is this?
Oof...
Not really necessary, unless it's failed at rig configuration.
I'm asking because my model have 🫳 instead of ✋
Not necessary, unless as I stated above.
Do you recall any parameter driver in any animator controller?
Hello. I need help with the VRChat scaling. My avatar no longer scales with the in-game tool, only my eye height changes
Could security software cause issues uploading avatars?
Depends on what it is. I've seen 3rd party antiviruses break package caches and a lot of stuff regarding unity
hi does anyone know how to make tails in avatars moove?
becouse the tail in mine is just...static?
isnt affected by gravity movement etc
do you have a phsybone on it?
do you mean this big white line?
Sadly it was the case 🤣 kill me
How do I merge bone sets to each other? Or add clothing to the bone preset of an avatar?
Disregard, I'm dumb.
Hey can someone give me value for chest physbone plz idk what to put on here
not that much uk basic
dont forget the curve
why do my eyes move out of the socket?
did you bring this in from Blender or was it a pre-made avatar?
from blender, i am the creator
the last change was adding a second head
how are your eye bones setup?
no phys bones unless u mean something else?
no, I'd have said physbones
i am trying immobile physbones on the eyes rn
uh... ok then I'm not sure what you're doing
im looking for an advice on how to fix it so anything helps
but what's your actual goal? why put physbones on eyes?
my goal is for eyes to look normal again and not fd up
sec
also explain what physbones have to do with this
#1: a newly imported head, original.
#2: bones in my avatar
looks similar
not sure I can see what's what in that right pic, but the left looks correct. Make sure bone roll is 0 while you're there.
anyone knowledgeable about stencils can tell me how to fix this?
it looks the same 100%
where is the eye roll?
properties on an individual bone, in the 'n' pop-up menu, 'item' tab
where in here ><
We agree that i have to put it on the Main root right ? Not On the L and R Root
you have to be in armature edit mode to change the properties of a bone
can't tell from that which mode you're in
u dont need to specify root transform if thats what u mean
oh yeah in the edit mode roll is at 0
it's not my avatar uk i just wonder where do i put it
ohhh yes put it in boob root
Ok good
anything else that could be causing this?
I'm not clear on what "this" is here
weird eye movement
guys, how do i fix my audio source? I really dont fucking know whats wrong. it just doesnt play anything on load and I don't know what to do....
sorry but this image doesn't really show much - maybe try rotating the bones around in blender, make sure they move the eyes right. Then do that in Unity. Then test in play mode.
Maybe becauyse u haven't set an output ??
you don't set an output for avatars
ty
ok
it must work without output
@timid kite (srry for ping) but is it suppose to wiggle that much ?
or maybe im dumb and something was changed... anyways, Ill try
nop. especially my settings arent for super jiggly stuff. try playing with settings in the play mode u will get the hang of it
no, it must stay emty.
alr
no help... okay
quirked up white chick
this still didn’t work, the eye height is still not working
All avatar positions are 0,0,0?
Only thing that might be the problem is the avatars origin is not set correctly
yes, transform is at 0,0,0
i’m guessing i’d have to do that in blender and reimport?
some blendshapes dont do anything in unity but work fine in blender, whats wrong?
should i set the origin to geometry or set it to world origin at 0,0,0?
it’s all one mesh
Any way to make it easier to work with this? 😬 maybe a script/tool?
change your viewport display for bones
like how they get shown in the 3d space
world origin
okay
should i do the same for the armature or just the mesh
both
okay
Got it. Thanks 👍
it should be in that right side menu btw
Now what about removing unnecessary bones? It's a unreal engine model that contains too many bones and i just don't want to spend so much time making visemes haha
holy
i would say delete them but i don’t know if that would mess up the weights
maybe someone more expressed than me could help you there
thats the thing. it usually messes up the weights 😭
yeaaa
i would say find the ones that don’t directly affect anything (like end bones for example) and delete those as a place to start
in my experience end bones do nothing in vrchat
by the way, i don’t know if it was that helped me or moving the feet to the floor (avatar has high heels so i put them in the ground and aligned the feet) but the view is fixed now
did you apply all modifiers?
good question...
hellllo i hopped into beldner to make a quick blinking shape key by mixing blink R and blink L key and importing the model back into unity and now something like this happens
does anyone know what might be the cause?
*onle one eye closed png apearing and at the wrong spot)
did you apply all transforms?
how would i attach accessories to my avatar without vrcfury
nope no idea how to do that
i just used the
either in blender or manually in unity
how would i do it manually in unity
you just slap it on the bone
How do you publish two different avatars of the same ID on both platforms? I used to be able to do this with the pc version and quest version of an avatar by uploading seperately after copying the id over to the other avatar but it seems I can't do that anymore
it's still saying it only has a pc version even though I uploaded the quest version under the same ID
it is still the way to do it. are you sure you upload succesfully?
even if ids were wrong youd get separate android avatar
Yes it does say it's uploaded and the thumbnails are automatically matching
this is the setting I use for my pc version
and the quest version is set to android
I have an avatar with a motorcycle and i want to make an anim clip that makes it so the character is sitting on the motorcycle so i can move around with it. I still want the upper body to be movable. How would i go about doing that?
about that, what if the accessory has multiple parts?
like, multiple bones or what?
like multiple pieces of clothing
annoying cause youd need to make an animation that doesnt break when you keep the upper body tracked
I mean i could theoretically have two different animations that play depending on your IK state
well the one animation by itself would be really annoying
the main problem is i can't use the FX layer since i need to animate the humanoid bones
its just the action layer
wouldn't it be the gesture layer, since that's the one thats used for partial IK overriding instead of complete IK overriding?
no
you can do it on base layer as well
since it's locomotion
kinda up to you
the base layer seems like it'd be the last resort given how complicated it looks to be
and how it's even more poorly documented
it's not really, there's not much to document other than it controls humanoid animations
you can use default base layer or something like gogo loco base layer if you use that and customize it from there
so you won't have to make all the default locomotion from scratch
Running into an issue with Unity's play mode where I change the values of my physbones, but the physics won't update until I change them outside of play mode, is there a fix for this?
also @young bear are you intending this to be used for 3pt VR, FBT, or Desktop? (or a combo of some of them)
no that's how it works
3pt and desktop ideally
okay so you don't really have to worry about how it looks in FBT which is usually the hardest. For some reason the Base controller doesn't have access to animator layer control, so action or gesture would work, you can set up the toggle for the animations to blend the layer off/on
Im also struggling to understand how the gesture layer's mask system works
with the provided one it's set up to only mask the hands, which is fine. However, If i set the AllParts mask to include the legs they go into default ik "bike" pose even when nothing in that animator is controlling them
No, what I mean is I tend to change the values inside of play mode in order to see how things like gravity will change them in real time. Right now, even if I change them in play mode for testing, there's no active changes; dampening, momentum, etc. Nothing changes if I set the values different, they move the same as if they were the previous values
the bike pose is the default unity pose that every model goes into no matter what is being animated on it
i'm using gesture manager
well yeah you do need to have something controlling it, or it will go to the default pose, try setting the layer weight to 0 when it's not in use
I tried that and it didn't work. It prevented the layer from activating when the toggle was enabled, but the legs were still in IK pose
This is what I mean by the legs specifically being in IK pose
the problem i'm running into with the gesture layer is
A: if i don't mask the legs in the AllParts layer, then the legs don't go into IK pose but the animation doesn't control them
B: if i do mask the legs in the AllParts layer, i can control them with the animation but they're stuck in IK pose otherwise
And i can't find any actual documentation on how the gesture anim layer works besides just the fact that it uses masks
iirc you aren't supposed to have a mask in the first layer
well that's what the the example gesture anim controller has (the one that controls the hand anims)
if i remove it then the sit animation doesn't work
@young bear honestly when i've done this before, it's been through the base layer, but it is kind of annoying since there are some strange limitations. You're right that there isn't much documentation, but i'm looking at what documentation I can find and experimenting a bit rn to figure out what the best solution is
It seems like the gesture layer is intended for animations that indefinitely overwrite the base humanoid animations, which is why it's typically used for hands not not much else
I really wish that the vrchat docs were had a community wiki aspect of it so you could add documentation for things that don't have them
I tried using the base layer and adding my animation to that but it didn't seem to do anything either
can you use masks in the action layer? 
yeah, i just messed around with it and i think i have something that works
honestly IMO "gesture" really isn't a good name for the layer
what did you set up?
you can just use the same layer as your emotes in the action layer, or you can set up a toggle in the action controller on another layer, and just mess with the tracking control and weights
just double checking it works with the other emotes rq
the "zombee" thing is just some old loco animation i resused from a character i made called "zombee"
so i have the "zombee" toggle to turn on the animation
i made this setup so it doesn't interfere with the original action layer, just overrides it if the toggle is enabled
the "reset emote weight" just sets the layer weight for the "Action&AFK" layer to 1, so when i do use an emote it will play correctly, but if the toggle gets enabled, it immediately transitions to the idle animation, which instantly sets the "Action&AFK" layer weight to 0, the "Zombee" layer weight to 1, and the whole action layer to 0. It does have a transition duration for when it's disabled, and that hasn't caused any problems that I've noticed for enabling the animation, but if it does you can always make this a separate animation state from the disabling one. It also enables tracking.
Then it transitions to the animation, which blends the action weight to 1 and sets the legs and hips to use animation instead of tracking
here's my problem now
the mask IS being used, but now the parts that ARENT masked in the animation are being set to the bike/IK pose
i can't get my fbx with multiple pieces of clothing attached to my avatar in blender
How are you attempting, and what happens?
im using cats
@arctic ginkgo the right side is masked, and is playing the animation as desired. the left side is not masked and is using the IK pose
and i just get a crash when i try to export
you don't need cats to export
failed to build avatar :(
70 errors - show the first 2-3, not the last.
again, you seem to be showing a random single error, not what I was asking for. Scroll to the top of that list and show the first 2-3 errors.
You probably don't need to click it to show the detail either.
does anybody know if there is a way to check if the chair on an avatar is facing the right direction?
iirc the blue arrow is forward
I may be wrong though, or thinking of spawn points
Change the animation?
No I'm at the very top
that's not what you showed before
sorry, that reply wasn't to you
oh oops
(we were doing the same thing in #avatar-optimization)
Hey! On Unity I'm getting this prompt when trying to upload. I'm a trusted user and have been on since like 2019. I've uploaded multiple avis including just 2 days ago. So why would I be getting this now?
Is it possible to have 2 material sliders on one float? Where the first .5 is used for slider A and the other .5 is used for slider B
it's not letting me upload the avatar and i'm really confused
Because you have errors.
what do you want me to show you? i'm confused please help
I already said twice
close, see the red on there, its saying missing script
how do i fix it? :(
install whatever the avatar creator says is required
also, this isn't nitpicking but constructive help for the next time - we need to see the first 2-3 errors. Errors are red. The rest of these messages are less important.
ahh okay
Can someone help me make my own VR chat avatar
that's what this channel is for
Actually, I want to add an option where people can grab my head in their hands. And when they do, the body just stop responding and collapse on the floor, with me continuing speaking to you like nothing happened lmao.
Do you guys know how I can do that?
I'd probably start with a grab contact that triggers the ragdoll system
i need to learn how to do that yeah
Youd need to constrain the head bone
yep
@odd marsh ok
Definitely dont go to dms for it
beware that you'll often get people trying to scam you around here
@somber sequoia how do people scam so I no what to do just in case
Dont download software, dont ever send them money
The only things you will ever need is unity, blender, and vrchat creator companion
Also generally avoid going to dms
especially when they then suggest you go chat on whatsapp instead
hi, i was wondering why the freak at least on blender my character just doesnt seem to be able to have consistent deformations
you can start with Vroid studio to make a quick little anime character
Weight painting
i was thinking i could hide parts of the skin that wont be visible BUT this character has multiple clothes
i have been breaking my head with it for so long
and it still wont deform correctly
and robust weight transfer really barely helps
multiple bones can be weighted to the same vertices
thats what i thougt, auto normalize can be a little weird, but i havent found little deformations on any bone so far
hmm, i forgot to remove the inside of the sweater lmao
kind of managed to fix it by enabling preserve volume
but i dont know if its supported within unity
yeah auto-normalize is weird at first
still, even tho i removed weird weight paintings. deformations like this happened
the lazy solution as i mentioned would be to straight up remove skin parts that arent even visible but its a very hard task for this character that is supposed to have interchangeable clothing
and what i used on blender at least was smooth corrective but its not something you can use on unity
All my avatars disappeared last week after I booted it up, is there a fix or am I going to have to restart
do you mean in game or in unity/vcc?
Vcc if that means the game
oof its gonna be ranked as poor
you've got almost 40k left!
anyway, kind of struggling with deformations because blender's solutions are NOWHERE compatible with unity
such as what i used. corrective smooth and the preserve volume toggle on the rig modifier
yeah it'd be nice to have those. But you can add bones and use rotation constraints.
Need help.. avatar doesn't seem to stand properly in game, when I move head around, the model stretches weirdly like something's off center.
can you show it?
Actually I might've figured out why, and it may be because of there being conflicting phys bone colliders
we can answer specific questions in here. But past that it depends on what you mean by help
?tag scam
Hey ho 👋 I see you're looking for commissions.
You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. 😖
🚫 Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. 👮
If you seek a creator, check out VRCTraders and follow their protocols strictly 🥺
🌠 It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) 👀
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.
When in the slightest doubt, do not commission them and contact the moderators of the involved communities. 😱
Does anyone know how i can find out the bodytype of my model / to install SPS / Could anyone help me find it out?
@worn kiln so how do I find someone who can make me a free one
no one really make you free now on days, most likely scammer you get in DM at all.....
yeah why would someone work for free?
(but you can download lots of free avatars)
@worn kiln oh ok. So why do they cost so much though
it's a lot of work
@somber sequoia so it's not the avatar that cost money it's the work
is that not the same thing?
Not really
seems like either way you are paying for someone else's labour.
simply worse money working paid really....
ill make a free one!
but only the assets are free, otherwise pay me $100 for work frfr
and more people struggle living so less free stuff now on days.
also hi toni_lewys
(no comission taking here)
hi
its a joke nerdy nerd
people can confuse as always
@worn kiln oh that gets pretty pricey quick
for field engineer callout matter, now on days....I charge 100GBP per hour minimum. (yeap, I finish quick so mostly finish in hour so)
Previously 40GBP per hour kind. cost of living really suck.
yeah same, there's no way I'd do anything for less than about that
so the problem still persists, and it might be armature related.. also it's only the head that's affected and will warp strangely when the head turns
really not sure what I'm looking at here
when the head turns, it gets flatter and stretched
head squish
p much
did you create the model?
it's a deira base by mari
so no. I guess "what did you do?" might be the next question
adjusted proportions by scaling the armature bones in creator companion. as for why it's the just the head, I just don't know what went wrong
in the Unity editor. Creator Companion is just for managing projects and launching unity.
then yeah, that
Any solutions into how could i help this? Its driving me crazy since i can't really find yet a way to make the deformations consistent without relying on a blender solution
I have tried smoothing, redoing weight pants and it wont work
Actually the more red the parts are the worse it gets

really difficult to provide advice from just a text description though
Anyone ever worked with sps and could help me out fixing it?
You may want yo look at the images
yeah not much more I can get from those either, can't really clearly see the topology, definitely no weight paint display showing
Okay You could have said that from the beginnig! Hold me up rn
I hadn't looked at the images again when I said that, it was a while ago I glanced
I do find a lot of weight painting is "fiddle around with it until it looks ok"
but also don't be afraid to retopologize
bad topology won't bend how you want
hey guys im in blender and i wanted to add an object to my avatars fbx, is it safe to select all these and join them together? so that the object is apart of my avatars mesh
you can't join different types. But yeah, you can join mesh objects together
@somber sequoia we got a scammer
I'm not a mod
it acts weird if i dont select the armature also
what does that mean?
@somber sequoia I know that
well if i only select the body and icosphere and join them together, it renames the body to icosphere
not sure why you pinged me then?
Look at the dm
it joins to the last thing you clicked. Select in the other order
oh!
... really I'm not involved in this
thank you lol
@somber sequoia I know just showing you because you said beware of scammers
most blender operations use the target as the last thing you select - you can select 12 parts and join, they'll all end up as part of the last
again, I have nothing to do with scammers or policing them, please don't ping me for this.
oooh ok ty!
has nothing to do with kazin, he does not care, also stop pinging him 🙏
thank you but I don't need help here 🙂
When adding an object in blender, if you want to make the object a toggle in the future, make a blend shape
I know how to use the ignore button.
Ok my bad bro
wasnt trying to help you
yeaa at the time of adding the object i didnt know how to make blendshapes so im trying to turn it into one
It's easy, just make a basis blendshape, make a second blendshape and edit the object in edit mode, scale it down to zero and put it inside the avatar to make it disappear
Pinky's guide is great for this
ohh its ok i know how to do it now! and yes haha i learnt from pinky xD
Actually i Made sure it has a great flow and it's all quads But still idk why it won't bend correctly
You can try adding a middle point bone to make it deform the way you like
all quads isn't necessarily the best option
don't be afraid of putting an edge in to split a quad where you want it to bend
I mean mostly the issue Is about clothing getting through the skin
Which Is something i don't really want
also don't be afraid to move the clothing further from the body
The clothes are actually bigger than the body itself, yet it still goes through
of course they are
Kind of weird since literally the clothing Is an exact copy of the body, its just bigger
that's not necessarily ideal though either
Hi! 🙂 Is this the channel where I ask for help on avi work in Unity?
My question I have is, how do you take an avi you posted privately to your account back to Unity to rework it?
let me send you a pic of the weight painting too
you cannot get an avatar out of the game, ideally you saved the Unity project beforehand.
Oh! Thank you. I'm really new to all of this. Eager to learn the ropes.
I had created an avi (but messed up and accidentally erased the entire project) and I had the jewllry piece (from the Kurai Female Nova) to where the ball piece would fluctuate and change color...I can't remember how to do that, sadly...can someone help me on that?
I was just messing with it one day and I loved what I did. But idk what I did and then it was gone.
Its like the outer lining was a rainbow 🌈 fluctuating line, inside was black ⚫️ with a backlight to it.
I apologize if I'm not making sense 😔...
https://creators.vrchat.com/avatars/animator-parameters/
Add a condition to your transitions which uses IsOnFriendsList
what unity installer we using
For some reason, I'm having issues with vcc when clicking add existing project my file explorer dose not open and Allow me the chance to select my project. instead nothing seems to happen and i get an error in logs saying "No valid projects selected" have already done a reinstall of vcc issue still persists. Any ideas as to what the cause could be?
having the same thing when trying to create a new project in vcc and trying to change the save path
Im thinking about adding a flashlight to an avatar, and was wondering, are you able to make a functional flashlight for an avatar that would work for quest?
Im not finding much vids that cover making it yourself, and I dont wanna download like, a pre-made one
can't put lights on quest, and they're awful for performance
Realtime lights are incredibly shit performance
Oh. Any idea of some way to kida, fake it in a way?
emissions?
The thing that makes mesh glowy
yeah avatar emission doesn't light anything else
Quest avatars cant have an actual light at all
Could I technically, make like, a light shape, and give that emissons, but like, make it kinda see through?
you could make a flashlight that looks like it works but it wouldn't actually light things
Ta thats sorta what I mean
sure, make a cone that has emissions
Not on quest
Quest doesnt support transparency other than the particles materials that fake it
So lowering the opacity on the texture wont do anything?
yeah it'd have to be a solid cone
correct
Quest materials dont support transparency
make a cone with a gradient transparent texture on it and use the vrchat/mobile/particles/additive shader
i wouldn't have the bottom circle in it
Will this have any potential problems in the future?
hey, I have an issue with vrchat constraints. I made a jojo character and added constraints to the stand so it would copy the movement of my avatar but for some reason it just tposes on quest. It looks fine and works on pc but on quest it tposes. Any idea what I'm doing wrong?
Probably too many constraint components? Maximum is 150.
it cant be because other people have done it. Also i know im not using that many constraints
well, stupid question but those are vrc constraints and not unity ones right?
yes
Is it all constraint isn't working or just the ones you put on the stand?
well the only constraints i have on the whole avatar are the stand ones. None of them are working but its only on quest. PC works fine
How do i ensure my avatar's hand gestures work on non-index users, but stops using the hand animations when using index?
I've seen people use a simple toggle to switch between modes, but i was wondering if there is somekind of internal variable that knows this or similar
Hi. I am uploading an avatar to Android and getting those Warnings
It is still lettim me to upload. it means they just wont download by default and android users will have to manualy enable the avatar?
Hmm. Maybe. It appears to work just fine on quest
That's the size from last time it built. You have to build again to recheck the size. Your avatar is hidden by default because it is Poor rating.
Hello guys, I'm just wondering, what feature of GoGo Loco turns flying on? I would like to use it in my avatar without Gogo Loco
GoGo Loco Beyond
all - no flying
beyond - flying
remember about the head prefab thing if you're installing it manually
or do it through vrcf
I removed VRCF and GoGo loco because it ruining animations and emote menus
Especially which I did myself
That's fine
I believe this is flight only
Thank you, I will check it
what is this error? help!!
I can help it’s pretty easy
I can help more if I was in a call with you
ok
🐟
Hello, I'm running into a problem:
I want to have a particle play a sound at its point of impact, but I don't know how to do that.
Does someone know how to do that, please?
I don't believe you can on an avatar
I dont know what happend here but after reimporting my fbx from blender back into unity all the faces are visable and not smoothed out, how does that happen and how could i fix it?
I know it's possible but it's very convoluted
assuming you didn't change the model's smoothing, in the inspector for the fbx file, first tab, probably either use legacy blendshape normals, or set normals to import rather than calculate
Iirc a certain blender version had this problem
it was set to import but after setting blendshape normal to calculate it fixed it thank you so much i just spend more then hour tinkering with blender settings with no result
its the newest one, it seems it doesnt work well with unity, it already broke my blendshapes 2 times and now that happend
well in Blender if you export with smoothing set to "face" then you can use import
you know.... I did notice stuff related to this change and I totally thought it was Unity 2022 but now I think you're right, it was blender
kinda wish I'd investigated that at the time though
before exporting with normals only worked as well but good to know will test it the next time
what am I spose to put in these box?
viseme mount shapes. If you don't have them, you have to create them.
How do you increase transparency on an avatar? i want to make the lenses look a little bit more transparent here
Reduce Alpha.
it looks like a VRoid model, you can use blender and cats plugin to create the rest of the visemes
Thanks
Like this?
yeah, and create them
when you import your model to unity again you can auto detect and it will fill everything properly
thank alot
I was thinking to straight up make each toggle hide invisible parts of the body but idk if thats a good idea
alot of creators make blendshapes that shrink those sections of the mesh, its likely a bit more optimized then what you're thinking of doing
is there a quest compatible way to do a billboard texture for a toggle?
you can do it with a particle system, sure
does anyone know a shader/setup that allows avatars to project something on a surface? im trying to have my avatar project a circle on the floor but without having it clip trough or float above it
You could use a realtime light with a cookie, but that's expensive in terms of processing. Maybe a particle that collides with the floor then spawns a child particle with a horizontal billboard renderer
thatd still face the issue of clipping trough things , i might try the realtime light option though im hoping to get it to apply only to world and not avatars
yeah, no real way to avoid such clipping
I mean, you could do something complex with particles and ray casting, but...
yea thats probably more work than its worth for a tiny gimmick
yup
Where do you put a specular map in Poiyomi? Only thing i see is Specular Tint
open "packed maps"
Hmm but the approach was simpler, just make duplicates of the body with unused parts removed entirely and just the clothing on top
Still i could try that
Lets hope it doesnt look weird
Thanks!!
How can i only visible avatar to certain player, like grab a object and can see my avatar thing
You can do it either for all friends, or for a specific user if you use a contact receiver on your avatar, and a contact sender on their avatar, and they are within that receiver's radius.
So i make a object to contact sender and place it, and make a contact receiver inside my avatar to visible?
no, you put the sender on your friend's avatar
Mmm...
yeah, not an ideal solution
if i have a particle system that spams a .0000001 lifetime particle of my object that might work
thats armature linked to my hand
Hi, i want to know how AM i supposed to set up clothing as toggles? Do i need to duplicate My blender proyect and separate their armatures?
Since every clothing i Made Is already bound to the same skeleton
I want to place global object, and if anyone grab it and shows avi to grab ppl
that's how I do it. If it's a separate mesh object, just toggle it on and off. If you want to toggle parts, I like to use UV tile discard, though it's PC only.
Its kind of a separate mesh, but it's bound to the character's skeleton
Like its not a standalone skeleton
there's no "kind of" - either it's a separate mesh object or not.
one armature is just fine though.
But yeah it's a separate object just bound to the same armatures and i was wondering, just make the toggle to change its transparecy
But the meshes are still there
just disable the object
Hmm that too, im right now on the rigging process still since i need to decorate it a little bit further
Wait. So if i want use contact reciver, other ppl's character NEEDS contact sender in their hands?
yep
And i know most like any avi have some contact in hands...
right, but you need a sender with a specific tag that only your friend has. otherwise it'll work for everyone
Oh ok
it's not ideal, but probably the best you can do on an avatar
So place obj, add to contact reciver inside to obj and set a collision tag to specific text
And make an avi and add a contact sender with a text
yeah pretty much like that. You could easily make the thing for your friend a prefab so they can just drop it onto the avatar and upload.
Oh... thats why maker can make a sync dance avi. Thanks a lot
exactly how those work, yes
how do I fix my avatar's fingers breaking/not bending properly with gestures? They bend but not naturally, mainly/most noticeably the thumb seemingly forgetting it has another joint to bend...
(and if it helps any, the avatar configuration for the fbx avatar definition complains about parts of the bones for the fingers)
does anyone know the reason when I press play to test physbone physics the component I added does update along it so I constantly have to exit out of it and enter to see the changes
using contact reciver, what is filtering > local only?
Whats different to allow self and local only?
oh! Sorry, I was wrong. I believe local only means it isn't synced
Oh. Ok so
Local Only - Limit this contact to only work on the local client. If enabled, the contact doesn't reduce your avatar's performance rank.
Allow other and local only means if triggers, trigger only to see the change?
Haiii i tried to ask this in Reddit but didn't have enough karma uhhh I have a problem where on my avatar it has what I think is a contact idk but it sets off headpats and it puts ||lovesence|| stuff to max
why is the lifetime so short?
give the illusion of movement just have it attached to the hand
movement? you mean like following the hand's movements?
yeah'
you can just have the simulation space set to local, which it should be by default
oh rly
yeah that should just work without changing any settings
i mean try it, when you make a default particle system and rotate/move it, the particles all move together
ya
I need help with my avatar's animations.
How do I make it so the animation doesn't slow down when reaching the end? (Its supposed to be on loop since its my locomotion animation.)
select everything in animation, right click & set both tangents to broken (something cant remember)
Okay, I'll try.
whats the best physbone setting for bottom of a jacket
tbh i would just make it move with the legs 🤷
you will need to experiment
Big Boss?
I know it didn't embed but I already know what it is
big boss eating fish
Is that actually mgs4 big boss? I am trying to find mgs4 models but I can't
I... think I forgot something.
Idk what tho.
I tried changing stuff, but I have no clue why the animations jump like that on lower speeds.
I want to lock the shoulder, upper and lower arm and wrist into a set position with a toggle animation.
I know I need to use the gesture or action layer, and use the animator.Right Arm etc properties in the animation and not transforms.
But I can't seem to see how to stop the arm tracking int he tracking controller
or is it right hand and left hand? I thought there was a full arm one
Need help, I can't get into Play mode nor upload/update my avatar
hey girls im back. why is there a line on the face
that shows in-game and idk whats causing it
the vertices are merged there
and you dont see it up close
nvm im Him
sounds like you made your modifications within a viseme maybe (that isnt base)
what do i do to get these to stay in the skull? theyre fine in blender
I dont understand why my animation doesn't loop seemlesly. It keeps jumping no matter what I try to do.
looks like it doesnt do a full 360 rotation before repeating
Normally the animation only does a 90 rotation, to keep the animation short and less heavy. But normally, it doesn't jump like that.
it doesnt look like it's doing a 90 either]
Odly enough, it only does that between the idle animation and the slowest mouvement ones. Between the different speeds, it works fine.
I know, and im scratching my head trying to understand why its doing that.
hm, my builder does not have a build.
oof
avatar showing up as uploaded to both platforms on the vrchat website and is able to generate imposters, yet is acting as if its not supported on either platform? Avatar works perfectly fine in offline test. have not tested on android yet.
both the sdk and vrchat itself are up to date
all the other tabs work tho
did you try to reimport
i thought it may be a firewall issue, like it was allowing the actual upload but got stuck on the blueprint???? but fuck man i dont know what to do
its clearly in the servers but its just not in the game?????????
Look in the console for spammed errors
nothin there that isnt normal
Screenshot your whole console window
sdk errors only appeared after deleting the VRCQuestTools, build tab was messed up before that anyways
Delete the KRT folder in your assets folder, you should have quest tools installed through VCC
W, qt does literally nothing for me but make errors, idk why i imported it anyways
so question plz how dose one fix a uv map i added a tail to the body mesh joining it but now the uv is compoleatly messed up and the texture that i had made for it to match my avi is not working on it now
I'm using the default robot to store all of my toggles but I need an FX controller, the default robot doesn't have one??
pic for Refrence the tail thats sepreated is what its supposed to look like but this is what it turned out to be once i joined the meshes
can i use VRCFury fx as the controller?
the vrchat SDK keeps getting stuck in a loop of uploading PC and Quest, has anyone else experienced this?
I'm using the multiple platform upload to upload to Android and Windows, and instead of uploading once for each platform, it keeps switching platform, uploading, then repeating forever, like this:
- Switch to Windows build target
- Build and upload for Windows
- Switch to Android build target
- Build and upload for Android
- Repeat
I can only stop it by cancelling the upload or build
and sometimes that will cause unity editor to crash
you'd have to go see what's weird about these. It's hard to say what might have happened
gotcha gotcha i ended up just re doing it i was adding it to the body so it fit into the skin mesh render for my lightining effects to go over the tail simply but didnt wanna work that way so im trying to see if i can add another skin mesh render to a partical system
are you merging the materials too somehow?
'cause there's not a whole lot of gain to merge meshes but still have separate materials
(I mean, I would anyway, but it's still at least two draw calls)
Does anyone know how to get a scaled sweater to keep the same scale from edit mode for other modes it only reverts back to normal when leaving edit mode in blender
if something "reverts back" you probably were editing a shape key that isn't Basis
only reason i was gonna merg the meshes cuz on the partycal system and animation i made it would kinda by pass remaking the animationa and it would make the lighting particals go all the way down the tail as well since it seems i can only put one skin mesh render in the partical system the materials were sepreate so i was able to still throw a dif mat on it just the uvs seem to just go poof when joining to the body
oh I think it's a good idea overall
Is there a way to automatically remove crunch compression from textures when importing?
UVs don't "go poof" though. Possibly you have uv0 (the first one) named differently in each of those mesh objects, when joining the meshes that would result in two different UV maps rather than those being merged. This one gets me once in a while.
ahh gotcha yeah i know they dont go poof thats why i was mad confused but thank you ima check it out
yeah it'd help to know what is going on, to provide further help
Does everyone know how to merge a material? I try to find a tutorial online but I seem to can't find it
you have to do that type of stuff in blender i think
yep, blender or similar
how?
atlasing or smth, idk
depends, there are a few methods. atlasing is one. I tend to bake to a new UV map, though that's technically a bit lossy since it's reprojection.
if you're making a whole new texture then it's just a matter of making a new UV map then texturing to fit into that
UVMapping is annoying
yeah i've tried learning how, im still dumb when it comes to that
hey can someone help me with audio sources for avatars?
I still can't figure out why the animation jumps like that. I tried remaking the idle animation and the slow mouvement ones, but nothing works -w-"
I feel like im gonna give up.
ask your questions
what do you mean by jumping? Do you mean the looping isn't smooth?
You might try editing the animation and going into curves mode and adjusting the curves at the end to be more linear
ah I see the video now - can't tell from there if that's what it is
For some reason, when the value of the velocity is low, the wheels dont spin correctly. They snap into position, as if the animation was only playing halfway.
so im working on a mayu avi that has default audio sources. i wanted to add my own sound so i looked it up and pretty much all i had to do was put a new audio source on top of it. i did that and it still plays the default one
I tried editing the animations, but it changes nothing.
well you seem to have this in a blendtree... which gets a little weird
not sure what you mean "put a new audio source" - do you want to play an additional one but keep the existing?
i want to replace the default one it has
change the audio clip then
i think i did that
the deafult one says no audio clip, then i added a new one and it doesnt play it
Thats fair... Tbh, I just took the default locomotion blendtree, changed a few things and palced my own animations.
ahh
does the default one just use that player but instead use VRC Animator Play Audio in the animator instead?
uh, not sure what any of that means lol
I know the idle animation has the wheels not moving while all the other animations have the wheels moving, just not at the same speed or directions. Maybe thats why its doing that?
Which one should I use
whichever achieves the result you want
there's no right or wrong answer, and lots of other tools which do it in their own way
I'd add some margin though, you want space between islands
i couldnt find anything that helps me replace an audio for a different one
i need help setting up my unity for vrc if can pls dm me
i tried that im just stupid
without knowing what you currently have I couldn't recommend how to "replace"
feel free to ask specific questions or post errors or similar in here, or #creator-companion if it's an issue with that application.
no it i need to show my screen so i know what im doing
im just stupid like i said
so theres a speak audio source on the avi, when i click it, in the inspector is shows that audio source, but it doesnt show the sound effect its using, but it still plays one. i tried inputting my sound in the audio clip box and it doesnt work
cat :3
mow :3
right so I am guessing that if there's no audio clip in that source, it uses VRC Animator Play Audio, and so you'd have to go examine the animation layer which does this.
ill try that, its weird cuz it plays a meow audio
:3
||I prefer wickerbeasts and novabeast -w-||
well yeah, it's a cat 🙂
||cats rule||
(I suck at discord)
ive never used the animation layer so im stumped lmao
:[
Would someone mind explainig to me the Far and Gain here?
Some people tell you to make sure the Gain and Far match the Min and Max. Why is this?
have you read this?
https://docs.unity3d.com/6000.0/Documentation/Manual/class-AudioSource.html
That's Unity documentation
oh - the VRC one
well it's got pretty decent docs too
I'm not sure what people suggest, but that seems reasonably clear
The documentation explain technically
It gives no clear examples or demonstration, so when left with public tutorials why do people make this match with the Min and Max?
ive yet to see a .png embed fail
damn
least i think its the sdk-
what im reading is more than likely just the sdk saying "didnt upload"
shorten the bottom tab with all the jibber jabber and sho the top 3 errors
are those the only two errors? If not, post the first 2-3
those were the only errors from the problem happening earlier, tried uploading it again to recreate for screenshot and got a different error
wtf
seems like networking issues
I've done this multiple times and this has not been thrown the previous times I got errors
so a problem on my network side?
could be weird network routing too, that error message is kinda vague
and now the error isn't thowing anymore????
its back to the old one
is my unity just scuffed?
Did anyone else notice this?
In unity, the hand gestures transition smoothly
but in VRChat, the default state does not
so i know IsOnFriendsList parameter makes toggles only to friends but u cant see it yourself is there a way to make you be able to see it too
