#avatar-help
1 messages Β· Page 104 of 1
wow that first one sure is something
π
the second one "missing script" means you didn't install some prerequisite package. Check the avatar creator's documentation
what do i do with the 1st one
a LOT of optimization work?
for the specific error, open the avatar's menu parameters and find some that you can remove or uncheck "synced", which would mean other players won't see its effects.
probably this really means install fewer add-ons
i think the avi did just get released, the second one idk
that's a pre-built avatar, you didn't set that up yourself?
??
I mean, you bought it like that?
ya
huh
i just bought it
there has got to be a better way to prevent hair from clipping into my face
genuine question can you take models from like mobile games like the files and put them into vrc/unity
possibly
youd have to look into asset ripping for that game, people rip assets all the time
i added poni and these are the errors
still have a missing script
?
It's quiet clear that what you added wasn't the one reported on the error.
based off the script names you're either missing a NSFW script or a Haptic suit script 
if this is a purchased model check if the model came with instructions in a .TXT file or if there was something in the pages description/download section
??
if your vrc acc is new you would have to play for a couple days and have alot of hours to be able to upload stuff
So my gf had recently downloaded an avatar, normally she can upload just fine, but this one is causing her some trouble. First for some reason there was no walk animation. After a few hours of fiddling it looked like it was working. Bad news some of other functions don't work and when she crouches she sinks into the ground
The reason why I'm asking is she is at her wits end and is ready to John Wick me with a pencil
It's ok I like to add humor to some things
i needed a laugh bro
Middle manning makes avatar assistance difficult so id suggest getting your GF to come in here and ask for help themselves, also getting them to provide screenshots of the setup/screencaps of the issue happening would help
Tryna make this avatar where its mainly the head, and hand that stick with the avatar. Would I technically be able to rig it like this?
I meant that you actually use, or stick to the armature not avatar
Yea. I'll let her cool down a bit and send her this way.
sure, you don't have to have bones actually attached to mesh
Oh, alright thanks
can anyone help me with a regulus edit? (the avatar base)
what kind of help do you need?
so i wanna replace the ears, i needed to manually get rid of them in blender
did that
but im not sure how to replace the fbx, if that makes sense
export it, overwrite the old one. make sure you use the same scaling settings as before, probably set "apply scalings" to "FBX All". And turn off leaf bones under "armature".
If you didn't unpack the avatar prefab, this'll work fine.
how would i add gogo to a avi-
the creator provides installation instructions
no, the creator of gogo loco
kinda lost here, am i overriding the original fbx??
it's what I do, yep. make backups of course.
okay so i should be okay then
You would have to read instruction in the page where you download gogoloco.
why do i see the back of my head when i walk and stick out of the floor when i crawl
Probably didnt rig the avatar
i.....most certainly did
Then that wouldnt happen
i dont think that's 100% true
everything looks fine when i walk around looking directly foward
the moment i look down i see the back of my head
viewpoint in the right place?
That or the rig isnt set up correctly
my spine/chest/hip/headbones are all in a perfectly vertical line
nope its stuck in a Apose :[
Usually vrchat will just shrink your headbone locally to 0
Rig it as humanoid
uhhh how do i do that again ^_^''
Fbx's inspector settings
Click on fbx in the assets folder and it pops up the settings for it in the inspector tab
do i need to delete the avatar in the scene or will it just update
Update
it works but im assuming i need to add the clothes back cuz they aint followin lol
sorry im really used to working with the mayu base, usualy i just kinda drag and drop and clothing item and it works
im struggling to get the clothes working now xD
Because some cloths are preconfigure with modular avatar which let you just drag and drop into your avatar. Otherwise, you will have to manually set it up.
how would i uh do that then, i dont mind doing it manually, just not sure what to do here
thanks!
Think ma boi is stuck in like, a T-pose esk thing, cause the arms are still floating?
yusss its working fine now, now i can actually start texturing lol
how do you make a particle system visible in a mirror
use a two-sided shader
i.e. turn off back-face culling
mirrors see the back side of billboard particles
its not letting me select a different shader outside the default
do i need to change the kind of particle emitted?
no, maybe you're using a read-only material
Wait, so the warming says Its not hummanoid model, when I chose that?
choose what?
Hummanoid rig
yeah you have to manually map the required bones, it's not going to find them if they aren't weight painted
Also, I keep enforcing T-Pose, but it it just goes back
fix the bone mapping first
The thing is that it has the bones its supposed too
the image there ^ does not have them assigned
Like, head, and hand were the ones that mattered
you must assign legs down to feet if you want it to be considered humanoid
if this is for vrchat you don't need those hip bones
Ah, good to know, thanks.
have fun with the digitgrade setup too π
ikr, I love making things fun for myself. Also, when I try to delete them it just deletes the whole rig
go into armature edit mode, there you'll be able to select individual bones
Ah, thank you!
So, Ive managed to figure out how to work Unity, but I have no idea how im supposed to find the SDK3 or whatever, cause apparently I need that.
usually you get one automatically once you've done the humanoid rig setup
Im too tired for youtube to be giving me all sorts of mixed messages, Ill start with something simpler when I get the chance cause thats smarter π
Thank yall though
heart particles are tinier up close and bigger when far away. how do i make them just one size no matter how far away you are from me in game?
see those "size over lifetime" and "size over distance"? change or disable those
i dont see size over distance in there. but i have size over lifetime so that it makes different size hearts i havent found another way of doing that
ah sorry, "speed"
but it's probably the lifetime thing, if they're moving away from the emitter
is there another way of making hearts random sizes or getting bigger the higher they go other than size by lifetime?
random is easy, just change any number value to a "random between two values" thing instead
so probably the initial size one
this?
yeah
that worked ill test if it still changes in game by distance ty xx
Hey just wondering has anyone ever came across this issues before I'm trying to upload an avi but when checking the toggles they won't work would that be an animator issue that i'll have to go in and fix?
Could be animation paths, animation logic or parameter issues
How would I go about fixing it if it was a parameter issue? It's been a while since I uploaded an avi
You should first confirm it is that. You can see all parameters and the states of your animators when in play mode if you use a play simulator tool like gesture manager
Was doing that as we speak I can't even click on the toggles at all
Even the facial expressions wont work as well
did you lock the inspector window by chance
Nope
in that case youd have to show what youre doing - probably a simple thing i cant recall but will see quickly
I can add you and do a call to share my screen with you since i think it'll be easer so you can see everything
i rather not
Ok and I think i found the problem after looking at the pathways you mentioned
In the renderer module at the bottom, set the min size to be the same as max size
Anyone have any good guides on how to make a low poly ish hand?
Quick clarification question.
Tranition Duration in animations is how long it takes to travel along the transition arrow line right?
Meaning if I have a condition which is gestureweight 1 (aka trigger pull) to grab, and the same trigger pull to put down, if I put some transition duration it won't brrr back and forth?
duration 0 will bounce back and forth within one trigger pull because irl finger is slow, but adding a second or two transition duration will avoid that right?
or is it recommended to have a midway animation-less state that waits untill the trigger has been let go?
Could do that yes, transition duration also blends the animations together like a blendtree would for that duration
Helloooo! I have asked in a lot of places and I'm running out of hope, I don't know if it's the right place to ask that but eeh
I have made an avatar with multiple parts which I have then joined into a single object, but when I create weight paint using the automatic paint thingy, It either take one object, or the other, even though they are a single object. I have no clue how to fix that other than manually weight painting, and i suck at it and it's ugly helppp aaaa ;-;
you shouldnt rely on automatic weights in the first place
uguhghhugh
this is clearly the worst part of 3d modeling
w e l p
if there are no other solution than doing it manually
time to suffer for the next 6 hours
hot take but its actually less painful without automatic weights
you wont have to fix a million weights in the wrong places
avatar hands dont have restrictions when they dont have arm right?
It still has invisible arm bone regardless.
so is there a way to have infinite range hands
Nope.
there should be way to map avatar parts to tracking data then
There isn't.
well you can make a second hand and move that wherever, using rotation constraints to make it copy the real humanoid bones
why is it tinted blue
Shader you used?
poiyomi pro
Then there are lot of reason why it's blue. You would have to try disabing each of poiyomi shader feature and find out what made it blue.
well i did that and it didnt tell me why its blue thats the thing
If you disabled one and it stopped being blue, then that's the one.
it never stopped being blue
Then you check the base color.
also did that, thats not what was causing it either
its doing it on all the versions of the avatar not just the one im trying to upload
Then check scene lighting.
If you created a cube, what color it is?
white
What does the avatar look like if you change its shader to something else?
im gonna try uploading it anyway, it might just be unity bugging cause its also having other bugs that never happened before, cause It was working fine 10 minutes ago but all of a sudden it turned everything blue (i never even touched textures on the avatar except shaders which worked fine at the start)
when i move hip dips in blender something moves, but when i put physbones on hip dips in unity nothing happens. why?
you need to mess with the endpoint settings in unity
because your hip dips are only one bone so they won't be affected
i dont have endpoint bone for hipdips
yeah i noticed this as well just now
completely unable to preview changes in play mode on the latest sdk
do you have gizmos turned on?
"Why the bones wont get displayed even though I have them?"
i admit i didn't look at the photo, just read the message
you're saying you can't see the gizmo when selecting a bone?
make sure you actually have a gizmo selected in the top left
.-.
I put Phys bones
and the bones are visible
but only one
Nothing else
It shows only the smallest bone
When I want it to show all of the bones
This is correct, Unity doesn't care about the length of a bone
if you increase the endpoint position value, it'll basically add a leaf bone and then you can see that second one.
anyone know how to fix these errors just made a new project with vcc and got these
soo, what do I do?
I just put add leaf bones in export?
... what I said
You tell me to put endpoint but you dont tell me where its located
physbone component, which I assumed is what you are playing with here already
ok
increase the Y value to say .1 and see what that looks like
(Mute random discussion in the background) I can't preview recent component changes while on play mode making it impossible to know how it will look like until I exit play mode and go back in with the changes
Someone told me I might be able to get some help asking here instead so here's my issue:
There's an issue where, for example, my avatar's hands are perfectly fine for me; I can see my fingers wiggle as normal (I use Index Controllers) but majority of other users, they just see my hands stuck in a "Claw" pose and do not see my fingers wiggling or anything. The only way to "fix" this currently is by them hiding and re-showing my avatar - and this is only temporary as it usually becomes claw hands later on again even within the same instance. This isn't happening to just me either, I've talked to a bunch of others who have had this same issue and we don't know what's causing it.
yeah it's been reported here: https://feedback.vrchat.com/sdk-bug-reports/p/380-physbone-immobile-no-longer-updates-when-adjusted-in-play-mode
make sure to give it an upvote
Can someone suggest a yt video that can show me how to put these clothes onto this armature? The clothes armature is humanoid and needs the rig from the base body to match properly. No CATS pls
Alternatively if someone doesn't mind showing me in dms or call I would not be opposed
I just did too
it's not likely you'll find a video that specific, more likely you'll find generic tutorials and have to adapt.
Hey guys, just wondering if anyone can help me with this issue. when my arms go below a certain point in this particular avatar they start to spaz and glitch. I've tried adjusting my height, arm length, recalibrating, uploading a separate version without any addons/assets and still no luck. (also sorry for the bad video)
Yeah I've been trying to search and hop around but everyone uses CATS which I can't add to my blender for some reason
cats hasn't really been updated for the latest blender versions
I don't use cats for this either, but if you want to, get this: https://catsblenderplugin.xyz/
but yeah with the unofficial fork you should be able to get it on the latest blender, works fine for me
but to answer your question, just select the two armatures and hit ctrl + j, you'll probably need to merge the bones yourself though.
Have you tried giving the avi to someone else temporarily to see if it's an issue they're experiencing as well? It'll help diagnose the problem
okee thank you
do look into the unofficial cats fork though, it makes your life easier
Yes, I tried getting them to take a look and it seems that its an issue with the actual avatar.
I wouldn't join armatures either really. I'd rename the clothing's bones to match the avatar's bones, then just switch the clothing's armature modifier to point at the avatar's armature.
Obviously you may have to reshape and re-weight. Really depends on the clothing.
Oookay I'll have to poke someone about that, luckily I'm using rebust weight transfer to repaint things for me and the clothes are already fitted to the base body, I just need to figure out the armature
yeah that gets pretty close
but if the clothes are already fitted, then you don't need it at all
simply change the clothing's armature modifier to point at the avatar's armature, and drag the clothing to be a child of the avatar's armature. Done.
Alrighty thank you
Ye noticed that every time I created a new project it was setting my sdk manager to an slightly older version giving me the prompt to update 3.8.0 as long as you don't update it it should be good
Does anyone know where i can find/buy the coffeetaunts package? i've seen it on a lot of different avatars but for some reason I can't find any mentions of it online. There is one version but it doesn't seem to be the correct version (V3 has completely different formatting and only has fortnite emotes). This is the version i'm looking for.
Are you free to walk me through it in a call? I'm really at a loss
I'm not, sorry
That's fine, thank you for the response
I'm trying to add face tracking to an avatar, and all the tutorials I've found adds this package to their project. but when I try adding it it won't import. any tips?
any good booty physbone settings please?
what does "won't import" mean?
still looking for good booty physbone settings, thank you β€οΈ
Hey guys I didn't think my last message was well worded so I'm putting it in again. I uploaded this premade avatar and it all went smoothly but when in game the arms can spaz and glitch out when lowering them or moving them too fast. I've tried doing a lot of things such as reuploading, changing height, changing arm ratio, having others test it and all. nothing seems to work but was told that people here might be able to help. Thanks
The package won't import into the project. It won't let me select the folders underneath adjerry91.vrcft.templates (see the image above) for some reason
anything that you can't check in that window is in your project already
still, "won't import" doesn't tell us anything, are there errors?
i get these errors when clicking import
trying to get a clothing set i designed in marvelous designer retopologized and imported into unity. does anybody here have experience>
that seems like an issue with creating the directory. I don't know Windows, can't help here.
aight
i need help with gogo beyond as far as the flying. mine keeps being a hit or a miss compared to other avis with beyond
are you installing it manually or with vrcf?
Hello! It may be a very dumb issue, hopefully easy to fix... I have have some shape keys for blinking and mouth movements, but none of them appears in Unity, as only -none- is available. Did I do something wrong?
Did you just export the model from blender?
Do you have an un-applied mesh modifier? That'll prevent shapekeys from being present on export
changing the body shader from poiyomi to Vrchat/Mobile/Toon Lit breaks the body, but nothing else, and makes it black
probably it's due to vertex colors, you'd need to remove those in blender or maybe with vrc quest tools
do you have physbones on any humanoid transforms?
I'm not sure what you mean by humanoid transforms sorry.. im new to all of thiskinda
but if i think i understand what you're saying, i have on my avatar
@fleet sigil basic humanoid bones like spine, arms, legs, head. physbones can go only on additional bones
ahhhhhh ok gotcha, yea i belive i do have physbones
I don't know how to get someone to Make me and avatar cause I've had people msg me on tik tok and realised they will probably scam me I'm not sure who to trust
Use the VRCTraders Discord, #1204506421631393913 message
It's a highly locked down community that vets the commissioners before allowing them to sell
I'm a verified avatar tech in the vrc traders discord server
depending on what kinda avatar you are looking for I may be able to do it for you or point you in the right direction :D
May we msg?
Ofc!
ive always had issues with this and ignored it an gave up but i cant this time anyone know what this issue is and how to fix it? error translated - ||LOG]: Asset check started
[WARNING]: DynamicBone component does not exist. Please import if you use DynamicBone.
[WARNING]: DynamicBoneColliderBase component does not exist. Please import if you use DynamicBone.
[WARNING]: DynamicBoneCollider component does not exist. Please import if you use DynamicBone.
[LOG]: Asset check completed
[LOG]: Data check started
[LOG]: Base model check started
[ERROR]: Manuka Soft Sym is not model data.||
maybe because dynamic bones are not used anymore
when it did work i wasnt using dynamic bones it sometimes works and sometimes doesnt i just think the assembler supports dynamic bones
should switch to physbones
or use the sdk tool that switches them, i think its under SDK -> Utilities
Avatar Assembler is really outdated, use VRCFury or Modular Avatar
idek what avatar assembler is
i use vrcfury but i dont know how to use the assembler on it ill go try modular avatar rn
and ill go try to too
the main issue wasnt the dynamic bones the error stopping it from merging was "[ERROR]: Manuka Soft Sym is not model data.
"
TY
since its booth everything is seperated and i dont know if vrc fury would work
Your screenshot is the proper setup
Should I be consern about this
Running into an issue where I can't grab physbones correctly because Unity thinks they're in a different location than where they're displayed
for the vrc phys bone collider, plane shape, is it double sided or only on the side the line sticks out on or the opposite?
it just a mesh but I seam to be uneable to attach it to the rig
You think one side is air, while another side is solid ground. Physbone will get pushed to the air side.
this is after I link the armature
What did you use for linking?
animator component
Are you sure about that? That isn't how it work though.
Truth be told I have abslootly no clue what I'm doing
Then that's a serious misunderstanding. Animator component isn't for armature linking.
then which componet is it taht use for linking btw I also have Marge avatar installl and used as well
What even is Merge Avatar?
sry I misrememebr it Modular Avatar
It has a component called "Merge Armature".
Which I use but still uneable to properly link it...
That likely mean you didn't configure it correctly.
I think that the case but confusing part is it partialy working tldr it have 2 pices and the pant work but not the cloth dispite share same amature
Then check the cloth itself whether it moves along with its armature or not.
how do I do that?
Just try moving cloth hip bone in editing scene.
I'm not quite sure how to do that
Just use move tool to move the bone object.
well it move and follow
You move hip bone?
Try clicking on rename bone to match with base armature and test again.
does it matter if some bone are missing from the avatar map mainly upper chest?
That might be a problem.
If your cloth isn't made for your avatar model, you're likely going to have clipping problem too.
well that explain the z-clip at the face
Oh!
Thank you!!!
yeah well which side is which? I can't find a good answer through google search
also does anyone know how to use liltoon Mat cap so that it doesnt stretch and deform the matcap texture?
welp found the probem the bone map are difference which mean I have to reoptimize the cloth again yeay...
You see the green line extruding out from a square, that indicates the surface normal.
matcap texture would deform in some way because surface isn't a perfectly round sphere.
Am I set teh rotation correct?
all bones are different, does it look good in the previews
look fine except teh probem that I'm abit diselecti and can't seam to figure which is Left which is right
it's towards the avatar's left. from it's perspective
thank
Does anybody knwo why my avatar doesnt have any animation for when he idles, walks, or does anything. He just T-poses. Side note its my first ever avatar ive tried making so its probably a very simple mistake
you forgor to set is as humanoid in model import settings
Does anybody know why Viseme parameter stuck at 0?
I tested the avatar with gesture manager and viseme works as intended. but on vrchat it's just stuck at 0, if I switch to my other avatar it works normally again (So it's not my mic problem)
Did you check the parameter from debug menu?
yes, it's stuck at 0
I've made lots of avatar this is the second time it happens and I still don't know what the problem is ;-;
I had never seen this issue before.
here you see the Voice is registered normally, but Viseme stuck at 0 no matter what I say
If I switch avatar, it works normally
Yes. That isn't normal. You might have to try to replicate this issue with other avatar, so we can at least identify what the root cause is.
So, instead of trying to fix, it's better to try to figure out how to create this issue instead.
hmm I tried another thing which is just straight up uploading the FBX with the viseme setup in avatar descriptor as usual, no menus, no parameters, no playable layers
but the mouth still isn't moving
so that means none of the toggle / vrcfury is causing it
In the same project I have another avatar fully setup. and that one works
could it be the FBX that has the issue?
If you narrowed down any other factor and only one left is the FBX then it is.
but why would an FBX affects parameters being stuck? it's so weird
and what did I do wrong with the fbx then? I've exported and imported them like any other avatar I've done previously
No idea. Do you really certain it's the fbx file?
actually I don't, but idk what else to check since uploading the fbx itself without anything setup other than the viseme also doesnt work ;-;
I was planning to add stuff 1 by 1 to check at what point the viseme stops working
can anyone tell me how to use pcss lightning
You should read instructions in their store page.
bit confused here on how to fix this
I can still upload it just fine, but it wont let me activate play mode, anyway to fix it?
See errors in console panel.
these are the errors
Did you import the lilCustom CameraMirror? If not and you don't use it, you can remove that folder.
from the looks of it, it installed with the unity package
It's more the matter of "which unitypackage". If it included in avatar package then just remove it.
that worked!
Thanks a ton dude! ^^
This one gets me once in a while too.
How do I fix these?? especially the first one (first time uploading)
watch a video on doing quest content - the first one you need to pick only quest-compatible shaders. For the rest, there might be clues in #quest-optimization
hello its the first time i'm making an avatar and i'm having a few issues , 1) I put the view position in between the eyes but for some reason in vr chat i'm not looking straight its either in 3rd person view or sometimes coming out of the shoulder
- The default vr chat animations don't activate (like walking animation for example)
let me know if you need any screenshots
is your avatar not using a humanoid rig?
no its using a humanoid rig
Genuinely trying to understand how to do the first part 0 ^0
for each material, at the top of it is a dropdown where you can select the shader, it says "Standard" now. Pick a compatible one, the error tells you where they are.
This should be in most of the tutorial videos too.
Im a bit confused by that because i have the rig set to humanoid. Is there a different area to set that to?
set it to generic, apply, set to humanoid again
could be just glitched
and make sure the bones are mapped correctly in the configure menu
what should it look like correctly configured?
chest on the chest, spine on the spine, etc
can i show you what it looks like in configure because evrything is green and where it should be i think
Like why not? If you're unsure then send screenshot.
Read the red text.
ive put him into t-pose and itll reset on its own
Then enforce tpose, apply, done. On rig selection menu, see if there is any error.
Oh, is there a different way? Because thats what i was doing
The main point is to get back to rig selection menu to see if there still is any error.
this is what it says
That's the error.
What do i do to fix the error
Edit your model in blender and rename your Head mesh to something else.
oh ok, thank you
π€ Sometimes I don't understand what I'm doing wrong
Hello! So Iβm having this problem while uploading my sdk2 avatars and vrchat keeps security checking them and idk why because I have sdk2 avatars Iβve uploaded that work
you'll always get a security check. I'm assuming you mean it's failing the check? Show some stats perhaps.
@torpid gust I'd be happy to help in here where others may contribute or benefit.
are you trying to actually use an older SDK and/or unity? Probably upgrade that.
It worked before but since vrchat added security updates it ruined it
what does the build window say about stats?
it definitely tells us it's very poor due to polygons, so I doubt it says "nothing"
Give me a second
Itβs usually fine when I upload it even if itβs red
And it uploaded
But Ingame itβs just like this
idk why but fingers get moved when I test a model
For anyone wondering, i still don't know what the problem is but this is how I fix it
instead of setting up the visemes normally I set it up as parameter only
and then set the actual blendshape through VRCFury advanced visemes
hey yall im having a problem with this item, when i world drop it i cant pick it back up
and after i put it on my hip and i cant pick it back up
i also have another animation that cuts it off of me and i cant pick it up then either
any ideas on how to fix this?
probably you'll have to explain how it's currently implemented first
i dont exactly know how to explain it lol, it cuts its head off, and you can rip the head off aswell.
not sure how to help then
so from what it looks like the head is just attached as a seprate child that can detach from the body
like
i can rip off the head but the second it goes world drop i cant pick it back up
so its something that involves the world drop
i autofixed some kaiser texture thing and this has happened
can anyone tell me what i need to remove to be able to upload my avi?
because i cant find the cause of this or where the file/asset is located
is your vrcfury up to date
nope
but just updated it cuz my friend told me to
see if that does anything
i will
Thatβs the skybox reflection probe stuck in loading, Itβs just a unity side issue. If you want to fix it, open Window > Rendering > Lighting from the top toolbar of Unity and change the skybox parameters slightly
im tryna make the blush on my avi partially transparent, ive already edited the texture but when i put it on the avi its not transparent, any ideas?
quest or pc?
pc
on toon and pro there should be an option that lets you make something transparent and it looks like this
i accidently put them in backwards so it would be the right image then left
and if it doesnt have anything to do with poiyomi shaders then i cant help you
thankkk youu so muchhh you honestly saved me
if you're playing with the base color texture's alpha channel, make sure you have "alpha is transparency" checked in the inspector for the image file itself
i do
the other solution is correct now i just gotta tweak it to make it look good
then yeah, got to use a non-opaque rendering mode
I have an issue with VCC where I updated it, then a tutorial suggested I reinstall all packages in a project of mine because it wasn't functioning well and not letting me optimize it with VRCFury.
Now some packages are uninstalled and they just won't install again such as Modular Avatar and VMP (I believe that's what it was called, I just woke up and I also don't have much knowledge on this, sorry)
there's also #creator-companion
I looked around and I can't seem to find an answer so I'm not sure what to do, I'm worried I just broke my entire project and I spent so long on it </3
Ohh, thank you!
I'll send the message there.
I almost forgot to say THANK CHUU
Im actually confused.
I tried everything, and yet I couldn't find a way to make the animation loop correctly for the slow speeds. Would anyone be willing to help me on that one?
seems like that's controlling how much of the animation is played, not the speed of the animation
Well, I took the default vrc locomotion blendtree and tried adding my own animations.
I'm just observing from here, I have never looked at the base locomotion
that doesn't seem "dumb", it seems "inexperienced"
Yeah..
Welp... next time I'll keep my mouth shut before making suggestions.
Its even worst.
Is there an easy way to fix textures disappearing in some places when material combining? Manually combined UV mesh and texture to fix this, looks fine in Blender but disappears again in Unity. Here's what I did:
1: Tiled the two textures.
2: Made a single image tile, as a texture.
3: Copied the tiled UV map and squashed it into the texture.
Looks completely fine in Blender. Export as an FBX, everything's nice except the hair texture is only visible from the back.
do you have backface culling off in your shader?
Fixed it. Thank you!
π
when uploading a avatar, how do i make it both quest and pc compatible
You have to switch the platform to android
and make sure the quest version has the same blueprint id
Can anyone help me I have no idea what to do in order to upload this
do you have instructions from the creator? have you watched a basic setup tutorial video?
use a tutorial or any provided instructions
I watched a tutorial but I coulnd't follow the instructions because theres no scene asset thing
there's one right there, that middle icon
double click it i think
the unity icon one
there are 3 icons in the image you sent, right? the middle one looks like a Unity scene.
i think it's an information one, double click and it should have a popup window that asks to import files
i did butt it doesnt help
It just says nothing to import
then you probably already imported it
open the MobU file
Theres only materials in there
what was the thing you downloaded
obviously we don't know what you got from the creator
Hey I found this avatar with a minecraft spider vision effect and I was looking to try to replicate it does anyone know how this was achieved?
ok, i uploaded the pc version first, switched to android, copied the pc versons id, put the id on the quest version, and then i uploaded that one
did i do it right?
It's been a while since I've uploaded a quest avatar but I'm pretty sure that's right
Are there 2 sets of leg bones?
2 sets meaning a copy of each leg's bones
because it really looks like from the screenshot that something wasn't merged properly since the leg bones are in both places
Idk you'd need someone else to help with that, I do most of the stuff CATS does manually
but that's definitely the problem and solving it would probably involve undoing the merging of the armatures making sure all the bone names are the same and re merging them
ahh right okay shall give it a try
Screenspace shader
Well I figured it was a screenspace shader but like which one and what effects would I have to use to replicate it
Could very well be a custom built one
IDK why the eye lashes are doing this in playmode on Unity. Its right in Unity normally, and in blender. And I checked the weight paint and it seems fine
why are the bunny ears crinkling up when the avatar moves?
Hey, so I have this strange bug on my avatar where when I walk it's fine but when I stop moving it'll jitter around for a second then go back to normal. Anyone have a fix by chance?
usually physbone on humanoid bones
I will try removing the physbones on a copy and see if that works. Thanks for the help
this one perticular spot is driving me insane, i dont know why this lighting error is happening. my best guess is its a UV error since i was messing with the topology and fixing some areas that werent connected and were actually 2 separate edges really really close, any ideas?
it even shows up in solid view
probably a non-smoothed face, unless you have custom normals you could select all the faces and in mesh -> normals, try "reset vectors".
(make backups)
How do I use stenciling to get an effect like this? (Eyes/eyebrows showing over the hair) I've already given the eyes/eyebrows and eyelashes separate materials so it doesn't mess with the face, but I'm clueless on what settings make it that way
how do you do that thing where people around you see a specific like skybox or image or something?
inside-out sphere, fancy texture on the inside?
thats what i was thinking but how do you make it so it covers everything?
what do you mean by everything though?
like avatars and floor
oh you mean a screenspace shader
just need some real quick help because im making an avi with 2d mouths but the setup i made from a tutorial doesnt seem to be working or activating
(the Tutorial)
https://www.youtube.com/watch?v=l--1c8QGpVw&t=170s
the avi also in playmode
I'm unsure of what is causing the problem
may have found the issue but unsure of how to fix said issue
how it should look according to the tutorial
so i fixed the issue and uploaded the avatar
but on quest it has some
like
bleeding edge issue
on transparent textures
quest doesnt support transparency
dont use it
fuck
for some reason i see this
but when i go to the menu it uses that i gave it
none of these that i made are related to the tail
i dont even have that parameter
you see the problem is
i already used it
and I already completed visemes and the main textures they wanted to use
usings trans-textures
does anyone know how to fix this issue? I took a look at the help me fix it drop-down & it tells me to delete the physbones under the .armature object made using modular avatar yet the physbones seem like they're pretty important to the aesthetics of the clothing so i'm not sure how to go about it
thats the thing i made my own menus and stuff for the avatar i didnt really like the base
which quest doesnt support transparency so you need to change that for the quest side
and?
says that you have them
and thats what im confused on
i checked everwhere but there no where to be seen
even restarted Unity
have you tried just adding the parameters
did try, i added them before but nothing happened
its just been very weird with it tho and it started making me tweak because it was all ready and then boom this weird issue arose
ill try just remaking the menu's
i think i fixed it
i guess the menu was cursed lol
my eyes aren't rendering behind my glasses. both the eyes and the glasses are on the same material, using poiyomi shaders. do i need to assign them separate materials in order for this to work
thrilling update: it works in unity but not vrchat
Everytime I keep uploading this avatar the toggles duplicate, I go back into unity and delete the extra but it keeps repeating the issue
can smoeone give me a hand? like all of my packages are gone, but when i try to manually import them into my projecr it says theyre already there?
Trying to lower my skinned meshes, how would I go about Making a blendshape?
blender prob
I understand, but how?
its just shape keys
Explain like I'm five please
use chatgpt
β¨ google β¨
I just want to move the selected triangles out slightly lol
I just bought this avatar from Gumroad, it said its compatible with Quest. Instructions told me to use Sunao Shader. But now Unity is telling me this error? Can somebody help?
NB: Im new to this
you can only use quest shaders
But how come the model is fine and visible in the world where the avatar is displayed?
because it used quest shaders?
did anyone ever find a fix for this error?
Ok and how do I fix that
this my 3rdtime getting it and idk wht to do
use quest shaders
Ok and how do I do that, can I convert the shaders to quest shaders?
I dont know how, instructions told me to just import the Sunao Shader pack
avatar looks like this with current shaders
There's probably a quest version included
nvm I got it working by using VRCQuestTools
ive been debugging for 90 minutes. anyone know how to get poiyomi to render transparency/translucency proper?
it works perfectly in unity but not vrchat
Z writing
you usually should not have physbones on the humanoid bones.
click "configure" and make sure the right bones are in the right places
Can I download avatars from the site without using a PC?
what site?
just quest
you don't download avatars from vrchat
where
jinxxy, booth, gumroad, other creator websites, all over the place.
Anyway, can I download it using just quest?
Without PC
You need a pc to upload avatars
Ok thx
how do i change the default hand position?
it starts out with a fist when i first load in and then when i move my hand using the new webcam feature it defaults to an open flat palm
is it possible to still do generic rig avatars with custom animations?
yep
how do i do it exactly?
i remember the old way about duping some simple avatar controller thing
im on a new sdk and i cant find it unless its been renamed
btw in the avatar descriptor when i move the view position on the Z axis it moves but when i load the avatar in game its for some reason reset back to the middle
yeah its not simple
its Y position translates in game though
where the view point is in editor
what i see in game
black screen due to the black outline the model has
how do i make hair not clip through the body
Headchop the body of the mesh
headchop?
oh its a script
i put the component on the same object with the descriptor right?
you can put it anywhere
ok
I tend to put it on my avatar descriptor, if not just a prefab I'm packing up
so i put it on the prefab but when i scale the scale factors to 0 it doesnt do anything
i also have the bone selected
or does it not work for generic rigs?
googled and turns out head chop only works for humanoid rigs
tupper said in the reddit post i found so yeah mega confirmed oof
ill just disable the outline mesh till i can think of something
well you can at least use isLocal and on pc you can customise shader to do stuff only in mirrors/cameras
Is your thing not humanoid rigged?
no
you probly also can add useless armature to be pseudo humanoid and scale constrain stuff to be hidden to head bone
i tried doing humanoid but lots of issues kept happening and i got tired
Literally just use the example avatar you get in the packages folder
the robot with the tail?
Is the new VRC SDK giving out false positive errors or has there been a shift on how things are processed?
I am seeing Cyclic dependency found for component VRCPhysBone on X and this relates to how I setup physbones.
Avatar
- Armature
- Colliders
-- Head Collider
- Physbones
-- Hair (Uses Head Collider)
So this setup works perfectly find afaik but in the latest SDK it'll generate the error which doesn't break anything, but leaves me wondering if it'll cause any issues. Afaik, there are no cycles.
Head ColliderusesHeadbone.Hair PhysboneusesHair BoneandHead Collider
Anyone know what might be the intent or issue with this setup?
phys bones are sticking out. how do i fix this?
ignore transforms
and out the bones you don't want there
and fyi next time you export from blender you should disable leaf bones
how?
for the lead bones, expand armature and untick leaf bones
when you're exporting from blender
this is what it looks like in blender
unity is creating more bones idk why
no, if that's what it looks like in blender it either means you created the model and exported and imported it back 2 times with leaf bones
or the bones added are added manually
because _end
is added to bones when they're leaf bones
i cant find that menu u screenshotted in blender
OHHHH makes sense. tysm
hello its the first time i'm making an avatar and i'm having a few issues , 1) I put the view position in between the eyes but for some reason in vr chat i'm not looking straight its either in 3rd person view or sometimes coming out of the shoulder
- The default vr chat animations don't activate (like walking animation for example)
Heres a screenshot of unity if that helps
position of your avatar should be 0, 0, 0
that's your first mistake that could affect that
second is the X of the view point
it should always be 0 as well
Where would I get the most recent VRCFT Template?
if my Y is at 0 my legs go through the floor and if my x is on zero the ball of the viewpoint appears on the back of my neck , i just checked and i still have the same issue after that
you should go to blender and correct the position of your avatar
put it correctly at works origin
in object mode click A > Ctrl A > Apply all transforms
and reexport
after that make sure your avatar is set to humanoid rig
if it is, switch it to generic, apply, and switch back
how do i make it so that the particle stays within bounds of a circle for example? i know how to do that with phys bones but not particle
I checked and my blender character was in the floor so i put it back on the the normal position but otherwise after i did all you said i still have my issues with the view point position , if i keep the viewpoint X at zero the ball is still behind my head , i was wondering did i need to make eye bones for it to work? Because i'm still looking from my elbow
i'm not sure, i always had eye bones
if you're still having issues try deleting any additional cameras that you have in the scene
other than that i have no more ideas
hey no worries legit thanks for trying , have a nice day
Does anyone know if itβs possible to make stations only accessible for some players? Or a way to combine stations with interaction settings so that I can choose who can and canβt use my stations??
Stations donβt fall under interaction settings by default
Right???
only via friend param
that you can use to animate it on/off
tho since station needs to be on by default or it breaks, people with your animator disabled will see it no matter what
but maybe you can animate its location so by default its in the sky or smth
Oh no thatβs no problem, I made its size 0,0,0 by default. Iβd just like to keep some people off of it without having to block which is too harsh a consequence
You can use a trigger volume that kills any particles that go outside of it for example.
Could use vrlabs's selective animation package to tag specific players and disable the stations locally for them
Interesting, though the station is a world constraint and Iβm not always present where it is so itβs not a final solution. Thanks for the input though!
Could simply attach the raycast to the station and turn it on remotely. That would temporarily tag anyone in the radius of your choosing. (If you make it spin)
Then build your logic to keep them tagged however long you want or until you press another toggle
Or even add a second raycast on yourself to manually untag specific players
That could be interesting, so the raycast allows me to tag specific players and Iβm guessing it uses a Boolean which I can then use to make the seat work for those tagged people only?
I also found IsOnFriendsList parameter, wouldnβt this allow me to disable it for non friends too?
So the short version is that you have two raycasts and they collide with players locally, updating a receiver bool only on their end.
You can use that bool to drive logic that will exclusively be executed on the side of the player that made contact with it.
The IsOnFriendsList parameter is a built-in vrchat parameter (you don't have to add it to your list or sync it). That is only true for people that are your friends, false for everyone else (including yourself).
I canβt use my own stations anyways, might try and use that parameter. Thanks for the raycasting approach though, might have another use case for that
Yeah the raycasting is only useful if you need to do things to arbitrary players. If you just care about friends, no need
Any way for me to fix this? =p
I might be completely off, but to me it seems like you need to logout and login again
In the vrchat sdk
I'll try! c:
is there a system where when someone pets me my avatar will pur or do i gotta build that from scratch?
contact on head detect someones hand/finger/whatever , do stuff
yeah understand the base theory was just hoping there was a drag n drop system. π
i figured there must be because my old avi has it but i don't really remember manually doing it.
anyone got an idea why this might not be working? there's supposed to be some ready animation where a particle starts emitting on the hand, and then I can fire stuff in these configurations. But I can't even seem to get it to arm.
What set's the condition of that parameter?
I found a purr sound asset and am trying to connect it to the contactor i made, i'm thinking i'll use contact dystance mapped to the volume. but other than that i wanna make sure this is configured right since as the missing script indicates i'm apparently missing a dependency not mentioned on the site...
Iβm gonna fucking die of old fucking age before I figure this out
And hereβs the console error copy and pasted
UploadException: Failed to upload file
VRC.SDKBase.Editor.Api.VRCApi.UploadFile (System.String filename, System.String fileId, System.String friendlyFileName, System.Action2[T1,T2] onProgress, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:956)
VRC.SDKBase.Editor.Api.VRCApi.UpdateAvatarBundle (System.String id, VRC.SDKBase.Editor.Api.VRCAvatar data, System.String pathToBundle, System.Action2[T1,T2] onProgress, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:631)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.BuildAndUpload (UnityEngine.GameObject target, VRC.SDKBase.Editor.Api.VRCAvatar avatar, System.String thumbnailPath, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2514)
Rethrow as UploadException: Failed to upload file
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.BuildAndUpload (UnityEngine.GameObject target, VRC.SDKBase.Editor.Api.VRCAvatar avatar, System.String thumbnailPath, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2541)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>cDisplayClass104_0.<CreateBuildGUI>b4 () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1990)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <eef08f56e2e042f1b3027eca477293d9>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <b41119cc6741409ea29f63c7f98de938>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <b41119cc6741409ea29f63c7f98de938>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <b41119cc6741409ea29f63c7f98de938>:0)
Does anyone please know how to help
Me fix this
Try using another internet, mobile hotspot for example.
Alright
Howd i make the particle on toon lit transparent ?
You don't. If it's particle, then try using Particles/Additive.
Thanks bro, i love you
hey :)) i noticed some avis make a sound effect when they load or join a world, does someone know how i can add one to my avi? :)
It's simply adding one audio source, just that.
so i just do this and then add the sound?
Yes. Default audio source is "Play on Awake" which makes it play sound when avatar show up, and make sure Loop is disable.
expect to be blocked if someone find who got that on their avatar ( i would ) 
ah okay thank u! :)
why π :(
Intro song is often obnoxious, especially when you don't spatialize the audio source.
its just a sound effect like 1 second. and i dont play on public servers so its fine i think π
infinte range/global 
Probably. Still, make sure you add spatialize audio source component so it doesn't play globally.
okay i will try to add it
sorry i have one more questionπ do i need to put the sfx only in the top or both of these?
Only AudioClip
oky thank u! :)
They should just remove this π
remove what
The security checks thing
they're a good thing in general
Iβm going to suffer greatly trying to fix this
π
Frr Iβm having trouble uploading sdk2 avatars because of this
like that will do anything, security checks are server side
optmize your avatar π©
sdk 2 is ancient no contacts no physbone , low tier avatars
Yup VRC go ahead and make a SDK 3
Hi! I'm using a contact setup to determine which direction someone is looking, but for some reason, it breaks every time the avatar is scaled.
The setup has contacts that are touching each other by default, so I wonder if that's why
It's based on how Morghus's wings detect head position. They already account for a different bug by toggling the contacts after TrackingType != 0
Do the contacts need to follow the avatar scaling? Cause if not, add a scale constraint to them with a prefab at scale 1,1,1 as a source
I'll try that
It's weird though, because all the contacts always stay together regardless of scale. They all have the same parent.
Β―_(γ)_/Β―
If your suggestion doesn't work, I'm going to try to find a way to detect any scale change and just toggle the contacts again
Wow they do still break
Apparently vrchat thinks there isn't anything touching the contacts even though there is
Ok, turns out it's because I'm enabling a further up parent object with an animation. Wtf. Alright
i thought you couldn't do that anymore
and besides, you should really move onto sdk3 (i didnt like sdk3 at first either but after a while i got used to it and realized all the cool things i can do)
security checks is good
it prevents people from uploading malicious avatars
unless you want your game to crash all the time
I mean, it's just a bool toggle.
yall this had been loading like this for a few mins, I've never used unity before pls tell me it's actually installing and not just stuck in limbo
That Unity version won't work for VRChat content creation. You need to be using 2022.3.22f1
oh my tysm i would've been so frustrated trying so many things
still just sitting there loading for a while is this normal?
install only unity, without the microsoft stuff, you don't need it and it'll speed up the installation
i was modeling a hand for a character and i found TRIANGLES and i was wondering if these are fine and good for rigging
im kind of picky on this situations since im into making it go all quads
Is there a way to lock the head of another player using my station?
Oof i literally downloaded unity 25
lmao
sometimes you need triangles, they often help with deforming
I tried to do this, but doesn't work
This animator is placed into the chair
so im using a generic rig and i want to give it a jump animation but idk how i would set it up so the game uses it when im airborne
Grounded parameter + velocity maybe?
https://creators.vrchat.com/avatars/animator-parameters/
I'd probably go look in the humanoid base locomotion controller and see what it dose.
But sdk2 is just better for the avatars Iβm making
I'm very curious as to why you think that
π€
what kind of avatars, exactly?
bad avis
do not interact π¨
yeah uhhh pretty sure you can't use sdk2 at all anymore so probably using some illegal way like a modded sdk
so it's in your context menu? ensure that the variables are spelled EXACTLY the same in both places?
Nope not modded itβs basic sdk2
then how come last time i tried to use sdk2 it wouldn't let me? π€¨
it hit me with a "too old" error
What no way
I use unity 2019 and sdk2 and it works perfectly
But you have to start \ make the project in unity hub not creator companion
yep. did that. did not work :p
which shouldnt work
That one doesnβt work
if you didn't get the sdk from the website then it's modded
then what the heck are you using
π€¨
listen man, just move onto sdk3
and the new unity version
I refuse I love my sdk2
And I already have sdk3 and all that crap
I'm still wondering why
But sdk2 just hits different
so did i, but then i realized sdk3 can do more stuff
disable station 'seated' option, add another layer with tracking control since many many players have default sitting controller it wont work with a station with custom animation (( note this will make them stuck in animation after standing up cause vrchat stations are a mess ))
Yeahh but the avatars I make with it have special animations for sdk2 like walking and stuff
And I canβt remake that with sdk3
i have custom walking anims on my sdk3 avis
Iβve tried for the past 2 years
ive remade 100s of av2 so no excuse
probably not using the right controller
use the locomotion layer
Idk why I keep getting security checkd on my Avis tho it was fine like 2 months ago unless it was a different update
because sdk2 is no longer supported
Damn Iβll try figure something out
if you do it like this it will use controller instead of avatar sitting controller , but it will also break them when they stand up
, wish we had a toggle to change sitting controller ,somethingsomething , stations always been messy ('mmd' worlds use similar but they can reset your tracking after by colliding it with something after you stand up)
Wait so how are my older sdk2 avatars useable
Thx for the help
I appreciate a lot
it'd be nice if someone can help me. I have a pc/quest avatar, and the pc is fine, but to people on the quest, the avatar clothes it has on keeps on changing and I need help fixing that
Are the fx and params the same between platforms
ummm let me check actually
the vrcfury updates are different between pc and quest, with me using "1.1153.0" for pc and me using "1.1151.0" but would that effect the avatar clothes changing on quests?
i solved that, in 1 layer
Trying to make an avatar with an outline and the backface culling isn't working and I don't know how to fix what is wrong with my model, I do not know if this is a blender problem, a unity problem or both
what are you actually trying to do here?
the outline i have is made using a solidifier modifier in blender with reversed normals, and it looked normal in blender, however when i apply materials in Unity it only ever shows the what is supposed to be the outline, not the model inside with exterior black outline
I guess I mean, what is the actual goal?
I've figured out a part of the issue and that is the normals being fine in blender but somehow entirely flipped in unity for some reason? I have no idea how this is happening
I have found the problem
yup, apply all transforms before exporting
Never trust mixamo, man
Hi I recently bought a model and Iβm trying to upload it up this one error keeps stopping me
Iβve been stuck on it for hours
that is not an error and is not stopping an upload. Errors are red - if you have some, post the first 2-3 (at the top)
your scroll bar suggests those are the last errors - can you paste the first ones please?
there we go - that "missing script" error is the problem. You didn't install some package that is required.
how do i find what script im missing this is the frist time uploading a avi i have no idea what im doing
you can't tell from the error, usually you need to look at the documentation the avatar creator provides
There is no documentation
that's pretty unfortunate
and kinda weird
does the advertising page tell you what it requires?
The model is rigged and everything it even has a prefab
And it is VR already I just have no idea what Iβm doing
you're still missing some pre-requisite package
I donβt think I am. I mean the model is right there textured and everything.
you would not be getting that specific error message if you had everything it required
possibly it's VRCFury? maybe Modular Avatar? I'm guessing here.
I donβt know what either of those are
okay
Can you post the page where you got the avatar from?
I would but the page is nsfw
That'd be unfortunate. You shouldn't be using nsfw avatar. Otherwise you would have to be smarter about it yourself.
The webpage is not safe for work. The model I have is safe for work.
if you don't mind doing a DM, I'll be happy to look at it
mb kazin misclicked pregnant man >_>
Might just try starting with installing vrcfury and modular avatar.
haha
I donβt know what that is.
again, we're guessing here due to the lack of useful information.
You could search on google to learn what they are and how to install.
hey, can anyone help me with a pretty specific blender shading issue?
maybe, just ask
i want to join the main body and the arm, but whenever i do it smoothes the arm because the body is using shade smooth while the arm is auto smooth
So before I go wasting time downloading all this stuff is just gonna make uploading avatar easier
any ideas on fixes?
turn off auto-smooth?
It isn't on uploading part, it's more for creating part.
Some asset require those tools to work.
i really need to not have the pregnant man reaction next to the "this" one
both shade flat and shade smooth dont give me the shading that i want for the arm, only auto smooth looks good, but the body needs to be shade smooth so i cant turn it off
doesn't sound like you have a solution then
does the shading type in blender matter?
it does tweak the normals, so yeah, it can
yeah, when exporting as fbx it determines how the material shades it in unity
theres really no way to have the parts shaded differently?
if i want to join them that is
I don't believe you can both enable and disable auto-smooth on the same object, so....
oof
is there a way to "apply" that so it's set the way it is and then turn that off? I really don't use auto-smooth so just guessing here
i wish
hmm, I think I'll keep not using it then
its based off the angle
so everything gets smoothed if its under xΒ°
for the arm thats 30Β°
imo its pretty useful, but only in certain situations
Since it works by using geometry node, you could modify geometry node to take account on vertex weight which weight on body and arm differently.
how would i go about doing that?
oh hmm, true, you could do that by vertex group or material
step 1: learn geometry nodes π
Can't tell. I have only rough idea that's possible, but not going to investigate it.
gotcha, ill look into it. thanks!
Couldn't you just set all smooth and manually mark sharp edge?
I probably could, but I'm not entirely sure what is sharp vs smooth to get this look
Ill go ahead and try that though
this is what I usually do
sometimes even adding extra edges
(you can bake normals later)
bevel edge is nice too.
my main thing is I'm trying to keep it as few tris as possible, shooting for green on all stats
sure, but you can bake the normals on a high-poly model to a low one
yep!
ight i give up this is impossible
It wonβt let me
look in all of your inspector windows, if you have more than one it's weird about which one it picks
I've checked like five times and yeah, they are.
It's very useful pretty much always imo
You can set it to 180 which smooths everything out
Then you can manually control the sharps
Additionally it lets you set custom normals
edit mode > select > select sharp edges
set the angle in the dialogue box to the same as your auto smooth
then mark sharp
now select your body
set it to autosmooth
but set the angle to 180
that keeps everything smooth except for sharps
this is for the arm
now when you join the arm to the body it retains the shading