#avatar-help

1 messages · Page 106 of 1

arctic ginkgo
#

well you need to enter safe mode like it says, then resolve the compilation errors

compact dust
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i always ignore them

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do not be like me.

flint sonnet
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this is what the console is showing

compact dust
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import vrc fury i think

young bear
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im makin a fireball particle system but for some reason the particle renders smaller when i bring it closer to my face. any idea why that be?

compact dust
#

shrug

flint sonnet
arctic ginkgo
#

set the max to like 100 then it'll be fine

young bear
#

i found a redit post about it already but thx anyways

elfin relic
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Hey there people, i have an avatar, which i want to upload, but how do i get permissions for that?

compact dust
#

wdym

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you have permissions to upload if you arent a visitor/new user i believe

elfin relic
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Yeah, i am a new user

compact dust
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i said arent one

elfin relic
#

And how do i get permissions?

compact dust
#

user or higher trust level

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i think user is the lowest

night ember
night ember
# elfin relic

needs to be a vrchat account not a guest account like steam

elfin relic
#

I linked my steam account

compact dust
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it has to be a vrc account

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so migrate it

hollow meteor
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does anyone know why whenever I work with the novabeast it lays down like this every time I go into edit mode ?? It also wont allow me to combine other armatures with it

desert elk
#

did try to apply all transforms?

hollow meteor
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it disappears everytime I try to attach another armature too

desert elk
#

wdym?

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it shouldn't

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unless you press delete or something

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in object mode
A, Ctrl A, apply all transforms

desert elk
#

is it still in the outliner?

hollow meteor
hollow meteor
desert elk
#

blender's hierarchy

night ember
#

and that was the fbx that came in the gumroad?

hollow meteor
hollow meteor
night ember
#

why is it called skeleton.001

hollow meteor
#

idk thats how it came

#

is it supposed to be called something else?

night ember
#

can you link the gumroad page

hollow meteor
#

it doesnt have an fbx included so I had to import the spp I think

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oh wait n

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no*

night ember
#

mmmmm

hollow meteor
#

I took it out of unity

night ember
#

took out how

hollow meteor
#

exported the fbx and then imported it to blender

night ember
desert elk
#

through the unity exporter?

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that's buggy af

night ember
#

hold on

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why didnt you just import the fbx that came with it when you "bought" it

hollow meteor
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it doesnt come with one

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I said that

night ember
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yes it does?

hollow meteor
desert elk
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you already have an fbx in the assets, just take that XD

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no need to export with the unity's exporter

hollow meteor
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but it doesnt come with an fbx in the folder

night ember
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yes it does?

hollow meteor
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this is all it came with..

desert elk
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open the unity package

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look at the assets

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there should be an fbx there

hollow meteor
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how do I open it without making an entire project

desert elk
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you don't

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just make the project

night ember
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how did you export an fbx without making a project in the first place

hollow meteor
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thats what I did though

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I did make a project the first time

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I made a project, went into assets, exported out the fbx, and then imported it into blender

desert elk
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okay, when you said "export" I assumed you used the unity exporter

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and you shouldn't use the unity exporter

hollow meteor
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idk what the unity exporter is

desert elk
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you should just take the fbx and import it to unity

desert elk
hollow meteor
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I took the fbx out of the assets in the unity project

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I dont know any other way on how to get an fbx out of a unity project

desert elk
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there isn't another way

night ember
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the novabeast's armature is actual garbage

desert elk
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I'm seeing that too

night ember
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not sure why its rotating like that

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mine didnt do that

hollow meteor
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I need a fixed novabeast base

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cause idk whats going on with this one

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this is from the official creator

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and purchased

compact dust
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or you dont know what ur doin

hollow meteor
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yeah I've never worked with a furry base , no wonder .

night ember
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nah the novabeast's armature is just actual garbage

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although it shouldnt just rotate like that

hollow meteor
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thats how it first loaded in

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when I imported it

night ember
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why does yours look so malnourished

hollow meteor
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I have no idea I havent even touched the armature

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thats why im asking for help

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the armature is literally how it loaded in

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I havent touched it

hollow meteor
compact dust
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no

hollow meteor
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exactly

compact dust
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exactly what

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its not my problem to fix

hollow meteor
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then theres no reason to reply is there

compact dust
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there indeed is

hollow meteor
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yikes one of those

fiery crest
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Have you checked blendshapes on the novabeast to see if that will at least fix the tummy issue?

Also I'm joining late hi

hollow meteor
#

tummy issue ?

fiery crest
#

It was really thin right?

hollow meteor
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no I shaped it like that

fiery crest
#

Oh okay then

hollow meteor
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my problem is the armature and the way it keeps going back in editt mode

fiery crest
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Oh okay I see now

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Do you have CATS?

night ember
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what was the other thing you imported

hollow meteor
hollow meteor
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the armatures wont connect

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everytime I try to connect them the nova disappears

wanton cedar
night ember
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unapplied transforms

fiery crest
# hollow meteor yesyes

Okay go into cats' pose mode and stand it up (should hopefully be hips) then hit 'Apply as rest mode'

night ember
#

if transforms dont match itll just implode in one way or another

hollow meteor
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I tried to apply the transforms and it made it disappear too

desert elk
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apparently applying transforms deletes their model

fiery crest
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... strange

desert elk
wanton cedar
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its just like the hair is ripping

desert elk
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is it weight painted all the way?

wanton cedar
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all the bones are connected and everything is weight painted

night ember
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but is it weight painted correctly

wanton cedar
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yes

fiery crest
wanton cedar
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should i do that in blender

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or unity

fiery crest
#

You can do that in unity just have your ctrl Z ready every time you wiggle it

Since the physbones are acting up I dont suggest doing it in play mode while you still have those physbones applied

wanton cedar
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i see an issue in blende

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what the actual f

fiery crest
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That's good at least, now we know what to work on

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Is it parented wrong? I had my head in my boob for some reason this morning

wanton cedar
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no

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something slipped through the hair and weight painted itself to the wrong strand

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it likes to go through things when i tell it not to and vice versa

fiery crest
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Ah

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Oof yeah that sounds about right

wanton cedar
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well ig im going through 101 bones

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joy

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cause that

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i know that issue all too well

fiery crest
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I have to refit my clothes on an avi cause the thighs got weight painted together :/

wanton cedar
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yikes

fiery crest
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Godspeed friend

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Okay my turn! In unity, how do you toggle off expressions while still having expressions?

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Like I have a Peace expression that correlates with the peace gesture, but sometimes I want to do the peace gestures without having the facial expression

wanton cedar
night ember
somber sequoia
night ember
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^

fiery crest
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I hope you can figure it out though >-<

vague ember
#

is there a specific order you have to parent your bones in blender?

fiery crest
night ember
fiery crest
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My bad thanks

night ember
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hips > upper leg > lower Leg > foot > toe

vague ember
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thank you guys

night ember
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chest > shoulder > upper arm > lower arm > hand

fiery crest
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^

vague ember
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like this?

night ember
#

backwards

warped scroll
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im trying to put a particle system on a subemitter but i keep getting this error message. it's not even part of a prefab tho

night ember
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its a part of a prefab

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you need to unpack it

warped scroll
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its not though

vague ember
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okay so ive rigged most of the things but in pose mode for blender some of the bones will move with the wrist and not take the models hand with it

warped scroll
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im trying to put blue on a subemitter for grey

night ember
vague ember
young kiln
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HI i need a little help connecting gestures to, like, expressions. i tried looking it up but nothing really worked

junior void
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I'd suggest you tell us what you did so we can spot the mistake because writing instructions from 0 might be more than what you actually need and would take forever lol

young kiln
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tru

timber wharf
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this should come up🤷‍♂️

young kiln
#

i mean like do yall have any good tutorials for connecting gestures to expressions

young kiln
simple ridge
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Hi everyone, I'm pretty new to unity, I have encountered problem when trying to upload an avator.

junior void
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Youre missing some script on the mentioned objects

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It is likely that you forgot to add a package if this is a purchased avatar

simple ridge
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not so sure how to fix this, I just bought this avator 2 hours ago

junior void
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Many booth models use modular avatar which you have to import first

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Have a look in the instructions, maybe a readme file or some txt that lists dependencies

left wharf
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you bought this?

simple ridge
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yes

left wharf
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if so, you should read this

simple ridge
#

is that mean I have to buy another thing for this model?

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I have limited Japanese level sorry

left wharf
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google translator is your friend

timber wharf
junior void
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dynamic bones is old and was replaced by phsybones

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which are part of the sdk

simple ridge
left wharf
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yep, also it says it doesn't compatible to latest sdk too. (sorry for late response)

simple ridge
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I think sdk 2.0 is already in VCC right?

left wharf
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maybe that's the sdk 3.0
2.0 is out of date

simple ridge
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so..the only way I can fix the problem is to install 2019 unity and try to get sdk 2.0 unity package?

timber wharf
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2.0 is way too old, older than 2019 unity.

simple ridge
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so...any other option to fix?

timber wharf
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i dont even think you can upload it now

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well any avi is fbx inside, so even if its 2.0 which i highly doubt it can be easily used with any version, 2022 as well.

glass geyser
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so to clarify, you can create a single blendshape to use for your avatar to blink or how does it need to be done for a blendshape

timber wharf
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yes its just a single blendshape for both eyes

glass geyser
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ok thank you, I'm currently working on an avatar for vrchat

fathom fossil
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how do i rig this little octopus guy i made because when i tried to move the arms it deforms the head

tender jetty
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hey, i added poses to my avi yesterday and now my arms arent working anymore😅 when i move they are just still and when i play on vr they dont move with my controllers anymore until i do one of the poses i added, can some1 help? :)

limpid cargo
left wharf
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yeah but better than nothing... (idk other option to translate between JP <-> EN)

left gull
left wharf
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ooh thx! i'll check this out

wintry field
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Does anyone know how to fix this issue when it comes to hair meshes/textures? It's see-through in some parts of the hair when it's suppose to look like the picture on the right.

somber sequoia
daring axle
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What version of unity should I be using 2019.4.31f1 or 2022.3.22f1

somber sequoia
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2022.3.22f1

daring axle
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thanks, havent made a model in a while

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Ok I saw this cool model, that allowed the person to take of their head and their head would still be able to talk and emote, I wanna try to mimic it but thiers hardly any tutorials. Any pointers or advice

somber sequoia
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make the head a separate object that's attached to the head bone via parent constraint

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use another constraint on a hand and just swap the weights to move it. Treat it like any other prop, basically.

compact dust
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what is a "TDA" part for avis?

frail temple
#

Can you unatlas a material through matcombiner or do i have to grab the original model and go through all the fixes again? i've atlas'd it in an unoptimized fashion..

daring axle
somber sequoia
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Basically yes, though I think it'd need its own armature.

somber sequoia
daring axle
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ah I see what your puttin down

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The extra head bone is grabable, that allows me or others to grab it

frail temple
uneven tundra
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If I wanted to animate the arms, just the arms, and have everything else still be controlled like normal, how would I go about doing that? I've been at it for hours and nothing I've tried has worked.

somber sequoia
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the head is really just a single bone anyway so you can just use a parent constraint to stick it to the head bone. ear bones if you have them will be on the head armature. Eyes you may have to have on the main armature and use rotation constraints to cause the head's eyes to move, I haven't tried any of this, so...

somber sequoia
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And do this in the Gesture animator, not FX.

uneven tundra
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But which layer? I tried on gesture layer already and it's doing weird things.. like putting the avatar underground in the test environment.

somber sequoia
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that's the proper place

uneven tundra
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Why would my avatar be getting put underground?

somber sequoia
#

no idea without observing this

uneven tundra
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It's the scrunchy looking squat pose that happens when editing an animation in the editor sometimes.

somber sequoia
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oh, "bike pose" - that's normal when you are working on an animation

uneven tundra
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Not normal when testing in play mode with gesture manager though o.o

somber sequoia
#

correct

uneven tundra
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I have no idea what could be causing this

desert elk
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so you have the avatar set to humanoid?

uneven tundra
#

yes

daring axle
somber sequoia
#

you want two heads?

daring axle
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and just make a shape key for the original head to shrink

somber sequoia
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kinda? the bones would still deform it, and the mesh would still be there. way more efficient to use one mesh and move it

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if you have hair or ears with physbones, that'll be a mess too, better to do one set

daring axle
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Nah just a head

somber sequoia
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ah cool, should be pretty easy then.

static sparrow
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i kinda remember a unity plugin called panda or something that can help me transfer settings from one avi to another. does anyone know what im talking about and where i can find it?

static sparrow
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omg pumpkin thats right tyyy

daring axle
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So let me put this into steps, cause I'm dumb as a rock.

Have the models head be a separate piece (skinned Mesh) thats still parented to the body.

treat the skinnedmesh as prop.

Done

is that right?

somber sequoia
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I'd make a new armature with one bone and put the head mesh on that, removing it from the body. Leave the normal head bone on the avatar's armature.
Then in Unity use a parent constraint to stick the head's bone to the avatar's head bone

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definitely it's two skinned mesh renderers though

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hmmm I bet you could actually do it with one - make a second head bone that's a child of just the root bone (hips) and weight paint the head to that, then it works the same in Unity, you just put the parent constraint on the head's bone, not the head bone 🙂

uneven tundra
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So apparently the mere act of adding another layer above the one giving me problems caused it to stop working at all. And yeah, the layer is set to 1.

daring axle
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wouldn't i need to parent it to the head, or would it be treated as a psybone line hair

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*like Hair

somber sequoia
somber sequoia
uneven tundra
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I am attempting to merge with VRCFury

somber sequoia
#

you need a mask on that first layer

uneven tundra
#

The first layer and not just the one that has contents?

somber sequoia
#

no, all layers really

daring axle
somber sequoia
somber sequoia
daring axle
#

well still hit me up if you want a Cute, Cartoony character

somber sequoia
#

haha, thanks

daring axle
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I also now about🍈 ⌛ 🍈

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So parenting to the Hip will allow a larger range for not only me but also other people to grab it

somber sequoia
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it's got to have a parent, that's the root bone

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otherwise you could make it a separate armature

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which actually would be neat if you wanted to be able to drop it in the world

daring axle
#

so something like this for the parent

somber sequoia
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yep

daring axle
#

and with this I'll be able to hold it, others will be able to grab and hold it and it can drop in the world like a prop.

somber sequoia
#

others being able to grab it is quite a bit more complex, and I'm not sure if that needs a separate armature, but yeah, you should be able to make all of this work

daring axle
#

Ok I'll give it a go, I'll probally be back asking for more help.

wintry field
daring axle
wintry field
daring axle
#

are the normals flipped

wintry field
#

How do I do that??

daring axle
#

Check your model through Blender,

somber sequoia
#

you'd need to check face orientation in blender

wintry field
somber sequoia
#

under viewport overlays at the top right, "face orientation". red = backside

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you want the red ones facing in, generally

daring axle
#

if the faces are blue it means its right

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if its red it means its wrong

wintry field
#

It looks like their facing inwards, but when I put it into Unity the red parts are invisible.

daring axle
#

aah some of the normals are flipped

somber sequoia
#

yeah some of those do look backwards

wintry field
#

How do I fix that??

daring axle
#

you can easily fix it buy pressing ALT + N and press recaculate outside

somber sequoia
#

select faces, then in the menu: mesh -> normals -> flip

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yeah or recalculate if it's obviously got an inside and outside

daring axle
#

you can also select the parts that are red and just flip those

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I may not know how to make a detachable head, but I know my way around a blender

wintry field
#

It's all one mesh so I can only select it as a whole.

daring axle
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you can go into edit mode

somber sequoia
#

in fact, you must do this in mesh edit mode

daring axle
#

most hair models like that have strands seperated as individuals

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Just press the TAB button your Keyboard it will take you to edit mode.

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Press A

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to select all of the model

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and then ALT + N Recaculate to Outside

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Unless the hair is trying to go for a cell shade approach then it should all be good

wintry field
#

Now it's like this.

daring axle
#

you made sure to click A to select the whole Mesh and then presh ALT+N and recaculate Outisde

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While in Edit mode

wintry field
#

This is what it looks like with normals outside.

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This one is inside normals.

daring axle
#

You might have to indivually flip each strand

wintry field
#

Aahhh~ Okay. I'll try that!

daring axle
#

I can do it for ya if you want

wintry field
#

Ahh- Are you sure???

daring axle
#

ya

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no biggie

wintry field
#

I just want to let you know that there are multiple hair meshes with this same problem I'm trying to put together for an avatar.

daring axle
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No prob

wintry field
#

I really appreciate the help!

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Thank you so much!

daring axle
#

no prob

daring axle
#

Just as a Head up Mei, Normals or Mesh faces are like a 1 Way Window

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as long as they curve or bend to show off the back with out it being modeled then you'll still see the Red

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you could add more vertices or full model the hair, but that could tank its performance

uneven tundra
#

Well, now it's just the arms that go into bicycle pose, I really am confused.

daring axle
uneven tundra
#

So far I've had no luck. Either the animations won't show up, or it breaks something else so that my pose is messed up when they aren't playing.

wintry field
rancid root
#

does anyone here know how to make an avatar have like neon color changing stuff on them

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to put on the outfits and hair btw

ornate stump
rancid root
ornate stump
ornate stump
rancid root
#

i made my avatar in vr roid will it save over to unity then i can use it?

void kettle
ornate stump
void kettle
#

you gotta click the andorid box

proper epoch
#

Does anyone know why when i try to upload an avatar its inf loading?

void kettle
#

are you doing windows and andorid together?

proper epoch
#

me?

void kettle
#

yea

proper epoch
#

no just windows

void kettle
#

oh. idk then, it could be your internet or something

proper epoch
#

i dont think so since i just uploaded another avatar recently

void kettle
#

oh, is it stuck on a window like what it says its loading on?

proper epoch
#

hold on

void kettle
#

ill try to get a picture

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oop nvm lol

proper epoch
#

it loads then goes back down and i ran it for like 30mins just incase it was actualy loading

ornate stump
proper epoch
proper epoch
#

?

ornate stump
#

Shader count is collated with material count.

proper epoch
#

so would i have to lower the shader size or would i be chilling

ornate stump
proper epoch
#

oh right

proper epoch
ornate stump
supple cloud
#

the 2d eyes are looking werid

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(thats jax)

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how do i fix his eyes

safe mesa
supple cloud
#

on blender or unity?

sudden obsidian
#

Could we bring back all the permanently banned avatars please,I had a really good wrath skin

somber sequoia
#

I suspect they were banned for good reasons

queen isle
#

Any idea why a blendshape for eyes shows fine in Blender but not in Unity? Left is Blender, and right is Unity.

worldly marlin
#

is it possible to do something like this in vrcfury? im trying to make a rocket that makes sounds

queen isle
proper epoch
#

it worked

supple cloud
#

ok im facing the mirror and my avatar head is offset

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and domt mind the bottom right cuz it my arm that need to be fix

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i got this error

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some one help

junior void
#

Show where the viewpoint orb is at in your project

fierce river
#

i can only get till this screen and it doesnt do anything else?

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and it did not do anything after 15-30 minutes

somber meadow
#

You're most likely in the prefab focus screen, which prevents the SDK creating a prefab

fierce river
#

prefab?

somber meadow
#

yeah, click the back arrow at the top left of the hierarchy, and drag the prefab into the hierarchy instead of double clicking it

fierce river
#

can u show where in ss?

left gull
fierce river
#

nvm i found

#

ty

somber meadow
#

The SDK creates a prefab of your avatar, packages it into an assetbundle, and then uploads it. Being in the prefab preview screen prevents the first step

fierce river
left gull
#

Gotta drag the model into your scene

somber meadow
fierce river
#

and where do i save it?

somber meadow
#

wdym by save

fierce river
#

its in dutch but it asking to save it somewhere

somber meadow
#

oh that's saving the scene file

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just call it avatar and save it where it's already at

fierce river
#

and how long could it take?

somber meadow
#

The process of uploading the avatar?

fierce river
#

ye

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ill test it tmr

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since i dont have much time

somber meadow
#

it depends on how much unique shaders are on the avatar as shader compilation has to run and how fast your CPU is at compiling them

left gull
#

or if you're adding things with something like VRCFury/Modular avatar

fierce river
#

i just found avatar on vrmodels and a friend helped with it

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since this my first thingy

left gull
#

yikes

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That entire site is Pirated/Ripped content

desert elk
#

yeah

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I wouldn't recommend

fierce river
#

u got another site? i could use next time

left gull
#

next time?

desert elk
#

Use it this time xd

#

jinxxy, Booth, gumroad

fierce river
#

i mean if i want more avatars

left gull
#

dont use the files you've currently got you're just asking to get hit with a ban

desert elk
#

always verify creators so you know they're not stolen avatars

somber meadow
#

For avatars like that you'd use https://jinxxy.com/ which just compiles Payhip, Gumroad, and it's own store together

left gull
#

+its highly illegal :P

desert elk
#

yeah

fierce river
#

hmm

desert elk
#

if you wanna practice with avatar stuff for free, just use the default robot that's available to download under one of the tutorials on the vrc YouTube channel

fierce river
desert elk
#

i believe it's part 2 of how to upload avatars

supple cloud
#

how do i make the avatar quest compatible. i tried everything

desert elk
#

you probably need to optimize it a lot

#

and change shaders

#

most likely blender will be needed

supple cloud
desert elk
#

does it not upload?

supple cloud
#

it does upload but it only pc

desert elk
#

OH

#

you need to change/pick the platform to android

supple cloud
#

how?

desert elk
#

and make sure the quest and pc avatars both have the same blueprint id

desert elk
#

I don't remember the new UI in my head

#

there should be a section called "platform"

supple cloud
#

like this?

desert elk
#

yes

supple cloud
#

then publish?

desert elk
#

I guess

#

I'm not sure how uploading more than one platform at a time works, I haven't tried it yet

supple cloud
#

hm

#

oh wait

#

i checked and it said too much polygons

static sparrow
#

im trying to do 2 dif toggles but am having trouble. i have a toggle to trun on/off the second pair of arms and i wanted to do a toggle to do the same with the gloved but the bottom gloved dont turn off. i know the arm toggle is clashing with it but im not sure how to fix it

somber sequoia
#

well that's funny. using Lyuma's Avatars 3.0 emulator, the third blendshape on my body mesh is set to 100 but I can't figure out why. Works fine with GestureManager.

supple cloud
#

bro it hard to scale it down to 7500

desert elk
#

you don't need that much for a quest avi

supple cloud
#

bruh

desert elk
#

well you do, if you want the rank

#

performance rank I mean

pine valley
#

One option would be to give the "Lower Gloves" object an empty parent. That would let you toggle either it or its parent -- and both would have to be on for the lower gloves to appear.

However, that would require you to unpack your model prefab, which is undesirable

#

(since you can't rearrange the hierarchy of a prefab instance)

#

It would be pretty easy to set this up manually in an animator

#

You could use a VRCFury full controller with only one job: turn the lower gloves on if two different parameters are both true.

You'd set both of your existing toggles to "Use a Global Parameter", then use those two parameters in your Full Controller

supple cloud
static sparrow
supple cloud
#

bruh i have to start all over

pine valley
#

it'd be a bit of a leap

a Full Controller lets you merge in an entire animator controller into your avatar.

So you'd be making a new animator controller that has one layer and only two states.

#

You might want to ask about it in the VRCFury discord. They might have a simpler solution

static sparrow
#

ok can do tyy

tribal oracle
#

So I'm having this issue where two contacts will interact with OnEnter, and it shows in the debug menu, but it only activates the transition between states *sometimes*. How do I fix this?

supple cloud
#

im trying to make the polygons smaller but his arm keeps breaking

arctic ginkgo
tribal oracle
arctic ginkgo
#

so your head for example, has a lot of polygons

grizzled tusk
#

Hello it's my first time putting together a booth avi and was having trouble with (most likely) an armature issue?

context: I put together shinano 1 with everything I needed, looked good in gesture manager. And was about to upload it then a issued arised and I had to basically redo everything (she was scrapped). So I created shinano 2 going smoothly and then when I put on the outfit and switched to gesture manager and moved her breast's were clipping everytime (as shown below) i thought it wasba armature issue but everything looks to be in place, I even tried reorganizing some of it to see if that did anything but nothing worked. Is there any solution I can try? maybe I should just delete the outfit and do it all over again? it worked fine on shinano 1 idk what happenedvrcTupCry

arctic ginkgo
grizzled tusk
#

as in moving the armature for the top to different places

#

cause i was assuming i maybe put it in the wrong place

somber sequoia
#

oh is this a fully rigged add-on? seems like something vrc fury is good at, if you don't want to go put it on in blender

somber sequoia
#

people seem to be using it for attaching props and clothing lately

arctic ginkgo
#

i'm just giving you advice for how to find where to reduce polygons

supple cloud
#

if i reduce it more my guy will look like ps1

grizzled tusk
arctic ginkgo
#

you also should be doing this manually btw, don't rely on decimate

arctic ginkgo
somber sequoia
grizzled tusk
#

copy that ill try to find smth, ty i appreciate it<3

supple cloud
#

i think this is fine

arctic ginkgo
#

@supple cloud these are the qualifications for what edges to remove:

  1. Does not contribute heavily* to the silhouette of the model
  2. Is not in a heavily deforming area (either joints or blendshapes)
  3. Is surrounded by lots of other geometry (aka, in a dense area)
  4. Ideally it should be a whole edge loop, it's harder to practically remove poles

Also don't be too scared of triangles, just be aware of where they are, try to keep them away from high-deforming areas. These can be used to reduce detail on some areas while keeping it in others, like keeping detail in the face but removing it from the back of the head.

#

*what you consider "heavily" contributing to sillhouette is a subjective threshold which can be more and more forgiving for lower and lower tri-count goals. The same goes form deforming areas, but you still want to be careful to make sure the sillhouette doesn't look strange or too low-quality in those areas when they are at their most deformed

supple cloud
#

ok i got it lower then 20

#

it should be working by quest

arctic ginkgo
#

This is really all subjective, but if you follow these guidelines you can reduce your poly count very low, and keep the joints and shape fairly high-quality

grizzled tusk
#

@somber sequoia u literally saved my life ttyyyy

somber sequoia
#

yay!

#

er, how so?

#

oh VRCFury? yeah, quite useful.

dark jay
#

i need help

somber sequoia
#

specifically what part of this do you think is wrong?

#

It looks kinda like you're rotating that bone in unnatural ways, and that it's not weight painted very well to work with such extreme movement. You could try to do better weight painting, or figure that you probably can't move your real spine like that, so it's probably fine as-is.
But if it's something else, please explain in detail.

supple cloud
#

finally android

plush karma
#

hey recently grabbed a rexouium base and can't seem to get its mouth to move while talking and im quite lost

autumn mortar
#

anyone here think they can help me with unity?

left gull
#

gotta specify what you mean by "help me with unity"

#

thats a bit of a vague ask

frail temple
#

If i have a texture at 2048x1028, will it stretch in a unity Vrchat project?

#

or will the UV unwrapping only select what it should

compact dust
#

idk, i thought all the unity textures were squares, but im not really a texture person cus i suck at making them so

supple cloud
#

my head is below my avatar head

#

im touching my head

#

do you know how to fix that

compact dust
#

eye look position

supple cloud
#

how do i fix that and find that

compact dust
#

vrc avi desc

#

should be near the top

supple cloud
#

ok ill do that soon

#

is it this?

compact dust
#

ye

supple cloud
#

should it be inside the head?

compact dust
#

where is it currently

supple cloud
#

infront of the head

compact dust
#

lemme see

supple cloud
compact dust
#

move it up a bit inbetween the eyes

supple cloud
compact dust
#

and then probably push it back a tiny bit so its not far out

supple cloud
compact dust
#

try that

supple cloud
#

alr

#

thank you

bold obsidian
#

So I'm trying to add gogoloco to an avatar, but for some reason no matter what I do it doesn't show up on vrc, the toggle isn't there

#

How do I fix this?

compact dust
#

how did you attempt to add it

bold obsidian
#

I imported it directly into the Avi, I'm new to this lol so I'm not Sure what I'm doing wrong

compact dust
#

imported what into it?

#

the fbx or the unity package

bold obsidian
#

Like it shows up in the toggles but doesn't show up on quest or anything

compact dust
#

did you upload to quest-

bold obsidian
#

Yeah

compact dust
#

so it shows up in toggles, but also doesnt show up

bold obsidian
#

It shows up in unity but not in game

#

I tried asking someone else lol

#

They had nothing

proper storm
#

what doesnt show

compact dust
#

gogoloco

bold obsidian
#

Like in the toggles there's only a clothes toggle and a body toggle,not gogo

proper storm
#

just ask in vrcfury discord probably get answer quicker

bold obsidian
#

You have the link to it?

#

??

compact dust
proper storm
dreamy warren
#

i need helpp, it wont let me open the armature configure menu

#

in unity btw

#

ughh

dreamy warren
#

nvm its workin now

frail temple
#

Is it possible to change the entire body mesh with a toggle from one mesh to another with a different armature?

#

Or does it have to be the same armature with different weight painting values

night ember
#

you cant exactly just swap armatures

#

at that point just use a different avatar

daring axle
#

For some reason my FBX keeps flipping the normals

#

I had to import the and delete the model like 3 times I don't know why it keeps flipping the normals

quiet harness
#

Unity WILL NOT allow me to drag my png textures onto my model, any ideas?

dreamy warren
#

How do I keep the parenting of the armeture while parenting the armature to the parts of my avatar?

desert elk
fallow mirage
dry python
#

recently i finally learned to upload so that i could upload an avatar i bought, but it's been doing this since i first uploaded it, so i tried reuploading and it did the same thing? Idk what I did, this is all very new to me still

uneven tundra
#

Is it possible to blend a specific layer of a particular controller up and down from an animator state?

frank spruce
#

anyone know how to make this appear again with out having to create a new project

dark bloom
#

honest question here as i have no ideas left
anyone know how to use mp4 or gifs on avatars i try looking it up and get spammed with 3-4 years old videos on flipbook that takes way to much space per flipbook and for some reason can't still use video players on avatars even though its clean and light compare

dark bloom
night ember
#

Videoplayers are also not "light"

#

They are very performance heavy

mental flare
#

eyooo, when i go to my avatars animations, the record, play and add property buttons are grayed out, anyone know why that may happen?

timber wharf
#

theyre not tied to active animator. dont open anim files and rather select your avatar and use dropdown in animation panel

#

if some are missing in the dropdown, just drag animations onto avatar root

mental flare
#

thing is that i've got animations to gestures but because they r grayed means they dun work

#

not even the gestures

#

aaahhhh okay

#

got it to play but it's only 0.017 seconds long, in other words 1 frame at 60 frames per second

timber wharf
#

well yes thats how it is, they blend oneframes via transition time etc

mental flare
#

how can i get it to play the whole animation before looping?

#

oooooooooooooooooooooh

#

oh kay the lenght is in frames, not seconds

fervent spear
#

hi guys is there any way to add bloom/intensity to particles? im using quest compatible shaders

ornate stump
fervent spear
#

ohh okk thankyou :)

limber gazelle
#

Does anyone know how to fix this?

desert elk
#

if the feet don't have a Blendeshape to fit the shoes you will need to use blender

limber gazelle
#

oooh

#

I completely missed the slider

#

😮‍💨

onyx sun
#

how many hours does one need before uploading?

mental flare
#

12-24 hours ish

onyx sun
#

ive heard having alot of friends help with that is this ture or nah?

mental flare
#

yeah

#

you need a certaint amount of respect ish

#

works like trust rank

#

can get it in different ways but simplified is based on how long you've played

onyx sun
#

yeah i get that im just trying to upload for my second account

queen walrus
#

Anyone know if there is a way to sync avatar animation and events even if one is not looking at the avatar? So for example, currently, if player a toggles a prop on their avatar, and player b does not have player a’s avatar on screen, this prop toggle will not be synced for them, i assume this is intentional from vrchat’s side, which makes sense, but it does complicate some avatar based things for the sake of for example roleplay involving weapons, so does anyone know if there is a way to work around it and allow these things to sync even off screen?

ornate stump
#

If you use contact parameter to drive animation, that's a wrong way. You must use contact parameter to drive another synced parameter, and that parameter is what to drive animation.

strong zephyr
#

Why is my avatar naked by default before users check the eye with a line through it to activate or view my avatar? I did everything else right, the GoLocal, Eye Tracking, Armatures, PhysBones, Weight Paint, the whole nine yards, And I'm proud of myself, because she is gorgeous. But, when users don't turn her on, She's naked by default, and I don't know how to change that. If I merge a set of her clothes to her body, I can't use GoLocal menu in vrchat to switch her clothes, because I can't remove the clothes I merged onto her body in I think it was Unity, but It's been a while since I worked on her, but I'm pretty sure it'd be in unity that I would have to merge her clothes to her body in Hierarchy.

rigid nymph
#

hey guys, im trying to make a render using unity and its my first time since ive always used blender for rendering -
how can i pose in unity? i downloaded a tool "icongen thumbnail" idk if that helps

ornate stump
sharp oasis
#

My model isn't importing with blendshapes. Where do I start looking to fix this?

#

It has them in blender, but the skinned mesh renderer is showing as no blendshapes in unity

#

I've no import errors, only a warning where i seem to have missed a tiny bit of weight painting?

#

it's all set to humanoid and stuff

desert elk
#

so you have any unapplyed modifiers in blender? (not counting the armature)

sharp oasis
#

I just found one yes. I had a collission one left over

#

forgot blender liked to blend things when modifiers were left behind

desert elk
#

yeah

strong zephyr
#

No one has any advice for me?

sharp oasis
#

Never heard of smoothing groups

sharp oasis
#

I may be wrong here but I think this can be fixed just by leaving a few things toggled on when you upload.
Also check for any VRCFury Hide On Upload components as that may also be causing issues

#

I don't know if toggle default on fixes it or whether that would be ignored as it's technically part of your animations

sharp oasis
#

I think as far as the clothes are visible when you upload it, and there's no vrcfury hide on upload, it should be the "default" state people see when they don't have you shown

queen walrus
# ornate stump If you use contact parameter to drive animation, that's a wrong way. You must us...

Of course, this is more regarding the whole ”things not loaded when not looked at” aspect, things sync like they should when the avatar is in view, and i know that the avatar, or aspects of it, not being loaded when not in view most likely is a vrc feature to increase performance, but im wondering if anyone is aware of a way to still execute animator and parameter actions even when the avatar is not in view

ornate stump
sharp oasis
#

is this the place to ask basic substance painter questions too or is this mainly for unity only?

ornate stump
sharp oasis
#

understandable

#

So question is related to AO baking.
I have some mesh inside the entrance of the sleeves and it bakes dark on the outside. Can I set it to not do that?

queen walrus
# ornate stump That's irrelevant. As I said, if you want it to sync, you have to rely on synced...

I am aware of how the synced parameters, aswell as the contact and physbone parameters work, from my understanding and experimentation, that seems to not have an effect on what im asking about, which is avatars, and specifically the animators it seems like from my experience, not being loaded when not in view, not generic sync related issues, im looking for a workaround around this specific issue, that is likely not an issue for most people using the platform for normal hanging out

ornate stump
queen walrus
# ornate stump There is no way to force animator to always run. That's the reason why I suggest...

Well, from my understanding, the synced parameters would not do much if there is no loaded things for them to interact with, im unaware of how vrchat processes not on screen parameters and syncing, someone can correct me on how thats synced or loaded if they want, but from what ive seen, even synced params do not update if the avatar is not on screen, in addition to this, i am indeed using synced parameters, ive done this for multiple years now, i know how to sync params normally on an avatar, im asking if anyone is aware of a way to work around avatars not being loaded normally when not on screen, for example to allow gun systems to work and sync properly even out of view, im aware that there might not be a workaround at all, but i thought i might ask and see if i could save myself some time before i dive into it myself to try to figure something out

timber wharf
#

@queen walrus overall animators do run 24/7, in view or not. but they dont when avatar disabled by distance hider, also stuff like visemes/eyetracking disabled as well from far away. but since its the same as having late joiners you just need to have a good logic to account for those and it will work just fine for distance hidden/manually shown later etc.

#

if you dont see smth when avatar is out of view, its most likely avatar bounding box disabling your renderer, not animator related.

queen walrus
# timber wharf if you dont see smth when avatar is out of view, its most likely avatar bounding...

Ok, so im unsure if im communicating properly, but one can easily see what im refering to if you grab a friend with something like a gun on their avatar, gun works well as it gives both visual and auditory cues, position them about 4-5m away, and face eachother, have them shoot at you as a control, you will see and hear the gun working, then turn around facing away from them, ask them to shoot at you again, this time, you will most likely not hear or see the gun working, this is what im refering to, ive also observed this with basically anything that runs trough an animator on an avatar, all kinds of assets and toggles, from different creators, on different avatars, in different environments, so its just not the gun example that i keep bringing up, its just easier to see in that example

timber wharf
#

does a gun rely on physbones? cause just toggles+animator+audio should work. dynamic stuff gets bunding box occluded as well tho, ie you wont 'see' friend grabbing a physbone based gun if his avi is occluded and doesnt rely on synced param setup

queen walrus
spring marsh
#

What is bump again?

ornate stump
spring marsh
#

They use it in the avatar search what does it mean there

#

?

ornate stump
spring marsh
#

Oh thanks

prisma thunder
#

Is there any way to create a toggle that would
A) Disable my gestures (from affecting my face)
And (Optional)
B) Make my hand gestures match the ones that apply when I turn off gestures in the radial menu (I can provide a video of what I mean if needed)

Yes I know about the gestures toggle, I want to use this with OSC, which means it needs to be a parameter unless I'm mistaken

mental flare
#

eyoooooo, trying to inport my avi into blender, clicked on inport fbx but it says that i can't inport an ascii fbx file, how do i make it into a normal fbx file?

timid terrace
prisma thunder
#

Can I have a quick rundown on that? Or is there a tutorial or something? I mean, really just anything. That would be great.

timid terrace
mystic tinsel
#

i have a question.... uhhh, can sounds be played in vrcfury when you turn on such object?

ornate stump
mystic tinsel
#

ah, ok, thanks

pearl furnace
#

I've already pretty much changed the material to supported shader that i could see in the scene, but this thing is still here. is there a way to pinpoint find this error?

pine valley
pearl furnace
#

nope. that's the problem

#

i couldnt specifically find the shader

ornate stump
pearl furnace
#

Ah, probably that one. cause i did have an animation that changes material

primal spruce
#

Anybody know where i can find the Gestures thingy? I wanna change the gesture, but im not sure where to find it

cursive kite
#

First time having this issue. What do i do? Its only when i open up the Vrchat control panel.

#

It just suddenly gave up on me. I opened unity and tried uploading my avi and then boom. This

pine valley
cursive kite
pine valley
#

what does "Reloaded the VRC SDK" mean?

cursive kite
#

When you open the small option menu (the white one on the top) theres a option to "Reload SDK". It reloads everything or something. @pine valley

pine valley
#

ah, i forgot that was even a button

#

i bet that reimports the package's folder

#

I'd try reimporting everything. check the Assets menu up top for a "Reimport All" button

#

it'll take a while to do this

#

i reach for that when i'm having very weird editor problems

cursive kite
pine valley
#

It's not that hard for imported data to get messed up (or, more generally, for something in the Library folder to become corrupted)

#

the more aggressive fix is to close the editor, delete the Library folder, and reopen the editor

mystic tinsel
#

is there a way to make the flat square transparent completely, leaving just the green circle?

daring axle
#

@mystic tinsel you have to use a shader

mystic tinsel
#

i see, what would you recommend?

#

@daring axle

daring axle
#

Theirs a shader called poi

#

But I don't know where to get it

mystic tinsel
#

i have it

radiant tree
#

can somebody help me with a small problem? I'm trying to mirror an arm in blender and not all the weights follow along, what would the correct settings be to fix this error?

buoyant thorn
#

why do avatar mess up between pc and quest syncing when uploaded on 2 different projects, i had to reupload 2 avatars for quest on my other project and now pc and quest cant see eachothers toggles. Is this not something vrchat can fix, syncing issues and shi

left gull
#

gotta make sure both the quest and PC versions share the same parameter list with the sync box checked

steep scaffold
#

Is it possible to show/hide different features or blendshapes based on the angle the user is looking at the avatar from, for cartoony avatars?

queen nimbus
#

i updaded the sdk to 3.8 and now i get that error. does someone know how tto fix that ?
3.7.6 work without problems

tidal atlas
#

anyone know how to fix an issue w breat physics where they randomly float?

blazing oar
#

does anyone know how i can add an png to a texture in blender

prisma thunder
blazing oar
prisma thunder
#

Is there any way to have a toggle that locks me in place? Sort of like the gogo loco lock where you can't move or turn, but something that works with full body

somber sequoia
# blazing oar or add a png logo to any texture in general

If you actually mean to alter the texture, I'd do that in an image editing program like gimp or krita. if you mean you want to overlay a second image texture in your material, make a new image texture node and load the new texture, then use a MixRGB node to blend them somehow. you can use a Mapping node to place it.

prisma thunder
#

Help 🙏

prisma thunder
#

Nevermind nobody helped me with my last 3 requests so I did it myself 🙏

prisma thunder
still shuttle
prisma thunder
#

One moment

#

I used the Deira base, not familiar with what it looks like over there, I'll check

#

That's interesting, I don't see it

#

Could be this?

still shuttle
prisma thunder
#

Oki

still shuttle
#

you see those white arrows?

prisma thunder
#

mhm

still shuttle
#

click on one and send me a screenshot of what in opens in the inspector window

prisma thunder
still shuttle
#

beautiful

still shuttle
prisma thunder
#

Yup

still shuttle
#

click on that!

#

there should be a plus button, add a new Bool and name it like Gestures or whatever

#

The new bool will spawn at the very bottom of the list of parameters, you can rename it by double clicking it

prisma thunder
#

Done

still shuttle
#

okay awesome

still shuttle
# prisma thunder

go back to here and you see where it says "conditions" and has "gestureleft eguals 1"

#

add a new one and make it your new bool

#

then you do that to all of them

#

for the left and right hand

#

except for the one going to idle

prisma thunder
#

Alright

still shuttle
#

after that you find your params list and add your bool to the list

#

if you dont want them to be off by default make sure at least the first check box is toggled on!

#

and then add it to any menu of your choice

prisma thunder
#

I actually don't have a parameters list lol, I'll put it in gogo cause I don't use it anyways

still shuttle
#

I'd just make a new params list

prisma thunder
#

No clue how 😭

still shuttle
#

its easy :D!
right click anywhere in the gray of your prject window

prisma thunder
#

And if I did that, would it overwrite/not merge with my menu correctly?

still shuttle
still shuttle
prisma thunder
#

Synced?
(Sorry I suck with this stuff)

still shuttle
#

That just means it syncs with the quest ver

#

if you have a quest ver

somber sequoia
#

synced = other players will see the effects

still shuttle
#

oh really?

#

damn

somber sequoia
#

Yes

compact dust
#

what is goin on

still shuttle
#

my bad

prisma thunder
#

Thx

#

Oh uhhhh

#

Do I need to make a menu as well to add this to?

still shuttle
#

If you dont already have one yeah

#

like a main menu

prisma thunder
#

Alrighty, sorry for being a pain!

#

Thanks!

still shuttle
#

You are all good! not a pain at all

prisma thunder
#

I take avi comms, I should not be asking these basic questions!

#

Wait my avatar is deforming whenever I close my hands or do any gesture, what have I done 😭

#

It's just the shader actually.. interesting

#

Without the gesture's toggle that we just created, there is no issue until I turn gestures on

still shuttle
#

thats wacky
It shouldnt be messing with the shader at all, I've never had an issue like that before

prisma thunder
#

Weirdly enough, I have

#

When I decimated an avatar it did that

#

Lemme try something

naive ferry
#

anyone know how to use a button to play an anim each time its triggered?

prisma thunder
#

You could use vrcfury and add a toggle that can start the anim

zinc plume
#

Anyone know why this might be appearing when the toggle has already been removed from the menu and the FX layer?

prisma thunder
naive ferry
#

so vrcfury wouldnt help

feral isle
#

Hey people. Is there a tool thar makes it easy for quest avatars that is too big, to then adjust the textures to get it down to the 10mb

naive ferry
prisma thunder
prisma thunder
#

vrchat/mobile/diffuse as well

naive ferry
#

it may be an issue with the deira base

prisma thunder
#

It's not

timid kite
#

how do i animate my tail? just a bit of going left and right. i want it to be the default state of my tail

prisma sedge
prisma thunder
zinc plume
earnest dagger
#

i am having a lot of trouble trying to make a vrchat avatar, and i might need help

prisma sedge
somber sequoia
#

this issue is annoying, it got me yesterday

zinc plume
#

I have xD I've also checked every part of the menu like 10 times already and closed/reopened the project itself

#
  • Correct FX layer, param list, and correct animator in the avatar descriptor area
  • All menus are linked correctly and linked to the correct param list
  • Parameter removed from param list
  • Parameter removed from animator param list
  • Animations removed
  • Toggle from the correct submenu removed
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Idk what I'm missing tbh

prisma thunder
# prisma thunder Wait my avatar is deforming whenever I close my hands or do any gesture, what ha...
  • It's not an issue with the shader itself (same thing happens to other shaders)
  • If I remove the "Gestures" check, that doesn't fix it either
  • The default state of my "Gestures" toggle doesn't matter
  • The "value" checkbox on the expressions menu doesn't matter
  • The checkbox on my "Gestures" parameter doesn't matter
  • Deleting my "Gestures" parameter doesn't fix the issue
  • Each gesture/combo has a different effect on the shader

That's everything I can think of to try

somber sequoia
#

there's some cases where if you change the menu parameter type, it doesn't clear out the fields that no longer apply, and so you end up with these errors. the easy solution is to recreate the menu file in question.

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I'd try to find the canny report but the interface to search is frustrating

fossil pasture
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i need help with this avatar. the issue is the fact on unity the shading looks a bit weird but it looks perfectly fine on blender. im not sure if there's more ways to smooth that out or not. me need assistances please

prisma thunder
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If I use the VRC fury "Gestures" component, is there any way to disable it with a toggle of some sorts?

somber sequoia
spice zodiac
#

Anyone here good with identifying an asset based off of an image alone? A friend and I have been looking for a few hours now for an asset we saw on multiple avatars that people have posted images of but we can't seem to find it anywhere. A weird trend we've noticed is that 9 times out of 10 the horns are on the same exact avatar but from different people, but one of them is a different avatar but with the same asset. We've checked the original avatar and it does not have what we're looking for. Anyone willing to help?

spice zodiac
somber sequoia
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ha, it happens 🙂

zinc plume
somber sequoia
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upvote that one please!

mental estuary
prisma thunder
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Volcanic is here, maybe I'm saved?

mental pawn
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hi, i was wondering if there was a way to make that fur texture from a lot of vrchat furry avatars from blender

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as i dont have substance painter

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i can use ucupaint with no issues

prisma thunder
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One moment

somber sequoia
mental pawn
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since if im not wrong its also a normals job

somber sequoia
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yeah definitely involves painting normals

prisma thunder
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Every blendshape does this

mental pawn
somber sequoia
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yeah I don't know, I found ucuPaint to be frustrating and mostly gave up on it

mental pawn
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i kind of want a in-blender workflow so that i can control within the model, how its gonna look

somber sequoia
prisma thunder
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Look at the shader

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The outline is weird, as with the shading in general

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It's not the shader itself, I've tried others

somber sequoia
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yes I looked at it but not knowing what "right" looks like makes it hard to see what is "wrong". Thanks for explaining.

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looks like blendshape normals - what are your FBX import settings? Are you using legacy blendshape normals? importing them?

prisma thunder
somber sequoia
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added to what?

prisma thunder
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I'm undoing everything I did to see if that's an issue

prisma thunder
somber sequoia
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ah ok

prisma thunder
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Wait

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I may have lied

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I dropped my fbx into a folder for resonite, then I had to reimport my fbx

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I might have forgotten to apply old settings

somber sequoia
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yeah, that's why. check "legacy blendshape normals" or switch "blend shape normals" to "import" and have the right FBX export settings for that

prisma thunder
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Tysm mate!

somber sequoia
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I guess it worked then 🙂

sturdy narwhal
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Could someone help me with constraining a part of clothing? I'm trying to add a scarf to my avatar but the entire thing moves (video attached). With the cloth component I got it working but the physics with physbones are better and it has grabbing so that's why im trying to use physbones

somber sequoia
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unity cloth is also pretty janky, avoid it in most cases

sturdy narwhal
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Yeah im trying but i dont know how to constrain on physbones ;-;

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I looked through the stuff and the left and right shoulder I thought would work but no matter if I ignored them or added constraints it wouldnt work

somber sequoia
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the video isn't playing for me, unfortunately

sturdy narwhal
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basically the part around the neck is moving too

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instead of just the ends

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or the string or whtv i dont know what that's called lol\

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so it drifts off the avatar's neck

somber sequoia
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ah ok I downloaded it and played it, but really can't see what's going on from this perspective, sorry

sturdy narwhal
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is there a way i can hide the bones to make it easier to see?

somber sequoia
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you can certainly disable the physbone components you're not working on

sturdy narwhal
#

took a better vid

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oo

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p

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gotta send mp4

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unless thats fine

#

i turned the settings really high up but thats basically whats happening, the whole scarf is moving

somber sequoia
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yeah .mp4 embeds

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oh I see, I guess I get thumbnails for .webm videos but can't play them in discord, weird

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maybe you can zoom in? the model is quite small and you're moving it fast so I can't really see any detail

sturdy narwhal
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the scarf thats flying around is the problem

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on the avi

somber sequoia
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oh - that separate thing is the scarf, now I get it

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I was looking around the neck area

sturdy narwhal
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Yeah, it was super far off because I turned up the settings to show it better

somber sequoia
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it looks like the physbone root is moving/stretching a LOT and it shouldn't. or it's not connected to the right thing. kinda guessing - maybe show the bone hierarchy and the physbone component?

sturdy narwhal
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it was stretching a lot because of the settings

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the main problem is that the scarf isnt really sticking to the neck

somber sequoia
#

how is it attached?

sturdy narwhal
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its returning to the neck after I move the avatar but its going super far off

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put it under the neckk

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area

somber sequoia
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so its got its own armature?

sturdy narwhal
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yeah

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under the scarf part is armature

somber sequoia
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and you just dropped it there or you used something like VRCFury's armature link to connect it?

sturdy narwhal
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I just dragged and dropped it

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i dont know much abt vrcfury

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i only have it since my avi needs t

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it

somber sequoia
#

yeah I don't think that quite works like you want it to

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I'd use the armature link component

sturdy narwhal
#

alr, how do I apply it?

somber sequoia
#

(well, I'd have put this on in Blender)

sturdy narwhal
#

should I drag it out of the neck and then add a component to the scarf root?

somber sequoia
#

there's documentation on the website and a discord, without knowing much about your avatar and this asset I'd not really be able to provide much details

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but figure out which of the avatar's bones you want to connect the scarf to (probably chest or upper chest, maybe neck) and use Armature Link to connect the scarf's armature to that.

sturdy narwhal
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okayyy, ty ill try that

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it worked tyy :D

smoky fulcrum
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Does anyone know what causes this error? I can't upload my avatar because of it.

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I own all of the assets on the avatar prefab. I can update already existing blueprints, but not new ones.

wide hawk
somber sequoia
somber sequoia
sturdy narwhal
smoky fulcrum
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I'm not the only one who has this problem, but nobody I know was able to fix it.

somber sequoia
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that's literally the first error? huh. Re-open Unity, clear console, try again?

smoky fulcrum
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I get over 150 white messages, 9 yellow messages and only 1 red error message.

somber sequoia
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well that's not very useful. huh.

smoky fulcrum
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Upon further inspection, all of the messages are saying that the problem stems from scripts inside the VRCSDK package.

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Most likely, it's because of SDK Avatars 3.8 update.

somber sequoia
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that's been working fine for me so far

smoky fulcrum
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Then it could also be something in VRCFury

keen sun
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anyone know how to fix this when i had to change the shape keys and then reimported into unity

somber sequoia
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what "this" are we talking about?

keen sun
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the model is distorted

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after exporting it to unity

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as above in the image

somber sequoia
#

having never seen the correct one, it's hard to see what's incorrect.
But possibly you exported with different settings as before - usually it's the "Apply scalings" being set to something other than "FBX All"

keen sun
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i use cats to export so should be the same ill check tho

somber sequoia
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ah I'm not sure how that does it

keen sun
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hmm, im trying to avoid having to reassign all the textures and such so doing it without cats doesnt do much i think

quaint crescent
#

Any ideas on how to make eyelids for these eyes?

somber sequoia
#

looks lizardy, so sideways probably

compact dust
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probably just sculpt it around from ze sides, could be a blendshape that comes out from around the eye

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that's what i'd try at least, idk much about blendshapes tho

quaint crescent
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technially i dont need to give him eyelids cause he's a snake.... But i still wanna tryyyy lol

night ember
quaint crescent
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The only trhing is that his eyes aren't exactly a typical shape, how could I do an eyelid without it being an odd shape while closing?

night ember
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I mean as long as the eye is round just do a round eyelid

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it can just slide into the head

foggy plume
#

hey can anyone help me with uploading a avi I uploaded the pc side but I am confused with uploading the quest side

night ember
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just switch to android build and switch the shaders to quest compatible shaders and there ya go

foggy plume
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well the quest side is already made I was confused one the ID linking or whatever it is and also if I should upload the quest avi to windows and android or just androd

night ember
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why would you upload the quest one to pc

foggy plume
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Idk I'm new to this whole thing the most I've done is make games like snake in class lmao

somber sequoia
#

just upload the PC one to Windows and Quest one to android, using the same Blueprint ID

foggy plume
#

how would I do the Blueprint ID thing tho

somber sequoia
#

you get it after you upload the first one. I definitely suggest watching tutorials if you haven't

night ember
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copy the avatar id then paste it into the pipeline manager

foggy plume
#

alright thank you very much I think I got it right

dreamy warren
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im trying to fix the size of my avatar cuz its too bug but its not working

dreamy warren
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😭

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@night ember

night ember
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why did you @ me

dreamy warren
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I need help and ur the only person ik to ask and like noone is frickin answering

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anyways

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Oh oop

dreamy warren
compact dust
compact dust
dreamy warren
compact dust
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did you give em bones

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is your hierarchy correct

dreamy warren
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and i also need help animating a walk cycle

compact dust
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is your unity rig setup correct

dreamy warren
dreamy warren
compact dust
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well check

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pretty sure isnt yes

dreamy warren
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yeah

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it is

compact dust
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weight painting?

dreamy warren
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i did the parenting with automatic weights but i didnt check that

compact dust
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automatic weights is like, literally useless for humanoid

dreamy warren
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oh