#avatar-help
1 messages · Page 106 of 1
this is what the console is showing
import vrc fury i think
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?
shrug
min and max render size
set the max to like 100 then it'll be fine
i found a redit post about it already but thx anyways
Hey there people, i have an avatar, which i want to upload, but how do i get permissions for that?
i said arent one
And how do i get permissions?
user is for worlds
new user is for avatars
needs to be a vrchat account not a guest account like steam
I linked my steam account
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
did try to apply all transforms?
when I do that it disappears
it disappears everytime I try to attach another armature too
wdym?
it shouldn't
unless you press delete or something
in object mode
A, Ctrl A, apply all transforms
that's very weird
is it still in the outliner?
whered you get the novabeast
the official gumroad
outliner?
blender's hierarchy
and that was the fbx that came in the gumroad?
yes
why is it called skeleton.001
can you link the gumroad page
it doesnt have an fbx included so I had to import the spp I think
oh wait n
no*
mmmmm
I took it out of unity
took out how
exported the fbx and then imported it to blender

yes it does?
you already have an fbx in the assets, just take that XD
no need to export with the unity's exporter
but it doesnt come with an fbx in the folder
how do I open it without making an entire project
how did you export an fbx without making a project in the first place
thats what I did though
I did make a project the first time
I made a project, went into assets, exported out the fbx, and then imported it into blender
okay, when you said "export" I assumed you used the unity exporter
and you shouldn't use the unity exporter
idk what the unity exporter is
you should just take the fbx and import it to unity
right click, export or something like that
I took the fbx out of the assets in the unity project
I dont know any other way on how to get an fbx out of a unity project
there isn't another way
the novabeast's armature is actual garbage
I'm seeing that too
I need a fixed novabeast base
cause idk whats going on with this one
this is from the official creator
and purchased
or you dont know what ur doin
yeah I've never worked with a furry base , no wonder .
nah the novabeast's armature is just actual garbage
although it shouldnt just rotate like that
why does yours look so malnourished
I have no idea I havent even touched the armature
thats why im asking for help
the armature is literally how it loaded in
I havent touched it
teach me how to do it then
no
exactly
then theres no reason to reply is there
there indeed is
yikes one of those
Have you checked blendshapes on the novabeast to see if that will at least fix the tummy issue?
Also I'm joining late hi
tummy issue ?
It was really thin right?
no I shaped it like that
Oh okay then
my problem is the armature and the way it keeps going back in editt mode
what was the other thing you imported
yesyes
hair and ears
the armatures wont connect
everytime I try to connect them the nova disappears
why does my hair move like this?
unapplied transforms
Okay go into cats' pose mode and stand it up (should hopefully be hips) then hit 'Apply as rest mode'
if transforms dont match itll just implode in one way or another
I tried to apply the transforms and it made it disappear too
apparently applying transforms deletes their model
... strange
isn't it just how your physbones are set up?
no bc my other models work fine
its just like the hair is ripping
is it weight painted all the way?
all the bones are connected and everything is weight painted
but is it weight painted correctly
yes
Check physbones, go down the line and wiggle each bone to see how it works with the hair
I know everything is connected but it doesn't hurt to check
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
That's good at least, now we know what to work on
Is it parented wrong? I had my head in my boob for some reason this morning
no
something slipped through the hair and weight painted itself to the wrong strand
it likes to go through things when i tell it not to and vice versa
well ig im going through 101 bones
joy
cause that
i know that issue all too well
I have to refit my clothes on an avi cause the thighs got weight painted together :/
yikes
oof
Godspeed friend
Okay my turn! In unity, how do you toggle off expressions while still having expressions?
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
😔
gesture layer and fx layer are independant
make another variable and add it to the conditions for the expressions. toggle that variable on/off however you like
^
Kk thank yall ^-^
Honestly the only way we can come up with a fix atp is if we can mess with it in blender ourselves which sharing is a major nono for most purchased bases
I hope you can figure it out though >-<
is there a specific order you have to parent your bones in blender?
Hips > Spine > Chest > Neck > Head
forgot the neck
My bad thanks
hips > upper leg > lower Leg > foot > toe
thank you guys
chest > shoulder > upper arm > lower arm > hand
^
like this?
backwards
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
its not though
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
im trying to put blue on a subemitter for grey
you need to weight paint the model
yeah i figured it out like a minute after sending this lol
HI i need a little help connecting gestures to, like, expressions. i tried looking it up but nothing really worked
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
tru
i mean like do yall have any good tutorials for connecting gestures to expressions
OOH thanks
Hi everyone, I'm pretty new to unity, I have encountered problem when trying to upload an avator.
Youre missing some script on the mentioned objects
It is likely that you forgot to add a package if this is a purchased avatar
not so sure how to fix this, I just bought this avator 2 hours ago
Many booth models use modular avatar which you have to import first
Have a look in the instructions, maybe a readme file or some txt that lists dependencies
you bought this?
yes
if so, you should read this
is that mean I have to buy another thing for this model?
I have limited Japanese level sorry
google translator is your friend
@simple ridge no need to buy https://github.com/VRLabs/Dynamic-Bones-Stub
thanks just installed now
wait...it doesn't compatible to latest unity version?
yep, also it says it doesn't compatible to latest sdk too. (sorry for late response)
I think sdk 2.0 is already in VCC right?
maybe that's the sdk 3.0
2.0 is out of date
so..the only way I can fix the problem is to install 2019 unity and try to get sdk 2.0 unity package?
2.0 is way too old, older than 2019 unity.
so...any other option to fix?
i dont even think you can upload it now
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.
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
yes its just a single blendshape for both eyes
ok thank you, I'm currently working on an avatar for vrchat
how do i rig this little octopus guy i made because when i tried to move the arms it deforms the head
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? :)
google translate is possibly one of the worst translators for japanese
yeah but better than nothing... (idk other option to translate between JP <-> EN)
I use this for translating though its not 100% accurate its generally better then using google's https://www.deepl.com/en/translator
ooh thx! i'll check this out
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.
possibly you have backface culling on (it's the default) and that's designed for it off?
What version of unity should I be using 2019.4.31f1 or 2022.3.22f1
2022.3.22f1
thanks, havent made a model in a while
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
make the head a separate object that's attached to the head bone via parent constraint
use another constraint on a hand and just swap the weights to move it. Treat it like any other prop, basically.
what is a "TDA" part for avis?
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..
I'm a bit slow and by slow I mean slow.
So your saying: I should make the head (in Blender) a separate object that's still parented to the armature (Rig/ Skeleton) and then just treat the seperated head like a prop
Basically yes, though I think it'd need its own armature.
I don't think so, but you could do it manually
ah I see what your puttin down
The extra head bone is grabable, that allows me or others to grab it
that also means i have to resize the UV unwraps too, right?
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.
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...
exactly
use VRC Animator Tracking Control on your animator state, set the arms to "Animated" and when done return them back to "Tracking"
And do this in the Gesture animator, not FX.
But which layer? I tried on gesture layer already and it's doing weird things.. like putting the avatar underground in the test environment.
that's the proper place
Why would my avatar be getting put underground?
no idea without observing this
It's the scrunchy looking squat pose that happens when editing an animation in the editor sometimes.
oh, "bike pose" - that's normal when you are working on an animation
Not normal when testing in play mode with gesture manager though o.o
correct
I have no idea what could be causing this
so you have the avatar set to humanoid?
yes
Wait Cound't I just import a duplicate of the head with all the shape keys and do it that way
you want two heads?
and just make a shape key for the original head to shrink
kinda? the bones would still deform it, and the mesh would still be there. way more efficient to use one mesh and move it
if you have hair or ears with physbones, that'll be a mess too, better to do one set
ah cool, should be pretty easy then.
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?
Pumpkin's Avatar Tools.
omg pumpkin thats right tyyy
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?
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
definitely it's two skinned mesh renderers though
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 🙂
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.
wouldn't i need to parent it to the head, or would it be treated as a psybone line hair
*like Hair
if you parent it to the head it'll move with the head bone even when removed and in your hand - this is not what you want
show the layers in this animator?
I am attempting to merge with VRCFury
you need a mask on that first layer
The first layer and not just the one that has contents?
no, all layers really
Kazin your the real deal, helping people just to help, if ya ever need a simple model, hit me.
it's mentioned here, but the unity docs have more detail too:
https://creators.vrchat.com/avatars/playable-layers/#gesture
I got lots of help by reading the history here when I started, just payin' it back 🙂
well still hit me up if you want a Cute, Cartoony character
haha, thanks
I also now about🍈 ⌛ 🍈
So parenting to the Hip will allow a larger range for not only me but also other people to grab it
it's got to have a parent, that's the root bone
otherwise you could make it a separate armature
which actually would be neat if you wanted to be able to drop it in the world
yep
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.
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
Ok I'll give it a go, I'll probally be back asking for more help.
The Backface Culling is off for the hair texture.
does the texture have an alpha node enabled
Yes, it does!
are the normals flipped
Check your model through Blender,
you'd need to check face orientation in blender
Where do I find that?
under viewport overlays at the top right, "face orientation". red = backside
you want the red ones facing in, generally
It looks like their facing inwards, but when I put it into Unity the red parts are invisible.
aah some of the normals are flipped
yeah some of those do look backwards
How do I fix that??
you can easily fix it buy pressing ALT + N and press recaculate outside
select faces, then in the menu: mesh -> normals -> flip
yeah or recalculate if it's obviously got an inside and outside
you can also select the parts that are red and just flip those
I may not know how to make a detachable head, but I know my way around a blender
It's all one mesh so I can only select it as a whole.
you can go into edit mode
in fact, you must do this in mesh edit mode
most hair models like that have strands seperated as individuals
Just press the TAB button your Keyboard it will take you to edit mode.
Press A
to select all of the model
and then ALT + N Recaculate to Outside
Unless the hair is trying to go for a cell shade approach then it should all be good
Now it's like this.
you made sure to click A to select the whole Mesh and then presh ALT+N and recaculate Outisde
While in Edit mode
You might have to indivually flip each strand
Aahhh~ Okay. I'll try that!
I can do it for ya if you want
Ahh- Are you sure???
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.
No prob
no prob
Here ya go
Just as a Head up Mei, Normals or Mesh faces are like a 1 Way Window
as long as they curve or bend to show off the back with out it being modeled then you'll still see the Red
you could add more vertices or full model the hair, but that could tank its performance
Well, now it's just the arms that go into bicycle pose, I really am confused.
Are you trying to make animations or position the rig of the model in unity
I'm trying to play animations I've made on the avatar from a menu which affect the arms only, and without affecting any other animations when they aren't being played.
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.
Alright, thank you so much!!!!
does anyone here know how to make an avatar have like neon color changing stuff on them
to put on the outfits and hair btw
Keywords are emission and hue shift.
im way too stupid to know what those words mean bro
Start with using material with shader that support emission and hueshift. Poiyomi shader is a common one. You will see the properties to set emission and hueshift once you take a look at it.
in vr roid?
No. Unity.
i made my avatar in vr roid will it save over to unity then i can use it?
does anyone know how to fix this?
Partly yes. Taking vroid into unity isn't straight forward and require some more work.
you gotta click the andorid box
Does anyone know why when i try to upload an avatar its inf loading?
are you doing windows and andorid together?
me?
yea
no just windows
oh. idk then, it could be your internet or something
i dont think so since i just uploaded another avatar recently
oh, is it stuck on a window like what it says its loading on?
hold on
this
it loads then goes back down and i ran it for like 30mins just incase it was actualy loading
Just keep waiting. If your PC is slow, it''s going to take long time.
i was thinking it could have somthing to do with this
It'
?
Shader count is collated with material count.
so would i have to lower the shader size or would i be chilling
"Count", not size.
oh right
So is that a must fix or not
If you can't wait then reduce material count.
"Jax please lay off the fent"
Maybe try adjusting the positioning of the eye bones. That works for me with eyes sometimes.
on blender or unity?
Could we bring back all the permanently banned avatars please,I had a really good wrath skin
I suspect they were banned for good reasons
Any idea why a blendshape for eyes shows fine in Blender but not in Unity? Left is Blender, and right is Unity.
is it possible to do something like this in vrcfury? im trying to make a rocket that makes sounds
Turns out I had to export via CATs instead of Manually with Blender. Bleh
it worked
ok im facing the mirror and my avatar head is offset
and domt mind the bottom right cuz it my arm that need to be fix
i got this error
some one help
Show where the viewpoint orb is at in your project
i can only get till this screen and it doesnt do anything else?
and it did not do anything after 15-30 minutes
Screenshot your entire unity when building
You're most likely in the prefab focus screen, which prevents the SDK creating a prefab
yeah, click the back arrow at the top left of the hierarchy, and drag the prefab into the hierarchy instead of double clicking it
can u show where in ss?
that
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
Gotta drag the model into your scene
and where do i save it?
wdym by save
oh that's saving the scene file
just call it avatar and save it where it's already at
and how long could it take?
The process of uploading the avatar?
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
or if you're adding things with something like VRCFury/Modular avatar
i just found avatar on vrmodels and a friend helped with it
since this my first thingy
u got another site? i could use next time
next time?
i mean if i want more avatars
dont use the files you've currently got you're just asking to get hit with a ban
always verify creators so you know they're not stolen avatars
For avatars like that you'd use https://jinxxy.com/ which just compiles Payhip, Gumroad, and it's own store together
+its highly illegal :P
yeah
hmm
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
ill look for a good avi on here then
and maybe ill also do this
i believe it's part 2 of how to upload avatars
how do i make the avatar quest compatible. i tried everything
you probably need to optimize it a lot
and change shaders
most likely blender will be needed
does it not upload?
it does upload but it only pc
how?
and make sure the quest and pc avatars both have the same blueprint id
if you send a full screenshot I can tell you
I don't remember the new UI in my head
there should be a section called "platform"
like this?
yes
then publish?
I guess
I'm not sure how uploading more than one platform at a time works, I haven't tried it yet
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
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.
you don't need that much for a quest avi
bruh
So the bottom gloves appear if:
- arms are enabled
- gloves are enabled
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
what is the normal polygons size for quest?
ive never used vrcfury for that. how would i go about doing it?
bruh i have to start all over
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
ok can do tyy
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?
im trying to make the polygons smaller but his arm keeps breaking
you need to remove polygons from dense areas that don't deform
you'll also need to adjust the weightpainting for the new topology
so your head for example, has a lot of polygons
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 happened
your arms don't have a lot, and they need to bend, so don't remove much from them or it will break
re-organizing?
as in moving the armature for the top to different places
cause i was assuming i maybe put it in the wrong place
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
still too much
yes!
how can vrc fury help
people seem to be using it for attaching props and clothing lately
then reduce it more
i'm just giving you advice for how to find where to reduce polygons
if i reduce it more my guy will look like ps1
is there a guide somewhere
you also should be doing this manually btw, don't rely on decimate
not true, you need to be strategic about what you remove
I imagine so? I mostly just used the docs on vrcfury.com, though I don't really do that much with it.
copy that ill try to find smth, ty i appreciate it<3
i think this is fine
@supple cloud these are the qualifications for what edges to remove:
- Does not contribute heavily* to the silhouette of the model
- Is not in a heavily deforming area (either joints or blendshapes)
- Is surrounded by lots of other geometry (aka, in a dense area)
- 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
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
@somber sequoia u literally saved my life ttyyyy
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.
Ah was talking about the bending
finally android
hey recently grabbed a rexouium base and can't seem to get its mouth to move while talking and im quite lost
anyone here think they can help me with unity?
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
idk, i thought all the unity textures were squares, but im not really a texture person cus i suck at making them so
my head is below my avatar head
im touching my head
do you know how to fix that
eye look position
how do i fix that and find that
ye
should it be inside the head?
where is it currently
infront of the head
lemme see
move it up a bit inbetween the eyes
and then probably push it back a tiny bit so its not far out
try that
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?
how did you attempt to add it
I imported it directly into the Avi, I'm new to this lol so I'm not Sure what I'm doing wrong
Like it shows up in the toggles but doesn't show up on quest or anything
did you upload to quest-
Yeah
so it shows up in toggles, but also doesnt show up
It shows up in unity but not in game
I tried asking someone else lol
They had nothing
what doesnt show
gogoloco
Like in the toggles there's only a clothes toggle and a body toggle,not gogo
just ask in vrcfury discord probably get answer quicker
probably in #1204490664637890580
just look up vrcfury, its on their website
nvm its workin now
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
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
Unity WILL NOT allow me to drag my png textures onto my model, any ideas?
How do I keep the parenting of the armeture while parenting the armature to the parts of my avatar?
if I remember correctly you don't drag textures on an avatar, but materials
you need to drag the texture into material, not model
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
Is it possible to blend a specific layer of a particular controller up and down from an animator state?
anyone know how to make this appear again with out having to create a new project
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
Flipbooks is all you get
Sads but thanks for answering
eyooo, when i go to my avatars animations, the record, play and add property buttons are grayed out, anyone know why that may happen?
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
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
well yes thats how it is, they blend oneframes via transition time etc
how can i get it to play the whole animation before looping?
oooooooooooooooooooooh
oh kay the lenght is in frames, not seconds
hi guys is there any way to add bloom/intensity to particles? im using quest compatible shaders
Quest doesn't have bloom since it relies on world post processing. You would have to fake it with texture with feathered out edge.
ohh okk thankyou :)
Does anyone know how to fix this?
if the feet don't have a Blendeshape to fit the shoes you will need to use blender
how many hours does one need before uploading?
12-24 hours ish
ive heard having alot of friends help with that is this ture or nah?
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
yeah i get that im just trying to upload for my second account
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?
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.
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.
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
You could test with gesture manager and it has an option to pose avatar.
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
so you have any unapplyed modifiers in blender? (not counting the armature)
I just found one yes. I had a collission one left over
forgot blender liked to blend things when modifiers were left behind
yeah
No one has any advice for me?
Never heard of smoothing groups
If I remember correctly the "half viewed" version that others see is the exact state your avatar is in when you upload.
So if you have a nude avatar and then you use toggles to turn on stuff, they will see it nude because your toggles are not being run for them
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
Ok, I'll see what happens.
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
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
That's irrelevant. As I said, if you want it to sync, you have to rely on synced parameter. Not contact parameter or physbone parameter and such. Sync parameter is driven on the player who wore the avatar which will always be visible to them, and they role is to sync the syncs parameters to other player, and other player will use the parameter to drive toggle animation.
is this the place to ask basic substance painter questions too or is this mainly for unity only?
You may ask but there is no guarantee answer.
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?
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
There is no way to force animator to always run. That's the reason why I suggest you to not rely on any local parameters or consequence animator states, but instead use synced parameter to drive animations.
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
@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.
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
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
It does not, it also affects normal menu based actions, that are normally synced properly via the appropriate setup
What is bump again?
In what context?
To bump up their thread so it's at the top of the list.
Oh thanks
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
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?
If you mean disabling face expressions tied to gestures, then yes, that's not difficult
Nice!
Can I have a quick rundown on that? Or is there a tutorial or something? I mean, really just anything. That would be great.
Well it depends how you have the facial expressions setup. You basically just add a new parameter for the toggle and to every transition to the facial expressions you add the condition if this parameter is false. You add a new state that is empty and transition to it when the new parameter is true
i have a question.... uhhh, can sounds be played in vrcfury when you turn on such object?
You could put none loop sound as a child object of whatever object vrcfury is toggling.
ah, ok, thanks
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?
does that error have a "Select" button that takes you to the problematic renderer?
Search for t:renderer in hierarchy and look through. If all has none, then it's some of material changing animation.
Ah, probably that one. cause i did have an animation that changes material
Anybody know where i can find the Gestures thingy? I wanna change the gesture, but im not sure where to find it
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
Have you restarted the editor yet?
Multiple times.. reloaded the editor, the VRC SDK.
what does "Reloaded the VRC SDK" mean?
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
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
Alrighty i think ill try that when i have loads of time. I was just gonna change 1 or 2 things on the avi cuz little time
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
is there a way to make the flat square transparent completely, leaving just the green circle?
@mystic tinsel you have to use a shader
i have it
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?
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
gotta make sure both the quest and PC versions share the same parameter list with the sync box checked
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?
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
anyone know how to fix an issue w breat physics where they randomly float?
does anyone know how i can add an png to a texture in blender
I might need more elaboration, no clue what ya mean
or add a png logo to any texture in general
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
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.
Help 🙏
Nevermind nobody helped me with my last 3 requests so I did it myself 🙏
Still need help with this tho
How do you have your face expressions set up? Can you send screenshots?
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?
yeah its mostiley that!
Oki
you see those white arrows?
mhm
click on one and send me a screenshot of what in opens in the inspector window
beautiful
in this area, do you see a "parameters" tab next to the layers tab?
Yup
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
Done
okay awesome
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
Alright
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
I actually don't have a parameters list lol, I'll put it in gogo cause I don't use it anyways
I'd just make a new params list
No clue how 😭
And if I did that, would it overwrite/not merge with my menu correctly?
if your current ones are using vrcfury, it'll merge fine
Synced?
(Sorry I suck with this stuff)
synced = other players will see the effects
Yes
what is goin on
my bad
You are all good! not a pain at all
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
thats wacky
It shouldnt be messing with the shader at all, I've never had an issue like that before
Weirdly enough, I have
When I decimated an avatar it did that
Lemme try something
anyone know how to use a button to play an anim each time its triggered?
You could use vrcfury and add a toggle that can start the anim
Anyone know why this might be appearing when the toggle has already been removed from the menu and the FX layer?
A different shader doesn't work
sorry but im wanting it to be a button not a toggle
so vrcfury wouldnt help
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
thats just a poiyomi outline issue
Sorry then mate
I tried other shaders
vrchat/mobile/diffuse as well
usually shaders do outlines like an external mesh so maybe just remove the outline
it may be an issue with the deira base
It's not
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
Have to remove it from the main parameters list as well not just the menu and fx layer
It's not an issue with the shader itself, if I remove the "Gestures" check, that doesn't fix it either
I mean it's gone from the parameters list, that's why it asked me to remove it from the menu. And after doing so it still showed me the error :(
i am having a lot of trouble trying to make a vrchat avatar, and i might need help
Ah, that issue. You may have to close and reopen the sdk window to force refresh
this issue is annoying, it got me yesterday
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
Idk what I'm missing tbh
- 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
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.
I'd try to find the canny report but the interface to search is frustrating
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
If I use the VRC fury "Gestures" component, is there any way to disable it with a toggle of some sorts?
looks like your normal map was made for when she has boobs, not sure why that isn't shown in Blender
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?
#1138520828556890214 is the place for that
Zipped over my head, I remembered seeing that channel but lost it (I had the category collapsed 😅 )
Remaking it worked!! Ty! It's like the old menu had a ghost toggle or something, weird error/bug
upvote that one please!
You can make a VRCFury toggle into a button in the toggle's options
Volcanic is here, maybe I'm saved?
hi, i was wondering if there was a way to make that fur texture from a lot of vrchat furry avatars from blender
as i dont have substance painter
i can use ucupaint with no issues
Also, this issue isn't actually caused by the hands (I don't think)
One moment
"that fur texture" is kinda ambiguous, but I'm guessing it might be people using a fur brush. I think you can do that with blender + ucuPaint, possibly not quite as easily but it should be doable.
hmm yeah, that fur brush from substance, i kind of want to recreate that but with ucupaint
since if im not wrong its also a normals job
yeah definitely involves painting normals
Every blendshape does this
one thing is that how am i supposed to import a fur brush, since ucupaint relies either on external editing or in blender's texture painter
yeah I don't know, I found ucuPaint to be frustrating and mostly gave up on it
i kind of want a in-blender workflow so that i can control within the model, how its gonna look
what "this" are we supposed to see here?
Look at the shader
The outline is weird, as with the shading in general
It's not the shader itself, I've tried others
yes I looked at it but not knowing what "right" looks like makes it hard to see what is "wrong". Thanks for explaining.
looks like blendshape normals - what are your FBX import settings? Are you using legacy blendshape normals? importing them?
I sent two images
I didn't have any issues until I added the "Gestures" parameter, but I'll check
added to what?
I'm undoing everything I did to see if that's an issue
To my avatar, a toggle to stop hand gestures from effecting my face
ah ok
Didn't fix it, checking the import settings
Wait
I may have lied
I dropped my fbx into a folder for resonite, then I had to reimport my fbx
I might have forgotten to apply old settings
yeah, that's why. check "legacy blendshape normals" or switch "blend shape normals" to "import" and have the right FBX export settings for that
Tysm mate!
I guess it worked then 🙂
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
unity cloth is also pretty janky, avoid it in most cases
Yeah im trying but i dont know how to constrain on physbones ;-;
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
the video isn't playing for me, unfortunately
basically the part around the neck is moving too
instead of just the ends
or the string or whtv i dont know what that's called lol\
so it drifts off the avatar's neck
ah ok I downloaded it and played it, but really can't see what's going on from this perspective, sorry
is there a way i can hide the bones to make it easier to see?
you can certainly disable the physbone components you're not working on
took a better vid
oo
p
gotta send mp4
unless thats fine
i turned the settings really high up but thats basically whats happening, the whole scarf is moving
yeah .mp4 embeds
oh I see, I guess I get thumbnails for .webm videos but can't play them in discord, weird
maybe you can zoom in? the model is quite small and you're moving it fast so I can't really see any detail
oh - that separate thing is the scarf, now I get it
I was looking around the neck area
Yeah, it was super far off because I turned up the settings to show it better
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?
it was stretching a lot because of the settings
the main problem is that the scarf isnt really sticking to the neck
how is it attached?
its returning to the neck after I move the avatar but its going super far off
i js
put it under the neckk
area
so its got its own armature?
and you just dropped it there or you used something like VRCFury's armature link to connect it?
I just dragged and dropped it
i dont know much abt vrcfury
i only have it since my avi needs t
it
yeah I don't think that quite works like you want it to
I'd use the armature link component
alr, how do I apply it?
(well, I'd have put this on in Blender)
should I drag it out of the neck and then add a component to the scarf root?
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
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.
Does anyone know what causes this error? I can't upload my avatar because of it.
I own all of the assets on the avatar prefab. I can update already existing blueprints, but not new ones.
is that the only red error? if not, post the first 2-3.
oh awesome!
:D
That's the only red one. It keeps repeating itself.
I'm not the only one who has this problem, but nobody I know was able to fix it.
that's literally the first error? huh. Re-open Unity, clear console, try again?
I get over 150 white messages, 9 yellow messages and only 1 red error message.
well that's not very useful. huh.
Upon further inspection, all of the messages are saying that the problem stems from scripts inside the VRCSDK package.
Most likely, it's because of SDK Avatars 3.8 update.
that's been working fine for me so far
Then it could also be something in VRCFury
anyone know how to fix this when i had to change the shape keys and then reimported into unity
what "this" are we talking about?
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"
i use cats to export so should be the same ill check tho
ah I'm not sure how that does it
hmm, im trying to avoid having to reassign all the textures and such so doing it without cats doesnt do much i think
looks lizardy, so sideways probably
probably just sculpt it around from ze sides, could be a blendshape that comes out from around the eye
that's what i'd try at least, idk much about blendshapes tho
technially i dont need to give him eyelids cause he's a snake.... But i still wanna tryyyy lol
separate mesh for the eyelids specifically
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?
I mean as long as the eye is round just do a round eyelid
it can just slide into the head
hey can anyone help me with uploading a avi I uploaded the pc side but I am confused with uploading the quest side
just switch to android build and switch the shaders to quest compatible shaders and there ya go
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
why would you upload the quest one to pc
Idk I'm new to this whole thing the most I've done is make games like snake in class lmao
just upload the PC one to Windows and Quest one to android, using the same Blueprint ID
how would I do the Blueprint ID thing tho
you get it after you upload the first one. I definitely suggest watching tutorials if you haven't
copy the avatar id then paste it into the pipeline manager
alright thank you very much I think I got it right
im trying to fix the size of my avatar cuz its too bug but its not working
i fixed this buuut
😭
@night ember
why did you @ me
I need help and ur the only person ik to ask and like noone is frickin answering
anyways
Oh oop
How do i fix this?
maybe cus nobody is here, or knows how to fix it.
so calm down lil bro
i see no issue
the legs litera;;y aren't physically attached
and i also need help animating a walk cycle
is your unity rig setup correct
yeah
im pretty sure it is yeah
weight painting?
i did the parenting with automatic weights but i didnt check that
automatic weights is like, literally useless for humanoid
oh
