#avatar-help
1 messages · Page 107 of 1
what does the weight painting have to do with how the legs and body are connected tho?
because weight painting controls how stuff is connected, basically
Is there any way possible to make a shader toggle with vrc fury, not a material swap?
- Is it connected properly in Blender?
- Did you apply transforms before exporting from Blender?
- Do you have it set up as humanoid in unity?
- Definitely fix the weight painting manually, go into pose mode in Blender and make sure everything works properly. Also show your bones set up, cause it may not be correct for humanoid - that could be why it doesn't play animations
Would somebody be willing to get in call with me to help me figure out uploading an avatar from a unitypackage to VRChat? It's pretty much my first time ever trying anything like this, and I have no experience with Unity. I think I managed to get all the tools already, I just can't figure out putting them together and uploading them.
Notice: The avatar is NSFW.
So an alternate server will be needed, since it isn't allowed here.
I have tried following tutorials, but they confuse me
Especially because I run into issues that the tutorials don't address.
import the unitypackage + every other needed, like shaders and stuff
either open the scene or drag the prefab to the hierarchy (whatever your avatars comes as)
upload
done
if you have any errors just send them here and people will help
oh btw, you need an official vrc account that's trust rank new user or higher to upload
okay, you said you're running into issues, if you explain them people will be easier able to figure out what's going on
Thing is, I'm not really sure what the issues are, I'm just overall confused even with the tutorials showing me what to do
okay, yeah, no I can't help with that
did you install the face tracking prefab?
I don't know, I didn't make the avatar. Should be in the instructions or the website selling page
uhhh. updated the sdk. now getting this error? this has never been an issue before
All it says is import VRCFury for stuff involving that part. But like, I have the tool, and it shows in the editor. But I don't know how to move the tool to assets
that's for quest
quest has a limit of 8
if you're over the limit, all phsybones will be deleted
this is saying a prefab named 'vrcfury - face tracking - UE Blendshapes' is missing. you need to find that prefab or install it.
idk how the new sdk works, but could simply be a mistake because now it allows to upload 2 versions at the same time
make sure your editor is in the windows version
and reopen unity
done and done
Why does poiyomi keep doing stuff, it's interfering with me fixing the stuff VRCSDK is telling me to fix
What even is the "stuff"?
Compiling shaders
But like, it's been doing it on and off
How do I make an object the child of another object? VRCSDK is telling me the lower arm is not the child of the upper arm
It's normal though? Every shader needs to be compiled.
you can ignore it if you're not planning on using full body tracking or if you're not having issues in game
.
if you need it to be correct for whatever reason, you'll need to use blender
Does anyone knows why I cant change the values of Physbones in Play testing after the update? No matter what value i change it doesnt reflect on the avatar until i exit and enter playmode again.
have you tried disabling and reenabling the physbone component
In unity when in play mode physbones wont update like ill change something and it won't show
Also gravity fall off will not work
These four buttons that say "Model | Rig | Animation | Materials" aren't in Unity's inspector on my end. What's wrong?
I have to remap the bones because I get that shoulder error.
The doc is showing the selection of fbx file, while what you're selecting is an original prefab file.
There's no FBX file. I'm trying to convert my VRM VTuber avatar into a VRChat avatar.
blender
inb4 legal rights discourse surrounding VRM avatars, I don't want to hear it
Conversion of vrm in unity don't have fbx file, and conversion often results incorrectly.
Which mean you can't really fix it just in unity.
Have you ported a VRM model to VRChat before?
Yes.
so have I, you use Blender for that
4 minutes and done
free and painless 👍
mm however according to that, you may be talking about a different VRM than we are talking about
"Blender" and "painless" never belong in the same sentence, unless it's something like "If you think Blender is painless, it's not, you're just desensitized to the pain"
do whatever you want
if you're talking about something that you get from for example VRoid Studio
follow that tutorial
Keeking this
if you try, it's not that hard
you don't even need to press that many buttons
or understand how blender works tbh
I've been alive for 26 years, and never once have I used Blender successfully, and not for lack of trying
🤷 idk what else to say
I've exported, like, super rudimentary 3D objects for a simple game
and that's it
ugh, I really do not want to use Blender
Not much other choice.
Okay, I looked at this and at 27 seconds in I'm already lost. There's no way to open a VRM on Blender
File > Import > VRM isn't there
Okay so I skipped back and it says I need an add-on?
Obviously yes.
I hate it when people say "obviously" about something that's extremely arcane
Also the Blender I have is apparently v2 so I have to also install v4
if you have a very old blender you should def upgrade
newer versions have less bugs and more add ons are compatible with them
This should work, right
any idea why everything but my avatars feet is backwards ingame but is normal in unity???
did you apply all transforms in blender?
and what way is it facing in unity?
the model
i did not make the model, how do i check?
i dont know how to really show you sorry, but its just the normal way everything else imports
How do I install the CATS Blender plugin? Like, what do I do with the ZIP file on Blender?
first, keep it zipped
Edit > Preferences > Add-ons
top right of the window, click the arrow and "from disk" or something similar
select the cats zip
make sure cats is ticked
you may need to restart blender if it doesn't show up right away
I managed to do it, but there are a bunch of "policy violation" warnings. Is it safe to ignore this?
that's normal
if you wanna read on why, there's information about it on the cats website
Thank you for the help, I'm going to have to work on dinner now so I'll probably be gone for now
Will definitely return for help when something goes wrong
still confused... 
Because in unity you didn't test it, so no animation got applied on the model so it stay TPose and just "look correct".
With gesture manager?
yes
How does it look like?
Then that isn't "normal in unity".
Did you edit the model in blender?
That means the model is facing incorrect direction.
okay so what should i do then?
The model must face -Y direction in blender, with zero on all rotation.
here?
Yes.
then it already is
Can you screenshot the whole blender screen?
Then the next thing to check is bone left and right side, which determine left/right from perspective of the model.
Just click on arm bone and see the bone name if it's for left arm or right arm.
okay, it seems the left arm is called upperarmR and so on, vise versa
do i switch all the names to the respective L and R?
Yes. Switch them.
and so are the legs
okay let me do all of this real quick and ill tell you if it fixes it
Are you really sure though? Can you screenshot to confirm?
So that is it.
yeah!! ill brb
this fixed it!!! thanks so much, i would never thought to check if the bones were correctly named
What is the best way to do hair and fur tufts for a VRChat avatar in Blender?
Yeah.
All that.
I don't have a work flow right now.
Id personally work with curves
Those are easy to position while keeping their shape rather than modeling a cone to death
Interesting
But it eventually needs to become a flat mesh to project hair on top.
And there should also be multiple layers for 3d effect.
How does that work?
I think you're thinking about hair cards. That's not what I meant
You can use flat mesh and use alpha to make them look like individual hair strands. But remember that quest does not support transparency.
What I meant was using curves to shape a cone, which can then be made into a mesh object, so you literally have a long cone
Like this
O ok.
I thought I should use hair cards because I think they don't use as much mesh data.
But sucks that transparency doesn't work on all platforms.
I really start to dislike that no shader thing.
Hair cards will be less polygons if done right, yea. It really depends on what style you're going for as well. Your choice
I know.
But do you know how I can like combine both techniques?
Probably need to create a fallback for standalone as well. 🤔
Here comes pain, the plugin says "Fix Model button has been removed"
MMD Options
it's been moved there
cause people were using it for things that it wasn't meant for
it's also in MMD Options in the video
mm
It seems like the bone names aren't being auto-detected
looks like you did mean the bad vrm
not helping anymore if that's the case, sorry
I thought you meant vroid or something like that
I made the VRM myself though, and it's compatible with all the VTubing software I use
(the ones that use VRM files)
well does it have bones?
and are they named correctly?
you may not even use the fix button tbh
You can't really. One is flat mesh and the other consists of cones.
that is a lot of bones and very weird names
you're better off correcting that manually
you should find some good info in #avatar-rigging
https://hub.vroid.com/artworks/2750946631640381264
This is the model I'm trying to convert, just for the record
cause those are some weird bones
idk how else to help than tell you to do it manually
oh btw, just because it's on vroid hub doesn't mean it was made fully in vroid
that's all I wanted to say
But you can apply curves to haircards too right?
Oh like that. Sure i guess
Yeah I think if you use cones for big clumbs and hair cards for details you have the best of both.
Personally i wouldnt mix both ways just because of how different they appear but if you wanna give it a go, who am i to say no
I have seen something like this in a video about realistic hair for video games.
this happens to almost every project i make, last thing i do is unlock mats if that helps
Hello everyone,
can anyone help me out with an avatar?
I need to replace the lower body
Basically everything below the waist,
I am trying to do it in blender but i am not the best at it.
I suppose you can delete the previous body part by selecting it, and then deleting with X (Using X-Ray would help a lot selecting everything)
then add the new one by joining the new models and putting them together by creating new faces with the F key
Of course,after that, you'll have to readjust the UV map, texture, bones and weight paint
-# They did surgery on a 3D model
I am not sure that such tools exists to replace entire body parts
So you'll have to do it manually sadly
Does anyone know what causes your uploads to be error bots even though the avi passes all of the checks and requirements?
Bro getting help in this server is like pulling teeth
it can be multiple issues, for example, if some of the scripts are not compatible and cause error.
or it's simply failing the security check on the backend
Yeah it initally loaded fine
Then with an update which actually took some mesh away
then it didnt work
is it very, very poor?
that's often why too
Not opitmized but still within limits
wow
QUAD HD dont shame
i don't even use avatar that are more than 15 MB and 40MB uncompressed
lol
I have my download limiter set to 80 compressed and 120 uncompressed 🙂
100/250 ie half for me
mine is set to 5MB
But like i said. Not optimized but still within limits
like for real dude,
Why would you bother with 2K or 4K textures when half the user can't even render it.
just optimised it
it will work out fine
let me check what is the size of my main avatar XD
it's 3MB on the Quest side LoL
Trying to show this the best way I can. First two pictures show the viewpoint being higher up in vrchat, meanwhile in unity it's correctly placed in between the eyes
Not sure what the fix is to this T-T
check if the avatar is scaled to 1, 1, 1, when you upload
It caused the same issue to me but only once and i was scaled down to 0.9 0.9 0.9
i am not sure if it's the same issue or not
I just think some leniency and understanding should be shown because VR chat isn’t the same experience for everyone. Some people do have the machine capabilities to see high fidelity stuff.
I don’t know about you all, but I didn’t go into the VR hoping to get another Roblox experience
yes, that's why I block avatars like yours, I'd like to get more than 12 frames per second 🙂
I’m an adult and I can only speak for myself
I don’t care if 16 -year-olds can see me
They have their own experience with their standalone headsets
same
i would rather have everyone see my avatar than have like 2 people see me
yep
VRChat is a community built game in which not a lot of hard limits exist for uploads. So unfortunately you'll have a lot of unoptimized avatars
And if they decide to hard limit things, people would freak out
But at what point is one responsible for other people’s lack of hardware?
most people don't care about the optimisation.
Like how long should somebody cater to 10-year-old GPUs
I like to be a polite citizen, and so most of my avatars are Medium and under 80MB. You do you, but be aware lots of people just aren't going to see your pretty creation.
I personally don't care about other people's hardware. I'm just stating that it's ultimately the devs' fault for allowing uploads like this in the first place
Optimizing is pretty much optional in this game, they made it that way and it's on them
So what kind of virtual experience are you really expecting to have with even more limitations to come probably
Like eventually, you’re gonna be a cube
What about super high Fidelity and ultra realism?
You can have nice looking optimized avatars... just saying
Not everyone has the skill for it tho
That’s the problem
If you’re gonna put in all that work for industry leading technique then
Maybe it’s time to get paid?
You can get paid for making avatars..? I'm not understanding what you're trying to get at here
If they hard capped the upload limit to Very Poor ranking, even average skill avatar makers can make something nice out of it
I’m not really trying to get anything to be honest,
I’m just saying that optimization can be taken too far. Obviously, it’s OK to be optimized as much as you can within reason.
I’m just saying that a ready player one experience is something that I would like to have one day
I just feel like sometimes we’re going in the opposite direction
That tends to happen when VR companies care more about player count and a bigger consumer base over progress
Couldn’t agree more
I’m just saying though
If money is your objective, especially for the long-term
I think one would want to create a ecosystem that would make people crave to login and stay logged in
Imagine worlds that are so indistinguishable from reality that this is literally what People would go to work for and spend their paychecks on
I think 16-year-old Roblox money or the equivalent is a play for the short term gain
Those ppl in vrchat already exist ngl lol
Yeah, but those are people from the old days like myself and probably you
It's still scaled to 1 in unity so probably not this, thank you though!! It's also scaled 1 in the rig configuration
meh, i just care about myself, i have a shity PC, the more optimised my avi the more frames i am getting.
Cam's Remi avatar cost me 30 FPS as soon as it loads,
Optimised it and removed the thing that i don't need or use<
Gain back those lost performance, along with size decrease from 50MB to 12MB.
yeah - your PC has to render your own avatar 2-3 times, so this does directly affect your own performance too
this is something new which i am working on,
i am targeting less than 100K
Decimated the body from 44K to 19K
slay!
there's not much of noticable diffenrence as the clothing will cover it, and i will also be deleting the part that will be permanently covered by clothing
for example, the thighs, as i never take off the stockings
so, i don't need the legs XD
I'm gonna have to retopo this soon 
same
yeah
that base look RIPPED AS FUCK
I would put my head between those thighs.
if my actual body is as ripped as that, i will never wear shirt again XD
ikr i really want to keep the details in the final so i think i will make the sculpt more clean and bake a normal map or something
cuz i know most of this is gonna get lost in retopo
😔
i would never be able to as skilled as you when it comes to scultping
some scammer just saved the screenshots
i only know the basics like decimate, and clothing fit using Elastic Deform
WELL i suck at uv unwrapping
does anyone have a good video on this that youd suggest
Sure you could, if you wanted to.
exactly what kazin said
just give sculpting a try, make something from scratch
i actually have a picture of my very first from-scratch mesh in here
haha yeah it's fun looking back at your own beginner work
sculpting is fun!!! 
i literally clicked copy msg link
nah i just can't find time to dedicate myself to it,
I have a web dev start up as i specialize in Programming Web App and backend servers.
since, it's just the start of something new, i will need to put my effort and time in there
nah that fine
i love it
it's one of my least favorite things to do
do you guys have any yt videos youd suggest on uv unwrapping 🥺
looks bleh, rn, cuz no textures added, but it gives me a general idea on what the end result will be
blender guru
thank you!!!!!
Rank it:
Sculpting
Modeling/Retopo
Rigging
UV Mapping
Texturing
Unity Setup
For me it would be:
- Rigging
- Modeling/Retopo
- UV Mapping
- Texturing
- Sculpting
- Unity Setup
most favorite to least
also this
https://github.com/sentfromspacevr/robust-weight-transfer
if you are looking for a Quick and easy way to transfer weight and bone data, just one click
remember that that ^ is great but you still have to touch things up sometimes.
i haven’t managed to get to rigging or unity set up yet !! … or texturing since i’m struggling with uv unwrap i’m a beginner but would say ummm
- retopology
2 sculpting - uv unwrap
absolutely, it's really good
most to least
- unity set up
- texturing
- rigging
- sculpting
left out stuff I never did myself or did only once or twice
I think my second least favorite is weight painting
yeah, I don't like it much too
can i just say i love low poly stuff!!
ah I like rigging, to a point. rigging solid body stuff is fun
I love it because I get to see my avatar go from static to moveable and it's so nice
here's my way of saving space on basic clothing<
Use low poly, put in a normal maps but just use the colour on the material, instead of putting texture
other is the texture packing
Plus I would count shapekeys as rigging too, it's very nice to finally see the face have expressions
i use texture packing for my world but not avatar
do u guys have any tips on uv unwrapping..
only that it makes on sense (tried it only once XD)
I have a few add-ons I like, but most of them aren't free.
maybe my first suggestion is to place your seams well
Omg I'm pretty sure I got it now
In rig configuration the model was clipping into the floor. She has hooves so the ankle bone wasn't reaching all the way down to the floor. I fixed that and now it doesn't clip. I can only assume that means the eye viewpoint will be properly synced
Fixed 2 issues in one, ez
well ,
today i also learned something new as well
i will keep that in mind in case i or someone i know run into same problem
Yea the rigging was like this, changed it to the 2nd
thanks for letting me what the issue was.
Yuhh
Me and my habit of making rare species and non humanoid like avatars lol
I'm sure someone out there makes crazier stuff than me tho
i have been repeatedly told by my friend to make some Furry Shoes
but i just haven't found the time
here's the sample reference images he showed me
he want something like this.
i am just meh, don't have the time atm.
basically he want me to create something similar and add some flames or rockets when he use gogo loco from the bottom of the shoes.
Oo that's really cool
my initial idea was to get a boot model and a furry legs and frankenstein them together
How to i add clothes to an avatar
put the model and clothing in blender
select your clothing, goto sculpt mode
use elastic deform tool and stretch them into the shape of the body
afterwards you just have to transfer weight from the Body to the Clothing
that can be done using Robust weight Transfer
cant you just do that on unity as a toggle?
if you wanna give it a shot, feel free to do so,
my friend will even pay for a reasonable price if you are able to do that.
different clothing is made for different body fits,
for example if a clothing is made for Zinpia base, it won't fit on the Panda bear base
oh that's good than you can simply put the clothing in the avatar heirarchy afterwards you just set your root to your avatar's bone
or you can use the VRC Fury for it.
im still new to this how exactly do i do any of this
i looked up a video and it said i needed to duplicate abunch of stuff and do some confusing stuff
here's the exact vide you need
we duplicate thing in case we mess up thing
also my avatar does not have a blueprint id on it
so we can just delete the duplicated avatar and create a copy againt to start anew
do i need that
it will be added once you upload the avatar
blueprint can be found by logging into the VRChat SDK in unity then going to the content manager and clicking Copy ID
that's for when you wanna update an avatar that's already uploaded on your account
well i uploaded the avatar already and decided to add more clothes to it
since i wanted it to be in the toggles menu
good, then you just have to goto the Content Manager in the Unity VRChat SDK
then?
I'm not very good with clothing/accessories, still learning xD
click on search for your avatar then click Copy ID
and paste that ID in the blueprint ID field
alright
i just imported the pacage onto unity
for the clothing
but now i dont know what to do
also on the avatar i have this thing that i cant deleat
nvm
well i managed to figure it out on my own so yay
but i still dont know how to add diffrent colour eyes
Alright so I want to set up somethin thats like medics beam in tf2 but in vrchat where its a particle system that can track other players and for future reference is there somethin that makes objects track other players like engineers turret where it could maybe track someones body and of course can this all be quest compatible?
I was thinkin if there was maybe some trickery I could use like with the parent constraints
@warm anchor https://github.com/VRLabs/Contact-Tracker and then constraints
look at or aim constraints will probably work well for this
How does one set an armature and blendeshape default state for exporting from blender into substance?
I dont know what to do
the head is set
everytime I put gogoloco on it, it says the rig isnt humanoid
idk how to
idk if changing in unity will work, I haven't had that error yet
you could try in unity
right click -> rename
if it doesn't work, you'd need to change it in blender
so small question so i added clothes to my avatar but multiple ones i want them to be hidden in the scene and on the avatar untill enabled how can i do this easily
it works ty (had to change it in blender)
in the inspector there's a box
yea when i disable that it just doesnt work anymore even if i turn the toggle on using gesture manager
because your toggle was made with the default being on in unity
are you using vrcf or manual toggles?
so idk ngl
if it was drag and drop I doubt it was manually
for manual you'd need to individually set up each animation
and make toggles for it in the FX layer
it has toggles in the menu thats not the problem
Does anyone have any theories for why my chest is clipping
No visual aids as of now but sometimes when I wear an avi, the breasts clip through the suit, but when I reload it then it stops clipping without doing anything else. Same thing for other people
So if someone sees my chest poking out the shirt, I tell them to hide and unhide my avi and it's magically fixed
Technically don't need a solution since I have one (sorta) but it is s mystery to me as of now
there isn't really enough info here. my only guess is something to do with animations being hidden by safety but thats not likely
does your avatar have an animation to change breast/chest size? it could be setup incorrectly and therefore be fixed by turning off custom animations
It does, but I have checked it and it seems standard, plus there's no issue with any other clothing I have
I guess I could run some tests next time I see it happen ^-^ maybe play around with chest size adjustments
If anything I could set a flat-chest blendshape anim when I equip the clothes
then my best guess fix: make sure the chest size blendshape of the suit (if it exists on the suit in the first place) changes along with the chest size animation.
otherwise, you could do fx layer trickery to set the chest size to flat when the suit is enabled
Okee thank yall just was curious on any theories on the why
how would I add constraints to this guy inn unity without messing up the rig?
Since I wanna give it a mecanical feel for the avi movement wise
what would "mess up the rig"?
I was thinking of maybe either making a seperate rig and doing some parent constraint stuff or duper the arms and leg bones and map those while adding contraints to the non mapped one
maybe explain what you're trying to do
can someone help me add emotes/animations to my avatar ?
yoyo so i got this blahaj right?
and i wanna make it so when i spawn it in with the expressions menu i can grab it and move it around
but isnt bound to my hand
sort of like the camera where it moves relative to your avatar and you can grab it and move it around n such
i know all the bit with the expressions menu
i jus dont know the grabbing bit
there are a few prefabs that let you make world props you or anyone can grab
how to change spawn animation?
there isn't really one, you just an animation that plays automatically once, with no conditions
could i get a link to one? is there any where only you can grab it?
That Fat Kid's Mom has one, and the other I know if is "Sophia's item and weapon pickup system"
not sure if they're updated to use vrc constraints, so keep that in mind
can someone help me ive followed this tutorial but when i try to test the animation ingame it doesnt show up in my wheel
its a tutorial on how to add custom animations to avatars
did you edit the correct menu?
hey so ik this is a bit random but is there a way to hide all of the extra stuff so i can actually see?
ok found it thx
yes
can you show the menu?
this finger I have is rotated upside down, how does one rotate it ?
did you build this in Blender? could be your bone roll
Bone roll ?
do you mean ingame?
But I did download it and edit it in blender
no, I mean in the Unity editor.
Did you edit the armature? I'm guessing since all I've got is that pic to go on, but having the bone roll be a weird value could do that
That would make sense, is there a way to fix that in unity or would I have to go back into blender ?
blender
idk if that helps or if i got it wrong
this is an animator, not a menu?
damn
ok so for physbones theres an option thats something like "reset when diabled" or something
sometimes when a shirt is off, and the boob is being squished, and then the shirt turned back on, the squish will "lock" into place.
I dont know if thats whats causing your issue but it might be worth a shot?
you might also try setting blendshapes to shrink them while the shirt is on
Interesting Interesting
Thank yall ^-^
anyone have a tutorial on how to set up fade toggles? When you select the toggle it fades the item away to show the next one
Hey does anyone know how to fix this- I’m new to uploading, it’s saying the avatar download size is too large for pc. And that’s apparently the reason. But I’m unsure how to fix it😭
There!
where would i put that animation? what would the setup look like?
Is this video about FBT still relevant?
I was looking up ways to make a model more fitting for FBT but i cannot find a lot, any tips yall can give?
Alos, is CATS FBT fix good or is it better to just not enable that?
Do you have to texture your model before you configure it? Because I'm lost on finding my way back to the materials page
drop it into an animator layer by itself, and it'll just play
I'm not really clear on what the problem is, sorry
why does my model do this
"this"?
the legs making an x shape
this doesn't make sense is this a bug with the SDK
its misleading text. alpha is not for avatars, only add/mult
Does anyone have a good guide for setting up an outfit as a drag and drop prefab with VRCFury toggles that handle stuff like blendshapes and mat swaps? A friend of mine got an outfit and I am trying my hand at adding it to her avatar, but the normal way I would put it on is breaking some of the toggles and visemes of the avi, so I am trying to sculpt and weightpaint the outfit and then export it as a separate FBX and turn it into a prefab to just drag on drop on instead.
I don't have a guide or tutorial but have done it and could answer specific questions. Honestly most of it is just using both armature link and blendshape link
Can you DM me?
I'd be happy to discuss in here where others might help or benefit
So the avatar in question is the God Magician EX with FT. Normally to add an outfit I would just export the FBX to Blender then add the outfit FBX, sculpt and remove unneeded armature on the outfit, then merge using CATS then weight paint as needed for each piece. The outfit she bought is the Detention Set by Vinuzhka. After weight painting I would normally export the entire avi FBX back to unity and replace the original FBX with the new one, but for some reason this method is breaking all the physbones, colliders, and visemes on the avi.
So I am now trying a different method, one I see outfit creators use when making outfits and selling them for their favorite avis. So I put the avi FBX in blender and added the outfit like usual, but when it came time to export I removed everything except the outfit itself after it had been rigged and weighted to the body, now I am importing the outfit FBX into unity on its own and working with setting up as a drag and drop prefab for the avi in the hopes that it won't break the previously mentioned stuff
But this is a new route for me and causing me a migraine
my process is simple: make clothing, rig clothing using the avatar's armature. export both clothing mesh and a stripped armature that only includes the necessary bones.
make a prefab in unity, add the model to it, add whatever other things you want (physbones, constraints, etc). use armature link and blendshape link. make it a prefab. profit.
So the end there is where I am lost, what is armature link and blendshape link?
Are those unity addons?
I encourage you to read the vrcfury documentation
ok so i've changed plans to change my OC's face from 3D to 2D, but I don't have any idea on how to give him the 2d face w/ expressions, could there be a tutorial?
Will this make it so that the outfit will remain a separate prefab that I can package as a unity package and send back when I am done?
where I said "make it a prefab" - that is literally what I meant
I will be honest, I have been picking chatGPT's brain to work on this, it isn't perfect by any means, and it appears to have been leading me down the wrong road unintentionally
yeah, that's not really a surprise at all
It has been super helpful for a lot of things, but sometimes it just gets it really wrong
yeah - I don't think it's right anywhere near enough to be a trusted source, so I wonder why one would bother
Like I said, for some things it works great, if anything I am sourcing out the things it sucks at, this just happens to be one of them
need some help with eye look, not sure why it broke when only thing that changed was the body base. any help would be greatly appreciated
what about the body base did you change?
went from rp base to panda base, i tried both leaving the default eye bones in that come with the base, and deleting them
both still broken, the head is starlight anime head
well you need eye bones of course, so if by rotating those nothing is happening, I'd go see what's up with the armature and rigging
the head has the bones, panda base comes with 2 eye bones by default
do they work though?
no, the first picture is what it looks like when both leaving those bones, and deleting them
the second picture is normal, same head, same bones
do the eye bones move the correct mesh the right way in Blender? And they are pointed straight up, with 0 bone roll?
yes, blender normal
I'd think that would work properly in Unity then. Anything weird in the rig setup?
right bones in the right slots?
nope, normal humanoid rig with bones in the right spot
everything about the head is the same as the picture on right in terms of rig and bones
just broken now for some reason
I keep trying to set up my view position but I can't see the camera anywhere
make sur eyou have gizmos on, upper-right icon in the scene view
my hero
appreciated
can somebody help me to understand why on some of my animations my dynamic bones don't work
i haven't done anything to of caused this
the dynamic bones work when i move around and work on some of the first animations i did but 6 animations later they just dont work inside the animation idk how it's happened it's like i have hit this invisible limit despite being on pc
can someone help me? im uploading a avi but i dont see the pc version
picture below:
Having issues with the mouth on the model it moves but it just stays open im using Viseme Blend Shapes for the mouth
Is anyone having issues with model uploaded around month ago having weird issues with physbones stretching parts of their model in weird ways
just did a fresh upload with updated sdk and is still happening
Is this warning just in the new sdk or did somthing on my avatar trigger it?
its normal it apart of the new SDK
its just a agreement like a terms of service
okay thankiess
Just a quick question but is it bad to have too many colliders?
i would assume so-
But like why and what is too many? I am just basically filling in my body so my tail won't clip through things but yeah I am like concerned I guess
limits are detailed here: https://creators.vrchat.com/avatars/avatar-performance-ranking-system#pc-limits
yooooo uhh anyone have any idea why THIS happens ?
got the right leg bones in the right slots in the rigging setup?
So like it doesn't matter if I add more it just makes my avi more unoptimised?
unless it says there's a maximum there, yep
Alright cool, thank youuu
Still need help
does anyone know how to fix this issue? The tail is weight painted to the tail bones that are lifted in the air, but the tail isnt properly connected. i used the normalize all thing in weight painting but that doesnt do anything....
do the bones have their "deform" property checked, and does the tail have the armature modifier + have it enabled?
is there a way to set physbones to transform instead of rotate? i want to have items behind my character lag slightly behind
Uh so when I press play in unity and select GestureManager to test my avi, one of my piercings moves away from my head and I don't know why, none of the toggles affect it in any way, same with blendshapes so I am honestly just confused, is it a unity issue or something else?
check weights
in blender
Ooooh okay, should it just be weighted to the face? It still moves with it perfectly just yeah >~>
most of the time yes, unless you add a special bone for it (septum that you want to wiggle)
make sure to have a dedicated sil blendshape that mirrors your basis blendshape
Also does anyone know how to add thigh and tummy jiggle bones, I tried to look for a video or anything but couldn't find shit >~>
do you know how to add breast bones? its the same concept just applied to different parts of the body
Ah...no >~>
check you sil blendshape. if it's not that, you might have an expression that disabling visemes OR your mic is picking something up. or its something else lol
How would I check the Sil and it’s not the mic that was the first thing I checked lol
do you have a blender file?
Yes
trying to find a good tut to follow, one moment
Would I just search up how to add breast bones, follow that and then duplicate it for the thighs and tummy?
Thank you btw <3
yeah basically. i might just write it down for you since i cant vouch for any tut
ah cant make threads. do you mind dm? in case you have questions
in your blend file, select the mesh that has your face on it. set the sil shapekey to 1 and verify that it makes no changes to the model.
make sure you don't have a jaw bone mapped in the rig setup if you're doing visemes
forgot about this one too. good catch.
yep
lets fine out if that works
push play, it should be obvious
yep were good thanks!
idk why uploading to quest has to be so hard, this avatar im trying to upload just wont move from 11mb and I cant seem to figure out what could be taking all that space, all the textures are 128-512 and theyre in the bites size, the model itself is about 4mb and it has one extra mesh thats about 400kb. I guess something random is on the model giving it that extra 7mb
you need tp build again the update the check
ive done that multiple times, it still says its well over 11mb
there just cant be that much on it, ive uploaded stuff with a ton more than what this has
yeah something that I cant see is adding like 10mb
cause it should just compress when I import, and I compressed the meshes in unity, so its just adding more mb size just because
Hi, I finally see a place where I can ask for help. Um, can someone help me make some avatar clips? I don't have the VRChat game, so is there someone I can trust here?
you can commission people at the VRC Traders discord, link is in #1204490664637890580
@stoic bobcat https://github.com/MunifiSense/VRChat-Build-Size-Viewer
blendshapes usually main culprit (after textures), make sure you use vrcfury blendshape optimiser
i deleted all blendshapes
didnt even change the number when it did have blendshapes
i think when I update my unity file, it breaks everything so now I need to make a new one again
that shouldn't happen
then I have no clue what could be causing any of this, no matter what I do it barely moves, theres no way it should even be 11mb, if anything, it should be like 5mb with how compressed everything is
ive made a avatar of the same kind even with blendshapes and barely compressed textures it got to quest with no issues
apparently theres 7mb of sounds....no clue how even
you can't even use them on quest anyway
i know, no clue why it still thinks theyre there
nothings even connected so like, im so confused
Im sorry but I hear Jake talking when I read this-
ill just have to figure out how I can make it so the sounds arent attached to the avatar, even though theres no possible way they should be
got it fixed, i just readded the descriptor and it fixed, really dumb for it to think it had 7mb of sounds but whatever unity
I am having an issue where my AFK animation plays perfectly inside the editor when I use GestureManager but inside the game it doesn't even last half a second before putting me back in the standing state, does anyone know what could be causing this?
I don't have VRChat, can someone make a clip for me using Ena's avatar doing something random? I've been looking for help, and all I get are bots.
Go ahead ^-^
Sorry for the late reply >~>
So something ó.ò?
Something? What would you need the clip for?
I'm going to create a video for my YouTube channel, and then I usually edit it so I don't get bored. Sometimes, I ask people to show a clip of them doing something random with famous people. ^^ I have the idea and I just need some clips.
Also, my PC doesn't work because I'm stuck on Windows 7 and I can't even update the drivers or the software.
it's crazy :/ basically
Just so you know, this channel is for helping in avatar creation. You might get a better chance asking in general chat. Also if you want to convince someone to do something, give them plenty of reason so they can decide.
Well, I'm not looking to create avatars, but I just ask for a favor.
I have been looking for someone who can kindly help me for a whole month.
The main point is you're asking in a wrong channel.
Already answered that too.
Okay, can you? We can talk together if you want to help me... of course.
No.
that's fine.... thanks
It seems like no one has any empathy for this... that's fine, I'll look elsewhere, needless to say I was in the wrong chat.
It's better to actually make some friends and ask friends to do that, much better than random internet stranger.
I made some edits to a booth model in blender, but I am having trouble with the reimport/setup of returning the edited FBX to Unity. Am I able to just replace the existing body mesh with the one I edited in blender, instead of replacing the FBX? Would that method break something? Thanks in advance~
Yes! so i was wondering if I could just put the new fbx into my project, and just replace the mesh on the existing body.
I posted more about it in the Threads if that helps, if not- let me know.
the mesh and armature are linked in the file, you don't want to break them, but this should work just fine
threads? there aren't any in here
Thats whatI was worried about breaking, but you think it should work fine?
I did do a test with just dragging the new FBX into my assets, and just dragging the edited body mesh onto the original avatar that I have in my project- Afterwards I did some play mode tests, and it did seem to work and move just fine~ but I was worried if underlying issues might occur.
Posts* sorry. I posted about the original issue before i had the idea of only replacing the mesh instead of the FBX #1139216499123437668
if you overwrite the .fbx with the same settings as was previously used, it should just update perfectly fine
ah, a link helps
So I should make sure to match up the previous settings of the .fbx, then i can just drag the new mesh onto the avatar instead of completely changing the FBX then?
dragging a new copy of the fbx into the scene makes a new model, if you want to migrate to that you can use something like pumkin's tools to do that.
(i can send an image if that helps)
you keep saying 'drag the mesh' but this isn't a thing that works
This is what I meant.
literally just overwrite the fbx and it's done, there is no other step
What I tried was to just add the new mesh into that slot.
yeah messing with that is a good way to break things, like the link to the armature
which seemed to work
That makes sense, it was my initial worry. How exactly would I go about setting up the new fbx back in unity then? Thanks for your help
export from blender, overwrite the file in your unity project
use the same export settings as were previously used.
if you don't know, set "apply scalings" to FBX ALL and uncheck the option for leaf bones under "armature" unless you know you need those
Okay, it seems ive done everything correctly up to this point, is there a reason for overwriting the file? which is the only thing i didn't do.
you want to update it, right?
sure, you can make a new one, but then you have a new model to drag into the scene and set up
Hmm, okay. I'll delete what i imported and try overwriting it instead, hopefully that fixes the issues. I was just a bit hestitant to remove the original FBX at first.
don't remove it
Overwriting the original fbx with the one i edited in blender is kind of like removing it, no? Unless I'm misunderstanding~
you literally save over the existing file
I suppose i just worded it weirdly then. Anyways I tried overwriting it instead of just importing it into the project and it seemed to work seamlessly. Thanks!
how do i see if the deform property is checked?
edit armature, click on a bone, look in the bone properties area
oh! thank you!
I keep having this issue, ive searched all the toggles and parameeters. I can't find where its saying its at
Did you check in your menu files?
i checked Parameeters and the Submenus
Then also change inspector into debug mode and check all the menu file again. It's the parameter that's got hidden once you changed control type.
How do i change it to debug mode?
Right click on the inspector tab header and you will see.
Its still showing
You have to look in menu file. What you're looking at is parameter file.
Did you enable debug mode?
You have to expand each control and see what parameter they're using.
Im so confused
Look in all of this
OH! I went through them and none of them show the "Human Ears/Ears" parameeter
I made
Are you sure it isn't "HumanEars" parameter?
It wasn't no
Have you checked in other menu files?
When i named it i named it ears and when I made the toggles it was Human Ears.
I checked all VRCfury toggles and quest toggles
I deleted anything that was named that
At this point just add the parameter it needs to the parameter file.
I’m working on an avatar wearing a trench coat right now and I want to know how rotation constraint would help.
okiiee, Ill do that THANK YOU
Depends on how you used it. Your question is too broad for the exact answer.
Alrighty, I want the lower part of the coat to move along with the characters legs.
But
The results are
Well
Too extreme
I’ll show the pictures once I’m ready
You could vary the constraint weight so it has different effect.
i cant delatad my avis anymore
Hello, I am new to making Avatars, for some reason everytime I make an Avatar, it appears Flipped (The Flower is supposed to be on the Left) is it just how VRChat displays the model? Or am I doing something wrong? This is probably just me being a bit stupid if I'm being honest lol
Are you looking at yourself in a mirror?
💀 Yeah, is it flipped because of the Mirror? (Could be that)
I basically have no idea about making Avatar's so I wasn't sure
Yes. Because it's a mirror. It works like mirror in real life.
Alright-
i made a quest compat avatar thats uploaded perfectly fine the last 3 times i did, I tried to upload it to quest a 4th time and it now shows an error bot
any help?
can someone tell me why i add gestures to my avatar, and its still using the default gestures
You didn't add correctly.
its worked on every other avatar ive made
so how did i add incorrectly and how can i do it correctly
There are tons of reasons for that. You should at least show how you added it.
drag and drop this into gestures
just like i always do
Is it exactly the same controller as you added to other avatars?
yes
Have you tested in gesture manager?
yes
How was the result?
....its the default gestures
What is a good way of optimizing an avatar.
I've done Textures that are small, I've tried removing meshes to see if it helps.
Physbones and collisions are fine. Animations are fine.
The uncompressed size is stuck at 55mb and I have 0 clue on how to get it down further. It's weird too, cause I've done other Avatars that are bigger and have more things yet are working on android.
There probably is more to it. What is the content of your gesture controller?
Also screenshot how the default gesture look like.
If you only took a look at the sdk build panel report, the size won't update until you start build process again.
I know
I've done tests of taking stuff away and editing it to build it again so I can see the differences
what do you mean?
All I get is maybe 1-2mb down when I remove meshes
Then you should use package inspector and see what made up the size.
they just look like the default vrchat gestures, but okay one second
Package Inspector?
For example, vrcworldtoolkits. Or use Thry's avatar performance tools.
the hands arent broken, its just not doign the animations its supposed to
I never knew those existed
Could you double check the animation you assigned in the gesture controller?
yeah, theyre the right ones
Screenshot the Animator panel
not seen tracking control on those before, its already masked to only affect certain hand & its fingers
im going to reimport the gestures for the millionth time to see if it works
nope
i keep getting this for all projects i make, if it helps last thing i did was unlock a mat
I still have no idea what's wrong with it
Did you take a look at package inspector?
Might as well post the result from it.
From what I can see, the blenshapes are quite high but it's... Kinda normal, if that makes sense
"Show Detail" will you?
Blendshapes can be a huge contributer to mesh size if your model has many polygon.
It is it.
you need ALOT of blendshapes before i notice any difference, 2mb~ most ive seen , vrcfury can remove the ones not used for you
Really?
Thing is, I took out the meshes of the body and head just to test it and it still didn’t work
Would t that automatically remove the blendshapes too since the mesh is gone?
vrcfury blendshape optimizer add it to avatar , try play mode and you get a different mesh with less blendshapes
wont overwrite but you can see different in build size
I use this to see avatar build size compressed/uncompressed but 99% of my avatars dont even hit 30mb
I’m unsure if it is the blendshapes
I’ve had avatars with similar amounts, if not more
It definitely is a part of total size, just not all to blame on it.
Then idk what is to blame.
What "are" to blame.
When I got rid of meshes it was such a little difference I didn’t even notice it
Did you see detail of overall VRAM?
Yeh I saw
How is it look like? Screenshot.
That's the huge contributor there.
Apparently it's the Body Mesh. But as I said, I removed it before testing and still no difference.
As in you removed object the Body object from your avatar?
Did you hit refresh button here also?
It should just update once you remove it, no need to enter playmode.
I took it out and tried uploading it Again
Like actually building and uploading
It gave me the error
Since it's the head and the head usually have huge amount of blendshapes, you definitely should use blendshape optimizer for that.
Ope. I'm seeing on booth that clothes for milk should be able to be used on rusk as well.
People usually do the same clothing but for different bodies!
Usually in the package there's a prefab for each model that you can drag and put on
How do u fix the clothes on the avatar because when i test it in game i move around or use play space my clothes stay still
You have to link up the armatures(bones) so they move together.
This is more help related to Unity than Avatars themselves, but--
I am currently trying to make custom walking animations to my floating avatar-- which is pretty much just a head. But whenever I try to make a new animation, Unity put them on the ground, which is not what I want. Is there a way to make it stay on their default position when making an animation?
First image is by default
Second image is what happens when I enable the animation preview, even when empty.
Update: the blenshape optimizer worked
If it can run unity then sure.
:( why is vrchat making my questmodel an error bot when i uploaded it a few times
I bought an avatar a while back that I’ve been using and I noticed that the quest limitations say to have less than 70 bones but the avi I’ve got has 100 or so. I know some of those are from a tail with physics but in what avatar-development scenario would you use more bones for the entire human frame than 70?
And is there an easy way to tell how/if I could dissolve some of those extra bones into their parents and get the same animation quality with simply less bones?
75 <> 150 bones before very poor https://creators.vrchat.com/avatars/avatar-performance-ranking-system#mobile-limits
I have created clothes for an avatar in blender. What are the next steps for completion to make it VRC ready?I'm aware that I need to skin weight it but I'm not sure where to go from here.. Is there any documentation?
Depends how you wanna add them to the avatar
You have the option to merge the clothes with your avatar (include them in the avi fbx) or keep them completely separate and make it work with installer scripts like vrcfury
I was thinking of the latter.
I have literally just finished with the mesh. Just confused on where to go from here😅
That's good if you want to share it or mix and match, if not I'd include it in the avatar FBX for efficiency
VRCF works by matching up bones and their names so you should dupe the armature and assign it to the clothes (you can delete any unneeded bones like fingers, toes - as long as the hips are there and any bone under the hips that is weight painted)
I made a video tutorial how to add custom clothing to an avatar, you could use the steps that show how to apply weights from the body mesh if you want
Then you can export it to unity with same scaling settings as your avi and attach it via armature link component (hips/hips, auto match)
Yes - look at all of Fuujin's videos 🙂
Appreciated fuujin.
hey guys ,how do i add locomotion to my avatar?
don't I need to unbind the duplicated armature and then bind it to the shorts?
I do it around 7:20 mark
You don't need a separate armature until you export
GoGo loco ?
and only if you specifically want to export it to be a standalone prefab
no i made a avatar from scrach and i want to add some runding,walking animations
Well if it's humanoid then VRChat has some by default
yep, that makes sense
its a dino :3
generic rig
Oh ok, I never worked with generic
so u cant help?
No sorry
no problem gone search the web
Theoretically you can still do what I do the video, you just leave the body mesh when you export the clothing as a standalone
hmm okay!
I'll see if I can figure it out but thank you for your inputs!
for both you lot
Forgot to ask
does the duped armature need to have the same as the original or can I rename it?
the name doesn't matter if you're going to use VRCFury to link it
okay
Is it okay if I dm you Zero?
sure
I have an avatar that has a mask that ive animated to come up and down but the toggle just plays the animations, the mask doesnt stay up or down. how do i make it stick? i know im just forgetting something easy
well it would be easier if you added vrc quest constraints onto the avatar to make it track a humanoid one
generic avatars are kinda complicated
nvm i had loop time checked
unfortunately there arent a lot of avatar creators who work with generic rig avatars
You arent really supposed to be using generic since its not supported and very broken
very untrue
its not a directly supported rig type so its very buggy
hey does anyone know id make my avatar always face the direction with the highest velocity? i use custom animations that play depending on speed but they always face the way i am looking not the way im moving
so i got an model in unity and parts i need to me move wont move tried unpacking it didnt work
you have parameters for different velocities
does anyne have a method to export animations from blender to unity and keep the avatar placement? what i mean is most animations i tried to export stay frozen in the middle and dont walk around like the animation
yea i was just wondering how id make it rotate, do i have to make a seperate animation for each rotation and does it need to be the same clip as the animation itself or a seperate one
make a blendtree
as example, its frozen in the middle and doesnt walk around
Probably you'll have to see if it's rigged properly. But now that you've unpacked it you can no longer update it via overwriting the FBX file - unless you really really need to unpack, don't unpack.
Let me try to ask in here.. So my avatar preview is the size of an ant. I can't find anything that would cause it to be that way, and the problem seems to have started when I swapped out the mesh with one that has some stuff merged onto it, since the imposters look fine.. The avatar bounding box looks fine in the editor.
did it come from blender and you had un-applied scaling transforms?
You need to enable root motion in the animation
I don't even know how I would check for that. I just imported fbx, merged, and exported with the settings specified by a tutorial for the item I was merging onto the avatar.
and where is that, on the motion inspector?
On the animation
So you didn't export the avatar from blender yourself? then this is probably not the issue.
here?
or am I misunderstanding where you didn't actually clarify...
then as i sai, in the inspector of the animation
i think are these ones?
Yes
so i enable bake into pose
🤷♂️ just play around with it until it works
It's different for different animations
I followed a tutorial for the entire process. The tutorial specified the export settings.
Again, we're talking blender here, right?
it works perfectly tysmm
Yes, blender. I would not normally merge meshes because of difficult issues like this but I need the other mesh to follow visemes
Okay. in Object mode, click on various mesh objects and in the 'Item' view of the sidebar that pops up when you hit 'n' make sure location and rotation are 0,0,0 and scale is 1,1,1
There were two that were 0.000007d rotated for some reason. I'm not sure that would cause an issue though? Scale is 1,1,1
that's not statically significant.
The tutorial tells me to export with the settings Apply Scalings FBX Units Scale, No leaf bones, tangent space geometry
Units scale? Interesting. I do FBX All. And haven't ever clicked Tangent Space.
I tried all local and got a stick figure
yeah if you're overwriting an existing .fbx you don't want to change that
I'm importing new instead of overwriting because I have two different ones to save triangles by only merging the things that need to be on a particular avatar.
And then changing the mesh on the avatar object in the project
hmm. I think I'm missing some textures after uploading somehow.
What do people mean by P2U?
just wanting to ask to ask but dose anyone know a video where i could learn how to apply a blood texture on like a body of a full model and be able to turn up the intensity of it with a slider
if you are on pc ? use a decal and crank the color/emission on it using a motion time/float
(can also mask out parts of the skin to be affected)
Ugh I'm thinking this is a bug in VRChat
I put in the same mesh, regardless of export settings. I'm getting three different bugged avatar sizes in the preview.
Can't find any reason for it with any bounding boxes, and not even messing about with the scale of other objects changes anything.
imposters are correctly sized. the boundings listed in the avatar details are correct. It just.. has broken the preview
is there issue SDK coz i put right 2FA code in and thinks bad request when shouldnt
and SDK on latest 3.8.0 on Avatar
Hello I was told that I can come here to ask for help on how to export my avatar in Unity as a VRM file
export a vrm?
you mean, convert a vrm to fbx?
fbx being the file type that's used in vrchat
I'm not sure why you'd need to export the vrm file
to change VRchat avatar to VRM need use UniVRM SDK to convert it but this not vrchat related for VRM
I wouldn't recommend it
do it in Blender
hey chat, i'm having an issue. I have a halo with particles that's clearly above my head but no matter what I do, the particles are visible in first person, even if they should be far away from the viewpoint. Any ideas on how to fix? I tried using headchop to scale the particle systems to 0 but it still shows in first person.
it's buggy and leaves a lot of stuff that's not needed for vrchat
bad performance too
convert it in blender
vrm to fbx in 4 minutes
in blender
It's not for VRChat, it's literally for Animaze. I asked in that server already, and didn't really get any help (rather more of a comission-scam artist). I asked in Unity's discord server, and they told me to come here
let me get this straight
you want vrm to fbx?
or fbx to vrm?
this is for FBX to VRM
obviously you will need the files for the avatar
Take my project/avatar in Unity, export my model as a VRM file, so I can upload to Animaze.
This is what I'm currently looking at in Unity:
okay, so you could find this helpful
But I don't have Blender though....
its free!
blenders just for exporting anyways
since you have the Avi you don't need to export it
just take the fbx and follow the rest of the steps
and blender is free anyways in case it turns out you do need it
the first seconds of the video the model is exported from blender
so you don't even need blender
since you have the file already
I guess I'm having trouble finding the FBX file then.
I can't help you with that, because the prefab is unpacked
since i was accidentally interrupting earlier,i figured i'd ask again now that things are calm-
hey chat, i'm having an issue. I have a halo with particles that's clearly above my head but no matter what I do, the particles are visible in first person, even if they should be far away from the viewpoint. Any ideas on how to fix? I tried using headchop to scale the particle systems to 0 but it still shows in first person.
In your particle system, set "scaling" to "hierarchy" [edited to add] I'm not 100% sure about this, but I think it works 🙂
gonna try immediately, i'll let you know if it works!
it worked!!!! Thank you so much!
oh good 🙂
iirc that means basically "scale the particle system along with the hierarchy of game objects it lives within"
so it scales when HeadChop scales down the GameObject
that makes sense! Particles are like the one part of avatar creation i have zero knowledge of, thank you for the explanation!
if you want to learn more, there's a bunch of cool particle effects packages in the Unity Store for free, they're fun to pick apart and learn from
Hello, so, the model i imported into unity is perfect when it comes to configuring the humanoid bones but when it comes to the cape bones, they're not there and i was wondering if theres something I could do to fix it because I don't want the cape to be static.
this is what it looks like in blender
I believe non humanoid bones don't show up on that view
looks like one bone, which I do see in the hierarchy on the left, so I'm not sure what you're missing
if you want the cape to move, you should add a phsybone to it
how can I do that?
ough thats a lot of words-
it is?
sorry its my first time doing something like this so my brain is like fuzzy
ive been at this for like a day already
thank you
ok so i watched the tutorial but when i move the body around, the cap still doesnt move? Maybe I have to mess with some settings but it still stays in idle
the cape mesh is weight painted to that bone right?
