#avatar-help
1 messages · Page 108 of 1
just confirm it moves with the bone in Blender in pose mode, that should be sufficient
did you enter playmode
I dont think I did, how to I enter it?
I presssed the play button but uh it sent me here
try moving your model
and see if the cape moves
I like to go back to scene view and move it there
does throwing a collision box into yourself for "dash" still work? I was following a turtorial on yourube
the camera is pointing at the back of the avatar. move it around
i tried moving it but it doesnt work, i dont know if its like a wasd movement or not
no, move the camera in the scene view
move the model around
im so sorry for sounding dumb but how do i do that?
same way you moved the camera
select the avatar in hierarchy, arrows should appear
any object in Unity may be moved this way
it doesnt show up in play mode
idk why this is so difficult for me when all i want to do is add physics to the cape-
what doesn't "show up"?
the transformation arrows
no, they don't show in the "Game" view, they show in the "Scene" view. I'd really suggest some basic tutorials at this point.
my viewpoint disapeared/not selectable even tho i have an avatar descriptor please help
turn on gizmos, little globe icon at the top right of scene view
i moved it around and the cape still doesnt move, idk what im doing wrong
i added the pyshics bones and everything
it's got a leaf bone, that shouldn't be the issue
they do show up, i checked on blender to see if the cape moves with the bones and it does
the only thing that comes to my mind is maybe the radius? but I'm not sure
that shouldn't affect it
shouldn't matter here, that matters for collision
yeah, that's what I thought
maybe I didnt add it to the right bone? even tho i prob shouldve bc i added it to the connect bone
you arent in playmode in this screenshot
ok i entered it
now move it
i cant, at least, I dont know how
go back to scene view
Ideally make another window pane with the game view so you can see both it and the scene view at the same time.
ok there we go
im so sorry for sounding dumb, this is my first time using unity
im more used to blender lol
also any changes made in playmode wont save
got it, so to save changes i just exit playmode right?
well that will undo all that you did in playmode
like if you change the physbones settings right click and copy component then after exiting playmode just paste the physbone settings
got it tysm
does anyone have a good tutorial thats up to date on how to add custom animations to avatars ?
honestly basically any of them, not much has changed about the animator
ive tried this tutorial but its doesnt seem to work for some reason
I am still stumped, I've looked at everything in my entire avatar multiple times. There are no bounding boxes that are huge. The bounds display as is normal in avatar data after upload, and the avatar looks fine when worn. But the preview is still between the size of a RL squirrel and an ant depending on what's added, but with no logical reason as to why those things would cause the avatar to look that small in preview.
scale factor in the fbx import settings?
Checked that too, they are all set at 1, the default.
is there a way to make your avatar freeze in place in animation? Like, physically, stopping velocity ingame
should i say it or does anyone else want to tell them whats wrong with this av 
its a ripped av , you wont get any help
a oka
Does anyone know what ikehud is and how to set it up?
im trying to pair these two objects i made to the head of my avatar but im not sure how i want it to move with the head and teeth
Does anyone know how to fix the avatar bug where your hand gestures look like you’re using quest controllers rather than index for others but normal for yourself. I cannot for the life of me figure it out and I wanted to ask before I tried switching builds. I’m using the hands layer provided for gestures and it’s how I’ve set up any other avatar without this issue.
does anyone know how to fix this so im trying to use the oscleash and for some reason on the debug menu the /run and /look the blue squares are filling it and the /horizontal and /vertical are stuck in the bottom so whenever someone grabs the physbone it says its being pulled but never actually drags me and im using the same settings as my friend both unity wise and config so im unsure how to proceed and would love any help i can get
P.s. I've already tried reinstalling vrchat and did reset config but it changed nothing
object reference not set instance of object what does this mean and how can I fix it?
insufficient information
Hi so I added a little tag on a chain to my ears, and since they are shark ears they are larger and have their own physbones but now the tag I added is stretching and acting super weird..how do I fix that >~>
and how can i fix this?
I don't know what the problem is, those message are often without much context.
hang the tag from the physbone
Or weight paint it entirely to one of the bones
depends on how you've set it up
So I am trying to weight paint it because I found the part that is the issue but this happened >~>
And it isn't weight painted to any of the other chain parts or ear bones that I can see >~>
I'm not entirely sure what I'm looking at, but it looks wrong.
So the red is the tag and from my knowledge it should be straight up now that it is all red but it is not >~> It is also connected to my ear that I bent a weird was to get it to stretch
in mesh edit mode you can click on a vertex and see what weights it has, in the Item box of the 'n' popup menu. I'd guess you probably want that to just be weighted to one bone
is there ANY way to set up a toggle that will play for X amount of time and then turn ITSELF off or the effect its doing with a help of a tool? i refuse to use full controller
Any free alternative to substance painter? I'm too broke to pay for it and I want to customize my textures without sharp edges when painting the png
Blender plugins ucuPaint and LayerPainter, Armor Paint (very alpha, buggy), quixel mixer maybe
I've kinda heard about layerpainter once but I did not know it was for it, who's the best of those in your opinion?
is it a looping animation? You could do it in two layers if so, or just make the animation the time you need, then use VRC Avatar Parameter Driver on a subsequent state to turn off the toggle
Substance Painter 😦
Of the free ones I'm talking but I did try substance painter on the free trial and helped me a lot
oh I know, but unfortunately, my answer still stands
Okay so yeah I did as you said, there were 5 bones on the chain so I only kept them on the tag and then weight painted the tag and that fixed it, thank you <3
Sadge
very. ArmorPaint is promising, I like where it's going but it's so crashy it's not usable yet
awesome!
I'll see if I can get another free trial of substance
i want to spawn with red skin and after a few seconds for skin to go back to human color. i only use vrcfury
hey question: I want to flatten the material so I can put VRChat supported shaders for quest, is there a way I could do it?
ah I don't use Fury for this so wouldn't know how to do it with only that tool
but that's a single animation really.
how?
make an animation that turns you red and then later in the same animation turns you not red. Put it into a layer by itself.
i have 4 material slots tho
ive never done an animation before ><
doesn't matter how many slots you have
though if you want to only animate one you'll need to consider property renaming like Poiyomi can do. Not sure of other shaders.
how would i make an animation that only affects the skin?
I suggest looking up tutorials on animating material properties
the visuals will help
Quick question about sps but should you enable the sounds with that if you have pcs too? I don't want to like go into more details because yeah, but I was just curious
does anyone teach unity for an absolute newbie who has never touched blender nor unity in her life?
tutorials are hard for me to grasp I do better one on one lol
dms are open if you can direct me or help me lol!!
I’m willing to give all my information away in hopes anyone here is trust worthy enough to possibly privately upload an avatar I just made. OR if anyone knows any other ways to upload avatars through mac please let me know! Never knew mac couldnt use the creator companion… shucks
Not allowed here nor per the games TOS, doing it will likely get your account in trouble and hit with a ban 
- its just unsafe practice
Not against TOS if the uploader has permission though i believe
cus otherwise it's account stealing or wtv you wanna call it
Quick question, can you upload two different Avis under the same name
I bought an avatar recently and trying to upload, I havent touched an avi in a while but it keeps giving me an ownership failed to agree after clicking ok
is it me or is it the sdk
This has never been an issue before
nvm it just started building after i built a test avi
the new popup for uploading an sdk is hella bugged
You need to make the drool in blender
Needs to be weight painted and add a armature
Is there any reason why my avi when exporting to quest just exploded? literally. Like I was optimizing him, made sure the bones were fine, mesh, etc. everythings parented and transforms are good. I just replace the fbx in unity (it has vrcfury which might be the cause) but when i went to go see how it did, everything but the body was giant and just stacked on top of eachother. What in the world is going on
Can I not change the key binds if I'm playing on Desktop? I haven't been on in FOREVER and I been seeing a whole lot of updates. Am I missing it?
How can I stop textures from overlapping in substance painter? Is there a way to move the overlapped texture so everything is organized?
Dont unpack your model
Blender uv editing
But it's one single mesh, how?
And I didn't know that was a thing
Its how it was even able to be textured to begin with
Theres an entire tab for uv editing in blender
Ahhh nice, do you have a video on how can I do that with a single mesh? Do I have to eliminate vertices and separate things?
Wat
Uv mapping is just the 3d polygons slapped onto a 2d image
Mesh count doesnt matter
Surprising considering you need to in order to unwrap the uvs so you can actually texture a model
The thing is that the model got textures but it's my first time doing a custom one
I can't do a lot of complex things in blender, I've been using it for a short time
This window popped up, what do I do here?
Select the entire model
Entire model or the mesh I want to map?
anyone know how to stop the arm from bending backwards like this? i know it has to do with irl arm length vs avatar, but im not sure if theres a trick in blender/vrcfury/vrcsdk
im currently straightening all the arm bones and only moveing the elbow a bit back
I didnt
All the meshes that have the same material, but if the model only has one material you can just select the whole model
You can easily select everything that is assigned that material by going into edit mode, head on over to the material tab (red circle on the right panel) and under the materials list there is a "Select" button
I mean in the body I got there is like 4 mats
Claws, body, legs and arms
Well, use the method I described to select everything that is part of the problematic uv map
After that you can move the UVs in the UV Editing tab so that they don't overlap
Although I'm not sure how they ended up overlapping in the first place
Shared texture probably
i need help related to vroid models and trying to put a hat on one
Do you have a specific question about it?
i try to import the unitypackage for the hat but unity doesnt accept it and turns my cursor into the 🚫 sign
every acessory i tried it doesnt work
its more unity problem sided but its still a problme
nevermind i think i found a answer.
hi im new to this server and id like to know;
why did i get this message when i tried to publish my avatar?
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
Ohhh i see, thanks!
Use an account from VRChat it self. That way you get that rank very quickly.
I see, alright thank you!
wait i just have to hop on vrchat right? or do i have to make some interactions
just afk'ing wont do anything
Ohh ok
Also make friends with whoever. That + your usage time upgrades your rank.
So, I'm having trouble trying to figure out how to play a particle when I activate/deactivate a specific prop.
Basically, I'll have a toggle in the expressions that will allow me to manifest/demanifest a weapon in my hand. However, I can't seem to figure out how I can make it so that it plays the particles on both activating AND deactivating, without being interrupted by their GameObjects being disabled and without automatically playing when joining a game/loading in on someone else's client.
Avatars cannot use custom scripts that will allow us to use a simple ParticleSystem.Play(); function for animation events, so what now?
your torso is definitely morphed by a blendshape
in play mode you can view the blendshapes on your avatars mesh.
well, this happens when you remove clothing but dont fully get rid of the scripts that make these blendshapes activate as they assume the clothing to be on
hey i need some help I'm trying to upload a avatar and this is the quest version but I cant see the inspector page on the right
Click the avatar in scene or in the hierarchy
oh lol thanks i havent imported avatars in like a year lol
can anyone help me to why it wont publish the quest version sorry if its very easy to figure out im very dumb lol
There are scripts missing
Did you forget to look at dependencies in the description of the avi? Gogo loco and vrcfury, and maybe more are missing
does anyone know how to make a new condition for the animator menu?
Condition as in transition condition? That's where you have to select the transition to set it.
can we fix the uv seams visible?
its make that only in unity
interactions with people of a high trust rank will speed it up
you can also just buy vrc+ to immediately rank up
just by talking to ppl with a high rank can speed it up?
idk the exact metrics, but friending people is a big part i think
I keep getting this upload error and idk why?
what does the 2nd error say when opened? ive never seen that one before but im guessing it'll explain what you've gotta do somewhere in its text
Hello! I bought a pen to use with my avatar, but it didn’t come with the actual “pen” included. So for now, I’ll write using my finger. Does anyone know where I can get a generic pen that I can add to my avatar? I’d really appreciate any help 🙏
There is a free world prefab for pens, you could use the fbx from it and adapt it to work with your avatar
can i fix all of these issues by reducing polygones and bones from my model?
All? No.
first you should fix the top one even though its 'only' a warning
the version one?
because upoading with wrong unity version can lead to avatar turning into a robot
you install the right Unity and open your project with it. VCC can help
my unity automatically turns a 2022.3.22 version to 2022.3.22f1c1
install the mentioned unity version
it gives me the c1 version of 2022.3.22f1
That is the correct one
is this too big for a vroid character still?
im trying to optimize my model without having to ruin it as much
stats/requirements are here: https://creators.vrchat.com/avatars/avatar-performance-ranking-system/
vroid?
yeah vroid
So in follow-up to yesterday I made a copy of my avatar project and tore it apart piece by piece until the preview rendered with the correct scale. I found the issue but was unable to fix the problematic asset without reverting it to a state that lacks any blendshapes.
If someone knows I'd really like to know how the existence of a 'hide' blendshape that moves all verts to a single point could mess up the avatar preview so badly even though it doesn't show any bounding box issues -anywhere-?
It messed up the preview even when it was inactive/optimized out by VRCFury
if you convert it in blender instead it will have way better stats
Unity converters do a lot of useless things to vroid
srsly? 💔
yes
you don't need all of those physbones, materials, colliders
that's way too much
unity converters out everything everywhere
which is why they're not recommended
so i should hop on blender and put my vrm there first
it's better if you take your model to blender, fix it with unofficial cats add on, combine materials with a material combiner add on and after that put it to unity and out the phsybones and colliders where you need them
yes
get cats and the material combiner, cause they'll be useful
huuh
they're add ons for blender
wait hang on i need to install blender first
how do i get these addons
would it be better to go for ur version or whatever is the newest
I use the latest
that's your preference
yep
ah alright
i never really thought that i had to resort to blender after using vroid
alright i got blender now and how do i get the addon?
the best path from vroid to unity is through blender
oh my god 💔
it's not that bad if you're not doing any edits
na i just wanna import my character thats pretty much it
how do i add these addons now that i got them?
🥀
is it this site?
yes
don't unzip the zipped files and go
edit > preferences > add-ons > arrow on the top right > install from disk
and pick the zip file
one by one, you can't do multiple at once
that's for 4.2 idk if other blenders have it different
ookay i think i got all of it now
awesome!
you can import the model now
file > import
vrm
and then go to cats (click N if the side menu doesn't show up)
awesome i imported my character now
MMD Options > Fix MMD Model > OK
wait where do i find cats
oh found it
1st step
2nd step
Visemes > pick the correct stuff, aka AA: Fcl_MTH_A
OH: Fcl_MTH_O
CH: Fcl_MTH_I
click create visemes
eye tracking > pick the correct eye bones, press rotate eye bones
oh I forgot those came oriented wrong
Last step
MatCombiner
Generate Material List
If you don't want any switching to different colours and stuff you can combine everything besides transparent stuff (glasses lenses and eye highlights)
pick what you want to combine and press "Save Atlas to..."
yeah it's very annoying xd
and after that you can export as FBX, set the scaling to FBX All, and untick leaf bones
the correct eye bones should be Eye_L and Eye_R right?
yes
kk thats done
_L for left
_R for right
oh do i need to install pillow
it's a Python library for manipulating images
now it tells me to restart blender 🥀
save your file and restart
this is unironically the first time ive ever spent so much time on a 3d model
it takes like a minute if you've been doing it for a while xD
the longest part is downloading everything
outlined?
yeah like only the bones are selected
you shouldn't worry about the shaders in blender, since that's set up in unity
cause you only selected the armature
ohh
not the mesh
do i select the armature and the body at the same time
im at the matcombiner part
great
so think about what you want to combine and combine it
i just combine everything besides transparent things, cause they need a different shader
i dont rlly have anything i needed to separate i dont think
mhm, so you can do the same thing
saved the atlas
i dont have to keep everything selected when i export as fbx right?
delete the cube, light and camera from your blender scene if they're there
nope
export settings
oh shit i forgot about the camera and light
yeah, they can cause issues
wait whered u get this part
yeah i exported it now
great, you can set it up in unity now
if that's the fbx, drag it to the hierarchy
the hierarchy?
left side
ohh
wait i can do that?
yeah
its not working
that's what i always do, cause it puts it at world origin, which is needed
wdym?
:)
i see
and whaterever you didn't atlas
into the assets
and right click > create > material
and set them up how you need
remember to also connect the materials to your avatar's mesh
is it normal for atlassed materials to look horrid
it looks kinda awful now compared to before
cause you need to set up the shader
make a material or extract the materials
put the textures on the materials
set the shaders (you probably used MToon before)
and set it to "cutout"
and backface culling to off
im a bit confused on this part srry
i can send screenshots if that would help
do i just make a random object?
after that?
remember to set the rendering type to cutout and cull mode to off
i forgot to highlight it on the photo
oh do i also put the atlas into shade color
but rn it still looks the same
did you do this?
cause it should look good, if you did that
Awesome!
you can check the texture size and maybe increase it a bit
click the texture, there should be "max size"
or smth like that
Could I ask you a question?
just ask
wait but how do i convert this into a VR chat model
Do you or do you know anyone who knows how to teach blender? Like 1 on 1 type deal
im like
new new
idk how to do everything
i just learn the things i need
and google specific tutorials
there are many basic tutorials on setting up an avatar, I'd suggest watching one. like this one: https://www.youtube.com/watch?v=bSwMz4WcajQ
this seems like something you'd have to pay for, like private tutoring
ik how to convert a vrm model but idk about the new compressed one so i might have to ask eliot again
right Im just not the best with tutorials i guess, Scupling, shaping, shading
once it's in Unity, it's all the same
it is?
yeah
thats odd
why?
?
my converter isnt letting me convert
if that's unity, don't try to convert vrm there
once you export that .fbx from Blender you can follow any of the many tutorials like the one I provided
and mine
to convert it to fbx
convert to fbx and then..?
... and then you do what's in that tutorial I've mentioned twice
actually i should watch the tutorial
there are many, this one happens to be quite good and reasonably popular
..now im getting these issues
autofix
and set the rig to humanoid
click the fbx in assets
rig > humanoid > apply
configure and make sure everything is correct (you will most likely have a hair bone in the jaw bone, fix it)
and apply
weird
embeds appear to be broken lately
oh now the bright orange warning symbols are autofixes
yup yup
praying to god that this works 🙏
now i need to see if i can find it on vr chat
it should be in your uploaded folder
no, you set that in the SDK's build window
nope
it's set to private
you can change to public in the sdk window or on the website
ohhhh shit
alright
it should say "save changes" or something like that
yeah it did
idk i always do that on the website
ill republish and see if that helps
it worked!!
theres only one issue im noticing rn tho
the iris doesnt rlly work smoothly
🥀
is there a way that i can fix that
so im working on a runa avatar edit and i did all the material steps correctly (drag in the alpha) and the palm is gone on the left hand but showing in the tutorial video?
did you bring the model outside of unity at all when editing it?
Does anyone know how to fix my avatar being way to high in the air and when i turn it is way to fast also in the avatar preview in the menu the avatar is as small as a dot
I need an expert on VRC animator play audio because ive followed tutorials and looked through forums and i still have the same issue, I cant hear the audio. It toggles the audio source when the sender reaches the contact its just not audibly playing anything and as you can see above there is audio in the animator so theres no reason for it not to play anything. I'm lost on this and its such a specific problem that theres nothing online helping. Some help on this would be greatly appreciated.
Is there a way to do a seamless stitch with different parts joined to the avatar? When I merge vertices usually the model looks weird in the stitched zones, like this
Set the shading again or smooth vectors
this is exactly how mine looks. I do leave the AudioSource enabled all the time though.
Eh eh? How
Blender basics. In object mode right click, set smooth or auto smooth - you should learn about vectors and normal data
But when I smooth vertices in the affected zones that scar-like skin doesn't dissapear
you may have to reset vectors (in the normals menu) first
Normals menu?
Ehh
mesh -> normals, or alt+n
alt+n doesn't do nothing and when I select the mesh and right click there isn't a tab called normales
I've been using blender for a short period, sorry if I missed some of the basics
i might just be dumb but is there any way to fix this? if the knee bends it doesnt stay on the thigh. idk how to fix D:
i feel so dumb
Attach to the lower leg not the upper then
Hey, I know there's ways to desync animations
But I'm unsure how to go about making animations that are triggered by contacts only happen for the user who activated them
(I want to make an avatar that looks different depending on if the observer is to the left/right front/back)
make sure the hierarchy is alright and try dragging your model to the scene again
Its root pelvis spine chest...
But i have clothes bones in pelvis its a problem ?
Like a skirt
arms work fine until trying to put them behind, and it seems to bend weirdly or break my arm. other models work fine. tried making the arm longer but doesn't seem to help.
try going into the data tab of the mesh and clearing any geometry data
shouldn't be. By root do you mean the armature? or do you have a bone called root?
A bone
put it like this
Hips - Root
Spine - Pelvis
Chest - Spine
Upper Chest - Chest
and see if that helps
I will try tomorrow
And if i put ankle in foot mapping its a problem when i have to walk ? Cause its animal leg so its like 2 knees so like this the feet of my character is on toes mapping
I don't see why a normal humanoid armature wouldn't work for that avatar
Ok i hope
heyy i know im not able to upload avatars yet due to my vrchat rank
but can i still test the avatar somehow on my computer? it's not letting me
bump
thanks xd
Is there any good guide/tut for 2D mouths
In need of anyone good at 3d textures
i have a personal avatar edit i bought and am working on*, that a friend of mine when getting close and looking at my avi completely lags out and freezes. they said because my avatar has “25 lights” on it, and while i do like working on edits and materials, im not sure what “lights” is exactly referring to, i was wondering what specifically i should look for when trying to optimize the avatar better, to not lag people out when they get close
how can you increase your trust as quickly as possible
i have been told that world hopping for 12 hours doesnt work
do you have ... ahem... certain props which one does not use in public? Those use lights for .... targeting.
the avatar does have it, but i havent used thm
well that will count against you for performance ranking. if they aren't active at the time, probably shouldn't be causing lag, but realtime lights are very expensive, so ideally have none.
where do i check for lights, is that in the poi pro mat?
in unity
lights are components on your avatar in the hierarchy, this is not a material or shader thing
another bump 😭
pink = broken material, either invalid shader or maybe missing image textures
you look at the material, pick the shader from the dropdown at the top
im not seeing anything
could this be the culprit?
That is indeed a light
thats the only light i canfind and when i toggle it on and off it really changes the shadows on the avi, could this one light be so bad its making my friend lag?
yeah I could see that being a problem in some cases, such as everyone present already has very very poors
so that only happenes in play mode but when i bac out its fine asf
then likely an animation swaps materials
how do i fix that issue
find the material that the animation swaps to and fix it. if you go into play mode, then inspect the avatar, you should be able to check what materials are in use
Object animation works in the animation tab view but not on the actual toggle? the wings im animating do not have an actual bone but i am moving them up/down
(i do have Is Animated on)
is there any fix to this?
i have an egg inside of me but i also want to make a toggle in my hands. how do i do that without adding a second mesh?
i have a liltoon shader that would turn white in play mode, its used for the blush/ tears and within the animations/ blendshapes, it looks fine, but in play mode/ uploaded would cause it to be white
do you want to move the existing egg? use a parent constraint to stick it to your hand
idk how to use parent constraint
okay
Quick question, how do you add a texture for an expression? Like say I’m doing a hand gesture and a blush shows up on the face, how do I do that?
its just a toggle like anything else you toggle on an avatar but you have the transition condition of said gesture
when converting a PC avatar for quest, how do i lower the 'uncompressed size'? the build size is under 10mb as required but I cant figure the other bit out
Sorry I’m a bit slow, can you please explain how to do that? 😭
you'd have to apply the texture to the face directly, or mesh over the face. using a shader that supports decals is an easy way
Does poiyomi support decals?
Okay so for some Damm reason when I upload it gives me "error saving blueprint"
I've tried detaching the ID
I moved the pipeline management down
I've made the model a prefab and it didn't work.
I've restarted unity and didn't work
I've restarted laptop
I even reimport all and didn't work
Error I get is "missing AssetUrl" the heck do I do if anyone has a possible fix
Yes
paste the first 2-3 errors
Before you ask I did try uploading with a different ID but I still get same result and it's an avatar I wanna work on and upload to same ID or at the least get it updated again
looks like networking issues
So just try changing my wifi and upload again?
How do I assign decals to certain expressions? Sorry for asking so many questions
you make an animation that activates the decal. If you don't know how to animate material properties I'd suggest watching a tutorial
Okay, I’ll get to it
Yeah tried changing connections and still giving me same thing "error saving blueprint"
And the console all it says is "Response was missing assetUrl"
I don't know anything about how the SDK does networking, sorry
So i made an emote for my friend, but my friend is on pc and cant see anything, is there a way to make the viewpoint stick to the head when the emote is played?
I can’t find any videos showing how to do this
that seems surprising
still though, any video on animation should give you a start, like one about doing blendshapes. just change material properties instead of doing a blendshape
can anyone help with exclusive tags
Need a little help, I'm making an avatar that has an option to put a helmet on and off. The problem is, when she puts it on, she's bald, I have no idea why.
I left it on and it still isn't working
Anyone familiar with trail renderers? I'm working on a sword asset and I need to know if there's a way to either:
- control trail size through speed or turn off the trail renderer entirely when it's not moving at the required velocity
- lock axis so the trail doesn't rotate along the wrong axis of the blade
hello ,so im trying to make my first vr chat avatar(its a dinosaur )and i want to add it to to main game to test it out but my avatar is invisible,the avatar is a generic one and i have the vr chat-mobile-standar lite shader on the materials
completely invisible?
yep
show the validations screen
whats that ?
the one where you hit the upload button and shows your stats and stuff
You know that in your upload screen you have windows platform selected right?
You showed specifically that you picked vrchat mobile shaders
So are you on mobile or on pc playing
pc
Then it should be fine and I don't see why it would be invisible. Maybe someone else can spot the issue
hmm ok ,thanks anyway for the help
Does anyone know how to fix my avatar body Being in the ground
Is your origin too far up maybe?
nope
how do i make it so whenever i use a blend shape on the avatar body, the clothing reacts to it. e.g. chest slider
Automatic way is using shape changer component from modular avatar.
No. it's rather the blendshape sync component.Both vrcfury and modular avatar have the component for it.
im guessing that the vrc fury one is the blendshape link?
Yes.
do i add it to the object or the avatar body or the fbx thing
I totally missed that x)
I'm not sure about the vrcfury one. Better go to read the doc in its website.
what about the modular avatar one?
The component is on the object you want to change blendshape.
is it supposed to be red or?
Red usually means something bad.
im guessing that the object has to have the same blendshape as well?
It searches for match by name first. If it doesn't then you'd have to manually choose blendshape. And if the object doesn't have blendshape for that specific part, then you have to create blendshape in blender by yourself.
oh dw i have a thing on blender that lets me transfer all the blend shapes i want to another object
Howd i fix this problem ??
you should clear your console and then see the first few at the top
Ive tried to downgrade n upgrade the sdk, but still has the same problem
Some of playable layer animator controller is corrupted
Ohhh thank you so muchhh, i love youuu
Can I ask someone who knows how to rig in Blender to breathe down my neck and tell me what I need to do, in order to simplify a rig with lots of superfluous bones that VRChat doesn’t use?
What I have: A VRM avatar I exported from an editor, which has way too many bones that my model doesn’t need. Imported onto a .blend project
What I need: The same avatar with edits necessary to make it usable on VRChat.
Help I want: Live troubleshooting/tutoring via screenshare. I easily get lost in Blender and I have no hope of doing this alone.
You'll likely get more help if you started it yourself and asked specific questions here so many people can see it and answer rather than relying on one person tutoring you for free who may be in a different time zone on top of the fact that Easter is around the corner
Well, to start with, my model’s rig looks like this: https://cdn.discordapp.com/attachments/730948173379535022/1361634741106774076/image.png?ex=68036d2c&is=68021bac&hm=5523a88b5d4c1657de47b78b3efcbec197c077dd65072c93d3cad2aba2bea3a3&
My idea was to use a plugin to detect and delete zero-weight bones. However, the plugin I found removed all the bones, not just the zero-weight ones. So now I’m stuck.
I have like 200 bones, and if what I read is correct, I should only have like 30 or 40.
That really depends. Say if your avatar has long hair included, you might go above 100
So you cant just put any fixed number
Whats important is that your rig fits with what the sdk considers humanoid - plus any additional bones. So yes, theres a minimum for it to work as humanoid rig but minimum doesnt mean you cant have more
Here's how it should look like at minimum #avatar-rigging message
Here you can see the rig settings in unity https://docs.unity3d.com/2022.3/Documentation/Manual/class-Avatar.html
Note that bone names indicator with a dotted line are optional. So you can always go there in unity and have a look at whats absolutely necessary
Is there a way that i can publish a vroid character successfully while keeping as much physics as possible?
like all the bones on the breast and hair part
you need to add physbones in unity
unity converters add physbones to everything automatically
it's better if you do it yourself
google a physbone tutorial
Ohh ic thanks
If you haven't figured it out and you're not tryna do this yourself, i get commissioned to do this like constantly lol
Is there a way to play sounds when a particle dies? 🤔
I know, this is what I'm working with
What does "dissolve selected bones" actually do?
It doesn't seem to do anything when you select 1 bone
lots of useless bones there, throw it in cats and see if it explodes
I've already thrown it in cats and it did explode
if its rigify good lock those are annoying , cant tell where its from
It's from Koikatsu's PMX export mod
ive converted some of those with cats
when clicking "fix MMD model" it throws an error
but there is like 10 million versions of its exporters
something about not finding the correct bones
renaming you can do after , it will not have names cats want
see if i still have mine somewhere
that one is from koikatsu
so many odd bones on them
biblically accurate rig
How do I show bone weights? To see if they're doing nothing?
it will throw this one or similar after but alot of bones that never do anything is gone
Straight out of CATS Fix MMD Model, there are a whole lot of others missing and most of the rig is gone
What are the correct names that CATS expects?
its there just inside mesh
I mean, what should I be renaming the bones, so that CATS can find them?
Not what I asked
Before fix MMD model:
After Fix MMD model:
Most of the bones are deleted
With "in front" selected, it looks like this, wrong directions, sparse population
welcome to koikatsu convertion ?
you need to align them
like some model that have these
Wow
before & after mess
wasnt fun
is it normal for some of the bones to not be highlighted or does this mean they arent activated?
theyre not humanoid related, its normal
ohh ic
im just tryna get its physics to actually work rn but im not sure how to
i tried adding a phys bone on one of the breasts to test but it doesnt really seem to work
Can you show your physbone set up?
wait how do i show that part
yeah
Quick clarification question.
So physbone_stretch values are all done locally and can be a little inconsistent, so using the value to trigger an animation could sometimes not work over the network very well, right?
But if I do something like if physbone_stretch greater than 0.9, drive synced bool to true, then use that bool to run the animation I want, that will ensure that everything will work well over the network, right?
Should I run the parameter driver and greaterthan 0.9 part as a islocal only animation? or will it make no difference?
screenshot it
I'd recommend deleting the "ignore transform"
and how are you testing to see if it works? in unity or in game?
in unity
I went into Weight Paint mode to see which bones were doing what, and none of them have any weights attached to them
i tried dragging the model to see if it works
...oh
press the okay icon ▶️
just beware that if you make any changes inside of play mode they won't save
wait they wont?
if you like the changes you've made, top right of the physbone component, press the three dots > copy component values
how do i save them then
then paste them into the component once back out of play mode
you don't, you copy them and paste them. Like Coffee said
oh
ahh i see
oh yeah how do i add phys bones for my hair if the model itself doesnt come with any?
add a physbone to the head bone
that should affect all of the hair bones
if your model doesn't have hair bones
you'll need to add them in blender
nope doesnt look like i have any
so either add them in blender and weight paint them
or do that automatically in vroid and re-do the blender stuff (visemes, eyes, etc)
can i do it with the fbx file i had yesterday with ur help?
there's a "hair bounce" section
I'm gonna be so real with you, I always do that in VRoid, so if you want to do it in blender with the fbx you're gonna need to figure it out
for some reason mine doesnt come with any hair bones despite being clear that they actually did have bones in vroid studio's animation test thingy
could it be because i removed them while trying to optimize the model inside vroid?
....shiiit.
if you removed the bones they won't be there anymore
would it be easier if i re-exported a model without optimizing rather than trying to fix the model from here
yes
welp back to work i go
wait just to confirm
i dont need to optimize in vroid right?
just redo the blender steps in blender
I'm not a fan of that optimizer tbh
you can if you want to for some reason
for quest it may be helpful for example
no i dont really have any actual VR purposes just yet since i dont have a headset for that
i dont have to worry about these being too large right?
Check if you have "delete transparent meshes" ticked
if yes you can export
since materials you fix in blender anyways
it needs to be ticked ✅
yep ticked
so you can export
Blender steps
#avatar-help message
in case you don't wanna scroll up and don't remember 
you know me so well 
My account is upgraded but I can't build, did I miss something?
an official vrc account with a trust rank new user or higher?
Is there something I misread somewhere? That's possible I'm new to VRC
yes
"you can now gain trust ranks"
you simply converted your account into an official one
Ah
you still need to get the trust rank
Gotcha, well I guess that just boils down to lack of effort on my part in terms of reading 😅
_ _
Okay I think I see what that trust rank thing is, and I'm assuming it has to be above visitor....welp
Yeah I noticed that
So indeed I did not read
what limiter is recommended for hair?
i ended up with polar and safe to say it works pretty well
minus the fact that my bangs look a bit weird
it takes some trying to get them correct
im watching a tutorial on how to import a roblox avatar
ugh
it keeps breaking
PMXeditor wont load
wich is aparently important for a roblox avatar
can somebody plz explain to me why i am having this stupid error saving blueprint message
despite detaching the blueprint id
just doesn't make any sense
anyone know how to fix view distance? Like sometimes it looks like I'm seeing in someone's head but in the mirror they're not that close. I think the last time I got it fixed it had to do with like changing actual height or something
who knows how to make roblox avatar in vrchat?
im an idiot and cant manage to make it work
you would have to post the relevant error messages, usually the first 2-3 visible, we can't tell you anything otherwise
response was missing assetUrl
I meant literally paste
ok
i made a material swap radial wheel and it works fine but when i go to one of the materials and select it reverts back to the normal one instead of the one i selected
you assigned param in both fields in menu, should only in one
would it be possible to reference a game object from another avatar in a component like a aim constraint?
Some way to maybe force reference a specific UID? Though I am not sure if UIDs are consistent between scenes and between clients
no
quick question if you dont mind?
hmm?
@graceful elm theres contact tracker prefab that can somewhat track default contacts, thats the best youd get.
yeah sadly that ones practically unusable
when using vrchat creator companion it gives me the option to use 2019 unity, does that work with the latest sdk still?
I tried it before, it never worked correctly for more than 5 seconds
Please don't ping me to ask questions you can just ask everyone.
I don't know why you would use 2019, and no, it won't work with the latest SDK.
@naive quartz no, its legacy, just happened to be around when vcc was released
it still can upload old projects but misses many new features and wont be verbose on many cases of upload fail (since it has no idea)
prefer the layout of 2019 and okay, just figured i'd ask you seeing as your the one who has replied to my message moments before.
okay, thankyou for that
how tf their layout is different lol. the only change is 'Gizmos' button got its own icon
nah i prefer 2019 lol
... why?
but if it means i am missing out on features then i guess i will use 2022
old sdk
aka 'i hate new vrchat features'
lol wat
nah, i personally use unity 2019 because unity 2022 is slow as hell :P
it keeps "loading" for seemingly no reason at all
clicking on anything? yep, that's a loading screen alright!
A lot of people still use 2019, me personally it’s just something I’m used to as I’ve used it since it’s release. Not sure why they got touchy about it.
i think it was to prevent people from easily ripping files from the game
as ripping things from a game that runs on a unity version above 2020 is nutoriously tricky
and yeah thats a good thing they updated to 2022
Hello I have some questions
this is a decent place to ask them
So I’m pretty new to vrc and somebody has ask me for a commission for a avatar of my taste and idk how usually price are for a avatar and if the user is trust worthy
Those snall information could Help me not to wast some money that could go to the grocery
find a verified artist on the VRC Traders discord
If they contacted you out of blue, definitely a scammer.
definitely
that varies greatly, so many factors involved
It's widely ranged depends on amount of features.
Multiple clothing
No definitive answer for that.
I wouldn't say so
?
go to VRC Traders and try looking there
id charge 200-5000$
(pst i dont make avatars for people , rare times ill update/fix some friends for free ) id be vary about scammers tho
yeah that seems reasonable
yeah, if someone massages you themselves, they're a scammer
when converting a PC avatar for quest, how do i lower the 'uncompressed size'? the build size is under 10mb as required but I cant figure the other bit out
there's a lot of info about it in #avatar-optimization
im just wondering, broadly speaking, since crunching textures to almost byte size - is it more to do with the mesh etc?
crunch is like a zipbomb i avoid it like a plague, here is 2 ways to find your compressed/uncompressed size
you can try vrcfury blendshape optimzier, it removes unused shapekeys = mesh smaller in size , most of the time people cant hit <10mb its cause of those or a massive fbx 200k+++
- created parent constraint on the mesh
- created an empty and armature linked it to the hand
- added the empty to the sources in parent constraint in the mesh
- pressed zero, then activate
- moved the empty to the hand but the mesh didnt move
what am i doing wrong
kay so im editing my avi's animations and i dun know how to make my tail bones be able to animate, anyone know?
anyone knows why and how like when my friend sits on my other friends avatar, the uv texture just goes on their face?
got physbones on it? check the "is animated" checkbox near the bottom
can someone help me when im in unity and add a animation to my emote wheel and i activate gesturemanager to see my emote wheel the animation is there but when i start the game the animation isnt there
thing is that i think i have to activate the bones in avi config, or maybe im off my gourd
"activate"?
by that i mean like
on body there is hips,spine,chest,uppchest
all the green bones on the avi scene
Is the mesh skinned mesh renderer?
those are humanoid bones used for IK, a tail is not. You can simply animate it directly.
ooooooo, hmmmmm, is it just in animator then now?
click record in the animation, rotate whatever non-humanoid bones you want
so even though i fully deleted it still gives me an error on it
hmm but when i add the tail it gives me a (tail: game object is active)
okay, hmmmm
Idk what's going on with unity I cannot upload anything not even on a new project. Keeps telling me "error saving blueprint" I've detach the ID. Restated unity. Restarted my laptop and made a new project
And it still gives me it and a "Cannot load avatar (avatar id) because response was missing AssetUrl."
which unity + which SDK version?
2019 unity using old ones since i never had issues with them.
yeah but here you are having issues.
So I gotta finally update it then eh?
Never uograded since my friends typically have issues with newer ones
So which unity do I gotta swap to?
can't say I have any issues with the latest.
2022.3.22f1, as stated in the VRChat docs
For whataver reason certain parts of my avatar are black in some worlds, and in other worlds with AreaLit avatars they bloom like crazy with emissions. I have tried all kinds of shaders and they all have the same problem, so I doubt it has something to do with the shader. The shader and respective settings are identical on the parts that are black compared to the ones that aren't. I have ajusted the minimum light, which didn't help, I have adjusted emission strength and even at 0 it does that thing you see in the image
Got it. I'll update and see what happens
I have been troubleshooting for six hours so this is my last resort
reference of how it's meant to look and how it does in most worlds
can someone help me with this issue please idk how to fix this im looking for solutions now for almost 1 week without success (im not paying anyone to change my avatar to something like that)
don't put a cube map texture into a normal texture slot
Its the way the avatar came
Anyone guess getting a problem with the Radial Puppet?
like you put it to like 50% then it just go off on one?
like spinning around without player input
if there a fix please let me know
it happens when i go into other avatars too public and my own
NVM ITS SLIMEVR
i can't seem to apply the humanoid rig to my OC, any solution?
well, do you have a leftupperarm bone?
if yes, go to configure and make sure everything is correct there
go into the rig configuration in Unity and make sure that bone is in the proper slot.
It may not be present if that bone has no mesh weighted to it... so you may wish to verify that while you're in Blender.
your arms? isnt connected to chest
oh! obvious now
bump
Hey I'm new here but how the hell does any of this work 😭😭😭
I've been trying to upload my ironlights avatar for a few months now and the only progress I've made is opening unity
And getting the avatar itself of course
you have vrchat creator companion?
Been using it
Thanks 🥲
?
my creator companion looks nothing like that
welp
.w.
was the textures inside the fbx?
i believe so
you can extract them if it was inside of it
fake ah link
ty mods
was about to ping -w-
I just pressed import new asset
And uploaded the fbx
in blender?
Yep
AI Overview
Learn more
To extract textures from an FBX file within Unity, you need to first ensure the textures are embedded within the FBX file. You can then use the "Extract Textures" option in the Unity Inspector to separate the textures from the FBX asset.
I copied the ai overwiew with it lol
Alright interesting
I still have no idea as to why half the model is missing
Does my pc just suck
I really hope not
How would I go about enabling foot ik on an animation? The only thing i can find relating to foot ik is on the animation preview, and without enabling it my avatar wiggles around like a worm . w .
then I can't really know
Would it tell me if it was corrupted
wiggles? do you have physbone components acting on humanoid bones? Don't do that.
idk
for me sometimes I had missing fbx things or ect
rn your model is like that because it's something with the model
was it something you downloaded or?
something you created
I'd look and see if you have texture files in your project already.
Well I originally downloaded the model
From ironstrike
try redoawnloading it?
Then I remade the textures because apparently unity doesn't like textures
Have done
er, what?
Textures just wouldn't import no matter how many tutorials I watched
are the textures are in a file seperated?
I tried that
unless they are some weird format, that seems quite strange.
-v-
Didn't work for some reason
No, I don't have dynamicbones on my legs. My feet don't connect to the ground so my legs have all of the control over the feet. I don't know how to describe it.
I've been having an issue where I can't live test the changes made to physbones in play mode. No matter how I adjust the sliders the physics stay the same. I have to stop play mode, adjust, then start play mode to see changes instead of being able to test the adjustments in real time like before.
I've toggled off and on the physbone components and I've removed and re-added them and the issue persists. It persists between projects and different models, too. I got desperate enough to uninstall and reinstall both VRCCC and Unity but I'm having the same problem still. :[
Does anyone know what's broken and how to go about fixing it?
perhaps a video might help
this is a bug in the current SDK, try going back a version
I still wanna know btw if I can make an animation with atleast the camera sticking to the head -w- for pc
It's in the previous one, too.
ah, I'm not exactly sure which version, but there's a canny for it that says a fix is "available in a future release"