#avatar-help
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Aw.. Thank you for replying! I'll Just awkwardly fiddle with them until then. It started with the previous update and is still there for 3.8.
It came out blank white
the textures. you placed it in your unity project right?
yeah what does "upload the textures" mean
any way to make my friends camera on pc stick to the head when playing an animation? they can only see nothing when using the animation
please don't ping me for questions I'm not already helping with.
alr mb
for the record, I have no idea what that might mean, and that's why I didn't offer help.
alr
Hopefully you see what I mean. I don't know if it's something to do with foot ik or if the emote just sucks.
that looks more like an animation problem .w.
yeah no idea what is going on there - yeah, maybe animation
but ngl, wobbly legs
What layer is the animation on?
Bleehh, makes sense I suppose.
No, action is right
no, action is right
alr alr
I mean I know that basic -w-
it's mostly if there even is a way to make the camera stick to the head for my pc friend
I know gogoloco replaces the view each time you use a static animation
but that's only 1 update and doesn't work dynamicaly
Heyo peeps, Anyone knows why this alert appears? trying to upload to quest and that's the only shader that doesn't show the vertex colors of the asset
that's a world shader, it can't be used on avatars.
Light mapped is for worlds
remove the vertex colors
understood, thanks!
sdk doesn't make that clear unfortunately
yee, didn't know that :/
they should ngl, have one saying world and the other avatars, would make it simple xD
or show which materials is the wrong shader
yeah
cuz sometimes I have trouble finding even what material I need to change xD
macarena so old , that motion looks like it was converted in blender wich does wierd things to hips and legs , theres multiple converters in unity for vmd/ect
might have one somewhere (have 100's of vmd)
yup
Mhm mhm, I think mine especially sucks though because I'm pretty sure it was exported from Fortnite and converted for Unity.
be sure you have tracking set to head & hip when using dances like that or very wierd things happen ( i just set tracking = animation whenever im doing one , when done set it back to tracking)
how i put clothes avatar
What kind of clothes are you trying to work with?
Do you know if your clothes are compatible with VRCFury or Modular Avatar? I'm pretty sure most clothes for those models are prebuilt with compatibility with one or the other.
i got both
I use blender for that, robot got sweater now
love that robot
The clothes support both? Or do you have both of the tools in your project?
vrfury
Mkay, try dragging one of your outfits into your scene and click it. If it supports VRCFury out of the box it should have a component attached to it named VRCFury Armature Link, or something like that.
Mkay. On the bottom of your Unity window you see your clothes, right?
Okay
Click one of your outfits and look over on the right. Do you see anything that says VRCFury Armature Link? Mine says Modular Avatar because that's just what I'm working with right now, yours might say VRCFury.
i wonder how i can be able to use these 2d faces for my 2d visemes & expressions
spritesheet , uv/offset detect viseme or just voice
matswap is also a thing but 'bleh' 
pc can also animate using decals (annoying uv shift on them)
theres the numbers for a 4x4 sheet
Okay wat next
Did it say VRCFury over there?
it all give me this
How do you view an avatar from 1 meter away in Unity? I keep hearing people say to do that to judge if you should up texture resolution but I can't find how do to that. qwq
I made a gun with its own FX animator layers and parameters, but when I try adding it to my avatar, it doesn't play any of the animations. In Play mode, I can see the layer states playing in the Animator tab, but it's just the animations that don't play. Any ideas?
I was able to get it to play properly when it's not on the avatar.
what i do next
Drag the outfit into the root of your avatar on the left :3
how do i figure out where to put the view position?
gotcha
<-> so drag it to the avatar
failed to build avatar?
so other one did work but now maid one dont
Oh wow, are you sure the clothes are actually on your avatar? It looks to me like you just dragged them into the scene.
While I'm in this channel though, I'm having a problem of my own. I'm getting an Avatar validation error when I try to upload.
see
this is a bone that i made bigger so it fully touches the handle of the leash. but in unity... it doesnt show as a big bone when i add radius. its still the same
scroll up to find the first 2-3 errors
Would this cause everything to become frozen ingame, like ears tail etc, trying to get my nova quest compatible
it literally says "all physbone components will be removed", so yes, that is what that means.
Thanks lol, just making sure so i dont go hacking off things
i'm here in the lipsync segment, since my 3d model has a 2d face, how do I set the 2d visemes?
(from now on, i have none)
if they aren't blendshapes, disable that and animate them yourself using the Viseme parameter
gotcha
How do avatar clothes scale down specific parts of the avatar when put on? When I scale down a bone it scales every bone after it with it.
yes, that's how that works
So do I scale up a bone further down the line?
I want to scale down the shoulder to prevent clipping but I want the rest of the arm to remain the same size
I'd reshape that in Blender
I want to resize the bone only when the clothing is toggled on
It would be a waste to reshape in blender
I'd do a blendshape for that.
hi! im trying to edit my avatar (its a booth minase avatar) and i tried to make a sculpt to head in blender,but when i put my materials on the head it deforms like this,.Any fix you guys suggest? (im really beginner in blender)
Actually thanks I forgot to check blendshapes it looks like there's one already tho :3
oh cool
how can I tell what kind of problem does it have
should there be a more verbose error such as "impostor failed to generate because of component : "
usually too complex or unusual hierarchy cause those issue IIRC
I just put my avatar back together in a new unity project and I'm still getting a failed avatar validation error. Any possible fixes?
whys my boy set into the animation preview pose when im not in the animation preview mode?
Having a feeling its because of a write defaults mismatch, working on fixing it just to check.
so I have a question, how does one make a toggle that disable facial expressions?
set a boolean variable with the toggle and use that in the conditions for each of the expressions
gotcha, thank ya
So I've seen multiple avatars now that will stop a players voice from working, but will play some other audio in it's place. I get how they are playing audio, but how do you stop a players voice through an avatar? Is it what I think it is?
if my character isn't supposedly to have a visible neck, how do i fix this missing heirarchy element problem?
make a neck bone anyway
You need all of the humanoid bones
not all. but more than unity considers mandatory
i got that fixed btw
i had this issue earlier before, but randomly fixed but it came back up since i reverted to a old fx file, but i want my facetracking to animate my ears and tails, so if i smile it makes them wag.
all that works transitions work, etc. im only having an issue with playing the animation. i can go into the fx player when in gesture manager and see it working and trying to play the animation and the conditions are met and such, but the animation for the tails and ears just dont play.
ive made a mask for just the ears and tails, but that didnt work. ive done every sanity check known to man, idk whats wrong ๐ญ
if i press play and DONT go into gesture manager and change the parameters they will do the animation, but once gesture manager is ran it doesnt work
still need help
that is all of the errors
Pumkin's tools has a reset feature
whats that?
bruh im just asking
but you already know the answer - it has a thing to reset that pose
"Failed to upload file." and this is the only red error in console
try using different version of poi shaders
now that i've settled the rest of the requirements, where should i start?
do i add in an Int for this part?
unfortunately no, i have the recommended poi installed and im getting the same error, i tried a new project and im getting "Failed to upload"
ok trying this again with a fresh new model
I want my avatar to have a toggle to summon mosquitoes like the one in the picture, how do I achieve this?
Not as a pet, just a bunch of 2d models that move around a certain area super fast so nobody can tell they're 2d
https://youtu.be/tHJXpINeCQY?si=Z4JRpRTwndC76Lyw exactly like here
Anyone else "Review Any Alerts" tab jus not showing anything?
you have to press on the arrow
This would be done with a particle system
Add one into your scene by right clicking in the hierarchy and selecting create>effects>particle system
Make sure you have a material with the correct texture, and mess around with the settings
You can also animate them if you'd like using a sprite sheet texture
Got it, i'll screw around with that later, sounds like a can of worms
Yeah there's a lot of settings to mess with, just try playing around with all of them to see how they work
I am currently having problems with Atlas'ing, for some reason this model has around 72 material slots, majority of them being duplicates, is there a fast way to combine all duplicate materials?
Problem is the materials are named weird and each material inbetween uses a different texture, so manually selecting them in Matcombiner is time consuming
Fortunately they are divided up into nice, toggleable modules which makes it easy edit
If they are duplicate you shouldn't need to atlas them right? Because they are using the same texture?
You would just need to assign all those faces to the same material slot
just asking if there's a way to automate assigning all faces to one material slot instead of clicking every and each material slot, selecting their faces and then finally assigning it to one material
i don't even get why it's so many material slots, all these nodes look the exact same to me
any fix?
ok i fixed it,i needed to turn on this thing
You can fix it with this
https://www.youtube.com/watch?v=UZx0NTmxTKM
I found a solution:
- Create new avatar id, upload to new id
- Upload pc only build
- Generate impostor on website
- Upload quest build on the same id
Even with it extended, nothing shows
hey guys are there any tutorials or anybody that knows how to make generic avatars ?(im trying to add the isle tenontosaurus for like 4 days by now) i rlly need help
it ain't easy ๐
textures are coming up blank
does anyone know why this is happening
ill try exporting the .blend instead but i doubt thatd work
Do they perhaps have white emissions all over them?
why am i not surprised
nope
just untextured
ik,but i finally found a video for the locomotion,i just need the emotes and im done4
how do i get my liscense key/serial number in unity
you do that in Unity Hub
yeah, but how?
Anyone knows what is happening here? Doesn't seem to happen in other worlds, I was in camera mode maybe I had a setting on? It scaled with height and nobody noticed it?
upper left, there's some kind of icon that has my initials and a dropdown where i can do account stuff
do i hit account settings?
is the cube part of your avatar, like a screenspace shader effect cube or something? some worlds do weird things with lighting
I'm assuming, I haven't poked at this in a while
i dont see any serial number :(
it should send your browser to their online site where you login
Ah maybe? Gosh
I've never done anything with a serial number so not sure why you would for vrchat
it says i need one to unlock a avatar i bought
ohhh, I thought you meant for unity itself
you'd have to see the avatar creator's documentation for that
no idea, it's not like there is a single standard for this
ok ill figure it out tysm
So it is using a default unity shader my artist said
Can someone teach me on how to upload avatars?
I'll ask other places too
hah, I just linked you a tutorial in the other channel
what timing
put them into the appropriate slots in your material
i cant drag them anywhere
that's weird
oh, you mean you can't drop them wherever you are trying to
nope
You can only drop those into texture slots in a material
textures go into materials, materials go into mesh renderers
how do i directly make a material
in the menu: assets -> create -> material
default one , shaders have wildly different looks
wont let me enable it
did you make the material or extract it?
extracted from blender
or are you trying to edit a material that's embeded in the fbx?
im trying to import it as a texture
"enable"?
cant click the box
here
if you mean the texture slots, you drag your textures into them
you can click the little circle next to it if you want to search for one
is everything greyed out, like the shader dropdown? If so that material is embedded in your FBX file and read only, so you have to make a new one
generally clicking the texture box will just show you which texture is in there, but if none is in there it'll do nothing
if you want to take crack at it i can try to send you the .blend file ๐ญ
im so lost ๐ญ
these blendshapes automatically turn on when in play mode, is there any way to not have them do that?
find where in the fx controller doing it
im in the fx controller but like where do i find it and disable it, want a screenie?
what I often do is set the weights for each layer to 0, then enable one by one to see which one causes the effect I'm trying to find.
there's no way we can find it from a screenshot
i duplicate and nuke layers until i find it
im sorry im not too good with unity vocab ๐ญ
watch basic tutorials. each layer in the animator has a gear, in that gear is a weight parameter. 0 = off, 1 = on.
ohh right!!
YAY
i did it
found them
they were presets for like, the main outfit the base comes with
thanks!
If anyone wants to try ๐ฅฒ
for some reason my model exports without its shape keys, is this a known issue?
no, just no
so im wanting to have a chair i can toggle on and off and sit on but clearly by adding it onto the body of the avi its just gonna to fallow the avis body so how i keep it from moving so i can sit on it
cant sit on your own station, closest you can do is fake sitting
there's a prefab that does this!
basically puts a chair under you when you sit, it's clever.
yes thats what i wanna do im saying a physical chair on the avatar not a station
yeh thats fine just animate avatar and make stuff appear , bunch of sitting animations you can grab from mixamo
no your not getting what im trying to say
i have a chair that i can toggle behind the avi a physical chair that everyone could see if i go back to try and sit since its connect to the avi itself it moves backwards with were my body is how do i stop that so it just sits there in the world
so uh my avatar wont upload i dont really use unity so idk what i did wrong everything is imported i recon and its the right version
How are your constraints setup? I have a chair on my avi an I just parented it to the hip bone and it works fine
You are missing a file. Look at the selected line it tells you with one it is
i connected it to the whole thing so it wouldnt be bound to just one thing was guessing on what to do
I have a very simple problem: My view orientation is flipped around
This is my avatar in unity (it's a coutch and I wanted to start simple)
But in VRChat it's turned around
Sadly I cannot adjust the view rotation only view position
I would do it like this, (don't copy the numbers) this will always keep the chair "glued" to the floor but it will always position itself under your hip bone, so if you sit down the virtual chair will always be under your hip.
check if your coordinate system is set to "global"
it was local
you avi will always face to positive z (blue arrow)
@vagrant crater is that what you meant?
actually what you want on that VRC Parent Constraint is the "freeze to world" checkbox
hey, just wondering as to why the physbone chain is not continuin on, it seems to just cut off after the first bone, anyideas?
what are you judging that by exactly? You may want to set the collision size to see it visually
it doesnt seem to be effecting the other children in the bone system, sorry i forgot to change the collission radius
thats with the vidualizer, dont worry about the weird movement,m im just using it to see how the outfit flows
I'm gonna be honest, it's hard to see if the outfit even moves on its own with that avatar movement
that looks right, you won't see anything useful if you click on the child bones
and yeah, I don't see what's moving or not here either
2 physbone compents on those ,other going to hate it
im not sure if this is what you mean
stick to one
theres only one on the sode, currently i believe its the only one effectig that bone, i think x.x
apologies if its a little wierd, im not great with models and stuff
i really just mainly deal with particles x.x
I got it to face Z+ with global settings, but it wasn't doing anything. I turned it around 180ยฐ and of course with 0ยฐ. (I also deleted the files of the previous avatar to really make sure I am using the new orientation). But even if I enter a random rotation like so โฌ๏ธ . I still don't see any rotation within VRChat (I am not uploading, just testing locally)
This is my blend file and everything is okay in here, I think
I changed my export settings in blender and it worked
Quick clarification question. If I have this toggle, and the selected transition is Toggle True and IsLocal True, it will only turn on for me, right? not for others?
yes - all conditions must be met to transition, and Islocal is only true for the avatar wearer.
Question, when exporting a tex from substance painter, is there a way to make the texture png transparent? most of the time the parts that weren't painted on stay as a gray background instead of being transparent
If you mean a base color texture with an alpha channel, go in the inspector for the image file, check "alpha is transparency".
most of the shaders will support that.
If you mean at export time, well put the opacity value on the alpha channel of the base color texture in your output template. Or optionally output a separate map file, but unless you're doing weird things that's a rarer use case
poiyomi.com has some nice output templates, I started from there and tweaked for my needs (such as outputing packed maps for poiyomi or mochie shaders)
In unity turning on that option only makes transparent black or white but the background is gray
well your shader has to use that channel too
Ahh it's because when I put the texture onto the other to make them join I have to magic select the gray area and the dissolve effect of the texture doesn't apply
also this doesn't work on Mobile of course
Hmmm
I'll check based on the things you told me
Although may be hard for my brain to connect the dots
I'll be around for a bit, I'm learning math
Hi! does anyone know how to use pcss + liltoon that could help me out with it? Please DM or ping reply ^^
you mean a mask in the animator?
dont need a mask for that, just set 'is animated' if you have physbone on it
it's on the physbone component used for the ears, wherever that is located
possibly on the ear bone root?
we can't tell you from here but you could search the hierarchy for 'PhysBone' probably
t:script in top of hierarchy
I always forget the syntax for that
oh. this is a vrchat server, so....
'sokay - I just have no idea how to do what you're doing ๐
maybe others do
its supposed to look like this with the bones, but in game it doesnt show and some toggles dont even work???
sorry, what are you referring to here?
ill show you what the toggles look like in unity vs vrchat
^via gesturemanager
okay wait the tank and shorts dont even work
but the skeleton shows in unity but not in vrchat
the asset says it requires "avatartools" but they didnt provide instructions
need any further info..?
I mean, there's really nothing to go on here, so...
the deal is that the skeleton asset here is missing ingame
well how does it work?
let me see
i definitely need to re-check the booth page
yeah theres lit no instructions https://booth.pm/ja/items/5754578
but it pretty much uses modular avatar to rig itself to the model
ill try to use avatartools
is it possible to use 2d visemes that depend on other expressions?
since they're really just generic animations, you can setup transitions based on whatever criteria you want
for some weird reason when i look down at an angle it appears but when i look back up it somehow dissappears?
rendering queue or bounding box , main reason i keep everything in one mesh
i need to make the bounding box a lot times bigger right, because it's sized 'perfectly' around the mesh
(i expanded the bounding boxes and nothing changed)
what's the editor again?
this
i recently made it bigger to match all the other assets' bounding boxes
not really, its pretty late so i kinda rely on visual representations, im not sure what rendering queues are
thulen had mentioned render queue
im using liltoon
found it, what is it supposed to do?
and does this help?
opaque / transparent have different rendering queue , if you use the same it can fight over wich one is visible first , staring at different angles you will notice it
inner probably opaque , transparent tend to be alot higher
ohhh i think i get it now
very much guesswork tho could be other things
so like, how do i get it to work?
right
what do i have to do for that?
i mean, i get what you said
which would you recommend i select?
skin very likely transparent and inner opaque they should behave
just if one is higher then transparent it will stick out
Hey I changed the Gravity settings on my physbones to 1 and entered play mode and tilted my avatar to one side. But the bone is not falling after the gravity at all
try without polar , angle might keep it from going anywhere
i set the skin to transparent, what counts as opaque for the skeleton?
just did still sadly nothing
When editing the hand colliders, "automatic" has colliders on both hands while selecting "custom" only puts a collider on the left hand. Anyone know why that would be? Second picture is "custom"
i'll probably leave this all for tomorrow, thanks all for helping me :D
ah this might be it any idea what could create that its for some reason the Face Tracking UE Debug that its pointing at
Solved: although it was mapped correctly in rig settings, the SDK was unhappy about how my right hand bone was named, which retained an old name on accident
This happened to me when i had a mismatched version of the SDK installed on accident. But gosh, that was a few years ago. Checked that everything is up to date?
yeah everything should be
just checked yeah
Correct Unity version? Newest version of whatever plugins or scripts you're trying to use? An obvious one, but have you restarted Unity?
2022.3.22f1 with the SDK at 3.8.0
guess am uploading a test and testing it in vrc :p
oh i thought it was preventing you from uploading
nono its just the phys bone gravity not doing its thing in play mode
3.8.0 is annoying asking before you upload and noticed angle limits dont do a thing editing it in play mode so im back to 3.7.6
yeah noticed that 3.8.0 is weird in some things especially the upload button now being mid upload ๐ฅฒ
guess am downgrading thx!
Is there a crashlog in VR chat? I just crashed with my new model on and i need to know if it was the actual model or the room i happened to be in
?tag logs
=How to access your output log=
- Copy the following text.
%USERNAME%\AppData\LocalLow\VRChat\vrchat
- Open explorer and click the address bar.
- Paste and Hit Enter.
- Look for a text file named "output_log_xxx", usually you only need to share the latest one.
- If you haven't, create a new thread in #1138891887374237706 and attach your output logs there.
(ignore step 5)
Anyone have any idea to fix it?
So i have two issues in this picture, 1. Those gray textures are meant to be transluscent like glass. 2. the rear face of the head is see through for some reason, it has the same shading as the rest of the faces so i'm not sure whats going on here
what is the best LTS version of blender to get for avatar creation? (i need to reinstall blender and figured i should upgrade from 3.5)
I'm using 4.4 but honestly it doesn't matter in the slightest
as long as it has CATS honestly
if you use that, sure
i dont even use CATS lmao
yeah I don't either
play russian roulette to choose your version lmao
i used it once for a base edit (optimising stuff with bones) now i just dont use it anymore cus i saved that version i made
so the answer is: get the newest version supported by whatever plugins you like
thanks :3
that sounds like normals being borked
also if you want translucency on quest ... good luck cus the only way i know how to do it is alpha blend particles which the sdk doesnt let you use cus its dum
Still, anyone's got any idea on how to fix this damn thing?
you could select all faces and assign to that slot...
or hide things you aren't working on
is there any way (such as via an VCC package) to make it so you can use multi-platform build mode when the avatar has pc-exclusive scripts (e.g. audio sources or rigid bodies)
it kind of defeats the point of multi-platform building when you can't change anything ABOUT the avatar in between builds
anyone know why my avatar is leaning forwards like this?
does your armatures work fine for your avatar
i don't understand the question. I mean, it works, technically, as you can see its functioning in the game, but it's leaning forward
oh
@fickle basin send raw fbx to mixamo, see whats different
Anybody know how to fix this error?? "This avatar uses Visemis but the face mesh is not specified."
you probably don't have the mesh with the face in the right slot in the avatar descriptor
im going to upload a basic avatar and pretty much its all done, but how should i name the bones
whatever you want to name them
there isnt exactly a strict naming scheme
just whatever would make sense for you
the convention for the spine though is roughly hips -> spine -> chest -> (optional) upper chest -> neck -> head
some people do like UpperArmL,LowerArmL and others do like ArmL,ElbowL
just whatever is easiest for you
so blender's naming scheme is fine?
sure
blender has a naming scheme?
random shit like upper_arm.L or forearm.L
insert spine.001 to spine.004
that type of scheme
well the extensions are good since that's what blender uses to figure out left/right
otherwise it seems to just name children based on their parent
main name being whatever with spaces replaced with _ and extensions separated with a .
How do I get Mixamo animations to work with my avatar?
I forget what you get, was it a .blend or .fbx? I remember exporting from blender then in Unity, copying the animation out of the .fbx (turning it into a .anim)
I just read the getting started and i guess ill add non deforming leg bones lol
since my avatar is kind of like a floating bean kind of thing
FBX
could this be a proper way of setting up the 2d visemes?
ehhhhhhhhhhhhhhhhhhhh
very unoptomized
just make a sprite sheet then animate the offset
where can i make one
Any art program really, I use Photoshop
I use ImageMagick for that
i have that too
Kay, now my robot is dancing, not sure what i'm supposed to be looking for though
macarena
shrug
๐ญidk how to attach the tail properly
that happens
weight paint
you could try checking up on wweight painting
also i would say, parent the bone that starts the tail to the hip
spine would be better than the hip
well in this case yeah, because of the placement of the tail
where is that in CATS ๐ญ
you can parent it manually
press the child bone then the parent, press ctrl + p and then either keep offset or the other option which links it to the bone itself
you dont need cats in the slightest
(in armature edit mode)
what is cats for anyway (cant use it lol, because its made for a really old version of blender)?
its not a really old version of blender and its just tools that "help" the process but its not required (or I recommend if you know nothing about blender)
theyre both greyed out ๐ญ
you need to be in edit mode
i am
and it could very easily already be parented
i dont see the stripped line tho
and?
you can check a bone's parent in the bone properties window - lower right box, little bone icon
case sensitive
the spritesheet should look like this for the 2d visemes, right?
not necessarily, just wtv you want em to be
how to make the circle of the sound smaller so people in a small area hear the sound and not around the whole world?
i might have no idea what you're talking about tho
on the sound just reduce the size of it
how
you mean on an Audio Source? it's at the bottom, falloff distance
under 3D sound settings
where
literally right there, max distance
should i change min and max distance?
I dunno, do you want to?
i only want the sound to reach few people around me
then reduce ze distance
docs on this component: https://docs.unity3d.com/6000.0/Documentation/Manual/AudioSource-reference.html
ok i got it connected but now its doin somethin else lol
weight paint
ok thank u that sounds googleable
ooh boy
still a bit sure if this is right
people still hear me from a far
did you upload the avi again after changing it
yes...
is that the right audio source
yes
lemme see it selected on the avi
well maybe cus its still big
make sure theres no other bone its weighted to other then each sectionโs bone
but from js that ss yes
yes! thank u the leg was attached
actually a lot of other bones are
is there an easy way to change it or do i just have to find and paint them
What app would I use to make the model? I was planning to do it on my tablet then put it on my laptop
blender usually
what app on your tablet?
I don't have any apps yet but I'll try to get blender
I'm trying to learn to do everything because I have a couple avatar ideas and I want to learn how to make them
you cant get blender on ipad btw
i can recommend nomad sculpt if you're really set on starting on ipad
but its not great for when you get to making your model move (from my experience, maybe im just dumb)
Ok ty
it's really easy to learn and make stuff in, but can be hard to get good at cus it's weird in some areas
i cant find what else has weight on the tail ๐ญ
i'm a bit lost here
Is there a way to change a particles lifetime with animations?
why is it set to 2d instead of 3d
I've never modeled a chibi head before (in fact I've never modeled any head before). Why does it feel wrong to me, and how do I fix it?
you need to set spacial blend to 3D
thats incredibly low poly
What's the best website to find locomotion anims?
mixamo
hi could anyone hop in a VC with me and help me upload an avatar I got commissioned? Need help with toggles
mm no
just ask ze question(S)
- How do I add toggles to turn certain items on the avatar on/off
- How do I add a texture/material swap toggle
- How do I turn blendshapes into toggles
- How do I make certain parts of the avatar float/move around
- Either with VRCFury or manually
https://youtu.be/XqtSg6_W07Y?si=sIvoMuM1UlQ_KfXz - Record animations where you swap the materials and set up the toggles for them, either manually or vrcfury (idk if vrcf requires you to record animations)
- Same as above, record animations that active/deactivate blendshapes
- No idea
yeah all of that is literally like a few steps in vrcf, just search tutorials or use eli link
#4 really depends on what you mean
yeah that's why I couldn't answer
like uhh
hold on
these wings I wanna have like. bounce/float around when the avatar moves
part of the walk animation is what i'd do
sorry im extremely tired rn so i might be bad at explaining
unless fbt, then you could do a toggled animation that repeats, otherwise idk
thats what i thought? but i wasnt sure how i'd. do that
let me check if they have bones
physbones
they do !! okay sick
ty guys sorry for the bother GHDSHGDS
is this a good place to put the view?
I mean do you want to see from there
I can't find any good idle animations on there
Any good tutorials on importing 1 frame pose animations from blender into unity?
In this case I'm not animating any of the humanoid bones, just some ears and whiskers.
Why not animate in unity
Because it's much easier to pose my rig in blender.
Wat
okay
Is there any other website you can recommend on finding animations?
Just export the fbx that has the animations
Also in unity its literally just click bone then rotate it
I'd agree Blender is way easier to animate humanoid bones, the bike pose is annoying. But for ears and tail I'd just do that in Unity
-
I have inverse kinematics in blender and I'm using constraints. And I animate long ears with spline IK's. Also it's hard to even see the bones in Unity. If it doesn't make sense that I find it easier to pose in Blender, please just assume I'm crazy or stupid and move on because that isn't a helpful conversation.
-
I'm exporting the fbx with the animations and they show up in the settings for importing fine but the actual animations are empty:
Hence why I'm asking for a tutorial, because I might be missing some obvious step for a single frame animation.
I've also tried giving it two frames.
Then it's not empty, but the shape keys on the skinned mesh renderers are keyed even though I tried to mask them out.
I dont think constraints and ik transfer from blender to unity
That's why animations are baked.
Or in this case:
I'm using them to POSE and then I keyframe that pose.
The only reason I mention the constraints and IK is you asked why anyone would want to pose in blender and not unity.
Im not even entirely sure if nonhumanoid bone animations can be transferred
yeah you'd have to bake the animations if you use anything more complex than basic keyframes
They sure can be. I imported this heart tail shape for an expression before:
https://cdn.discordapp.com/attachments/1334054886588813414/1337222198133395487/Unity_zO5Gv1mnXF.mp4?ex=680594b8&is=68044338&hm=cf8bad965a3667e56023ec476de3c87fcd3cabf52c82183993d054091aaeedb9&
eeee, that's cute
And it even plays nice with physbones (that one was posed with a spline IK)
Thank you!
Animated custom properties maybe?
So I did this once before but I completely forget how I did it. Hence the questions.
I guess I'll go look at that project and see if the settings tell me anything.
Hm. Maybe. But I think this is just location+rotation.
I mean thats what nonhumanoid animations are
I'm not sure what you mean about custom properties then.
Also animations can include scale which I didn't list.
Checkbox toggle right there for it
Yeah but I'm not using any of those
Thats the only thing I can think of for unity side at least
hey babes i got a silly question, how would i toggle an item to stay stuck betwen one point or another?
like if i got a sword holstered and i want it to stay stuck in my left hand or right hand ?
i know its somehting to do with the parenting component but i just cant understand how to use that component properly,,
Just dont have the conditions met that sends it back
oh,no,the issue is not staying stuck,its that i dont know how to control the goal positions
Parent constraint
Weight of 1 is goes to the target
Weight of 0 it sits at the original position and parent
Easiest way is to have a parent constraint to something like your hand transform. If you hit zero with the source set up to the hand transform.
And then you animate the weight of the constraint like Diven said.
It's a little more flexible if you put an empty object under your hand transform and parent to that. Then you can play with rotation a little more easily
i see!
so i move the item to my hand, zero it up as a source,then i can move it to another position and do that again ?
is that how you properly set up positions i wanna parent around?
I use empty GameObjects as my targets for the constraints
make them children of their respective bone, and then you position those
Just have it in the holster
Create empty on the sword
Move the empty up one in the hierarchy so its at the same level as the sword
Create a parent constraint on the sword
Set the object as the target
Activate the constraint
Place the object on the hand
Set the weight to 0
Animate the weight to 1 (and 0 if write defaults off)
Done
I literally just said how to fix it
@.@
The object is at the sword's 0
yeah
After you parent just move that object onto the hand
oh?
OH
and will there be any offset like this?
or it will really stuck in the hand?
If you put the object under the hand bone in the hierarchy
it'll be stuck to the target object, wherever that is
okokok
so just to be sure
if i wanted to make a cool sword thing, where it starts off holstered
and i can make it so it goes left hand and right hand
i should go and make 3 empties
make each empty a source
You only need two
oh?
right,yes,so for that i can just animate the parenting to be weight at 0
oh ok, two,you edited,OK THEN THANK YOU
Have both objects as targets
Weight of 0 on the entire constraint for the holster
Weight of 1 on the entire constraint and "right hand" as a weight of 1 or "left hand" as a weight of 1
Either or
You could technically do it with 1 object and 2 constraints
Either or
hey guys this might be a stupid question but what does this button do? and will it break anything if i click it?
it applies those vertex streams to the particle systems which use the shader
if you haven't changed those it won't break things
ohh ok thankyou :D
Hi! Strange question, but could I have a contact that plays an audio clip, but it plays a different, but specific one every time it gets touched?
So, if I press it three times;
Sound one
Sound two
Sound three
And if I press it more, it'll loop
Sound one
Sound two
Sound three
So the sounds aren't random, but each should only be played at the first/second/third contact, and the fourth is considered the first again and so on
If so, how would I go about this? Also, could I play a specific part of an audio clip and not the whole thing?
You can do that very easily, you can switch the AudioClip in an Audio Source with an animation.
Nothing ๐ญ
I found a YouTube tutorial that does what you want
A bit confused does the FX layer and the avatar controller need to be the same for between PC and Quest for them to sync up?
I don't think so, the parameters need to be the same
Correct, you can have a 100% different avatar in every way except the parameters list and it'll do what you expect
The parameters need to be the same, meaning the order, not the names. It is synced by order
I've actually made a video about this
https://www.youtube.com/watch?v=cWPRkacFhxg
is there any way I can fix this? itโs supposed to be regular black bows, this is my first avatar and iโm not sure what iโm doing wrong
Hey i have question, i don't know if it is proper channel, i want to make something like cables between head in my avatar and elbow, but i don't know how to apporach this (i don't have much experience in blender/unity), can someone help me? I've tried doing it with bezier in blender but then cable is disconnected from elbow :<
Is it for Quest?
You will need to use the knife tool in blender
if it's for Pc, set your shader to cutout
it should fix it
ohhhh
(if the problem is what I think it is)
yeah
you need blender
convert it to fbx in blender
and use the knife tool to cut the mesh around
to fit
VRoid I'm guessing? it can be annoying sometimes with Quest
yup!!
I honestly might just start from scratch
vroid is epic but I think it might be interfering with the quest optimization qwq
It's only annoying cause of the transparency/cutout issues
once that's fixed, it's quite good!
most of my VRoids are quest compatible
I tried to just set it as that and see if I could upload it to quest but it wouldnโt let me upload it
yeah, quest doesn't do transparency/cutout
that's why blender is a must!
sorry if this is an obvious fix iโm hella new to this
it's okay, don't worry about it ๐
also, if I canโt get this to work, do you do upload commissions?
if you mean "upload this to my account for me", that is against vrchat's TOS because they would need your login info
yeah, it's also dangerous
Uploads like that are against ToS, but you may be able to find someone you could commission to convert the avatar to Quest compatible for you. Just not here! Here is full of scammers! Try VRC Traders if you want to commission
Hey! Been trying to refit some clothing to my avatar. Only thing Iโm having trouble with is taking the physbones from the clothingโs previous armature and sticking them to the new one.
Tried on my own but the physbones donโt move the cloth in unity when I test it thru there.
is the clothing weight painted?
I want to do a video on that too, since it's not the easiest thing to do
No I mean adding custom clothing to your avatar when the custom clothing has a custom rig you want to keep
Because it has chains etc for example
ah I see
Yes
can you show your physbone set up?
are the physbones visible at all in the scene view?
I did something like that, how can i connect it with bones from both sides without interrupting current armature??
or is there any substitute i can use in blender/unity to make flexible bezier rope between two points in my mesh
Hello! any advice for how i could get two endbones to keep its original control? cause the physbones work great, however its the very end points that dont preserve the ring, i tried doing parent constraints and aim constraints but it doesnt preserve the ring at all pretty much. Any help would be greatly appreciated, thank you โค๏ธ
you can just weight paint it to those bones
if you want it to remain curved you can always add additional bones between them and rotate them between the head and elbow rotation
using rotation constraints
and for where to position them, you can have an empty with position constraints that is weighted 50/50 to the head and elbow
sorry im pretty new to that stuff, could you explain it to me a little bit more detailed?
could someone help me out? i changed my model import rig from generic to humanoid, but when i look at the playable layers of the avatar the rig still says its generic, and in the vrc control panel it says the same thing.
Yes
One sec ^^
Took this the other day but itโs a screenshot of the bones in the skirt
Whatever Iโm doing wrong is consistent between projects. Iโve tried two different dresses and they both have the same issue.
Basically I selected those and hit p but I canโt individually select any of those bones after that to connect them to the hips.
switch to generic, apply and switch again. If that doesn't fix it, try dragging your avatar to the hierarchy again
ok ill try! :)
i did both of the things you asked but for some reason its still not saying that its humanoid in the playable layers and the controll panel, but when i select the model to go to import settings it says its humanoid there instead.
there's no useful info in this image, unfortunately. Are there any errors?
it said in the vrc control panel that it wouldnt be able to use the vrc animations provided but that was the only error i saw
ok wait i fixed my problem nvm thank for everyones help :)
oh good!
omg wait no i have another problemm. when i enter play mode with gesture emulator, the body moves slightly forward, but the hair and ears dont move, but when im not in play mode its all aligned.
hello !! i wanted to know if avatar from Vroid can be added on vrchat ??
Thank you for answering that fast !!
tutorial linked
hey yall, Im trying to make an animation for my rangefinder where upon toggle, itll go towards a 90 degree angle position (like in picture 2), and hopefully, upon toggle disable, itll go back to its upright position like in picture 1.
for right now, i have two separate toggles for an up and down animation, but for some reason, the position changes dont save when recording. does anyone have any suggestions?
Sorry for the bother, i tried to replace the idle animation with gogo loco added to the avatar, and even after changing the idle animation with my own, it doesn't replace it
done on the WD and non WD avatar
dont use proxy_ in animation names
sdk then doesnt even upload them and uses global ones
Oh, so if I just remove the underscores, it'll work perfectly?
if you rename it to my_idle2 or smth. i cant say if it will work tho
Doesn't work
Changed the go_idle to stand_still2, no change
Does anyone know how to fix this eye movement?
i am not exactly sure but i think you have to unselect the eye bones in the rig in the head section
For anyone in the future who wants to change the simple idle animation when using GoGo loco, Just go to the Desktop_Stand_idle animation controller and replace the first anim
I am trying to upload an avatar that i bought and i keep running into this error and I dont know what it means TvT
Hello! any advice for how i could get two endbones to keep its original control? cause the physbones work great, however its the very end points that dont preserve the ring, i tried doing parent constraints and aim constraints but it doesnt preserve the ring at all pretty much. Any help would be greatly appreciated, thank you โค๏ธ
I think you'd have to try to do that like a skirt, with bones coming from the hip area, terminating on that ring part. the way you're doing it isn't likely to get much better
Gotcha, think maybe having it going down the middle and controlling the sides kinda like a treee with branges might work better?
could work
Does anyone know why my blendshapes reset when going into playmode? it also resets all my clothing blendshapes
you have an animation setting them
im guessing it would be this animation?
it's an animation, sure
should i make this spritesheet transparent for the 2d visemes?
sure.
it was the right one so, thank you for the information! 
not if you want it to work on quest
yea i'm planning to make it compatible to quest
So i did the tree method, got some mixed results. it moves a bit better and preserves the ring, however now it wont follow the rams that well, i tried parent constraints but thats not working very great. any ideas?
ooh that's much better
now its just getting it to bent properly is a bit strange
so heres my idea for a possibel fix, which should i go with, the chain thing paired up with the back chain, or should i go with the same tree branching bone tree where theres some bones that come off the main thing and theyll be rotation constrainted to the arms maybe?
the chain around the bottom edge I think is the problem - this really won't work.
so something like this?
a little odd but does anyone else know how long it takes for SDK to let me build my avatars and test them? I got that notice stating I need to wait and enjoy the app some more before they contact me via email about it.
yeah doesnt work great either
you need to reach at least new user rank
just play more vrchat lol
go to public worlds, add people to your friends list, etc
(and no, going afk won't help)
Very well, I'll leave my room and go to the family dinner. ugh (satire, but genuinely, thanks for the answer.)
with way more bone chains from waist to edge
rig it like a skirt
Is there anyone who can upload my avatar for me to their account then meet me in game so I can clone it? Iโll send you $10
you'd need someone who owns all of the same content, else you're breaking terms of service and such...
Itโs custom made and not copyrighted
just get vrc+
its not much expensive and you get to keep your ranks
I play on quest 2. Would I still be able to upload it on the quest?
you need a pc and unity
I donโt have either
any help i could get, also i got some new errors ill send
the thing is that im trying to fake a humanoid avatar
since my character isnt really humanoid
also do these messages matter? yes i didnt really assign weight since i just boned the eyes
something like this you mean?
where is your shoulders ?
it has none and for some reason it letted me go without them
i just did forearm and arm
well, i dont mind faking bones
i did that with the non-existant legs
shoulders are not optional for vrchat humanoid
hmm, i really thought that since, well its unusual for it to let me go like if it didnt matter
you cant fake a humanoid rig you need all of the required bones
my character doesnt have limbs, like a rec room character but what im doing is faking the bones
you need the bones
doesnt matter if it has a mesh or not
it still needs the bones
1 is fine but 'slower' then 2
blendtree not tested with it they have no exit time/ect
i used to run them in reverse , so i could just make one animation instead of 2 
been years since i done any with wd off
find it a giant waste of time and can break stuff very easy
wd off did some very wierd things on stations too 
i made this spritesheet of my own, how am i able to assign each texture to the visemes? (i also made the voice layer in the animator too)
sure
added the shoulder bones but im still getting these errors
let me guess, i need to add the missing finger bones?
and how do i fix the spine error?
what does the spine look like in blender
yeah, though I'm not sure why your bones are oriented that way
try setting it to generic then humanoid again ig
i fixed the T-pose one, but let me try that
you mean, setting up the bones back again?
it reverted my settings
oh well, gotta redo it
i re did it and hands got redded out
it didnt really fixed the spine problem tho
your spine isnt a child of the hip bone
Should I use a boy modle that a already made and just make clothes are do it from scratch. I'm not sure
Oriented in which way? Like it being so high up or elongated?
did you change it in blender or unity
i changed it on unity
well its not the one that i mean
its the one where this bone says that its to 0
let me bring up the other one
can you ignore that error?
does it actually prevent you from uploading
pointing any direction other than waist -> edge of clothing
Im pretty fresh into blender. Could anyone tell me how to mirror that eye to the either socket?
Is the eye its own independent object? do you want the second one to be a separate object, or more mesh in the same object?
(also #3d-modeling )
Oh sorry thanks. Also yes it is, and no. I dont mind of their together.
ok an easy way would be to put the 3D cursor at the origin, set the eye object's origin to the 3D cursor, then add a mirror modifier and apply it
Thanks alot
another way is go into edit mode, select all, duplicate, then with the movement orientation set to the 3D cursor (again at origin), mirror the selected mesh, it's in the "mesh" menu somewhere.
for some reason hands are redded out, BUT when i go and check there are no problematic bones
do you not have hand bones in the slots?
they are already setup
does that mean the answer to my question is "yes"?
yes
is the hierarchy of the arms down to the hands not correct?
those being red means something is wrong about this, maybe post that whole window so we can look
I meant just the rig inspector one, and would normally want to see the "body" part expanded, but that all looks correct - show one of the hand pages instead?
ahh there we go
you can't be missing that first thumb bone like that
you can be missing the distal one though
guess i could add a non deforming bone just to fake it
here we go again, its the 4th re import lmao
or just put the bones up one slot
you mean adding the same bone to both slots?
no I mean using the first two slots, not the second and third
hello I was wanting to ask a question does anyone know how to prevent a world object on a avatar from moving when scaling example of what I am trying to do when at default scale my object spawns in the correct location in the world and stays in place however once I scale the object moves to a different location I have placed a scale constraint on the object and it makes it so it wont scale but the object still moves I have a parent constraint also on the object so it wont move but it still moves when scaling and in unity when I try it and scale the object does not move it only happens in vrchat
is it possible to have the eyes attached to a bone that isnโt the head and have them look around?
this is the most cursed image i saw but why are the eyeballs not in place within the head?
like, i made sure that theyre boned. in blender this doesnt happen
but if its actually something from the rig itself, is there a way to fix it without reimporting back it all again?
eye bones should be straight up
when the character is posed, this happens
it works in blender as i said but it breaks on unity
unity expects your eye bones to be straight up
what is bro lookin at
and that means, pointing upwards?
its very interesting
like this
eye bones have to be up??
yes
weird
fuck, this is the 10th re import
always have been like that
๐ญ
i dont do bones very often, definitely not human rigs, im not good with weight painting or bones
i kinda hate having to re-setup the bones all over again if something is messed up
and that means?
since what i do is to delete and re import
open the assets in an explorer window, drag the new fbx in, select "override" or something like that
or upload directly from blender to the same folder in unity with the same name, does the same thing i think
oh you mean merge
thats what i do if updating an fbx
oh only 10? heh.
Just export from blender writing over the same .fbx file
well it was supposed to be a simple (ended up not so simple) upload
lmao
ill have to re parent the freaking bone because its a little too messed up
now it works but its giving herobrine, is that normal?
uh.... what?
the pupils arent straight frontward
your bone roll for the eye bones should be 0, if it isn't. for all humanoid bones, actually.
(attempt 11)
how can i edit it?
click a bone (in edit mode), look in the "item" tab on that
ok
done
it was -360
LMAO
uh what.. I setted the bone roll to 0 and it still has the same issue
for some reason the eyes are facing downwards?
check the eye look stuff in the avatar descriptor
oh thx, i just had to set it up!
ahh, yup
you are missing the first thumb bone
Thanks, Someone told me that i just had to set the first one to be the base bone
Instead of the last two
Do the first two
yep, no skipping bones
none are red so they won't block the build.
that first one may be an issue for you if you use FBT though
its medium rated, not that bad tbh
i have officially made my first ever avatar
congratulations!
nicely done
maybe i should be able to achieve that goal too
the only part i'm still trying to work on is the 2d visemes
is uploading stuff being like really weird for anyone else
not me
How do I get Unity to stop overdriving the bones for my avatar's hands?
does it persist after you restart unity?
yup
seems to be an issue with an imported unitypackage, trying to delete the folders that came with it
yep, that's the next step
still confused on how to animate the 2d visemes
does anyone know how to accomplish a marvel rivals type shader?
its got this colorful background light
i was thinking i could put a very bright light onto the back of the character
but the light would still be on the back
unlike marvel rivals
the light is always on the edge of the character
you can use poiyomi rim light i believe
i'm having a weird issue right now trying to test an avatar. I'm using gesture manager emulator, and when i go into play mode, open the FX controller, and select the avatar, i'm unable to see the live transitions in the animator, it just looks like normal. Does anyone have any ideas for what might cause this?
additionally, my contacts don't seem to be updating consistently
maybe this is an issue with gesture manager
nope, same issue with AV3 Emulator
i tried to animate the 1st viseme, it gets the mouth asset right, but it affects my character's textures
yes this is unfortunately an issue with unity
the solutions i can think of are:
- have your mouth on a different mesh
- use shaders that call these properties different things
- use a shader that allows you to rename the property (poiyomi allows this)
i could try those solution, but i'm trying to make this avatar quest-compatible