#avatar-help

1 messages ยท Page 109 of 1

somber sequoia
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not sure why it hasn't been released...

stray sphinx
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and you exported the blend to a binary fbx?

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well the model you want

covert delta
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Took the model I want

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Tried to upload the textures

carmine flint
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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.

covert delta
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It came out blank white

stray sphinx
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the textures. you placed it in your unity project right?

somber sequoia
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yeah what does "upload the textures" mean

stray sphinx
somber sequoia
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please don't ping me for questions I'm not already helping with.

stray sphinx
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alr mb

somber sequoia
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for the record, I have no idea what that might mean, and that's why I didn't offer help.

stray sphinx
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alr

frigid grove
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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.

stray sphinx
somber sequoia
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yeah no idea what is going on there - yeah, maybe animation

stray sphinx
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but ngl, wobbly legs

carmine flint
stray sphinx
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should it be in fx instead?

frigid grove
carmine flint
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No, action is right

somber sequoia
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no, action is right

stray sphinx
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alr alr

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I mean I know that basic -w-

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it's mostly if there even is a way to make the camera stick to the head for my pc friend

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I know gogoloco replaces the view each time you use a static animation

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but that's only 1 update and doesn't work dynamicaly

dusky silo
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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

somber sequoia
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that's a world shader, it can't be used on avatars.

desert elk
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Light mapped is for worlds

somber sequoia
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remove the vertex colors

dusky silo
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understood, thanks!

desert elk
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sdk doesn't make that clear unfortunately

dusky silo
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yee, didn't know that :/

stray sphinx
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or show which materials is the wrong shader

desert elk
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yeah

stray sphinx
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cuz sometimes I have trouble finding even what material I need to change xD

balmy barn
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might have one somewhere (have 100's of vmd)

frigid grove
balmy barn
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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)

unkempt summit
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how i put clothes avatar

frigid grove
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What kind of clothes are you trying to work with?

unkempt summit
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novabeast

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and rex

frigid grove
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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.

unkempt summit
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i got both

balmy barn
desert elk
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love that robot

frigid grove
unkempt summit
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vrfury

frigid grove
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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.

unkempt summit
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<->

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my brain die

frigid grove
unkempt summit
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Okay

frigid grove
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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.

soft thistle
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i wonder how i can be able to use these 2d faces for my 2d visemes & expressions

balmy barn
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spritesheet , uv/offset detect viseme or just voice

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matswap is also a thing but 'bleh' ratl

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pc can also animate using decals (annoying uv shift on them)

frigid grove
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Did it say VRCFury over there?

unkempt summit
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it all give me this

bitter tusk
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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

sleek cloak
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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.

frigid grove
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Drag the outfit into the root of your avatar on the left :3

soft thistle
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how do i figure out where to put the view position?

desert elk
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between the eyes

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X must be 0 to avoid glitches btw

soft thistle
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gotcha

unkempt summit
frigid grove
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Yes :3

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Just drag it onto the name of your avatar on the menu on the left.

radiant cape
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failed to build avatar?

unkempt summit
frigid grove
# unkempt summit

Oh wow, are you sure the clothes are actually on your avatar? It looks to me like you just dragged them into the scene.

unkempt summit
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novabeast maid outfit

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oh

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i cant show it

frigid grove
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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.

unkempt summit
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see

timid kite
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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

somber sequoia
eternal wedge
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Would this cause everything to become frozen ingame, like ears tail etc, trying to get my nova quest compatible

somber sequoia
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it literally says "all physbone components will be removed", so yes, that is what that means.

eternal wedge
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Thanks lol, just making sure so i dont go hacking off things

soft thistle
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i'm here in the lipsync segment, since my 3d model has a 2d face, how do I set the 2d visemes?

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(from now on, i have none)

somber sequoia
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if they aren't blendshapes, disable that and animate them yourself using the Viseme parameter

soft thistle
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gotcha

hasty mountain
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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.

somber sequoia
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yes, that's how that works

hasty mountain
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So do I scale up a bone further down the line?

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I want to scale down the shoulder to prevent clipping but I want the rest of the arm to remain the same size

somber sequoia
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I'd reshape that in Blender

hasty mountain
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I want to resize the bone only when the clothing is toggled on

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It would be a waste to reshape in blender

somber sequoia
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I'd do a blendshape for that.

cursive knoll
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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)

hasty mountain
somber sequoia
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oh cool

fallow mirage
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how can I tell what kind of problem does it have

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should there be a more verbose error such as "impostor failed to generate because of component : "

worn kiln
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usually too complex or unusual hierarchy cause those issue IIRC

fallow mirage
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perhaps the write default is the problem

frigid grove
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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?

vagrant crater
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whys my boy set into the animation preview pose when im not in the animation preview mode?

frigid grove
short ferry
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so I have a question, how does one make a toggle that disable facial expressions?

somber sequoia
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set a boolean variable with the toggle and use that in the conditions for each of the expressions

short ferry
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gotcha, thank ya

lilac musk
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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?

soft thistle
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if my character isn't supposedly to have a visible neck, how do i fix this missing heirarchy element problem?

somber sequoia
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make a neck bone anyway

night ember
timber wharf
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not all. but more than unity considers mandatory

soft thistle
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i got that fixed btw

grim valley
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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 ๐Ÿ˜ญ

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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

radiant cape
somber sequoia
vagrant crater
somber sequoia
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points at google

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(that is the correct spelling)

vagrant crater
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bruh im just asking

somber sequoia
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but you already know the answer - it has a thing to reset that pose

mild solar
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"Failed to upload file." and this is the only red error in console

grim valley
soft thistle
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do i add in an Int for this part?

mild solar
covert delta
frail temple
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I want my avatar to have a toggle to summon mosquitoes like the one in the picture, how do I achieve this?

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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

ashen tinsel
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Anyone else "Review Any Alerts" tab jus not showing anything?

frail temple
arctic ginkgo
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Add one into your scene by right clicking in the hierarchy and selecting create>effects>particle system

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Make sure you have a material with the correct texture, and mess around with the settings

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You can also animate them if you'd like using a sprite sheet texture

frail temple
arctic ginkgo
frail temple
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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?

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Problem is the materials are named weird and each material inbetween uses a different texture, so manually selecting them in Matcombiner is time consuming

arctic ginkgo
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Fortunately they are divided up into nice, toggleable modules which makes it easy edit

arctic ginkgo
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You would just need to assign all those faces to the same material slot

frail temple
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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

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i don't even get why it's so many material slots, all these nodes look the exact same to me

cursive knoll
fallow mirage
ashen tinsel
echo yoke
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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

covert delta
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textures are coming up blank

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does anyone know why this is happening

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ill try exporting the .blend instead but i doubt thatd work

desert elk
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Do they perhaps have white emissions all over them?

covert delta
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why am i not surprised

covert delta
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just untextured

echo yoke
covert delta
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I think I should give up

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That seems like it'd be healthy

void socket
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how do i get my liscense key/serial number in unity

somber sequoia
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you do that in Unity Hub

void socket
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yeah, but how?

sturdy obsidian
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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?

somber sequoia
somber sequoia
somber sequoia
void socket
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i dont see any serial number :(

somber sequoia
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it should send your browser to their online site where you login

somber sequoia
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I've never done anything with a serial number so not sure why you would for vrchat

void socket
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it says i need one to unlock a avatar i bought

somber sequoia
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ohhh, I thought you meant for unity itself

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you'd have to see the avatar creator's documentation for that

void socket
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oh

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so the email i got from them?

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OH

somber sequoia
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no idea, it's not like there is a single standard for this

void socket
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ok ill figure it out tysm

sturdy obsidian
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So it is using a default unity shader my artist said

void socket
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TYYY

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oops

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thankss

idle kelp
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Can someone teach me on how to upload avatars?

sturdy obsidian
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I'll ask other places too

somber sequoia
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what timing

covert delta
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ok textures are here

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how do i apply them to the model

somber sequoia
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put them into the appropriate slots in your material

covert delta
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i cant drag them anywhere

somber sequoia
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that's weird

covert delta
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just has a little circle strikethrough

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no clue

somber sequoia
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oh, you mean you can't drop them wherever you are trying to

covert delta
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nope

somber sequoia
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You can only drop those into texture slots in a material

covert delta
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do i have to upload them somewhere else

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oh ok

somber sequoia
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textures go into materials, materials go into mesh renderers

covert delta
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how do i directly make a material

somber sequoia
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in the menu: assets -> create -> material

balmy barn
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default one , shaders have wildly different looks

covert delta
desert elk
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did you make the material or extract it?

covert delta
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extracted from blender

desert elk
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or are you trying to edit a material that's embeded in the fbx?

covert delta
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im trying to import it as a texture

somber sequoia
covert delta
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cant click the box

somber sequoia
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what box?

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don't assume we know what you are doing here ๐Ÿ™‚

somber sequoia
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if you mean the texture slots, you drag your textures into them

covert delta
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doesnt let me

somber sequoia
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you can click the little circle next to it if you want to search for one

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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

covert delta
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nope

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everythings fine

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just doesnt let me click the box

somber sequoia
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generally clicking the texture box will just show you which texture is in there, but if none is in there it'll do nothing

covert delta
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if you want to take crack at it i can try to send you the .blend file ๐Ÿ˜ญ

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im so lost ๐Ÿ˜ญ

graceful mango
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these blendshapes automatically turn on when in play mode, is there any way to not have them do that?

balmy barn
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find where in the fx controller doing it

graceful mango
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im in the fx controller but like where do i find it and disable it, want a screenie?

somber sequoia
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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.

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there's no way we can find it from a screenshot

balmy barn
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ratl i duplicate and nuke layers until i find it

graceful mango
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im sorry im not too good with unity vocab ๐Ÿ˜ญ

somber sequoia
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watch basic tutorials. each layer in the animator has a gear, in that gear is a weight parameter. 0 = off, 1 = on.

graceful mango
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ohh right!!

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YAY

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i did it

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found them

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they were presets for like, the main outfit the base comes with

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thanks!

strange pasture
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for some reason my model exports without its shape keys, is this a known issue?

desert elk
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did you apply all modifiers?

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mirror, decimate, etc

strange pasture
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just applied, ill test rq

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oh wow that just fixed it thanks

balmy barn
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vrpill no, just no

vagrant crater
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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

balmy barn
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cant sit on your own station, closest you can do is fake sitting

somber sequoia
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there's a prefab that does this!

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basically puts a chair under you when you sit, it's clever.

balmy barn
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sitbox thingratl

vagrant crater
balmy barn
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yeh thats fine just animate avatar and make stuff appear , bunch of sitting animations you can grab from mixamo

vagrant crater
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no your not getting what im trying to say

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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

hexed cobalt
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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

craggy plaza
craggy plaza
vagrant crater
uncut pine
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I have a very simple problem: My view orientation is flipped around

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This is my avatar in unity (it's a coutch and I wanted to start simple)

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But in VRChat it's turned around

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Sadly I cannot adjust the view rotation only view position

craggy plaza
craggy plaza
uncut pine
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it was local

craggy plaza
craggy plaza
somber sequoia
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actually what you want on that VRC Parent Constraint is the "freeze to world" checkbox

hidden shore
#

hey, just wondering as to why the physbone chain is not continuin on, it seems to just cut off after the first bone, anyideas?

desert elk
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that's normal

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it will affect children

somber sequoia
desert elk
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but it doesn't apply a component to them

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better for performance

hidden shore
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it doesnt seem to be effecting the other children in the bone system, sorry i forgot to change the collission radius

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thats with the vidualizer, dont worry about the weird movement,m im just using it to see how the outfit flows

desert elk
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I'm gonna be honest, it's hard to see if the outfit even moves on its own with that avatar movement

somber sequoia
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that looks right, you won't see anything useful if you click on the child bones

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and yeah, I don't see what's moving or not here either

balmy barn
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2 physbone compents on those ,other going to hate it

hidden shore
balmy barn
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stick to one

hidden shore
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theres only one on the sode, currently i believe its the only one effectig that bone, i think x.x

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apologies if its a little wierd, im not great with models and stuff

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i really just mainly deal with particles x.x

uncut pine
# craggy plaza you avi will always face to positive z (blue arrow)

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)

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This is my blend file and everything is okay in here, I think

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I changed my export settings in blender and it worked

sharp oasis
#

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?

somber sequoia
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yes - all conditions must be met to transition, and Islocal is only true for the avatar wearer.

tall dock
#

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

somber sequoia
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most of the shaders will support that.

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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

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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)

tall dock
somber sequoia
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well your shader has to use that channel too

tall dock
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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

somber sequoia
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also this doesn't work on Mobile of course

tall dock
#

I'll check based on the things you told me

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Although may be hard for my brain to connect the dots

somber sequoia
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I'll be around for a bit, I'm learning math

stuck oxide
#

Hi! does anyone know how to use pcss + liltoon that could help me out with it? Please DM or ping reply ^^

somber sequoia
#

you mean a mask in the animator?

balmy barn
#

dont need a mask for that, just set 'is animated' if you have physbone on it

somber sequoia
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yep

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the physbone component docs on vrchat's docs site have such a screenshot

somber sequoia
#

it's on the physbone component used for the ears, wherever that is located

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possibly on the ear bone root?

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we can't tell you from here but you could search the hierarchy for 'PhysBone' probably

timber wharf
#

t:script in top of hierarchy

somber sequoia
#

I always forget the syntax for that

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oh. this is a vrchat server, so....

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'sokay - I just have no idea how to do what you're doing ๐Ÿ™‚

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maybe others do

graceful mango
#

its supposed to look like this with the bones, but in game it doesnt show and some toggles dont even work???

somber sequoia
graceful mango
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^via gesturemanager

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okay wait the tank and shorts dont even work

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but the skeleton shows in unity but not in vrchat

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the asset says it requires "avatartools" but they didnt provide instructions

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need any further info..?

somber sequoia
#

I mean, there's really nothing to go on here, so...

graceful mango
#

the deal is that the skeleton asset here is missing ingame

somber sequoia
#

well how does it work?

graceful mango
#

let me see

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i definitely need to re-check the booth page

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but it pretty much uses modular avatar to rig itself to the model

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ill try to use avatartools

soft thistle
#

is it possible to use 2d visemes that depend on other expressions?

somber sequoia
#

since they're really just generic animations, you can setup transitions based on whatever criteria you want

graceful mango
#

for some weird reason when i look down at an angle it appears but when i look back up it somehow dissappears?

balmy barn
#

rendering queue or bounding box , main reason i keep everything in one mesh

graceful mango
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(i expanded the bounding boxes and nothing changed)

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what's the editor again?

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i recently made it bigger to match all the other assets' bounding boxes

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not really, its pretty late so i kinda rely on visual representations, im not sure what rendering queues are

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thulen had mentioned render queue

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im using liltoon

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found it, what is it supposed to do?

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and does this help?

balmy barn
#

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

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inner probably opaque , transparent tend to be alot higher

graceful mango
#

ohhh i think i get it now

balmy barn
#

very much guesswork tho could be other things

graceful mango
#

so like, how do i get it to work?

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right
what do i have to do for that?

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i mean, i get what you said

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which would you recommend i select?

balmy barn
#

skin very likely transparent and inner opaque they should behave

rain cave
#

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

balmy barn
#

try without polar , angle might keep it from going anywhere

graceful mango
rain cave
loud topaz
#

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"

graceful mango
#

i'll probably leave this all for tomorrow, thanks all for helping me :D

rain cave
#

ah this might be it any idea what could create that its for some reason the Face Tracking UE Debug that its pointing at

loud topaz
loud topaz
rain cave
#

just checked yeah

loud topaz
rain cave
#

guess am uploading a test and testing it in vrc :p

loud topaz
#

oh i thought it was preventing you from uploading

rain cave
#

nono its just the phys bone gravity not doing its thing in play mode

balmy barn
#

vrcRat 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

rain cave
#

yeah noticed that 3.8.0 is weird in some things especially the upload button now being mid upload ๐Ÿฅฒ

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guess am downgrading thx!

fickle basin
#

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

flat muskBOT
#

=How to access your output log=

  1. Copy the following text.
 %USERNAME%\AppData\LocalLow\VRChat\vrchat
  1. Open explorer and click the address bar.
  2. Paste and Hit Enter.
  3. Look for a text file named "output_log_xxx", usually you only need to share the latest one.
  4. If you haven't, create a new thread in #1138891887374237706 and attach your output logs there.
worn kiln
#

(ignore step 5)

frail temple
fickle basin
#

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

copper carbon
#

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)

somber sequoia
#

I'm using 4.4 but honestly it doesn't matter in the slightest

frail temple
somber sequoia
#

if you use that, sure

copper carbon
#

i dont even use CATS lmao

somber sequoia
#

yeah I don't either

frail temple
#

play russian roulette to choose your version lmao

copper carbon
#

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

somber sequoia
#

so the answer is: get the newest version supported by whatever plugins you like

copper carbon
#

thanks :3

copper carbon
frail temple
# frail temple

Still, anyone's got any idea on how to fix this damn thing?

somber sequoia
#

you could select all faces and assign to that slot...

#

or hide things you aren't working on

young bear
#

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

fickle basin
soft thistle
#

does your armatures work fine for your avatar

fickle basin
soft thistle
#

oh

timber wharf
#

@fickle basin send raw fbx to mixamo, see whats different

final girder
#

Anybody know how to fix this error?? "This avatar uses Visemis but the face mesh is not specified."

somber sequoia
#

you probably don't have the mesh with the face in the right slot in the avatar descriptor

mental pawn
#

im going to upload a basic avatar and pretty much its all done, but how should i name the bones

night ember
#

whatever you want to name them

#

there isnt exactly a strict naming scheme

#

just whatever would make sense for you

somber sequoia
#

the convention for the spine though is roughly hips -> spine -> chest -> (optional) upper chest -> neck -> head

night ember
#

some people do like UpperArmL,LowerArmL and others do like ArmL,ElbowL

#

just whatever is easiest for you

mental pawn
night ember
somber sequoia
#

blender has a naming scheme?

night ember
#

insert spine.001 to spine.004

#

that type of scheme

somber sequoia
#

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

night ember
#

main name being whatever with spaces replaced with _ and extensions separated with a .

frail temple
#

How do I get Mixamo animations to work with my avatar?

somber sequoia
#

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)

mental pawn
#

since my avatar is kind of like a floating bean kind of thing

soft thistle
#

could this be a proper way of setting up the 2d visemes?

night ember
#

very unoptomized

#

just make a sprite sheet then animate the offset

soft thistle
#

where can i make one

night ember
#

manually

#

just take all of the faces and merge them into a 4x4 sprite sheet

frail temple
somber sequoia
#

I use ImageMagick for that

soft thistle
#

i have that too

fickle basin
compact dust
fickle basin
merry sedge
#

๐Ÿ˜ญidk how to attach the tail properly
that happens

night ember
#

weight paint

mental pawn
#

also i would say, parent the bone that starts the tail to the hip

night ember
#

spine would be better than the hip

mental pawn
merry sedge
mental pawn
#

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

night ember
somber sequoia
#

(in armature edit mode)

mental pawn
night ember
merry sedge
night ember
#

you need to be in edit mode

merry sedge
#

i am

night ember
#

and it could very easily already be parented

mental pawn
night ember
#

and?

somber sequoia
#

you can check a bone's parent in the bone properties window - lower right box, little bone icon

merry sedge
somber sequoia
#

case sensitive

merry sedge
#

does it already have to be inside the other armature

somber sequoia
#

oh - yes

#

you can only parent a bone to a bone in the same armature

soft thistle
#

the spritesheet should look like this for the 2d visemes, right?

compact dust
#

not necessarily, just wtv you want em to be

timid kite
#

how to make the circle of the sound smaller so people in a small area hear the sound and not around the whole world?

compact dust
#

i might have no idea what you're talking about tho

compact dust
timid kite
somber sequoia
compact dust
#

yeh that

#

i dont add sounds very often cus they can be annoying

somber sequoia
#

under 3D sound settings

timid kite
somber sequoia
#

literally right there, max distance

timid kite
#

should i change min and max distance?

somber sequoia
#

I dunno, do you want to?

timid kite
#

i only want the sound to reach few people around me

compact dust
#

then reduce ze distance

somber sequoia
merry sedge
somber sequoia
#

weight paint

merry sedge
#

ok thank u that sounds googleable

somber sequoia
#

ooh boy

soft thistle
timid kite
#

people still hear me from a far

compact dust
timid kite
#

yes...

compact dust
#

is that the right audio source

timid kite
#

yes

compact dust
#

lemme see it selected on the avi

timid kite
compact dust
#

well maybe cus its still big

merry sedge
#

is it not supposed to be like this

#

each bone is similar

compact dust
#

is what not supposed to be like that

#

looks like it bends

olive yoke
#

but from js that ss yes

merry sedge
#

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

halcyon gull
#

What app would I use to make the model? I was planning to do it on my tablet then put it on my laptop

compact dust
#

what app on your tablet?

halcyon gull
#

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

compact dust
#

you cant get blender on ipad btw

halcyon gull
#

Oh

#

I have a laptop but it doesn't work rn

compact dust
#

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)

halcyon gull
#

Ok ty

compact dust
merry sedge
#

i cant find what else has weight on the tail ๐Ÿ˜ญ

soft thistle
#

i'm a bit lost here

north socket
#

Is there a way to change a particles lifetime with animations?

night ember
gray fractal
#

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?

somber sequoia
frail temple
#

What's the best website to find locomotion anims?

somber sequoia
#

mixamo

gaunt grove
#

hi could anyone hop in a VC with me and help me upload an avatar I got commissioned? Need help with toggles

compact dust
#

mm no
just ask ze question(S)

gaunt grove
#
  1. How do I add toggles to turn certain items on the avatar on/off
  2. How do I add a texture/material swap toggle
  3. How do I turn blendshapes into toggles
  4. How do I make certain parts of the avatar float/move around
desert elk
#
  1. Either with VRCFury or manually
    https://youtu.be/XqtSg6_W07Y?si=sIvoMuM1UlQ_KfXz
  2. 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)
  3. Same as above, record animations that active/deactivate blendshapes
  4. No idea
compact dust
somber sequoia
#

#4 really depends on what you mean

desert elk
#

yeah that's why I couldn't answer

gaunt grove
#

like uhh

#

hold on

#

these wings I wanna have like. bounce/float around when the avatar moves

compact dust
gaunt grove
#

sorry im extremely tired rn so i might be bad at explaining

compact dust
#

unless fbt, then you could do a toggled animation that repeats, otherwise idk

desert elk
#

Maybe you could get away with physbones? That's what I did

#

if the wings have bones

gaunt grove
#

thats what i thought? but i wasnt sure how i'd. do that

#

let me check if they have bones

somber sequoia
#

physbones

gaunt grove
#

they do !! okay sick

#

ty guys sorry for the bother GHDSHGDS

#

is this a good place to put the view?

night ember
#

I mean do you want to see from there

frail temple
lucid bison
#

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.

lucid bison
#

Because it's much easier to pose my rig in blender.

night ember
#

Wat

somber sequoia
frail temple
somber sequoia
#

google?

#

I have no idea.

night ember
somber sequoia
#

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

night ember
#

^

#

Nonhumanoid bones are far easier to animate in unity

lucid bison
# night ember Just export the fbx that has the animations Also in unity its literally just cli...
  1. 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.

  2. 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.

night ember
#

I dont think constraints and ik transfer from blender to unity

lucid bison
#

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.

night ember
#

Im not even entirely sure if nonhumanoid bone animations can be transferred

somber sequoia
#

yeah you'd have to bake the animations if you use anything more complex than basic keyframes

somber sequoia
#

eeee, that's cute

lucid bison
#

And it even plays nice with physbones (that one was posed with a spline IK)

lucid bison
night ember
lucid bison
#

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.

lucid bison
night ember
#

I mean thats what nonhumanoid animations are

lucid bison
night ember
lucid bison
#

Yeah but I'm not using any of those

night ember
#

Thats the only thing I can think of for unity side at least

regal jay
#

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,,

night ember
regal jay
#

oh,no,the issue is not staying stuck,its that i dont know how to control the goal positions

night ember
#

Parent constraint
Weight of 1 is goes to the target
Weight of 0 it sits at the original position and parent

lucid bison
#

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

regal jay
#

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?

somber sequoia
#

I use empty GameObjects as my targets for the constraints

#

make them children of their respective bone, and then you position those

night ember
#

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

regal jay
#

oh i got that diven,thank you

#

but my issue is more of the cordinate part

night ember
#

I literally just said how to fix it

regal jay
#

@.@

night ember
#

The object is at the sword's 0

regal jay
#

yeah

night ember
#

After you parent just move that object onto the hand

regal jay
#

oh?

#

OH

#

and will there be any offset like this?

#

or it will really stuck in the hand?

night ember
#

If you put the object under the hand bone in the hierarchy

somber sequoia
#

it'll be stuck to the target object, wherever that is

regal jay
#

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

night ember
#

You only need two

regal jay
#

oh?

night ember
#

Sword starts off on the holster

#

One on left hand and one on right hand

regal jay
#

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

night ember
#

Have both objects as targets

regal jay
#

this is exactly what i wanted to know!!! thank you so much :>

#

thank youuu ๐Ÿ’–

night ember
#

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

fervent spear
#

hey guys this might be a stupid question but what does this button do? and will it break anything if i click it?

somber sequoia
#

it applies those vertex streams to the particle systems which use the shader

#

if you haven't changed those it won't break things

fervent spear
#

ohh ok thankyou :D

prisma thunder
#

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?

craggy plaza
prisma thunder
#

Oh?

#

How so? Also, would this use multiple audio source slots?

craggy plaza
#

no, just 1

#

How much do you know about Animation Controllers?

prisma thunder
#

Nothing ๐Ÿ˜ญ

craggy plaza
obtuse flicker
#

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?

desert elk
#

I don't think so, the parameters need to be the same

somber sequoia
#

Correct, you can have a 100% different avatar in every way except the parameters list and it'll do what you expect

timid terrace
quick parrot
#

is there any way I can fix this? itโ€™s supposed to be regular black bows, this is my first avatar and iโ€™m not sure what iโ€™m doing wrong

remote harness
#

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 :<

desert elk
#

if it's for Pc, set your shader to cutout

#

it should fix it

desert elk
#

(if the problem is what I think it is)

quick parrot
#

itโ€™s for quest but itโ€™s a vrm

#

idk if that changes anything

desert elk
#

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

quick parrot
#

yup!!

desert elk
#

yeah

#

You'll need to become very good friends with blender's knife tool hah

quick parrot
#

I honestly might just start from scratch

#

vroid is epic but I think it might be interfering with the quest optimization qwq

desert elk
#

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

quick parrot
#

I tried to just set it as that and see if I could upload it to quest but it wouldnโ€™t let me upload it

desert elk
#

yeah, quest doesn't do transparency/cutout
that's why blender is a must!

quick parrot
#

sorry if this is an obvious fix iโ€™m hella new to this

desert elk
#

it's okay, don't worry about it ๐Ÿ‘

quick parrot
#

also, if I canโ€™t get this to work, do you do upload commissions?

light charm
quick parrot
#

ohhhh I see

#

sorry!!

desert elk
#

yeah, it's also dangerous

desert elk
signal totem
#

Hey! Been trying to refit some clothing to my avatar. Only thing Iโ€™m having trouble with is taking the physbones from the clothingโ€™s previous armature and sticking them to the new one.
Tried on my own but the physbones donโ€™t move the cloth in unity when I test it thru there.

desert elk
#

is the clothing weight painted?

timid terrace
#

I want to do a video on that too, since it's not the easiest thing to do

desert elk
#

weight painting? yeah, it's not the easiest thing

#

I don't like it xd

timid terrace
#

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

desert elk
#

ah I see

signal totem
desert elk
#

can you show your physbone set up?

#

are the physbones visible at all in the scene view?

remote harness
#

or is there any substitute i can use in blender/unity to make flexible bezier rope between two points in my mesh

hidden shore
#

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 โค๏ธ

arctic ginkgo
#

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

remote harness
crystal marten
#

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.

signal totem
#

Took this the other day but itโ€™s a screenshot of the bones in the skirt
Whatever Iโ€™m doing wrong is consistent between projects. Iโ€™ve tried two different dresses and they both have the same issue.

#

Basically I selected those and hit p but I canโ€™t individually select any of those bones after that to connect them to the hips.

desert elk
crystal marten
somber sequoia
crystal marten
#

ok wait i fixed my problem nvm thank for everyones help :)

somber sequoia
#

oh good!

crystal marten
#

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.

mystic yacht
#

hello !! i wanted to know if avatar from Vroid can be added on vrchat ??

desert elk
#

yes ofc!

#

like this

mystic yacht
#

Thank you for answering that fast !!

desert elk
#

tutorial linked

earnest wind
#

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?

frail temple
#

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

timber wharf
#

dont use proxy_ in animation names

#

sdk then doesnt even upload them and uses global ones

frail temple
timber wharf
#

if you rename it to my_idle2 or smth. i cant say if it will work tho

frail temple
#

Changed the go_idle to stand_still2, no change

crystal marten
frail temple
frail temple
fervent verge
#

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

hidden shore
#

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 โค๏ธ

somber sequoia
#

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

hidden shore
#

Gotcha, think maybe having it going down the middle and controlling the sides kinda like a treee with branges might work better?

somber sequoia
#

could work

olive schooner
#

Does anyone know why my blendshapes reset when going into playmode? it also resets all my clothing blendshapes

somber sequoia
#

you have an animation setting them

olive schooner
somber sequoia
#

it's an animation, sure

soft thistle
#

should i make this spritesheet transparent for the 2d visemes?

somber sequoia
#

sure.

olive schooner
arctic ginkgo
soft thistle
#

yea i'm planning to make it compatible to quest

hidden shore
#

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?

somber sequoia
#

ooh that's much better

hidden shore
#

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?

somber sequoia
#

the chain around the bottom edge I think is the problem - this really won't work.

hidden shore
sonic flicker
#

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.

hidden shore
light charm
sonic flicker
mental pawn
#

why wont the eyes follow the head?

#

also, how do i fix the spine error?

somber sequoia
#

rig it like a skirt

languid remnant
#

Is there anyone who can upload my avatar for me to their account then meet me in game so I can clone it? Iโ€™ll send you $10

somber sequoia
#

you'd need someone who owns all of the same content, else you're breaking terms of service and such...

languid remnant
#

Itโ€™s custom made and not copyrighted

mental pawn
#

its not much expensive and you get to keep your ranks

languid remnant
mental pawn
languid remnant
#

I donโ€™t have either

mental pawn
# mental pawn

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

hidden shore
balmy barn
mental pawn
#

i just did forearm and arm

#

well, i dont mind faking bones

#

i did that with the non-existant legs

balmy barn
#

shoulders are not optional for vrchat humanoid

mental pawn
balmy barn
night ember
mental pawn
night ember
#

doesnt matter if it has a mesh or not

#

it still needs the bones

balmy barn
#

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 ratl

#

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 ratl

soft thistle
#

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)

night ember
#

just edit the uv settings

#

tiling .25 .25
then just move the offset

soft thistle
#

gotcha

#

this is what it should look like, right?

night ember
#

sure

mental pawn
#

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?

night ember
#

what does the spine look like in blender

somber sequoia
mental pawn
#

in blender it looks alright

night ember
#

try setting it to generic then humanoid again ig

mental pawn
mental pawn
night ember
#

in unity

#

set it to generic

#

then back to humanoid

mental pawn
#

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

night ember
#

your spine isnt a child of the hip bone

mental pawn
#

yeah i fixed that but that didnt fix the other problem

#

this one

vagrant dock
#

Should I use a boy modle that a already made and just make clothes are do it from scratch. I'm not sure

hidden shore
night ember
mental pawn
#

i changed it on unity

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well its not the one that i mean

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its the one where this bone says that its to 0

#

let me bring up the other one

night ember
#

can you ignore that error?

mental pawn
night ember
#

does it actually prevent you from uploading

mental pawn
#

let me see, ill apply it and then upload it

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it just needs texture re organization

somber sequoia
acoustic folio
#

Im pretty fresh into blender. Could anyone tell me how to mirror that eye to the either socket?

somber sequoia
#

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?

acoustic folio
#

Oh sorry thanks. Also yes it is, and no. I dont mind of their together.

somber sequoia
#

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

acoustic folio
#

Thanks alot

somber sequoia
#

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.

mental pawn
#

for some reason hands are redded out, BUT when i go and check there are no problematic bones

somber sequoia
#

do you not have hand bones in the slots?

mental pawn
#

they are already setup

somber sequoia
#

does that mean the answer to my question is "yes"?

mental pawn
#

yes

somber sequoia
#

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

mental pawn
#

hierarchy is setup correctly

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okay

somber sequoia
#

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?

mental pawn
somber sequoia
#

ahh there we go

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you can't be missing that first thumb bone like that

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you can be missing the distal one though

mental pawn
#

here we go again, its the 4th re import lmao

somber sequoia
#

or just put the bones up one slot

mental pawn
somber sequoia
#

no I mean using the first two slots, not the second and third

mental pawn
#

oh

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oh well

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yes! it worked

true sinew
#

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

zinc thunder
#

is it possible to have the eyes attached to a bone that isnโ€™t the head and have them look around?

mental pawn
#

this is the most cursed image i saw but why are the eyeballs not in place within the head?

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like, i made sure that theyre boned. in blender this doesnt happen

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but if its actually something from the rig itself, is there a way to fix it without reimporting back it all again?

desert elk
#

eye bones should be straight up

mental pawn
#

it works in blender as i said but it breaks on unity

desert elk
#

unity expects your eye bones to be straight up

mental pawn
compact dust
#

its very interesting

desert elk
#

like this

compact dust
#

eye bones have to be up??

desert elk
#

yes

compact dust
#

weird

mental pawn
#

fuck, this is the 10th re import

desert elk
#

always have been like that

mental pawn
#

๐Ÿ˜ญ

compact dust
#

i dont do bones very often, definitely not human rigs, im not good with weight painting or bones

mental pawn
desert elk
#

you can override the fbx

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can you not?

mental pawn
#

since what i do is to delete and re import

desert elk
#

open the assets in an explorer window, drag the new fbx in, select "override" or something like that

compact dust
#

or upload directly from blender to the same folder in unity with the same name, does the same thing i think

compact dust
#

thats what i do if updating an fbx

somber sequoia
#

Just export from blender writing over the same .fbx file

mental pawn
#

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?

somber sequoia
#

uh.... what?

mental pawn
somber sequoia
#

your bone roll for the eye bones should be 0, if it isn't. for all humanoid bones, actually.

#

(attempt 11)

desert elk
#

Blender

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in the side menu (the one that shows up when you click N)

somber sequoia
#

click a bone (in edit mode), look in the "item" tab on that

mental pawn
#

ok

#

done

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it was -360

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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?

somber sequoia
#

check the eye look stuff in the avatar descriptor

mental pawn
#

oh thx, i just had to set it up!

somber sequoia
#

ahh, yup

night ember
mental pawn
#

Instead of the last two

#

Do the first two

somber sequoia
#

yep, no skipping bones

mental pawn
#

can i ignore most of these?

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or how can i fix them?

somber sequoia
#

none are red so they won't block the build.

night ember
#

red stop sign specifically

#

since poor and very poor would also be red

somber sequoia
#

that first one may be an issue for you if you use FBT though

mental pawn
#

i have officially made my first ever avatar

somber sequoia
#

congratulations!

soft thistle
#

maybe i should be able to achieve that goal too

#

the only part i'm still trying to work on is the 2d visemes

distant ibex
#

is uploading stuff being like really weird for anyone else

soft thistle
#

not me

soft sand
#

How do I get Unity to stop overdriving the bones for my avatar's hands?

velvet junco
#

getting this spammed in my projects console

#

anyone?

somber sequoia
#

does it persist after you restart unity?

velvet junco
#

yup

#

seems to be an issue with an imported unitypackage, trying to delete the folders that came with it

somber sequoia
#

yep, that's the next step

velvet junco
#

yeah, deleting it fixed it

#

thanks

soft thistle
#

still confused on how to animate the 2d visemes

verbal oar
#

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

arctic ginkgo
#

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

soft thistle
arctic ginkgo
#

the solutions i can think of are:

  1. have your mouth on a different mesh
  2. use shaders that call these properties different things
  3. use a shader that allows you to rename the property (poiyomi allows this)
soft thistle
#

i could try those solution, but i'm trying to make this avatar quest-compatible