#avatar-help
1 messages · Page 111 of 1
when you buy an avatar you get the files to it and you need to get vrc creator companion and unity and upload it yourself
but remember that you need an official vrc account with a trust rank new user or higher to upload avatars
Why do my eyes look weird in unity?
they do?
looks the same to me
Yes I would like to buy one or even get a custom one done, my Vrchat rank is “Known” so I’m almost to Trusted…don’t know how long or what else I need to do to rank up. I believe I have an official account like I can login to vrchat from the website on my laptop yes?
yes
yes
look at the pupil. Its a solid color in blende, but its got a wired circle in unity.
also which is which
OK, good to know I least have the account thing right
right is blender left is unity
well, totally different shaders, and also different import settings for the textures. Probably can't really tell you much from here. Which shader is it?
poiyomi
what does it mean if my avatar is fully pink in unity?
idk if i did something wrong
Alright so I'm gonna upgrade my stuff to latest verison but idk where to find the latest sdk to download?
You didn't import the shader your anatar needs.
broken shader somehow - possibly missing main texture, possibly you didn't import the shader package, you'd have to look at the material in the inspector to confirm
You can manage sdk version via vcc.
could you dm or send link to it? I been on the page and unable to find it or im just blind
im at the page but i don't see links or anything relating to sdk?
in the app
unity, yes
How old is your project though if you had to ask that question?
I been using 2019 for longest time
damn
Could never get used to new ui or anything so I just decied to screw it and try again
VCC is an app akin to unity hub, with built-in package manager.
2019 and 2022 for most parts are the same. Except for that scene toolbar.
Asking me if I should enter safe mode and I'm 50/50 on ignoring or entering
You could ignore. You would have to check for broken packages either way.
which shader packs are there i added poiyomi to it but it did nothign
nothing
you need to add the one that the avatar uses
theres no listing for the shaders that it uses
Then it's hard to guess.
try liltoon
Can you send the page where you download avatar from just to confirm?
heh, that's not very useful at all
doesn't it have any read-me files included?
That's a very irresponsible creator.
Since it's gumroad, it's more common for people using poiyomi.
yeah I'd guess that or liltoon
how do i add liltoon?
find the package, install according to its instructions
looks like you have some VRM plugin?
yes
yeah
if you have univrm for vrm0, you can't install the one for vrm1
you can only have one at a time
weird but yeah
well I think found the probem
what was it?
NVM I still need that VRM 1.0 extention
TLDR I was beleved that it is the probem and deleted it
are you creating a VRM thing or importing one? if importing one, maybe go via Blender instead
yeah true
if you just need the shader, fine
but if you wanna convert, do blender instead
Well I need to merge some avi since my last one broke
merge?
yeah also it will result in me need to get that MToon10 matereal again I think
I'm trying to swap out some of the gogoloco animations to fit with my avatar but the tail isn't part of the humanoid rig so it isn't being animated. does anyone know how/if this is fixable?
how do I fix this
edit the animations to move the tail however you want to
are those the only two errors? If not, post the first 2-3
here is the full error log
though if you have physbones often it "just works" 🙂
second message - setup your rig humanoid, unless you're doing a fully non-humanoid avatar. Also the mipmaps one - there should be some "auto fix" buttons in the build window you can click
Which I HAve done and the last 2 error is the one after I atemp to compile it
oh - I guess you didn't clear the console, I see
hard to say what's an actual error then, perhaps clear and try again
right, so same errors as before.
look for fbx import errors ect
Okay so I figured out the issue was that for some reason the shape keys were altering the shape of the eye in unity but not in blender.
Changing blendshape normals to 'import' fixed the issue.
quick question, why do some people see my index controller hands like this while others see them normal? Usually reloading the avi fixes it
Hey could someone help teach me with uploading a avi when their available im new to it and it had no tutorial or nothing and it wont let me upload it cause it keeps saying i have errors
feel free to post errors, usually the first 2-3 (at the top) are the relevant ones
does anyone know if there’s a way to import only the clothes from a vroid into blender?
Alright cause everytime i try to build it says deny
import the whole thing then remove what you don't want.
thanks!!
i have tried to export my character but for some reason when i add the black outline it always turn this
addedd some new vfx i got onto the avi now its giving me this i do not know what would be wrong with poi
probably delete the Poiyomi folder in Assets and reinstall it
OH YOU KNOW WHAT i bet it cause i moved the unity file
unless you installed it via VCC and have it in the Assets folder, that won't work
what shader are you using and is the culling set correctly
i dont remember the shader but the culling set is correctly
So I go this avatar and all I'm trying to do is get it to set in a Tpose so I can fit new clothes on them but every single time I follow a video or guide the arms just go back down and messes up everything.
You'd have to pose it then apply the armature modifier to make a new pose be the default
Ive done that before and it dosent move them back
pose mode cats/mirror and apply rest mode
( i use box select to get 'alignment' line temporary )
So what would people recommend for a third-party animation software?
how did you get that window thing on the right?
sidebar ? n toggle
cats blender plugin
heavily recommend for vrchat creation
thanks
bunch of shortcuts to things , blender have and automation for boring parts like viseme creation
4.2 lts + unofficial cats what im still using
rjrkdhgvkjdzvbnrjkgsdhr I COULD HUG AND KISS YALL IT WORKED!
blender
;-; thank yall so so so so sooooo much!
specifically I want to edit some gogo animations will work for that
I'm not sure how to get those into anything but Unity.
woo!!!
you’ll have to do it in unity, since the animations are already in there
now to work on getting my jacket modeled for it... if the sleeves dont explode XD
good luck! come back if you need any more help 😊
I hope now it should work, just know when I tried last time and did the shift click jacket > ARmature then ctrl + P to sutomatic deform weights sent the sleeves up in the air
that’s because your armature wasn’t set as rest pose
now that it is, it should work now
yay ;-;
😊
i managed to fix my OC's shoulders, but there's one more problem, he might be too big for the game, i'm trying to change his default avatar height to around 1.50
size it down in blender and override it l, move the viewpoint to be correct after
that's how I do it
some people size it in unity
but idk if it's good or not
I was told not to do that so 🤷
how do i make an avatar not have that wobble? im making a mech via constraints, so the actual avatar isnt attached to the real skeleton, and anytime i move or stop, the avatar wobbles in place.
watching a video on how to fit and rig, got it all scupted to my body, got rid of bones that was not needed for it, now it tells me to go and delete any vertex groups that are not needed anymore but they have different names. on the clothes vertex its called "Left shoulder" while the body vertex is "Shoulder.L" is it still going to work or do I have to edit the files to be the same?
i would recommend using the same names as your bones, because you may have weight issues
vertex groups should match bone names
so I need to renamed all of the ones on the clothes file I have then to what they are on the body?
also is it because the clothes file is a fbx and not a obj? I did delete it's old armature so it was just a mesh again
still use the same names
everything should use the same names as the bones they are applied to
or else the armature will ignore it
so my clothes has some vertex that my model doesnt have
ignore them then
if they are twist bones
well that depends on the model
if the clothes work fine when you move only the normal body part, then you can just leave them there
alright now what about the breast? on the clothes there is 3 but the body only has two and they are named different. If it matters the model can have them but I dont use them.
i’m guessing you mean the boob root is the one that’s not on your avatar?
boobroot is on my avatar
the clothes is left breast 0
left breast 1
left breast end
I got the pc version to upload finally but how do i add the quest version the uploaded version anyone have a tutorial?
do you have quest version itself already, ie yuor avi came with two different versions?
got it all set and exported, now when I go to import it to start working on adding it, it's no longer modeled to my avatar ;-;
you need to copy the blueprint ID of the pc version and attach it to the quest version (assuming you have it) then when you upload it in the sdk select Android as the platform
Oh ok thanks
looks like its all messed up even though it was all perfect
even messed up my shape keys as well. At this point how much is it to pay someone cause this has been giving me a headache for days
Oh ty thats so helpful ^^
you're welcome 😁
why would after saving would it mess up all of my work on scupting?
Dose anyone know if there anyway I can get cutouts on quest for hair cards
the facial expressions submenus aren't showing up
Your best bet is to just make the hair card a solid texture
I usually do that by just bucket tooling onto the transparent part in an art program. No way to do the cutout
@chilly elk no, you just cut mesh into actual polygons
^ or this!
I personally like going the less tedious route
Depending on how complex the hair is
Hello, I want to create an avatar of my oc, whats software should I use and how can I export the model to vrchat?
blender and unity (download vrchat creatorcompanion)
Thank you now I need to learn how to model (I only know how to make low poly/cube characters) and rig
thats quite a curve🫠
you can rig decently for vrc via mixamo
otherwise rainhet i believe is the only source for the whole process
the thing is, there's only a gogoloco submenu and i'm trying to figure out how to add the face expressions in the radial menu
@soft thistle you have submenu but what is og exp menu setup?
bit confused
@tulip skiff synced param is float while animator is int. or vice versa.
ahh
there's part 1 and 2
oh yea this is the one
oh wait
i changed the avatar descriptor a little before i took a screenshot, does this look correct?
well, now youre missing gogo menu
and probly params
tho not sure how vrcf does those, maybe it autoadds them
Looking for help uploading my avatar . I actually know how to do it i would say buuut somehow when i click publish and build nothing happens the loading thing is just stuck at 0%
Cant seem to resolve the problem .. i dont understand unity lol
screenshot your unity, you're most likely in the prefab focus screen which prevents creating a prefab. Click the back arrow at the top left in the hierarchy if that's the case
when i use texture color on this hair, the color goes to areas i don't want it to. the very bottom hair is the only color that should be green
its killing me
hi update on yesterday's issue: if a light's range is too small, it doesnt render but i dont want the eye glow to like light up half the body. any better ideas for how to make eyes emit light (deliberately choosing my phrasing, i already have emissives set up)
or is this like. my only option
and if so is there a better way to do it
i mean you can change the intensity to be lower, that may help
@frail badger uh, using lights at all is a poor choice, let alone NOT for purposes of lighting your surroundings, use hdr color intensity on top of emission texture and on pc itd make it as bloom as hard as it gets
if you dont need them even bloom then unlit shader is actually the cheapest performance wise as it gets, unlike lights.
i mean i do have one for the purpose of lighting my surroundings
theres a flame id like to actively emit light
but ill look into that because it still feels not that bright
nothing moving in the Building avatar thing
Click this to exit prefab preview mode, the SDK cannot build prefabs while you're in this mode. Drag the prefab into the hierarchy instead of double clicking it
@main finch bro youre in prefab mode lol, click < on top of hierarchy and upload actual scene
blue backgroung = wont fly
I havent had that issue with previous avatars so that got me confused. I clicked on the little arrow and now my model dissapeared
Does this look right?
yes
I clicked on the build again and now its doing something atleast oop- thanks i hope it works now
Just woke up, feeling better, but yes, this is how it is supposed to work. I’m going to attempt to rebuild this, and if it fails when rebuilding it from the ground up, I’ll come back here.
Wanted to be sure sleep deprived me described this correctly.
i've tested out my first vrc model, the only flaw is the 2d visemes, it looks like it's animated like a slot machine, how do i get it to not look like that?
probably your transition times are too long
i should try setting it to 0.01
you need to set animation to constant somethingsomething, so they dont sliiiide to next (more for voice loop /animations, not the any state)
any state must be 'not transition to self' and two frames for the offset (one is slower)
I dont trust 0 time so mine usually 0.1
What do you do if all of your private avatars got deleted
Im trying to make an avatar that has its wings move, but its not working? I thought I got everything setup right but Im kinda at a loss.
(nvm, im dumb... if you come across this and have the same issue, make sure your phys bones have "is animated" checked. completely forgot)
re-upload them I guess
turning off "can transition to self" will help, right?
wonder why tho, not like any private should be tagged other than being too heavy🤔
I have a cloak toggle where itll play an animation of the character being cloak (which switches the material), but on Quest it turns off the mesh. But for some reason the uncloak takes forever on quest. Like a minute or 2. All transitions are at 0 exit time and has exit time disabled
@soft thistle should never ever being used and always be disabled. probly there are some edgecases likecontact tracker but generally
never have 'can transition to self' on
its like hammering the same state 100's of times instead of doing it once
sometime it does wierd things with animations
wd off/on mess probably
@obtuse flicker you should always have at least a single mesh being rendered, ie enable some tiny cube or smth
ok, now i think i've solved the problem, i wanna try to update this model, but i dunno how to since i might think it will just upload a duplicated version but with a few changes
what
already uploaded model uses pipeline manager id, its already assigned and your avi having a preview in upload page is a sign its just an update/replacement
also update your sdk, there shoyldnt be a checkbox for terms now
If this is the case thats not what is happening. When I uncloak for some reason it takes like 2 minutes for it to do that toggle on Quest
I dont get why this is happening. Ive never had this happen to me
Could it for some reason be because Im using the 3.8.1 beta?
The rest of the toggles are synced. The assets use VRCFury though
Except for the cloaking stuff that was done by me manually
It only works with a toggle.
If I set it to a button, it doesn't work, and displays the button as blank, with the name "button text" if I set it to a toggle (which is NOT what I want) it works. I don't want this because I need a button for what I'm trying to do.
I have done everything to get this to work, even rebuilding my animator, parameter, and menu from the ground up. Nothing works when I use a button.
when you say "button" do you mean in the menu? I saw mention of this the other day, not sure who it was
Hello
I've found an... odd issue with my avtar after trying to VRClens to my avi
Removing it did not fix it
pumkin's tools, enforce t-pose?
unfortnutly nothing changed (it's also broken in game)
ah that was a guess without knowing what's actually wrong
as far as i know, what vrclens did was force my avtar to be at the origin, and now it's broken
... was your avatar not at the origin?
not at the begining it wasnt
(in hindsight it shouldve been)
but i did do anything about it an now i have issues
🫠
Yeah all the toggles are synced and doesnt take forever except for this one toggle
And people on PC are also synced and dont take forever to see me
I've put in a request to re-open this canny post. https://feedback.vrchat.com/sdk-bug-reports/p/372-beta2-action-menu-buttons-are-blank the reason being is because I'm having the exact same problem, and I have been unable to fix it via updating the SDK. The only solution I've found is to replace said button with a toggle, which defeats the purpose of a charged attack system.
I only use desktop mode because I don't have VR.
I've attempted to put the avatar into a separate project, assuming the project health was poor, and got the same result, I rebuilt the animator, menu, and parameter, and got the same result, I ran system file checker before launching the SDK, it fixed something but I still got the same result.
The only difference is that the button actually has its text, and icon in the gesture manager, but both the gesture manager, and VRChat its self have the same issue, they both don't have functional buttons.
ahh I was wondering what that looked like, haven't seen it.
I even tried making a separate FX layer from the stock animator. No luck.
Tried deleting the stock animator. No luck.
Tried the old fixes others helped me use. No luck.
Every single time I have this bug, the solution is different, but now I literally can't find a solution.
Ive even removed all VRCFury assets and it still has the delay for Quest
seems like a menu problem, not animator problem
I'll show my menu.
One moment.
This is the parameter, animator parameter, and menu.
This doesn't function regardless of what I do besides changing the button to a toggle.
Ive even checked with gesture manager to see if theres a delay for the toggle on the quest side, there is not
I've restarted my animator, menu, and parameter to ONLY focus on what broke.
One at a time.
Could it be due to having too many menus stored on my SSD, and now I have to format my entire SSD just to reinstall everything, and only work on that avatar, and that avatar alone?
It happened 3 times, each time the solution was different, and the old solutions didn't work for this.
Once my animator was to blame. One time I was told to use a trigger. The third time I think I had to remove the animator controller from the animator component on the avatar. None of those solutions worked. Only setting the buttons to toggles worked, but I don't want to use a toggle, I want to have it so I hold a button to use a charged attack, or tap it to use a normal attack.
I even copied the animator from another avatar with the same system, and it wouldn't work. Used copied versions of the parameter, and menu, and it didn't work.
Bear in mind, I copied it from avatars that ARE functional both in game, and in gesture manager.
I can't figure it out, and I'm starting to consider just giving up, and throwing out the project for good. This HAS to be a bug with the SDK. I can't see it as anything else. I never had this issue with buttons in the past until the creator companion became the primary SDK manager. Even then, I had a decently long run of the solutions to problems being "I forgot to add my menu" or "I forgot to set a condition" and I could fix it within a few minutes, and laugh it off. Now I upload an avatar, and out of the box, all buttons don't work. I try to find a solution, and scramble for weeks trying to find the solution. Someone gives me a solution, but next time it happens, that solution is null.
I just remembered what the third solution was, and that was putting a condition on the transition to the state it goes to when you don't press the button. I tried that, but had no luck.
This was supposed to be my final avatar, the one I put all my ideas onto from here until the end of my time on VRChat minus small, one off projects.
ok so as seen here, I gave my dog avatar tongue physbones so the tongue can flop and be pulled by others when he sticks it out, thing here is it easily clips through the mouth and looks odd, so how can I make it look better?
Could I possibly speak to a developer of the SDK?
I know it's a tall ask, but I really wanna fix this.
My thought process is if I speak to a developer who works on the SDK, they'd be able to tell me exactly what to do in order to fix it.
Either that, or record the bug, and there would be a fix a few weeks later.
So I’ve made an avi and already uploaded it to vrchat the other day but is there any way I can edit that same avi to add toggles and fix things on it without reloading it?
I have an issue with my avatar. On pc my avatar is fine, but for other quest users, my avatar is floating like 3 feet the ground
your avatar appears to be backwards
https://feedback.vrchat.com/sdk-bug-reports/p/avatar-buttons-dont-work-again I give up, I made a bug report.
just a tiny bit backwards
physbone limiters, also start the bone at the outside of the mouth so it can't bend from inside. If the rotation is inside the mouth it will clip, if outside, it likely won't
I pray that I can upload what I intended to in time.
i mean it's animating in the "motorcycle pose", but backwards
im just messing w you
which has only happened to me when i named my left/right bones opposite
i gotta love when it decides to break the kneecaps and hits that pose
just check your bone names, make sure left/right are correct
i've messed it up before, had a brain fart moment lol
dude i hate when i merge bones and it says (whatever the bone name is)_ merged
instead of replacing the bone

idk what you're merging with but i use this:
https://github.com/vr-voyage/blender_bones_merger
i use cats
ok, so how do I start the bone from the outside cause I know I put the physbone component on "tongue 1" bone, I just set up 2 bones for it where I assigned a half of the tongue's verticies to them.
bruh for some reason my paramaters arent controlling my animation (except the eyes, apparantly??) despite having the paramaters seemingly set??
omg i remember when i used to merge bones manually using weight mix modifiers
nothing i cant fix tho, just a little annoying sometimes
is the animation state playing?
just start the bone from the outside?
did you rig the tongue yourself?
then you can put the bone on the outside
ok so for more context, im tryin to do a hue shift for like several pieces of clothing using poi and then manually changing the color of the eyes (they use a diff shader and i cant be bothered to learn how to make my own tbh) and when i change the paramaters for the hue shift in play mode only the eyes change
ive tried using gesture manager as well
same issue
i can grab some screenshots if that would help
ive lowkey been having this issue for months - even tried making an entirely new project file
yeah the avi didn't have bones for the tongue so I had to rig it myself, I put the first half starting from inside and the second half is all what is visible when he bleps.
did you enable "is animated" on your shader and the lock the shader before testing?
you have to do that for animated poiyomi properties
oh, so instead I just have one bone for it and that will be just the outside or I rig just the outside on 2 bones since I thought to have a vrc physbone it needs to have a child bone
it does not need to have a child bone, you can use an endpoint instead
but it's up to you how many bones you use
in the space i drew the one bone you could divide it into multiple
if you want it really smooth
im gonna double check all these but im pretty sure yes
okay, so then back to my original question, are the animation states playing?
oh, ok. when I went into edit mode, the tongue doesn't have many verticies since it's an optimized model with 26k tris to be excellent on pc anyways, so I'll see how it goes just using a single bone
it has even less on quest
you don't need many polys dw
i make low poly models, usually under 15k with outlines (so under 7k practically)
im not really sure what you mean by the animation states playing ngl
like is it scrolling through?
scrolling through?
oh, ok. yeah cause quest one has 7,600 tris and is a good rating. but thank you, I'll try that right now.
i mean when you test with your emulator of choice, look in the animator tab with your FX controller open, and select the avatar, do the animation states that should be playing have a blue line at the bottom of them
good evening, im trying to upload an avatar i purchased but i keep getting this error, ive never seen it before. im not sure what to do to fix it
The SDK is pretty much completely broken. I can't add any buttons. They worked in older versions, but now they don't.
okay, then it could be a few reasons, make sure nothing else is animating that same property
also make sure the animation works in preview
so you cant have more than one thing animating a property? i have like hue shift animations for all the cloths, just the tops, the bottoms, accessories, ect all seperated
You can with a proper planing and you know exactly how to do it. Otherwise, keep it simple by having one layer animate one thing.
ah
maybe there is where i fucked up lmao
though theyre all radial sliders and have different parims so idk
🥲
It's more about some layer trying to animate the same thing. Don't you think the All layer would contain something that also is in other layers below?
@arctic ginkgo so now that I have just one bone, how do I make it an endpoint? or does it just work when I add the vrc phys bone component to it?
Order matters but this still doesn't solve the whole issue of having multiple layer trying to control the same thing.
i just like having options thats all
would it be better to just get rid of the all layer and have everything on individual ones?
It's up to you to choose.
Either All for one or individually.
But not both.
fair enough
i moved the all layer to the bottom of the hue stack and it works now, ill prob do some tweaking to figure out the best layout
the way ive been dealing with this issue since january (the last time i tried to fix it) and never realised the orders of the layers have meaning is insane
ty
I tested by uploading the quest version on PC. Its now delayed for everyone (including PC) but not on my end
I want to be sure I'm not going crazy.
A button on a boolean value works by setting the boolean to true as long as the button is pressed, right?
A toggle sets a boolean to true when you press it once, and sets it to false when you press it again, right?
When hooked up to a boolean value, theoretically, both should be able to both activate the on/off or true/false state of a boolean. That's how it worked when I started using buttons when SDK3 for avatars first released. That's how I remember it working.
Did they change the way it works so buttons can only access triggers, or integer values?
I want to ping sipp, since he's the expert on this, but I dare not do that. I know that's a big no go.
I'm getting error every time i try to build and publish a avatar i don't not know how to fix it somebody help
Is this on something you bought, or something you put together yourself? I'm almost positive 90% of what's going on is the result of bugs.
bought
If you slap together a cube avatar, and upload that under a separate project, how well does that work? Like a unity default cube, and an avatar descriptor. Just to test. Might be a problem with the avatar you bought. You'd bring that up with the seller.
ok give me a min
Ack so I added a new tongue to my avi and everything works fine except for the fact that when I move around even though it's tiny until it's out it stretches and clips through my face..I have had this issue with other things and usually it is because of weight painting but I don't know what to weight paint here to help it>~>
a different avatar worked fine
Okie, then yeah, you'd want to talk to the original creator of said avatar you purchased.
ok
does anyone know where I can find the exclusions for phys bones I might be a little bit blind
What exclusion?
Do you rather mean "ignore transform"?
Also you must not put physbone component on the head bone itself. It's going to break your head tracking.
Ohhh thank you I see it now
So I cant get phys bones for my ears?
Not with this way.
What's a better way?
Put physbone on ears bone itself.
That's the ear bones.
Okay thank you. I'm new to this making avis stuff.

really? I never noticed that and I've always been putting them there 🤔
what about hair? is the only "correct" way putting a component on every single hair strand or making a hair root bone that would be under the head bone?
what about colliders? can they be on the head bone?
I'm asking cause I've never had problems with it before and I'm curious why it could cause problems and what makes it do that
so this is a weight issue technically…
basically while the tongue is away from the bone, it still stretches to try and rotate around the bone. (this isn’t a problem while it’s out because then it’s directly on the bone!) so to fix it, go back into blender and move the bone a bit closer to the off position in edit mode, maybe between its on and off position. and also make the off position a little bigger (you mentioned that it’s tiny when off), if that doesn’t work, or you want extra, move the off position closer to the bone too.
I believe the head-physbone thing is make sure a physbone doesn't effect the head, the component itself can be on the head or point to the head.
By default physbones are set to Ignore transforms with multiple children, and most heads have lots of children. So it would effect those children while not effecting the head bone.
that's what I thought too! that it couldn't affect Humanoid bones
but putting the component there was fine
I ended up putting it onto the actual ear and tail bones in the end
i still haven't had issues 🤔 is there a way to check if they actually happen at all?
or is it only a full body thing?
It would also happen on desktop where head would stay stiff to neck bone. But I also notice, recently there weren't any people with this issue anymore, so thing might changed since physbone v1.1, but I don't bother to check it.
yeah, cause I never saw that happen at all, so I'm surprised
and I haven't been making avatars before v1.1
Something just crossed my mind. When you extracted the package, and opened up the avatar scene, did it already have an ID attached to it? If not, did the creator's avatar page mention anything about using a specific SDK version, or a system like VRCFury?
yes it did it mentioned vrcfury
Btw what the difference between Modular Avatar and VRCFury anyway?
You can read documents for both package to see what tools are available.
I was read both documentation but I still can't see the difference between them.
Because many of their components share functionality.
So they praticaly the same thing, right?
For some part yes.
Btw on abit of a tangent note, do I need phybone colider?
If you want it.
if so is there a tool to automaticly deleted duplicate phybone
What is the definition of duplicate physbone?
This; where multiple colider share the same posistion
Your problem rather is in blender. Not in unity. You could also just don't add physbone collider component in unity.
So am I just leave it as it is?
You could.
Accualy can this casue my laptop to crash due to too much computation?
Another problem you should notice is those object aren't parent to their respective bone. So having all of those is just useless anyway.
Oh Should I parented it then or deleted it?
If this can crash your labtop then you woun't be able to play vrc at all.
Either way you want.
What does that colider does anyway?
No idea.
Yes it is from VRoid
if you're already using cats, just go ahead and go to MMD Options and press "fix model"
this will get rid of all of the bones/colliders that do absolutely nothing and only take up space
Thank alot, hopefully this stop my laptop from crashing whend rendering
it could help
Btw how do I stop it from merging all my cloth and main avi together?
merging as in?
if they're separate objects with their own armatures, you can do that manually or with Custom Model Creation in cats
if you mean combining meshes either "Join All Meshes" in cats or ctrl + j
I mean stoping Meshes to merge as I need them seperate to setup cloth using MA
but I manage to fix that issule now
if you're using cats' custom model creation you can untick "merge meshes"
I do that always
sorry, I misread
you can also separate things by material if they're already merged
that is ok however blender jush crash and I forgot to save my work
ouch
thankfully autosave manage to save the work before crash by the look of it
excuse me
I need help
My avatar is an animated generic rig, so everything is set up by me completely, the idle animation is completely frozen (which was intentional) but for some reason the front and back walking animations dont play while the left and right animations do play, why is this? I even tried remaking my "velocity" float parameters for x and z, and even tried remaking my blendtree and still nothing is working right, also the animations work on the model's rig.
I'm using mixamo animations
can anyone help me port a VRC model/avatar into blender?
Or rather how to open a VRC model in unity? I've never played vrc, but I downloaded a model that I really want to use
Did you buy the files to it online?
it's not possible to import favourited avatars into unity/blender
not unless you bought the files for them
Might as well show how you created the base layer for locomotion.
I bought the files, yeah! But they're in "unitypackage" files
is it coo' if i dm ya?
nope
make a project in VCC and pick the avatar 2022 template, open it and import the unitypackage into the project
make sure to hit the "open me"
Okay I'll download the VCC
So I've been having a issue, where I jump, and the lower body sways away from the neck and doesn't stay in place. I was wondering if someone can help me with this little issue.
dont just drag the model out where it says "models"
I also have a texture pack and optional attachments to the model too
im more looking for a way to pose the model instead of using it in vrc, if that changes anything
where did you get the model
i bought it off booth
Spine.001 should be assigned to Hips.
you would have to import the model into unity first, then if you just want to throw it into blender. you can close unity, go into blender, hit upload fbx located on the top left where i think it says file or some shit. go into the unity project, go to assets, find your avatar folder, and you will find an fbx file somewhere
then click that and upload it
is it coo if i dm you? this channel is a bit overwhelming
No
okay so i gotta wait for unity editor to finish downloading first
did you get the right unity
nevermind, fixed it!
Says Unity Editor not found
i'll uninstall the editor and let VRC install the version it wants
How do I get teh cutout effect for quest avatar?
You don't.
So I have to use additive + multiply shader trick?
Yes probably.
i need to sleep so you will have to find another person to help you
i told you which version is needed
you may wait a long time if you're installing through VCC
it's kinda laggy
or use the knife in blender to cut around the texture to fit the mesh
So I did put Spine-001 in place of the hips, but now the hips are doing this when I jump in game.
Very interesting stuff here.

For some reason, the back of the avatar's head is visible in first-person view, even though the ViewPosition is set in the VRC Avatar Descriptor; is this because it is not a Humanoid rig and the default animations are not available?
generic will do that , not going to scale your head to 0
Thanks. That's a shame. I'll try to find a good solution to this.
Can anyone help me with importing textures? I have zero experience and have never actually played VRC (just want the model)
The texture pack is https://mayonassey.booth.pm/items/5402400
please do explain what this trick is, i’m curious
So Basicly when you combine additive and multiply shader it act symilar to transparant and cutout setting
how exactly do you “combine” shaders
Techniquely you set the mesh to hav 2 materail insted of 1 and you add a combination of additive/multiply vrc/mobile particlein to it to get the look you want
interesting
i thought a selection of faces could only have one material on it at a time
How do I apply a texturepack?
drag the textures into the material slots in a material
but I don't know which goes where
wasnt sure where to ask but anyone knows how to reduce the radius to the sphere radius in particle system? ive played with alot of settings but no luck , thank you in advance!
What shader are you using?
Poiyomi I think?
The eyes are different things, I don't really know what to place where
Like there's no Metallic in the base model
you can still add it
when you click on a material
there are different spots you can put textures in
poiyomi has a spot for metalic
but idk where exactly, cause I don't use poiyomi
this?
right, but I'm still unsure what goes where
Like all of these are different names, I don't really understand what I'm looking at
base colour is the normal texture I think
emissions are emissions
metalic is metalic
you can always search inside of poiyomi
there is a search button
i've lost what menu I had. So this is what I'm seeing right now
The material in the project tab or inspector?
the one your avatar uses
yes it did it was vrcfury
doesn't matter where you take it from
so the base model instead of the texture pack?
i'm extremely new to this, this is my first time ever seeing this stuff
Did it specify a specific version, or did it not specify. If it specified a specific version, try that one first.
it didnt but ill relook
does the texture pack come with its own materials?
if yes you can just drag them onto the model
i dont see anything
Does anyone have any Idea why does my glasses doesn't appear ANYWHERE
How do I do that?
it should be inside thoes sub folder if not you might need to recover it some how
Oh I think so?
yep that it that the matereal
now you just need to drag and drop it on to mesh or in to the matareal element
oooh cool!
I'm a tad unsure what some of these parts are referring to though. Like diafragm or emo cards
Process of elimination each mesh should have atleast 1 matereal
so go through the ones that share names or fit?
Sort of, btw do all the mesh alrady has atleast 1 matereal? if so under Skinned Mesh Renderer's materials section look to see how many slot are there if there are 2 or more start testing it to see witch material look right in that slot
so I've managed to apply more correctly
only leaves me with the gun, the backpack, and the glowy bits along her sides
nothing seems to match those
Hey I’m making an avatar but idk how to make clothing for it.
Let start from the begining do you alrady have clothing file make?
You can make clothing from scratch in blender, there are a bunch of YouTube tutorials. Or you could find pre-made clothes and fit them to your avatar, also in blender
Idk where to start tho
Idk where to start by making them
Youtubeeee
Eighter create it from scrach like Cosmo said or using vroid xware system to put on and auto fit the cloth
Hi does anyone know hot to fix this ?
Looks like ur gesture manager is broken
so fresh reinstall
Remove it from the project and it should be fine
I wanna try creating it from scratch but do I do a new project, then make the clothing?
if you wanna make it from scratch you should watch some blender tutorials first
learn the basics
Ik some blender, like I made this but had a lot of help rigging and texturing.
But the clothing for it I got from a friend
okay one more question the camera for the avi is outside the body and far behind the model to where you can see outside the map in vrc how do i fix that
- is the position of the avatar at world origin?
- is the X of the viewpoint 0?
both of those should be true
if the position of your avatar can't be world origin, due to the place its origin is, you will need to go to blender. Move it to world origin and apply all transforms
and import back
I have no idea how to check if that’s it
click on your avatar
what's its position in unity?
and your viewpoints coordinates
they're in the avatar descriptor
I’ll have to check later on I’m at work
yeah, so if those two things aren't true this could be the root of your problem
And the camera can’t be fixed in unity ?
wait, by the camera you mean an extra camera you added or what?
cause I assumed you meant the viewpoint
Yeah, the viewpoint for the model is outside of the body and it’s like way back in the map in vrc
so yeah, that's what you'd need to xheck
Okay but question the model was a pre made unity package will blender open that ?
One more question I’m not like stupid or any stupid coding am I because that’s a lost cause on me
If you're asking about having to code to make avatars, no you dont have to, as far as I know the only coding done is to make unity tools? Like I know someone who codes tools to make avi creation easier in unity. But its not like something you HAVE to do to make an avatar
There might be some things you gotta code to do but honestly I have been makin avis for like 3 yrs and never hade to code anything 
Now that i learned how to upload where should i start? Learning how to add tails and ears, basic assets like a hat?, retexturing?, or learning how to convert blender to unity? What are good tutorials for unity as well?
you're right, no coding required for avatars. Tools, optionally worlds, yep.
If that's the case you'd definitely need to take it up with the original creator. They might need to fix it for the latest SDK. Given how buggy 3.8.0 is, I doubt it will be a quick update, nor do I believe they'd be able to get it working WITH 3.8.0. You don't know until you ask them for a hand first. Don't get your hopes up, the SDK really needs some help before I'd consider using it.
.
0............................................................................................................................................................
How do u animate a gun shooting to summon something
I want that something summoned to stay until i turn off the toggle
can you post a clearer picture of that red error? it’s hard to read
or just type the message
origin problem may be that your avatar's origin is not the floor it's standing on, which you have to fix in Blender.
in blender, select all, and object > apply > “apply transform” should reset the origin
assuming though it's actually standing in the right spot, and just the origin is wrong
i think we will have to wait until the red error is clearer to give a feedback about that.
It was smth abt the bone beeing size 0
I doubt that message says anything about the origin
Fsr its green now
well they seem to have a chest issue too, that is what i meant
^
please type the error or post a clearer screenshot.
“Chest Transform ‘bip.chest’ has bone length of zero”
But now its for some reason green
I havent modified it at all
well that's a win 🙂
Wb the feet? Im assuming thats whats causing whatever this is
what is that exactly?
The avatars view
The view point is setup correctly
And the avatar is invisible
Im assuming it has smth to do with the feet beeing “under the floor”
ahh, yeah I see
Anyway to fix this?
I said about fixing the origin, do that first
So select all the stuff in the model?
Rig and props?
And ofc parts?
any object which is not at a scale of 1 and located at the origin
On the fbx im assuming
in blender
Well ya on the fbx in blender
semantics - it's not a fbx file until you export it from blender
assumint its the option i highlighted
again, this assumes your model is already located at the origin, but its origin point is not.
It is
ok good
i figure this is not supposed to look like this
How would i fix that?
the apply transforms thing you are doing
do i keep using it?
I don't know the state of things so really couldn't tell you how to fix it
I could send the model so u can take a look
that's getting into commission territory for me
Ah dang.
from that pic it looks like the body parts are all separate objects - I'd merge them together into one body, personally.
probably before you did whatever you did to make them move to the wrong locations though
yep
make sure you apply transforms before joining objects though, or it'll get weird
i want to keep some objects not joined cus of toggle and texture purpouses
you don't need to for either of those, but sure, up to you.
so apply all transforms than join?
it's what I said two lines ago
better to read the docs on what these things do and also make backups, if you aren't sure about what a thing will do.
yeah I don't know what's going on there from the images you've sent, sorry
Look like Freddy but as Bonnie
any clue on how to make this work
I’m a nerd in fnaf but tell me your problem while I read the messages
Night need re rig it. Im a roblox builder that uses blender occasionally
I bet you meant "uses" but this is funnier
Yea
My big fingers vs phone keyboard. It also autocorrects it sometimes to wrong thing
Buddy is suing blender 😭
Already tried rerigging it, while the rig worked it didnt go as planned.
All the parts were… questionable
Didnt even make it into vrc
This is way further than with the rerig
I feel like whatever is happening here is part of the legs issue
Cus my viewpoint is completely fine
FBX
Alr
Thats the recommended file format for avatars
Just checking. Did you sculp or did it different?
As in..?
I realy not sure what to call it.
You know when you extrude objects and reshape it instead of using the sculpt tool
I didnt touch the sculpt tool
Neither reshaped objects
How would I go about optimizing bones I mainly only see things about optimizing physbones
I wanna make this avatar real 😭
My entire group says we should go with these designs
And im not exagerating
hey im having some trouble adding this phone asset to my avi and making it grabbable. i spent 10 hours yesterday and followed the tutorial exactly but i feel like im missing something. would anyone be able to help me with that?
bring it into blender (or similar) and remove or merge bones
Does anyone know how to make avatar particles visible in mirrors?
make them double-sided rendering (i.e. cull off)
mirrors see the back-side of particles, and that usually isn't set to render 'cause that's the only thing that sees the back side of them
im gonna loose it with this avatar chat
this one here?
medium rating is perfectly fine as it won't get blocked from performance on the default settings. I just block very poor so I can still see poor ratings
Hi! I suck at blender, how could I make skintight clothing as a blendshape?
I have an idea of how to make the blendshape, but I can only extrude vertices and the manually connect them one by one
shakep keys are basically changes in vertex position from the basis. So you create one and then reshape the mesh however you like.
In this case perhaps start with the shrinkwrap modifier? You can apply a modifier as a shape key
No clue how to do that 🤷
My plan was to extrude vertices and connect them so I could make a blendshape with them shrinking to disappear, so I could avoid rigging or anything else
Hopefully at least
would be best to do shift+A (or maybe it’s just A? i forgot)
i’m very sorry i didn’t respond while you were having issues
you can't change the vertex count with a shape key, those vertices will exist even when it's off
I know
but you certainly can do the shrink to disappear thing
I've spent all my time optimizing avatars, but suck at actually making anything in blender 😭
if i want to make a phone on my avatar grabbable, do i need to add physbone colliders to my fingies?
your hand already has a physbone collider
i can show you everything ive done so far i just dont know what to do atp ive put so much time into it and got nowhere
I haven't been paying attention, just answered that one question
a physbone certainly will work, those are grabbable.
or a contact receiver in which you must make a fist
i added it to the phone
depends on how you want it to work
i want to grab it with my trigger and it stay in my hand until i put it back to the holster
i added the fx and everything it came with
and added that to my avi
yeah you don't need a physbone for that.
ahhh
i at least have the phone on my holster in game but it doesnt wanna go to my hand
how did you set that up?
i can send the tutorial i used, its only 10 mins long
and somehow it took me 10 hours to follow it 😭
I was hoping for a quick one-line description, I'm not going to watch a tutorial
sorry
so first i imported it, put the whole thing under my avi, added something called "tp left" under my left wrist, in animator i repositioned the tp left, i linked the fx with my avatar, and combined my avis fx options with the phone options which has phonegrab, buttons etc i believe for animations
sounds like it uses parent constraints and the 'tp' are targets
yes it does!
that's how I'd do this
probably update those to VRC Parent Constraints, but otherwise, good
is there a way to maek this graph to into the negative?
these were the existing constraints and it didnt work, could updating them to vrc fix the issue
probably not related
dang
which field is that?
does actually grabbing the item have anything to do with fx/animations?
max angle in the limits of a physbone component
I want to make it so the last bone curves a certain way
how would a negative angle make sense here?
contacts/gestures trigger animations, animations then do the work of moving things where they go, swapping constraint weights, etc.
I totally forgot about pitch and yaw! disregard my last question
this is what i got goin on
aha!
well that "phone hand left" animation layer's weight is 0 - that would prevent it from working
it should be 1 if you want it to work, and no, you don't generally need a mask in the FX animator
okay ill test that out
I can't grab physbones in teh games windows for some reason, even though play mode is on and the physbones have grabbing enabled and a radius
praying it works now
I actually broke my avatar trying to do this yesterday
i reuploaded everything into a new unity project luckily i remembered how to do my toggles for my custom fits so that part only took me like 10 mins
the thing in unity that lets you login and actually upload avatars isnt showing up anymore ive tried uninstalling and reinstalling everything and even factory reset my pc. how do i get it back
its the vrchat sdk at the top
if you dont have that make sure you are opening the project via vcc
im just blind as fuck
if you have script compile errors (see the console), sometimes that won't load
xD
i got it
yayyy
no i feel u
im so dumb when it comes to unity
i only recently learned how to link clothes to avis
i thought u could just drag and drop the item and boom but nope
you factory reset your pc 😭?!?
ive had to do it a few times im not going to miss anything
then how did you get your package files back?
i keep everything logged outside my pc so i dont loose anything importent
the only things im missing is mods for blade and sorcery and bg3
that’s smart. my external drive of 3 years of things broke on me so 🥲
i work on a laptop so i had to super glue the external drive to the bottom of my table
its only got games and unity stuff on it so its not a hindrance if i cant take it with me somewhere
i work on a laptop too , and i used a flash drive for external storage
trying to combine some materials but when I do that it just seems to get set to the same material as the part that its on. Am I missing something?
no, this was happening to me for 2 years before i figured it out
it’s a uv map issue
ah okay thank you!
on the atlas’s texture that you made, just move the uv of the object that got messed up onto the correct spot
ive tried absolutely everything that comes to mind in trying to make these lashes work on my quest avi 💔 im using vrc-mobile-particles-multiply, ive inverted my transparent texture, and im still coming out with this result.
it still doesnt do anything sobbbb
maybe try tiling the texture?
it looks like its just really stretched out
agreed, ive got long ones on top, REALLY long ones on the sides, and thick ones on the bottom
i have NO clue what tiling is or how to do it, but google shall be my friend
are they separate for each one? like spearate texture for the stretched ones at the bottom
tiling is just resizing the texture to make it repeat
eyebrows, blush, and bottom and top lashes are all 1 texture
oh... then i dont think tiling will work
because if you tile one area it tiles the whole texture i think
i would just wait for someone else who maybe can help, i have no idea
dang 💔 ok, tysm anyways!
i tiled, and shes PERFECT
i was saying ty, but yes, tyyy
hi so im back home and in blender now what do i do to get the viewpoint to be where it needs to be
they got me too 😭
but it looks beautiful!!! great!!!
Could you show me on how I'd do that? I'm pretty new to blender lol
select the object, go to edt mode, and select all of the faces of the object that got messed up
then go to "uv editor", and you should see the faces shown in the uv editor. then you can move, resize, etc. the uvs as needed
Helppp, I keep getting these errors when trying to upload avatars. It only does it some days, though! And then without changing anything it will work like the next day or something, idk whyyyy
Shift+L to select the faces in edit mode may work faster
Please somebody, how tf do I fix this
I'd assume you missed some part of the instructions where it asked you for the ownership code stuff
based on the second error, I could be wrong though
does anyone know how to fix this? her other toggles work but shes stuck in that pose plus gogo doesnt work too
I didn't miss anything, no
This happens often and I have no clue why.
Sometimes it doesnt even prompt me about the ownership, but sometimes it does
ive got an issue ive never encountered before, the avatar builds and runs fine in unity but as soon as i upload to vrc this happens
Did you delete the armture for those parts, because I know if you did it does that 😭
no, i assumed it was the physbones but not that either
oh i found the issue, the avatar's armature scale is exactly 100x larger than the original, even though its the same physical size
so the animations are just throwing the bones everywhere
So I made I mistake
I deleted my avatar's current impostors because I wanted to generate new ones with the new version of my avatar, but it says the creation of the impostors failed now, and I'm stuck without impostors anymore
probably not the right place for this but yea
go back into blender and parent the lower arm bones to the upper arms. and parent hands to lower arms.
Could you please send me a example im not very good with worded directions 
go to blender
actually
nevermind just google how to parent bones in blender
Alr ty for the help
Im trying to texture on my 3d viewport and it only lets me paint on my UV map?
i tried normals, brush settings and everything
nothin
i’m trying to attempt a head swap, but the head and body are one mesh. i removed the head mesh in blender, but exporting it back to the unity avatar fbx makes the prefab in the scene completely disappear and it’s frustrating.
yeah that’s fine, do you know what could be causing it/how to avoid it making the prefab disappear
i’m not messing with the bones themselves only the fbx body mesh
my minimum brightnes seems to not be affecting any materials in the dark. I want my skin to be still slightly visible in dark worlds.
The things you see lit up here are emissions.
I am using poiyomii as my shader- am Ii idoing somethinig wrong?
what do you mean by reference?
i’m just separating head mesh from the rest of the body, deleting it and importing it back into unity
Envy, they're a scammer
ah
Don't talk to them
thanks
i didn’t unpack the prefab it’s still blue
i also tried all local and fbx all
there isnt much you can do besides make a post on the canny, a,,
https://vrchat.canny.io/impostors
in the impostors section, include the avatar id
try the texture paint tab?
i really don’t want to completely rebuild from the bare naked fbx, if anyone has any tips or ideas i’d really appreciate it
apply transforms maybe?
idk
locate the fbx in your unity assets folder, right click, “show in explorer”
copy and paste your new fbx into this spot and overwrite
but before that apply transforms for everything
like the other person said
bumping this- lighting iissue
this is a question that most likely can better be answered in the poiyomi discord server
i tried and it didnt work, but after importing again i noticed these import errors, could that be why?
ill try to join that and see
turns out it worked when i DIDNT use the texture tab
tried configure, zoomed out and saw the prefab was all messed up and huge and jumbled together. so i reset pose, applied and it looked normal, hit done and it’s still disappeared im so confused 😭
yeah, the texture paint tab is where you can paint over your textures
it doesn’t work in the normal 3d view
really? that’s interesting! at least you fixed it
um… are you sure you didn’t change any other settings in blender or unity?
im just rebuilding from the fbx itself
im using pumkin tools, is it possible to use the tool to transfer materials?
idk what i did wrong but in unity my gun isnt shooting but its playing the audio
my avatar is stuck in t pose in game how do i fix that
better question, how do i make it so the rim light isnt so fugly around the lips and nose?
i think it looks fine in blender, so im not sure whats causing those lines
i’ve never used that, but if it has a function for it then sure
check your rig, and that the bones are assigned properly and that it is “Humanoid”
and see if you got any errors while in unity or while uploading
it said that the rig doesnt have a animator but it does
i think it needs an animator controller
how tho
???
weight painting/bone placement
make sure its attached to the right bone in the hierarchy
"you need to add an animator component for the avatar to work"
find the vrchat sdk avatars folder in "assets" on the left, then click through these folders until you get to the fx controller. duplicate it (ctrl+D) and put the duplicated one in the slot
i got it fixed thank you.
thats good
now the problom
you need to upload pc version before quest
Is it posible to create/modify mobile compatable mattereal in unity?
you should see selected platforms at the bottom of the sdk before you upload
upload only for windows first
then do quest after
second prob before i do that
re-export from Blender? you use the wrong scaling size, probably set "apply scalings" to "FBX All" unless you know it specifically needs to be set to something else.
you can just use an empty new controller for FX too, there's nothing special about FX.
really? i thought that would make one that wasnt specific for vrchat or something
thank you!
nope, not for FX
even for the others, but you probably want some of the basics there so the examples are useful
also you need some masks
i usually use the expression & parameters from the sdk folder
how different is it from just creating one ?
what, menus? I just start from empty new ones for those too
someone help me with black texture when changing the shadar
i had no idea lol... ive been making avatars for almost 3 years and have never just created one of anything
huh ok
did you change it to a quest-compatible one?
it might be a transparency issue
that or vertex colors
yeah most likely that
i mean yes
yes, then either your transparency is black since that doesn't support transparency, or you have black vertex colors on the mesh you'll need to remove. Blender can, or I think vrc quest tools.
i only did 5 colors
I'm not sure what this is supposed to be?
ah there we go
texture for him
ah ok
so like is there a way for quest user to use custom avis?
yes, by uploading said avatar for quest
what if i dont has a pc?
then you can't do it
well..shit
(a mac or linux would work, it doesn't have to be Windows)
just trying to find a away to get a decent steve avatar
try either an avatar search world in vrc, or asking someone else to upload one for you
is there a way to make a vroid model quest compatible?
yes, ive done it tons of times
yeah tried avatar worlds theres 1 ive been using but pixelated HARD
yikes, i get it
how do u do it without the textures becoming really bad
i tried following tutorials but best they got me to is a low quality model
try the particle shader method
or, go into blender and use the knife tool to manually cut out all the transparent parts
you'll have to redo your eye expressions though
The particle shader method?
using vrchat > mobile > particles
ah that shader
Guys, i purchased an avi off of gumroad, but when i upload it to Build and Test, it shows up as the creator's watermark? What is even happening??? Please help. It's supposed to look like the third picture.
but would it not look somewhat transparent?
try it, and if you dont like it then option 2
quest just has limits
now i have the expression but it like snaps into that expression, how do i make it smooth?
so if i wanted an upgraded better looking steve avi im gonna have to ask someone?
and likely pay them
theirs £200 down the bog
please do not ping me for questions when I'm not already helping you
oh
... anybody? This is super perplexing, the skinned mesh renderer for the avi is on too
if you uploaded just straight from the package w/o edits and theres no upload instructions contact the creator
yep...
its not that drastic. i don't know a single person who costs that much for an avatar
ehh when it comes to fully custom made models thats a pretty normal price
i mean i barely got any but anyone willing to help i can fund my best ya know pal