#avatar-help
1 messages · Page 112 of 1
that's really cheap for fully custom
for... a minecraft steve?
yeah?
not a minecraft steve...steve irwin..
OH
me
oh yeah youre definitely paying a lot
fuckadoodledoo
anything 100% custom done is gonna get costly no matter the character
minecraft steve is literally subdivided cubes, thats insane to charge hundreds of euro for that
Real
so uhh
the creator is on Furraffinity, which doesn't allow for account creation anymore 😦
I think I'm screwed
find their other socials then
and explain that you couldnt contact them there
emphasis on explaining that first...
err it depends on if its a fully setup model or just for the .fbx + any extra toggles, the texture work, if they're uploading it for you or not etc, if it was just for a model no textures,rig,unity work etc then yeah overpriced but otherwise seemingly pretty standard
ah, i don't know
ive never sold my avatars, and people i have seen selling commissions never charge over 100 euro even with multiple toggles
so i guess i could be wrong.
I'm pretty sure there's free Minecraft rigs for blender, anyone who charges that much is ripping ppl off lol
thats what i thought 😅
but i didnt know about minecraft rigs for blender... interesting
those are generally just asset/kitbashes where they take existing content and either heavily/slightly edit them to work together on the model, not to mention with stuff like minecraft/roblox rigs they generally need custom locomotion and such to move like how they would in-game
I checked, all inactive since...2023 😭
oh my days
So, I guess I just have to ask for any ideas on any common issues this could be 😅
that is true. 100% custom assets for vrchat is tiring.
i make my own clothes sometimes and that alone is annoying
(also fyi alot of the rigs available for minecraft ive seen are just direct gamerips of the playermodel which wouldnt be allowed in-game as vrchat doesn't support pirated content :P )
for normal avatars, i dont think its unreasonable at all
even if its made from scratch, that is not hard to make because the minecraft rig is so simple
you probably want a VRChat-compatible rig though
(I have no idea what Minecraft content looks like)
For blocky characters like minecraft and roblox I recommend using constraints for the rig
Arms for example, you should have them parented to the upper arm, aim constraint to the hand, and then set the world up to object rotation up and use the X or Z axis as up for both of them, set the world up object to the hand
Then it will point at your hand, be attached to your torso, and twist with your hand
I've got an outfit for my avatar that didn't come with any textures. Anyone know a good tutorial to learn how to make textures for clothes that don't have them?
how would one connect a seperated head to a body..
have zero clue
this happens in unity
i dont have a clue how to merge object in unity without completely destroying the shaders
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.
*first pic
pretty scummy to add that for a paid avi
this looks like the head isn’t weighted to the head bone
or some sort of weighting issue
the watermark? Yeah there's a whole TOS about not removing it. Unless there's another feature I don't know about
TOS from the creator I mean
seems like removing it is possible tho
but if you rather follow tos
thats fair
it's easy, but considering that's the only thing I can see on the avi
I don't think I want to remove it
Hii.., can I ask for help or is that not allowed yet?
Looking to see if someone is willing to collaborate with me, I can make vroid avatars I just need someone to optimize and upload, definitely can make you a custom one too
what does this even mean 😭
No idea where'd this goes.
How do i make my own avatar?
Like are there any servers i could use to make one?
Or do i gotta go through a whole process?
I know i can commission but rn broke in terms of spending money
i’d recommend visiting websites like jinxxy, booth, and gumroad for assets
and youtube tutorials / the internet search is your best friend :)
and of course we are here for small problems you have along the way
Alrighty thank you
Basically, I need someone to send me their own clips using any VRChat character doing a dance or something because I'm going to make memes :py I like editing. But my PC isn't working, so I'm asking for help.
And if you ask, nope, I don't have any friends who have VRChat, that's why I'm looking for it.
but you didn’t ask that-
okay well i’d recommend asking for that in #vrchat-general-1 #vrchat-general-2 or #general-media
Well, thanks. But I don't like being mean, that's why I'm asking.
why did they just give u a thumbs down wtf 😭 so mean
i don’t see anything mean about just asking for some clips. go for it
Well, I've literally been searching for a month... yes, some people told me "Why are you asking? Don't you have any friends?" Hmm, sometimes that's annoying.
well then those people aren’t very considerate 🤷🏻♀️
but anyways. let’s wrap this up here because this is an avatar help channel and we shouldn’t be off topic 😊
It's okay thanks you ^^"
You’re not the only one having that issue
Recently bought a model, and in the project area are variations, i click to apply them and it seems to change the model, but the vrchat sdk still sees the base model with no changes
Tried playspace mover jacob, or resetting your floor
are you attaching stuff to the avatar and not the scene?
scene shows the update game tab does not
exit prefab view
not unity literate at all
is this something more involved than apply variation does it take legitamate knowledge to use?
what do you mean by set it up
ur VRCAvatarDescriptor unless its already set up
hmm that shows nothing in the scene now
click this itll make things easier
but thats the SDK
ur descriptor is in the Inspector
Hi, I sent you a message, I wanted to tell you something bro.
Okay think I might have need to alter scene though as there are a bunch of added notes for helping setup avatar
ur unity should look like this
not like this
dont double click
attempting an upload
also chat i need more stuff for manuka give me stuff to buy
Excellent that has worked, thank you very much!
you're welcome!
Now I just need to learn adding objects and custom triggers and I too will be able to hit things with a pan
wdym custom triggers
well this one allready has a thing where a fist behind the back summons a mallet.
just need to work on generally learning that kind of stuff
https://shatteredfur.gumroad.com/l/vrctoggle
this is a godsend
but it doesnt do gesture toggles, iunno how to do that yet
I might just stick to menu toggles
and learning to add custom screens to the visor. that will be way later
That's what I've done, cus I really don't wanna deal with... whatever the fuck this is
ooo visor? show
that actually seems simpler
oh you wish...
these things get complex, fast
ohh texture toggles? theres a video for it somewhere
is it a mesh or a texture
I think it might be an animation
thats how its done yea
hmmm clicked on one of them brought up dozens and dozens of variables.. not a fan of that
hopefully printing over the nametag will be easier
oo wdym?
just being able to change it to a meme or something
can't quite figure out how it's displaying what it is
wish i could help a bit more, its def a texture
textures are forbidden magic
found where it's sitting at least
again thanks for the help heading off
no problem!
Is there an easy way to change the speed of an animation for an emote toggle?
using VRCFury btw
without fury? of course. with? uhh...
I just have to edit the original animation clip if i am using VRCfury right? that's simple... Right???
Guys... how do I fix this
listen to that yellow one. But otherwise, did you install the android dev stuff?
wait I need adb?
no
that error suggests you do
that odd It work litery this morning why is it not working now?
what changed?
there should be an option to install android build support
yep
another fbx and unitypacket added
What's the method to do that? if you don't mind me asking
... edit the clip?
also ti give this error as well
I have a problem with the hand gestures on my avatars. I made multiple sets of face expressions, and I got that all to work fine. However, when I made custom hand gesture sets to match (mostly swapping out the rock and roll gesture for either heart hands or middle finger depending on which fits the face expression) only the right hand works! Now the left hand doesn't do gestures at all. I think it has something to do with the "Face" parameter being the only parameter to trigger both hands, but I'm not sure how to fix... (screenshots should hopefully explain this better)
Weird how this just... stopped working
I've never needed ADB
I use buld and test mode is that what cause it?
got "transition to self" on any of those? turn it off. Otherwise, that doesn't look unreasonable, though all I can see is when Face is 0
CTRL + A all the keyframes and just drag it to the left until half of the animation time is gone? nothing's gonna get disintegrated with this method?
I'm pretty sure that comes along with the android SDK
It should
But again, they added packages and now shit's just missing
I'm sure there are lots of videos about editing animations. Yes, you could move the keyframes, that will just delay when they happen. If that's what you want, cool.
It worked!! sick!!
"transition to self" is automatically ticked on all of them. I will try turning them all off and see if that changes anything.
that should definitely be off
btw do I need to use botton or toggle expression ctrl to eneable hand gesture controll using expression controll?
do you know the difference?
well botton act as a botton aka if statement, while toggles act as a while loop ststsment like a lever
... that is not at all how I'd describe it.
made sense to me
yeah, Just look at the document pratacicaly close enough though
Yeah, this did not work at all. Now it just loops all freaky like.
means you have other issues still, I didn't say this was the full solution
watch where it loops and figure out why it's doing that
that odd when I tested out I got opposite probem it doesn't loop at all it just end as soon as I press it
The animations are only one frame, so it's not like its stopping in the middle or anything. It's just endlessly transitioning between the chosen gesture and the idle gesture.
then your conditions are probably wrong
How do I know what they should be?
it should stay so long as the condition remains met
well when do you want it to transition?
It is a gesture. I want it to transition when I change my hand gesture or press the button to change it. And I want it to stay as long as it is held. You know, the way hand/face gestures usually work.
so put those conditions in the animator
an "or" is two separate transitions though. "and" is a single one, all conditions listed must be met for it to transition
This does not make sense. "GestureRight" and "GestureLeft" *are the parameters being used by default. All I did was add an extra parameter for my different sets.
wait, are you using sub states with an anystate setup? I don't think that's going to do what you expect
That's the only way it seemed to work. Dunno how to make it do anything different.
I guess I'm not really sure how this is setup, but I wouldn't use anystate for this.
What other options are there?
uh, everything else the animator can do?
🤦
I'm not sure what you were looking for there
Refer back to "dunno how to make it do anything different"
okay
It's not like examples of other setups are easy to search for unless you know exactly what you're looking for.
Which I don't.
I don't really know what to suggest you search for
How does using "any state" to transition between sub states work differently that using "any state" to transition between regular states? I'm using it the same way I did my props (an int parameter making each one mutually exclusive) and of course the interior of the sub state is the same as any other hand gesture setup with an extra parameter.
btw should deafult face mood look like this?
You trying to set up facial expression tied to hand gestures?
symilar I want to set up facal expression as a menu item ie via toggle or 2-Axis Puppets
Anyone know why this blendshape for the mouth gets stuck after doing a gesture? I don't work with gestures or animations or anything like that, so I have no idea how to fix this
Do you have mixed write defaults?
How do I check that?
err i think the quickest way to check would be if you have any warning signs in your upload panel about it
Uhh I mean any of this look concerning? I don't really know what these mean either tbh
not sure what those messages really mean nor is that what i was directing you to as thats the console not the upload panel :P
oh oops
if you do have mixed WD and your sure the model doesnt require them to be mixed for some reason you could use AV3 iirc to turn all of em on and it should fix the overlapping (though id save before doing that incase it doesnt so you can easily go back to before you made any changes)
alright ill look
yep, turned all of them on and it's fixed
didn't cause issues with any other part of the avatar either
i appreciate the help
could anyone help with this?
ive been having trouble with it for the past few days and ive looked up tons of tutorials and stuff on it i just need to know how to get past this one hump and i'll be good after the fact
You had a mesh and a bone with the same name "Head". You have to change the name in blender.
I can't seem to find where the mesh that says "head"
why do you have two armatures is my question?
It's rather the another armature with the same bone name,
do i need to merge them together?
I use the unofficial cats plug in to attach everything together, you could also do it manually
no need for the hair to be a separate armature
Better yes.
got it
okay
it worked! oh my gosh thank you so much you guys don't know how long i've been looking for this solution, thank you thank you thank you!!!
I've created an avatar, and on Pc and Quest the saved state of the avatar and its toggles/sliders are different between the two. Does this mean that other platforms are seeing my avatar in separate states based on what platform they are in? Or is the state of my avatar just dependant on what platform i'm using it on?
All ive done to differenciate the two is change the glowing mats from standard to standard lite
A platform can only see content built for that platform. It will load whatever package your avatar is built for the platform.
@queen verge to have the same states use the same exact avatar parameters file/asset, even if some of them are useless on quest. menu and animators can be different.
Where do I go from here?
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.
I'm getting desperate for help, any suggestions?
does this happen to your guys' avatar? I move the view ball forward and it doesnt actually help
why is my quest avi invisible and they cant hear me
been a reoccuring issue seems completely random too
Are your arms super short? Move it backwards, in that case
Bump 😦
They look normal, it was a free base
but im talking about the fact that i can see my chest alot when i look down
can anyone help me out? I wanted to update my avi but i dont get the alert window anymore. I updated everything, reopend , reimportet
Where do I remove parameters ?
in the parameters list
can I ask about unity help here?
like, my unity opens for a second and quickly closes before opening the project..
Where might that be 
Hi Hi everyone, Whats the most common female body type that has alot of clothes choice to buy for it?
i see Pandaabear bodies alot
Overall I think e-girl and zinfit
thank you!
does anyone know how to fix the issue of the quest avi not moving when I move on pc?
it gets trapped in one location
on spawn
click on your avatar, scroll down to parameters 
in the inspector
unless it's vrcfury then you'd need to look in assets or somewhere else
Still looking to see if someone can post these avatars for me ,I’m willing to make one for you too
I was trying to add texutres and colors and stuff but now when I try it paints in only one color, how can i fix this?
Anyone know how to attach the clothes onto the body?
It's normal for that error to appear with the face tracking prefab, so probably not
you need to parent manually because they don't have an armature
and weight paint them
you could use robust weight transfer
i made a head swap, the head has the proper arkit blendshapes, and when i debug in vrchat i see the green dots moving but the face doesn’t at all. are there any indicators or things i can look for to make the ft work
If the head is a separate mesh then the face tracking prefab won't work as it's pointing to body. If you merged the head with body then it should work fine as long as you're using the ARKit face tracking prefab
oh, the head can’t be a separate mesh?
what does robust weight transfer do
transfer weight painting from your body to the clothes
It can be, but it's not really advised. It's easier to have it all as 1 mesh
Right now the face tracking prefab is trying to find the ARKit blendshapes on Body, but your head is separate so it's not finding it. So you can point the face tracking prefab at your head instead using the path rewrite rules from Body to (presumably) Head, or merge your head and body meshes in Blender
wait so parent them to the body or the armature, im assuming the body
armature
ohhhh okay, so when i do path rewrite its “if animated path has this prefix:” i put Body, and the “rewrite the prefix to” i put Head?
sorry just to double check
Your head mesh probably isn't called head, right? You need to put the head's mesh's name in there instead. You can't name your head, head, because your armature probably has the head object and Unity doesn't like them both named the same
so after i parent them are they suppose to be dettached from the body when i move it around in pose mode? and are they suppose to connect to the body once I weight paint them?
But otherwise, yes, you're rewriting from Body to whatever your head's mesh is named
thank you SO much for the help, life saver
yes, if you didn't weight paint them
so i just parented them. the armature menu is suppose to look like this right?
yeah
so just go to weight paint mode and do robust?
this or that yeah
i never used robust i just know it can do that
so what am i suppose to do while in weight paint mode?
weight paint the pants?
google a tutorial if you don't know how
or google how to use robust
Do I need to know jow to code in vrchat language for the avatars
heyy, im having some issues with face emo 
the avatar works perfectly locally and remotely when used on desktop. however, when used on quest and viewed on desktop, the expressions become out of sync.
I have two sets of expressions with the same menu used on both platform versions. locally on android the expressions appear correctly, however when viewed from desktop the expression is stuck on one from the second set
When I upload the quality is terrible
maybe make your texture size higher?
the account you upload from doesn't impact quality
I’m using vroid
okay, so am I
i did the rewrite prefix on both the main vrcft and the 'eye rotation', the face tracking now works but the eye tracking doesnt work
what do you mean by "quality is terrible"?
because it can mean different things to different people
They end up looking like Roblox avatars when I’m trying to optimize for quests
U where able to get it on quest?
alright, how are you optimizing them? what methods are you using? can you provide any screenshots?
If I can steal alil of ur time can we call?
I don't call
Oh
you will need to send screenshots and explain your issue in text
Is there sb in here that will call? Or can post for me
no one will upload it for you
Not the best at explaining
Their YouTube videos and their ChatGPT
^ and then sync it to the meta app on your phone from the camera/gallery app
yesh
Hold on gimme a few I’ll show u it’s terrible I’ve watch a lot of videos
don't trust fucking chatgpt
I use it to teach me coding
it's literally just a bunch of answers that already exist online, but blended together with the possibility of it just making shit up
that's a bit different
good for you?
i've never used ai to teach me anything because i'd rather learn from human beings even if i have to google for five extra seconds
No like I struggle on coding class because I can put random things I search on the
I can’t find nothing on google
It got be apple to apple for me to understand
so you can't apply existing answers to your specific situations and refuse to learn
and u need it spoon fed to u
anyways dont use ai for avatar creation. even googles ai overviews are inaccurate and they pull directly from the search results
Coding is a lot to process and I understand but when my teacher give me assignment it like hwo do I apply to this tho
??
Chat got does okay at quizzing me on it but I sti
It just so random
I can’t use types of codes he hasn’t taught us
beep?
Warning this is nightmare fuel
Here are things that I think you could be struggling with (I'm guessing, I haven't seen your avatar). If it's something else, you'll need to be more specific
Face textures being black 8:54
Clothes/Eyebrows 24:27
Less polygons - baking with Tuxedo 32:11
https://youtu.be/lxL5TxNc6MA?si=GsqJiYAPXWi-k814
oh the video's coming
I was too quick xd
Youl texture it in blender or unity
yeah
watch the video I linked
I added time stamps for specific issues
follow those
and you'll be fine
Wait Elliot you make avatars?
because quest doesn't support cutout/transparency. And VRoids rely on it a lot
I’m definitely gonna watch yo tutorials
so you'll need to get creative
Yeah, and it's one L only
they're mostly for VRoid tbh
Imma just follow the whole vid thanks
read the pinned comment first 👍
Oh
cause there is some stuff that's not correct
yeah, so 🤷
I always have toruble apply colors from pallet in blender
Don’t feel like making a avatar either bc im building a roblox game
blender
Is the 4 min vid work for quest
what?
i headswapped an avi and added face tracking, which works but the eye tracking doesn’t. i used rewrite prefix from Body to Head1 on main vrcft prefab and eye rotation, but eyes still don’t move, im not sure what to do
Ah, the one I made. No. It's only for PC
it says that in the 1st second of the vid
quest requires more attention
I time stamped everything
so you can skip through
Does anyone have a good tutorial on how to make own hair prefab?
Does anyone know how to make own hair prefab?
help why can't I grab physbones in play mode in unity?
Do I need the highlights and iris to merge or is coloring in the transparency enough?
better merge
Um it’s grey in gimp
i don't use gimp, i can't help you there
Nvm it’s grey on here too
Yall know what this means? I've got a ton of em?
looks like an issue with gesture manager?
Ok this is definitely the hardest part😭
Yeah it's the same problem on like 6 other errors
Just delete gesture manager add-on then upload/:
Man I got all this yesterday idk what the manager even does
It just helps out with testing expression's
It's not a requirement to upload it or anything
Rodger. Thanks.
unrelated but she is a cutie
np
I’m finna do sum bs and use these eyelash stickers on Picsart n see what that gives
Thank uu
?
are your parameter lists the same?
yes
they use the exact same parameters and menus and the faceemo settings were copied over 1:1 from the desktop version
Ah ha, new problem arises
test it and see
probably
it should, in theory. but it may be warped on your avatar
yeah it might look weird from some angles
yeah
but if you don't look that close it shouldn't matter
unless you do than you're gonna need to use the blender knife and some other tricks
if you end up not liking the way it looks, it’d recommend reading my message in the other channel 😊
:)
Maybe I'll provide some context:
The issue is global, I can't move any physbone
I have grabbing enabled, and the radius is set to a reasonable size
I am using the latest SDK
Everything is on the Default layer
Grabbing them works just fine when I upload the avatar or build for testing
woohoo
oookay. instead i simply merged the mesh of head and body, but whnever i go in preview in the animation tab, the eyes go back slightly into the head,exposing some of the eye socket, when i take it out of bicycle pose its normal
But it didn’t download zipped
where did you get it from?
it should be zipped
try again from this website
https://catsblenderplugin.xyz/
it looks like you got the wrong cats version for your blender
can anyone explain why the eyes go back into the head on preview/play mode?
try the correct cats from this website
https://catsblenderplugin.xyz/
for your version of blender
and restart blender
Oh it downloaded 4.2.9
what version of blender do you have?
Is that the right blender
are your eye bones rotated correctly?
its the same, mac probably did something wierd when you clicked on it
when i preview "eye straight" and look left and all that, they look normal, is there another way to check that?
old cats 
hmm … make a copy and go back to blender and use the cats option to rotate eye bones, it should be near the eye tracking section.
export this copy and see if it’s any different
id use 4.2 blender lts https://www.blender.org/download/lts/4-2/ + unoffical cats 4.2.3.1 https://github.com/teamneoneko/Cats-Blender-Plugin-Unofficial-/releases/tag/4.2.3.1 (catsblender page also work) , using 4.2 cause of random plugins arent too happy with ones above yet
yeah, i also use 4.2
wierd blender page, here is a button for 4.2 lts, goes to 4.4.1 
yall r killingg meee
why?
4.2.9 isnt the right one?
4.2.x
probably from my poor attempt of previews trynna optimize
ouch
will it not work?
no it will hate newer versions
fuck
it'll be buggy af
well its downloading as a folderrr
i can compress it myselffff
lemme see if that works
mac is doing weird things
i think im going insane. im trying to do a headswap, i thought maybe when i merged the head to the body armature that the eye/head bones moved to the armature's headposition, so instead i merged the body armature to the head, and now this is what i get after exporting 🥹 the eyes now bulge out of the head.
the eyes either bulge out or sink into the head, i tried eye rotation and it said the eyes were already rotated
there's LeftEye, RightEye which is what im using, but in the armature for the head theres also Eye L and Eye R that also control the eyes. that's how the head came when i purchased it though. could that be messing with it ?
try using the other eye bones
u need to be careful when doing swaps and messing with armatures like this
try to use the other eye bones on the other fbx, the one before you made a copy
the eye look in the vrc descriptor only properly works with RightEye and LeftEye, when i use Eye L and Eye R the previews make the eyes completely disappear/out of the sockets, plus when researching applying FT they said RightEye and LeftEye have to be under Head in armature, so i figured those were the correct ones to use. I can try though
Not letting me change the name
Hey having a issue with view position I have the the dot exactly on the head where it should be not matter what I do the view is always set to outside of the body at head level exactly to the right any ideas how to fix
Nvm I had to restart blender it’s working now
- Make sure your avatar's scale is 1.1.1 in Unity
- Make sure your avatar's position is 0.0.0 in Unity
- Make sure the viewpoint's X coordinate is 0 in Unity
if all of there are true, it could be something else
but those are usually the culprit
So when I’m merging bones if I do the breast will they be stiff?
how come when i export my model from unity as a fbx, all the shapekeys and vertex groups disappear, and how do i fix it?
I'm having trouble trying to put a gimmick on an avatar, but it keeps crashing my unity.
I’m trying to join these meshes
i believe you're having problems because of the way you installed cats (zipping it yourself and having the wrong version first)
I clicked sum else and it did it but I wanted to see if I delete both bones on the boobs will I have no jiggle?
make sure you don't have any unapplied modifiers in blender (for example mirror)
Well merge weight
yes
why does my avatar enter this position when enter paly mode?
it's really annoying for testing, can I just make it stay in TPose?
some controller on it or you arent using av3/gesturemanager
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.
Any suggestions?
I think it's the second
how do I setup this av3/gesturemanager?
add it in vcc
then see list of stuff you can add
av3 have some very wierd quirks sometimes, gesture manger i find slow and bulky
but yet to see it not break like av3 can
OH! I should mention that this only happens with the prefab model. When I load up the FBX packaged within, it's fine but it's stuck in an a-pose where the chest moves, but not the arms or legs
Its not my model it came in a unity package so im not sure
ahh
oh look a ripped av 
Its not ripped 💔
Files r public
it's total trash
From the creator
why is it ripped then if he has the files
if you really bought it, there should be an fbx for it in the assets
Its free😭 the creator made the files public a long time ago i got it off of someone else
The model is a couple years old
"off of someone else" fishy
look at the hiarchy for it, thats a straight ripped vrca
huh
What😔
definitely ripped
As far as i know the creator has been offline for a really longh time
sure bud
mhmhmh
I don't think hyperrx is a ripper themselves, but that avi is deffo ripped
guhhhits a homestuck avatar😔 😔 😔 kind of expected but ya ill take yalls advice
cant do that if the avatar wasnt meant to be given to people or bought
true
yeah, i doubt the creator chose to make it public
someone else did
yeah that is straight up a ripped avi
the error i get from vrcfury
-all params i made are present on BOTH VERSIONS. they use the same parameters
-this only happened after i set up and added the faceemo prefab, but it also messes up my tail params specifically (not the other ones???)
i dont know where these global parameters even are????
im using substance painter rn trying to retexture this model for the first time and i have the original avatars file and the one im doing, how do i get the shading they used on mine?? like theyre in seperate layers and i just want to take their shading and overlay it onto mine but im struggling finding an answer to that lmao (if this makes sense)
can't wrap my head around why the left particle texture I made isn't transparent, I copied the settings of the right one exactly, which i'm using as a reference from a thing
What’s the bone limit
uhh, repeat that
are you talking about the color??
the model has like shading that the creator painted on the model and i just wanted to recolor and overlay the shading, everything is in its own layer
mind ss it? Just to make sure im following 100%
How do I get the tuxedo thingy
??
I’m on the website and don’t see download option for the tuxedo plugin
oh tuxedo blender
do you know what layer/folder does the shading?
time to hide layers and check
im honestly not sure but i think its mainly the one that says stylized shading
are your textures in the same project?
if so just duplicate that folder and drag the duplicate on top of your color
or, actually, it looks like the original has the colors on a soft light layer on top of the shading?
try both of those
Does it cost to make an avatar room?
wdym?
wdym?
gulp idk theyre both seperate projects and i cant drag them and im like new to this so idk what im doing 😭
if you mean a world to store your avis, no. It's easy to just download a generic free room off of booth and put Avis in it.
does anyone know any better scar textures? (ignore the fact it carried on down to my freaking extra arm
oh i see. do you think it'd be allowed for you to send me the substance painter files?
uhh idk i dont think so aaahh im just struggling rn LMAO
this is prob an easy fix and i feel so stupid rn
you might be able to hide all layers/folders except the shading, export it as a texture, then import that texture into your other project?
or you may be able to copy/paste between projects
i tried to copy and paste and i googled and tried smart materials idk if thats what i should use but it just imported them all funny
ill try the hiding layers
Update: I have a model that is visible, but it's stuck doing an A-pose.
I checked, it has a humanoid body structure in the Rig options, and all bones are mapped. It has a custom animator, but adding the animator changes nothing; no matter what, my character is a posing, and only the torso twists and turns, showing signs that SOMETHING is moving. Any ideas anybody?
You can always sculpt
Should I delete the regular one?
This coming out a lot better then that nightmare fuel
you can, you don't need to. I think it's always better to have a back up somewhere
although I prefer having one avatar per project, but you do what suits you
I’m so glad u had a video pretty easy to follow too
thanks
is it weight painted? and does it have the rig set properly?
you got that from booth????
it should be, this is an avi I bought on gumroad--this came out of a unity package
gumroad
he's inactive AF, no discord, other accounts dead since 2023
get a refund
The only hope is YouTube, and he uploaded two months ago. That's why I'm desperate
I don't think you can for a digital purchase...? Unless there's a feature I don't know about on gumroad
i think you might be able to make a complaint to gumroad and such
since the product didnt even work'
Bank chargebacks, but that could possibly get your card/account banned on gumroad
Making broken avatars then abandoning your store without delisting your products is pretty scummy
fr
can I make an animation set a Parameter value?
So I got ripped off. Yay
https://dragonskyrunner.gumroad.com/l/MaximusDraconis
It's this thing
There's a VR chat demo avi and everything, I don't understand how they botched this so badly
Ok so I’m on the unity part I’m trynna get the colors
And I’ve dragged and dropped my stuff into assets
okay
right click in assets > create > material
put your texture on that material and put the material on your avatar
like this, except it must be a quest compatible shader
so something like toonlit/standard lite
anyone know how to fix desync like my face is in front of someone elses but in my view im inside their head
like their actual position in game is different thn wht I see
im using lumin that I bought and it doesnt seem to be an issue for others with the same avi
change the shader to a quest compatible one, you're in the right spot
in standard it would be the first slot
but standard isn't quest compatible
it's not gonna make a folder for you
how did you upload it?
was there anything that said "open me"
the texture goes here
Still lost .-.
I don't know how else to help
How do I get the texture on here
drag it
drag it from the assets to the box
To where🥲
Wait...I found a light in the tunnel. they have an older version of the avi available. I downloaded it and uploaded it, and...it works. Idk wtf they did with the 1.1 version, but something in that avatar broke everything. I might be able to save this 😭
Oh shiii😝😝
The back hair is transparent from the front 😂
Butttt this is looking great
that's normal on quest
you'd need to duplicate it in blender
if you'd want it to be visible
Damn the avatar description thing not here
you need to add it manually
click on your avatar in the hierarchy and add a descriptor in the assets
and set it up
Ok I’m excited looks like it’s working
it should
did someone just ping me
no
Ok so way better looking, the mouth didn’t work and the eyes not blinking but this definitely is a lot better
if you have the blendshapes or whatever for it
there should be one
how would I move the clothing arms to fit the body arms? is that even possible?
pose mode , adjust , save as rest, then sculpt ( can also transfer weight instead of using the bones after )
sorta same thing
can i save this to show to my friend?
👍 sure, i post random vids on here
it worked thanks
How do I set it up in avatar descriptions
Oh I skipped that😅
how do i upload the avatar i retextured with the textures using unity? i made the retexture in substance painter. im a bit confused by it
Does that avatar's materials use poiyomi?
this sounds like an issue with your Eye View
go to your avatar descriptor > view > view position > edit > then reposition the ball. it may either need to be further in the head or closer to the face
lots of info here on what you'll need/ general resources : https://discord.com/channels/189511567539306508/1139228456090087495
if youll got better ones, do youll mind sending me
this is only refrence image i could find
I think I was able to fix this before messing around with my actual height in vrc settings I’ll check it out though ty
update from an earlier post: i’m trying a head swap, but the eyes keep bulging out of or sinking into the sockets in preview/gesture manager play mode depending on the way i try to add the head. the ONLY way the eyes stay where they are in the sockets is if i apply the entire head prefab under the main avatar’s headbone. the problem is, the head sculpt has vrcft arkit and for specifically eye tracking to work, the head sculpts RightEye and LeftEye need to be under the main avatar’s Head bone in hierarchy. i tried merging armatures/bones/mesh in blender, i even tried renaming the main avatar’s Head bone and moving the sculpts Head bone under the neck, almost like redirecting the main Head bone to the sculpt’s one (i didn’t need anything under the original avatar’s head so i deleted it all except Head bone and renamed) and nothing works. as soon as i merge anything, as soon as i move anything in the prefab, the eyes mess up.
if anyone knows of any fixes i would appreciate it so much, i really want to be able to use my head sculpt with face and eye tracking.
then that means it was an eye height issue,
when you change your height in vrc, it shifts the eye view position
anyways… now i’m the one asking for help…
my physbones have stopped showing in the scene view , even with gizmos on
nope, none of those
it’s on my main body, everything is visible
i can see the axis, so the bone is selected
but no physbone visuals
shrug
increase radius?
or zoom out and look again, maybe it was exported from blender with the wrong settings and it made physbones very big.
I have a request: Could someone find a way to port Wheatley from Portal 2 into VRCHAT with his animations and everything? I’ve been trying, but I just can’t.
This is more of a blender question but why is it black for some reason the beard keeps turning black for no reason at all each time i put it in blender with Cycles even with no textures ITS BLACK
I've had that happen a few times, when the video driver on my laptop (an AMD, *spits*) was out of date
well im thinking its more model related their PMX files which ive never used beside for this
I was modeling so didn't particularly care about the textures at the time, so I just ignored it until later
Is there a better method of cutout mesh that is invisible under coutout mattereal than manualy cutout teh metch?
removing polys is always better than having a shader render them, even if it discards
How does one unpack a unity file so I am able to import my model into blender to scale clothing etc. I am just not able to locate the FBX file as it's a unity package 🤣
import into unity
there should be an fbx in the assets folder
or somewhere within a folder that's inside of the assets
if it's not there file a complaint to the avatar creator 🤷
the only thing I see in the assets is a prefab id as it's labeled and that's all
where's the avatar from?
If you got that in unitypackage, it's ripped avatar.
that's what I was gonna say when I asked where it's from
The answer often is "a friend gave me".
truee
it's always the friend
anyone know why i get these errors when i try and build and publish
Look for other 2 errors.
huh
Confused? The number count 7 errors. But you're showing only 5 errors. So find other 2 errors.
(scroll up)
found them
Try updating or removing the AV3 Manager.
ok
That is why sice I don't want to remove each geometry one by one
not sure I could really advise without better understanding of what you're working with
well my model have a tone of cutout and if I want to use it for mobile I can't have cutout whci mean I have to punch 100+ hole total in my model to get the effect of alpha channel
you konw whyy ?
the first one is a world shader, you can't use that on avatars
the second is for particles, you generally shouldn't be using it on not-particles.
Yep That what I'm talking about for teh second one I subspect it a bug
The probem is that Particle mattereal is the only way to get transparant or cutout model while being quest compliance aside from remove the probematic part out right
is for a particule
it's not listed on the website's docs as being approved for avatars, so...
What I don't understand is that it's in the VRCHat/Mobile category.
yeah the message is misleading
🤷
yeah the sdk should be updated to make that message more clear
or generally separate the shaders properly
probably can't change them for legacy reasons, but the message should be nicer.
true
i just love it when you sit around waiting for an avi to upload andd right as its about to finish it goes upload failed
new error coddes
some errors are in both
I will check back in a couple hours I am going to get some sleep
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
some possible reasons as to why physbones aren’t showing and just don’t work in game at all?
(the bones are weighted and move fine, but no physbones)
using default physbone settings as well.
If you try to upload ones beyond the limits itll just delete them
Aren't showing as in it didn't show gizmo in unity?
You need at least 2 objects to make a physbone work
i don’t have any root bones
it doesn’t work with 2 either
Root bone if you don't set, it's the bone the component is on.
Cant tell ya without actually seeing what your avatar looks like
yeah, you probably didn't have enough children bones
Aka 1
yup
yeah there is no children bones…
You didnt have 2 then
i thought you meant 2 physbones ,
“objects” was not very specific
eh whatever
If you actually read the caution in the page I sent you would understand.
i did read it, that’s why i responded to you with “i don’t have root bones”
how would i know that’s what the caution is talking about if i didn’t read it…
And I answered what root bone actually is and that still should apply to your case.
well it doesn’t matter now, they helped me fix it
I've spent the last hour trying to get this skirt right, any recommended setting I should use for the spring bones? or should I just go for something different?
Spring bone is for vrm avatar, not for vrchat avatar.
You have to use "VRC Physbone" component.
any recomended settings for those? I spent way to long futzing with them which is why I thought I was supposed to use something else
Its really depends on how you want it to move.
aight
dude this shirt wont get on the rig
Did you weight paint?
i use auto and voxel heat addon
it kept saying
Bone Heat Weighting: failed to find solution for one or more bones
That means auto doesn't work and you have to manually weight paint.
i dont use manual weight paint
well you need to
auto weights is not perfect anyway
You do now.
Hi.
I was wondering:
What is the best way to toggle objects on an avatar?
I seen something that just scales objects to hide them, but is that what should be done or is there a way for them to just not render and save performance?
if its a bunch of complex objects like multiple full outfits, then honestly extra game object (with material slot) for each would be best, despite how it affects avatar ranking. on pc theres uv tile discard in shaders like poi, which allows to have toggles on a single material. then you can scale stuff down, better if you can do it with a bone, worse when its blendshape. both dont skip rendering mesh tho but its only way to not add extra materials on quest.
Ok.
It is a shame you can't save on object rendering, but you can save on materials?
(If I understand you correctly)
this is not fun
@fast urchin well yes, ofc if its all atlased or somehow else uses the same texture. if its different material then just separste it and toggle as an object
Toggle..
You mean make it's size zero?
So I more so need help with my full body, I’m not the creator nor do I know how to fix things, but every time I load into this avi my arms act all weird and the waist slightly bends. The person that made it had people with FBT test it and it worked for them. Why is it doing this for me how do I fix it 😓
I noticed the auto measure height function isn't accurate should I just use that or my actual irl height you think?
Oh you can use those at runtime?
That's great.
But from the way you were talking: am I correct in that you can't manipulate objects that way that are in the same hierarchy as the avatar?
@fast urchin what? you can toggle anything, only limitation is at least one renderer should be on any time, like disabling everything and going invis will break things. it just when its toggleable, its extra skinned mesh renderer in your performance rank, on top of extra material. while uv discard or scaling allows to minimise those.
Currently trying to figure out an issue with a model I commissioned and am trying to put into VRchat; It (mostly) works, but for some reason when I actually get ingame, the entire avatar is raised up by like 5 feet. Provided ingame screenshot is just in T-pose, the arms do control properly, even though they're way above my head
I figure it's something to do with the rigging but I have very little experience fiddling with anything on that end so I'm unsure of any solutions. It was certainly not made for VRchat to begin with, but as far as I've looked I can't find anyone with a similar issue
@wide prairie most cases it mean you need to remake your guardian
Ok
Nice
So everything should work as expected when doing this on pc.
But for standalone and mobile you need to think about the materials?
And disabling objects is allowed there too?
its allowed. just stats are way lower compared to pc, like 2 skinned meshes, 2 static and 4 materials max, or youre very poor.
Oh.
That would make it difficult to just add random things to it.
But thanks for letting me know.
Need to take some time to make a really good fallback I guess.
anyone know how to use the IKEHUD. it has the textures but when i enter playmode it doesn't work?
and the video guides it comes with don't exactly help
Has anyone found the cause of the bug that causes buttons to not work, and display in the menu as blank "button text" entries? Please @ me if you have the solution. I just wanna fix my avatar.
Took a break for 2 days, and I still can't figure it out.
I'm having issues understanding chairs in vrchat.
In player enter location, if I assign for example another object in my hirarchy as enter location, then do I need to set up a collider on the same object for it to be able to be targeted? If a person then clicks on it, will they get put into the poisition the onject with the station component is at?
Is the End location going to be where another object in my Hirarchy is positionally if they try to leave the chair by lets say moving?
Also what do I need to do to make sure the chair is on? I if I have it disabled by default can never seem to make it work. So The object the chair is on needs to stay active? Will the chair be able to be entered if I disable the enter location object?
oh yeah it glitches it out sooo much. use your real height, or go a few inches below or above to find what works for you :)
it's a skirt, it'll take way too long of futzing with it. probably more than once 😦
last time I looked, which wasn't recent, you have to have stations enabled by default. You can disable them via animation after 2-3 frames though.
The docs say that Enter location is where the player is seated.
Im having an issue, I have made toggles for contact recivers so many times but for some reason this one time is not working properly.
I've set it up exactly how I set up all my other contact toggles but this one is being fuckin weird
The toggle seems to ONLY work when interacting with the contact itself. Its a basic on/off toggle with the contact on by default, you should be able to toggle it off so the contact no longer works, but for some reason you can only toggle it off WHILE you interacting with the contact. Its not supposed to be like that, I've never encountered this issue before
seems like it could be a logic problem, but obviously hard to tell from here
here is a video of what i mean
this is how my contact is set up
and the toggle is like any other toggle
I probaly wouldn't be using AnyState here. But if you are, turn off "can transition to self".
Also the transition to Exit is kinda meaningless in the AnyState situation
any state for that no no
thats odd
I've been making contacts like this for a phat minute and have never encountered an issue like this
default on any state hammers the state 10000's of times over a hour instead of once
this didnt fix it D:
This is the only way I know how to make contacts lol
I have done this so many times, no idea why its acting up
usually it works perfectly fine
I didn't say this was exactly the fix, just that this is a thing which is usually a problem and may contribute to this one.
show your logic now?
it could be as simple as enter -> off -> on -> exit
(with appropriate conditions)
its the same I just unchecked the "can transition to self" box
ah. Yes, again I would still not use AnyState for this, that transition to exit isn't going to get used.
How would you recommend to set up contacts then?
I just said. And yeah, Thulen's way works too
Where?
I dont see where you sayed that lol
that doesnt make any sense to me
which part do you need explained?
it's what Thulen's image has except I do a transition to exit usually.
this seems just like a normal toggle tho?
right - you just put specific conditions on the transitions
"is grabbed and other variable is true" or whatever logic you want
Yeah, but usually I use an avatar parameter driver, will it still work without that?
not sure where that comes into play here but sure, that can go on any state
Im not entirley sure why the avatar param driver was used, I believe a while ago I watched a tutorial on how to make contacts, and have just been using that method
not sure why that need a parameter driver for a float or animation its temporary
I switched the logic for the contacts to be more like basic toggles, but im still having the issue
had issues testing contacts before but thats usually av3 issue
hi someone can help me on how can i upload my avatar using unity? its giving me errors, im trying to upload the pc one first but its giving me errors
like idk what to do
Note the missing script error. You likely haven't import all the required packages.
like i uploaded the avatar and the avatar update, should i also import the vr one too on the same project?
No. You should read what package it requires.
i read it on their website but i did everything that they said to do...
on that specific avatar
double check
cuz i imported everything for the avatar and it says that the vrtracking is missing its that normal?
It isn't.
Chance is the author forgot to update the requirement in description after updating it to the new version. In this case you have to contact the author.
ok
read webpage for that avatar , step 2 & 3 list all requirements (if its the one on payhip)
362mb vram 
jjust joined so i can ask, anyone know any shaders that make the avatar look like a slime?
tryna find or learn how to, but i cant online
I'm gonna scream, it's been like 30 Minutes I'm trying to import a character but it kept saying there's not a certain bones execpt it his
often that happens when the bone has no mesh weighted to it. you can drag the bone into the slot in the rig setup, but it may be a sign of something else wrong
I don't see the configure tab
this is not a vrchat-compatible humanoid rig
oh yeah
there's a pin in #avatar-rigging as to what it should look like, you need more bones
that's not gonna work
Oh man
I'm a shit at rigging 😭
How am I supposed to do his fingers if he doesn't have ones
they just have to exsist dont need to do anything
wherever you want
Cause the hands
they don't need to do anything
are the sphere
bones are invisible in game
I hate rigging 😭
you don't need to weight paint them to anything
I'm stupid
nah, you just missed it
Hey all! Noobie here. I am playing around with my friend's avi that I uploaded for him, to learn. I found a free asset of a cyberpunk jacket, fitted it to the avi, made empties under the bones and linked it all up. All good and working, but the UV map, for whatever reason on one submesh of the jacket is broken in vrc, but looks fine in unity. What could be causing this ?
im working with toon lit shader, bcs I need it to be quest compatible
did i apply this correctly to the face or is there another/better way, there was no directions how to apply on the download just wanna make sure
I'm managed to go to the upload step thanks again !
But huh what does that mean ?
You didn't assign chest bone.
how do i make a rig like this
looks like a normal humanoid rig, with the body weighted to a second set of bones, using rotation constraints for much of it.
Try checking in blender to see if there are multiple UV maps, then delete the ones you aren't using
Finally found it! i found the 3d model used in the game! i am guessing the particle system also allows for 3d models aswell?
Or would it be done differently? asking because there's supposed to be atleast a hundred or more of these hornets
You can create mesh particles, yep
there's a joke avatar that's a swarm of rats, I'm guessing this is how that works
Each hornet is 200 triangles, would it be too much for VRChat?
hmm I should look at that through a wireframe shader at some point.
that's a question of computer hardware, not the game
and how many hornets you want
500 hornets? yeah that might not perform very well 🙂
From what looks like it in the game, they're around 200-400 hornets, i am guessing the more practical side would be around 100 hornets
No idea how a 2003 game did that many...
Hmm I'd assume GPU instancing applies in the shader here though
oh well a game is vastly different than vrchat too
Here's what i am referencing if you're curious https://www.youtube.com/watch?v=tHJXpINeCQY&t=9s
Is the camera correctly placed ?
no idea what is in this image
I would put it inside the head
But we will see the eyes ?
those look like pre-rendered cut scenes, but still wow that's a lot of hornets
No, you can't see anything on the head
Your avatar's proportions are large head, small body, those types of avatars tend to lift up when you look down. To mitigate this you should put the viewpoint as close to the headbone as possible
ideally you want X = 0, and it right between the eyes and a bit forward of the center of the head bone. in this case the head is really big so probably it should be inside, yeah
It's possible the further ones are just billboarded.
yeah I would have assumed most of those are billboards if there wasn't talk of actual mesh