#avatar-help
1 messages · Page 115 of 1
All shaders make the textures darker and all this has been joined to one single mesh
different shaders works differently and handle things in their own way
so,.use the same shaders for consistency
yep
that's the point. I plan on using the same material for all textures but the problem is that no matter which vrchat provided material I use they end up darkening the textures which I'd like to avoid
do you have vertex colors? VRChat shaders use those
usually that results in solid colors and not shading, but who knows
why would they use vertex colors?
what the VRChat shaders? I don't know, but they do
that is extremely dumb but also exactly what caused the problem, so thanks
oh excellent
they can be quite useful, though I have no idea why it isn't a toggle.
is there a way to get rid of them within unity or do I need to reimport the character?
I think VRC Quest Tools can, but I haven't used it myself
ugh, this is why I switched to unreal
doesn anyone knows what this means i uploaded one avi andnow all this started happening i have to more avis i need to test and i cant even enter play mode
do you have the latest VRChat SDK?
i wouls imagine so i just made the project file this moring
I am trying to build test an avatar and I am facing and issue where the avatar's hit box is insanely tall and it throws the avatar into the sky but it contorts as if I walked through a collider I am impl8imenting a fix but if that doesn't work I will document the issue and upload it here
How do I get started in making a custom avi? I've never done it before.
any ideas?
okay that seemed to fixe most of them but thes two
this could just be an issue with the model itself but Why is the model registered as laying down in unity?
is it a plugin you are using?
start by learning to make 3D models. There should be lots of tutorials around. Those from Rainhet are aimed at VRChat specifically, might be a good place to start.
it's a boolien ( if I am spelling that right ) and pretty much it's a value on one of the meshes or parts
and it's pretty much just a math equasion to remove parts
"boolean"
so if you have a cube intersecting a cube it will remove that geometry and add the missing geometry you probably dont have it applied
thanks
so did you make the model yourself?
there are boolean settings in unity that I would recommend checking out
as that might help you
it's been ages since I even touched unity so I think it would be within the animations/ coding tree
you should be able to if there is an error code for it go to the component that is causing the issues and sort it out there
that has to be a plugin then and if I am wrong then someone correct me
as it would have to be a plugin on the avatar
some bit of code that is causing that
Stupid question, how do i make it so i don't have to update these on every project i make
I just wrote a little shell script using vpm to upgrade everything in a project at once
I missed what you're trying to find, but you could set the weight for every animator layer to 0, then turn them on one-by-one until you find the one that causes the problem
I mean, I'd probably grep the animation files for that variable, but that might be a bit advanced.
yeah VF_ means that's in one of the layers VRCfury auto-generates somehow. This is a main reason for my dislike of it, it's a black box.
I can't see how you would do such a thing if you can't find the source of it
Why don't you ask in VRCFury's Discord server and they can tell you why it's there or what it's for
There's no point asking here, or trying to report VRCFury bugs here, they're going to know more in their server
I'm also kinda curious how you tracked down that this is the cause
ah ok
probably Fury is copying that from something else when it does some magic combining
Im still sorting out the blender side of things but I am lost as to what is going on with this avatar
Specifically what are you asking about here?
so in the test builds the hitbox and avatar sit way above where I am but the camera still is in the first person and the error messages about rotations and how everything is parented is throwing me off
post error messages. And make sure the avatar is standing on 0,0,0 and all transforms are applied in Blender.
also do you still need to set the first person perspective camera in the creator companion or is that gone in the newer builds
You have to set the viewpoint, yes.
Set your avatar view point between your eyes
yup just trying to remember how to get to the view point menu
it's in the avatar descriptor
idk if it is just me or if something is broken but the avatar descriptor has nothing but the rig
what is going on here
It seems like your body parts (mesh objects) are children of bones, this is strange.
yeah I had rigged it like that but I am realizing that I am going to have to redo it
as I was trying to avoid fighting with the weight paint system
Thank you
would that cause the issues I am having with unity?
I'm not sure what issues you have but this is setup in a very strange way.
I'd go rework this in Blender before trying to fix things in Unity.
alr
not really sure what this video shows either?
the avatar is above where it should be
but is acting like it is above where it needs to be
if you didn't set your viewpoint, you need to do that first
like if I clipped through a wall or something
yup trying that now to see if that helps but I am not seeing the option to set it
it's in the avatar descriptor. where that is, I have no idea 'cause that whole thing is setup weird.
So Im unsure if this Is happening to anybody else but every few unity projects I make I get this error when trying to use the VRC-Play audio script in my animator. Is there a way to fix it?
did you maybe not give that component an AudioSource?
I did
it exists, right? 🙂
yes...
I mean, at that location? You didn't move it or something like that?
Nope it is on the head bone
This component stores the path of the object at the time you set it up, but won't track if you move it like lots of other things do
just tried to look it up and it says it is disabled
I really don't have a clue about this from here, you haven't showed this component so I can't help further.
yes I know, Its stayed in the same spot, ive also redragged the audio source into the component again just to make sure and it still wont work.
ok good. That was my best guess.
... what is this?
the only thing I can find on the avatar descriptor
though I was able to set up the rig
usually you put the VRC Avatar Descriptor component on the root of your avatar. Again, I have no idea why your avatar is setup like this but it seems completely wrong.
so fix the model in blender and try again and see if that helps?
I guess?
what do you think is the best way to rig it? parent the mesh to the rig but then weight paint it so that only the bones I want to control the meshes would be able to move it?
That is the standard way, yes.
So I'm working on this project, and my shrink has game has been mediocre, how do people get those perfect line shrinks?
Do they just make an object and modify it to shrinkwrap?
line shrinks?
Is therea way to change the physical location voice comes frome?
nope
Anyone know how to fix this?? been stuck on building avatar for over an hour
What determines where an avatat's voice comes from?
head bone
switch tabs back and forth
try changing the transition times to 1000 (the ones that restore tracking)
(forgive me idk how to explain it any better)
like its not the transition time its uhh
the animation time?
make sure the restore tracking animation is 1 frame and is not looped
Anyone able to assist with setting up face tracking for a model? I've got ARKit shapes set up but not sure how to set it up so it works in unity
there's a whole discord for FT - have you tried there?
Didn't know there was, is there a link?
I can DM it to you, if that's ok
sure
Hello friends I have inserted my avatar from blender into unity and since then it is in the t pose
you need to rig the fbx as humanoid
It just doesn't build again
internet problem maybe?
did you unpack your avatar?
I am trying to import a avatar into unity to get set up and I can't get unity to take the FBX
any idea what is going on there?
wdym take the fbx
like I am trying to drag and drop the fbx file into unity and all I am getting is my cursor changing to the cancel icon
you drag it into the assets folder
unless you are still searching something in the assets folder
what i make my owen avatar in blender and import to unity and i stand in a t pose
tpose in unity or in game?
unity and game bro
that sounds like a rigging issue
did you make sure to weight paint everything as needed?
I am running into a lot of issues with aim constraint for avatar bones where at certain angles the bone just twist. It's a bit unclear how to prevent it.
so anyone have any quick ways to find out which verticeis out of 5k+ needs to be weight painted?
would reducing & lowering textures help lower this amount??
aren't neck and shoulders optional bones? why does my upload require them?
they are in fact not
thank you unity, very cool
theres a difference between unity's optional bones and vrchat's
Hey so for some reason my avatar's eyelook and blinking refuses to function despite the fact I am able to preview all of that just fine
Like when I upload the avatar or preview it with gesture manager neither of those things work
So it isn't an issue with the eyes not being weight painted or the blendshapes being empty or something
oh okay let me do that then
How do you set up the VRC Animator Play Audio behavior with motion time so that it only plays audio after a float parameter reaches a certain value?
I got same problem here
what's goin on there tho
couldnt you just set the condition to be that float value
My avi has a surpised animation for when the tail is pulled that's motion time based, but I want it to play an audio clip only at the end of that animation
could just toggle on the object that has the audio source
Do it in another layer using the same parameter
Or you could use a blendtree for the tail animation and either put that in a DBT to optimize layers or have it in the animation states that you use for your audio logic
I tried it like this, the audio seems to always be delayed for about a second
though, it's kinda random
sometimes it's almost immediately, most of the time it's delayed, and sometimes it just doesn't play if the parameter isn't held above what I set the condition to for long enough
Well how did you have it set up?
op, I think I figured it out. For some reason, I think adding the _IsGrabbed parameter of the bone driving the animation makes it respond faster..?
do float-driven animations just have a lower refresh rate or something?
Sorry for asking again but I still am not able to figure out why it isn't working
got a toggle somewhere that's disabling it?
Nope not a single animation touches the eyes
I can't think of what else it might be then
Only thing with the eyes is that I have a rotation constraint on the top set of eyes using the bottom ones as a source
I guess I could try using the top set of eyes for the avatar descriptor but that seems like a less than optimal solution
which one are the actual eye bones though?
I doubt it would work anyways
The bottom ones
but they do both have their own set of bones
yeah, then use those. Make sure those are the ones in the rig setup too
And regardless that doesn't solve the blinking problem
I am and I did
That's why I'm so confused as to why this isn't working
oh ok - VRC Animator Tracking Control left on somewhere?
Nope
I'm running out of ideas here!
Same
It's so weirdddd
there was a parameter driver that was driving nothing though, not sure why that was there
Hey, I'm making a eye poke receiver next and wanted to know what most PEN are called? Are they just PEN?
I don't think most pens have a collider?
oh they dont? (I'm currently adding pain system to mine such as being stepped on has negative effects for example.) Being poked in the eye with pens are quite common and figured it needed to be treated similar.
hey...ummmmmmmmmm...y'all know how the rgb auto switch color thing is called?
audio link
not by radial or toggle
you can use it with poi or fast fur
ah, it's called animation
yh ik but like...
Yeah just a looping animation that hue shifts it
Yeah
the nawiko Avi
Have the material be hue shifted by a looping animation
just put that animation in a layer
ehhhh...to an extent
VRChat/Mobile/Standard Lite
You could animate color property to mimic hue shifting.
Like this where each one adjusts the hue by 30 degrees
@slate nimbus
In case you don't know how to switch the color picker over to hsv you just click on that and select hsv
technically you don't need to do it that way and you could do it in rgb mode but that's kinda annoying
I still have no clue what broke but uhhh exporting it as a package and putting it in a new project worked I guess?
Nevermind apparently it now just works in the project it was broken in before despite the fact I haven't really changed anything
God I hate unity
Does anyone know what could be causing this? Almost every time I try to add a prefab or click on an expressions menu/parameters Unity crashes and starts doing this. It was working fine yesterday, now all the sudden everything is broken. I tried reinstalling Unity, reinstalled all of the packages, deleted the library folder, and even made a new project but the problem persisted.
i love spawning into the ground
(i somehow fixed it, no idea what was wrong tho)
I had to remake everything from scratch in a new unity project on sdk version 3.7.6
i did pc toggles and they work fine,
but converting the avatar to quest and now the toggles only work once and then they get stuck and need to reset the whole the avatar, help appreciated
I'm trying to stop my particles from colliding with my flight hitbox, what option would I disable to stop them hitting the flight but hit everything else?
my tail is stiff what did I do wrong
How are the bones look like in the scene?
What are those messy lines?
@west magnet in collision for particles disable Player/PlayerLocal/MirrorReflection
Ah thank you!
hello I have no idea why certain bones are being sucked down like that since ive gone through and manually reparented the bones to how they should be the same way in both arms
Show us the rig in it's FBX
from blender or unity?
oh wait i getcha
@frail temple ive spent a good couple hrs trying to fix this in a few areas and can never get it to be correct
Okay, that doesn't make sense to me, I would install the animation rig in package manager to be able to see how the bones look like in Gesture Manager
you'll have to explain what you mean by that as im not familiar with gesture manager
hello my hair is going through my head what can I do about it
its a package you can install in vcc that lets you preview the avatar and animation before uploading it to the game
physbone limits or collider
im more used to the 3.0 emulator, is there smth similar do you know for it
is it a specific feature of gesture manager or will there be the same thing
bc im not sure atm what i need to do with it
I don't know what the conversation is about, i just saw you ask what it is so I answered. I haven't read the previous messages
i see i see
how would i go about adding a small hud element on an avatar? it should be a small bar driven by a float on the avatar
can anyone help me with this ? , its keep counting
Is the mesh affected when you use blendshapes??
Have you tried dragging her fbx into the scene and re-setting it up?
Did you overwrite an existing model or is that what it looks like when you drag it into the scene
@frigid glade If possible id like to avoid that as I’ve set up a lot of vrcfury toggles that would be hell to setup again. Though I haven’t tried it yet I’ll see what it does
so what does websocketexcpetion mean
Your conection to server had an issue.
I’ve had a couple problems with avatars in the past where some parts of the mesh start pulling towards the floor when I mess with the sliders for the models blendshapes. To fix it you just have to go in blender, select the affected vertices and click propagate to shapes
So why is this happening? It doesn't let me upload the avatar
Missing scripts mentioned at the top, did you install everything you were told to install on the avi's page/documentation?
You seems to not remove all of them.
how do I fix this error? I did what someone else said but its literally still here
Show your animator being on your avatars root
@wraith salmon @frigid glade dragging the prefab into the scene again. There isnt anything being sucked into the floor, however im not sure why and would really hate to have to set her up all over again
reassign the correct bones from the armature into the corresponding slots
You could use pumpkins avatar tools to copy everything over??? Otherwise I’m not sure if there’s a way to revert it depending on what’s caused it
it sadly doesnt work with vrcfury components as far as im aware
but you don't need it to, you can just drag new copies of those onto the new avatar
But they ARE assigned correctly?
2 uppertorso no no
they are not - you have "UpperTorso" in the lower spine spot
you cant assign the same bone to multiple slots
they cant simply be dragged and dropped it takes a very very long time as ive done it once before with the entire toggle menu
yeah, same with the upper arm
Why? Its a roblox avatar it moves like that
pumkin have this option expand the copy , rarely use vrcfury myself soo
isn't that the entire point of a VRCFury prefab, that it can simply be dragged and dropped?
Roblox ≠ Vrchat
some things are different
you can't have one bone in two different spots
oh how have i never seen this I'll try tysm
mmmm
So I gotta make more bones or can I fix it without starting over and going back to blender?
Cuz I didnt make this rig
If your avatar does not have a humanoid rig (there's a diagram of one pinned in #avatar-rigging ) then it cannot be humanoid
if you don't have the necessary bones, you will need to add them
and that means making up the entire locomotion system
locomotion system?
walking, running, etc.
how the avatar moves, etc
all of those animations you'd have to make, and the animator to drive them
Greaaaat
would using the rig from a premade base and repositioning the bones work for that maybe, if you were to re-weightpaint it?
If I click a non humanoid thing would it work?
I think there were other options but tbh I forgot
non-humanoid is what I'm talking about here
you'd need to make all the animations and everything
it's not that hard to add the bones, they don't need to be weight painted if I remember correctly, they just need to exist
Generic?
I cannot add bones to this rig idk how
in blender
circle?
hold on
anything not humanoid means you have to do the locomotion yourself, doesn't matter which of those options
Its one of these
looks like IK targets
I've never converted a Roblox avatar, but I think there are tutorials online, no?
The problem with those tutorials is they never include 3d clothing
So even if I follow them I cant bring my jacket
@balmy barn you are a lifesaver, i was up until 9am trying to figure this out just for that to be hidden in plain sight :')
Can I just parent a preexisting vrchat rig to this one?
and call it a day
Ive spent way to long on this stupid project I cannot
torso , neck and shoulders missing but its sorta like that ,
dont care about bending its all blocks
you'd need to weight paint everything
sure, click on one and in the right click menu, subdivide
That way I aint gotta make any new ones and they get stay generallyyyy in the right spot
Fantastic
Wait in unity or blender?
you'll probably need to at least check the weight paint.
in blender.
I kinda lost track of what we talking about tbh
you can't do much useful in unity
noted
yeah, blender is necessary
Found a quicker solution anyway, it still gimme an error tho?
idddkkk
I feel like I did everything
you need Chest no matter what it says there
chest is a must bone, you can't skip it
also I'm not sure what Flip is, but we'll assume that's the actual root bone?
yeah
Hold up I forgot to uuhhh
Do I need a spine?
Or can I rip that away and put upper torso on chest?
you must have, in order: hips -> spine -> chest -> upper chest (optional) -> head -> neck
neck?? my character dont even haveeee a neck
maaan
can I use the root bone as the spine?
yknow flip bone
whatever the root bone is, that's "hips" in my thing there
it's the root of everything, of course it moves, that's how vrchat slides you around with the stick
How do I steal I mean borrow animations from roblox?
Specifically the popular animation pack
And the toy animation pack
Anyone here familiar with blender sculpting? I got an oddly specific issue to ask about.
real
#3d-modeling may be a good place to do that
Ok forget the animations
If I just click generic and use fbt itll work right?
Gotta charge my trackers lowkey
it seems dead in there, hopefully someone sees it 😭
no, it won't move at all if it's not humanoid and you built a whole locomotion layer
yeah, it's not how it works unfortunately
Why not? Its got bones
not the correct bones.
#avatar-rigging
for the avatar to move like a humanoid model it needs specific bones that you don't have
you could do what Thulen sent
it will work
just weight paint the mesh to the bones
I tried man, they always stick together somehow
I dont like it
Weird thing is they really shouldnt stick together
At least as far as I can see
you can always go to VRC Traders (link in #1204490664637890580 ) and commission someone for it 🤷 not here, in VRC Traders
lol
no
So thats it? The bones need to be weight painted?
Cuz I think they are tbh
yknow mostly
you don't have the correct bones.
Oh right you did say that
check the pinned posts in #avatar-rigging
mostly isn't good enough they need to be fully correct
mhm
As I was saying
I got a blender plugin that lets me generate a vrchat ready rig
Is that aight? and I can justttt parent my current bones to that
then whatever extra bones I can just use that for the animator
you're overcomplicating this in a big way
yeah
I tried subdividing them and it messed up my model so idk
you don't need to start everything from scratch, we're trying to tell you that
Yall just confusing me tbh
"messed up" how?
Skill issue on my part tho
rig you can find in google just need to add shoulders, torso, neck (alternative rename them so unity dont go whats that)
AAAYYY we doing the same thing
nah im just bored 
I believe Thulen's just sending those so you know what to do
A tutorial said you needed a plug-in/addon to import a model from blender to vrchat but when I tried putting in the addon an error popped up
are they shown in the hierarchy?
In unity? no
oh ok, something wrong with export or import then
lovely
if it's cats you're trying to install the wrong plug in version for your version of blender
Note that you don't actually need this plugin to import/export. It does have some other useful features though.
and you don't go blender > vrchat
it's blender > unity > vrchat
ok so
My plans to extrude each bone for an extra bone didnt work and idk man
I think imma just give up tbh
Took months to actually finish the blender side now this
This is to much
why not?
?
why didn't it work?
question, when it comes to particles, what is needed to make a non looping particle activate when a contact sender enters a contact receiver?
If you can turn the particle system off after easily, you could just enable the game object to play it, then turn it back off at the end of an animation.
If you want it to be a "fire each time triggered" like shooting a gun, you'll need to have the particle system spawn a child particle from a system which is NOT a child of the launcher one. Basically this is the "buffer particle" method.
instead of extruding, i would’ve recommending subdivide the bone so it keeps position but split into 2
I tried this first
exibit A
so why didn’t that work?
did you rename the bones and redo the weight painting afterwards?
how do you rig a character like this?
same as any other?
same as any other yeah
i can't see the red dot for previewing my blend tree
following a youtube tutorial
😭 what am i even doing
this is so odd, i can see it in other blend trees but not in the one i want to preview
Hi everyone, i downloaded Bubbles Comfy Set, and i imported but the items are sorta see through at a certine angle and sometimes is not, why is this?
Umm guys there is a problem with these "Dragon Ball" Avatars. They have broken textures for the shaders and matcaps.
For Example this
All I see is some black
It's cuz they use legacy shaders or transparency, which was removed in the newest updates
Idk when there gonna be back
Sometimes black like that is due to vertex colors
So how are they gonna back? (I don't think next update)
they aren't
Not until the next VRCHAT update (still no)
likely a normals issue?
go to the two overlapping circles button you see in the top right of blender, click the dropdown arrow, and enable “face orientation”
then send another screenshot
the people who made these avatars were breaking the rules and abusing unwanted behavior, the issue has been patched and will only break content made by breaking rules
if you make content by breaking the rules you are taking a risk that it will get taken down or stop working since the behavior is unsupported
yes.
All they gotta do is make sure the albedo textures are assigned
I recently found a Na'vi model i wanted to edit and use, but its not like the anime models ive worked with, and i wanted to add him to vrchat, but the model doesnt seem to work that way? the textures only appear correctly in shading, and not layout or anything like that
Well, Akaza I'm having problems with anime avatars and that is dragon Ball Z avatars that appears to be black
everything seems correct, why it says is not humanoid?
Everything went well but there's one problem: the blush expression shows up weirdly despite the fact I'm not on quest. I tried using different shaders to no avail
Hello does anyone how know to change this back to the normal colours I had previously?
what did you set your shader to? you need to set it to something that is transparent
I set it to liltoon
alright
but inside of that shader
you have different modes and settings
I never used liltoon so idk where specifically
but you need to change that
I think I know what you mean, I'll play around with it
Nvm got it!!
Anyone know how to get rid of this warning? It's coming from my physbones and I've checked them/messed with them, fresh projects, added fresh physbones and nothing makes it go away. :
Never had this issue until yesterday and now it's affecting all my projects..
if i wanted to add a collider to prevent my hair doing through the floor of rmy avi how would i go about that? i can figure the plane phys collider but i cant figure where to attach it to to keep it in a static location
Does anyone know why the slider isn't working? This is the Just fit PB set up with modular avatar.
did you take off the color attribute?
This should make it work if you haven't already fixed it yourself ^^
Thank you thank you thank you
Texture looks fine in substance. The exported image seems to match what it looks like in substance. However, it looks to have ziggy edges in unity. No blendshapes are active. It is the same topology. Ideas?
im trying to mimic eyelook with an animator that just has a blendshape activate for a couple seconds every now and then
I'm a quest user but I'm not an avid creator I'm talking about when will the black broken glitches on shaders be fixed by VRChat itself
same bro 😭 im using this tutorial rn https://www.youtube.com/watch?v=m-Obo_nC3SM
I don't know how to fix this error?
is there a chance you have parts of the armature lacking a mesh when you import it into unity?
how do you get this 'unity' to upload an avatar from blender?
To upload an avatar from blender you need to
- Make sure it had an armature that is correctly weight painted
- Import it as an FBX into unity with it’s texture’s (that includes any other things you wish to put on the model) and make sure you put the model to a humanoid rig
- Have the VRC SDK in the package, you can either do this manually by dragging and dropping it or just starting the unity package IN the vrc sdk.
You’ll be prompted with things to fix in the vrc descriptor, if you need other help there are tutorials online to help with uploading
there are many many basic avatar tutorials, such as this one:
https://www.youtube.com/watch?v=bSwMz4WcajQ
as we’ve explained, vrchat is NOT reversing this decision any time soon.
you’ll have to ask the creator of the avatar to fix it, but otherwise vrchat is not reversing this change. they fixed something that broke their t.o.s. i don’t know why that is so hard to understand
so I made a post in here: https://discord.com/channels/189511567539306508/1367682981774229534 for my avatar help if anyone could help id appreciate anyones time
So im trying to add 2 clothing toggles to a base I have and im struggling, Im using MA and got one outfit prefab to go on and off with a toggle but im trying to figure out how to make another so that when i click another outfit itll toggle the other outfit and remove the first one. Im not sure if that makes sense 
vrcf should work
I tried vrcf but it just kept adding the 2nd outfit over the first without removing it
did you use the "untoggle" on the same toggle?
it should be (for example) smth like
Turn on Shirt 2
Turn on Shirt 2
Turn off Shirt 1
Turn off Shorts 1
Let me check rq and ill try it if i didnt 
should they be on the same asset or the seperate ones per outfit?
anyone know possibly why my visemes wont work in game?
doesnt matter what it's attached to i think
it pops up like this if I do the example you sent (unless I did it wrong
)
no it's right (to my knowledge) but i didnt remember if that was the right way to do it
Im not sure if vrcf can do it then
might have to do it the old way then
ahh fixed it! Id have to figure out how to do it more advanced (if i get another prefab on her)
magic
but its where if i click the toggle it auto switches the two 
tysm!!
radials are gonna be my next challenge when i get there 
goood luck
just did a test run and yeahh ill wait til I finish with clothes 
why is my imposter naked? i have it clothed when uploaded
do you perhaps know how to do the same thing with more clothing? like I have 2 prefabs currently and want to add another one and not sure how to change the vrcf to work for it 
hello i need help with unity with a toogle pls if someone can help me out would be great thanks
describe what problem you're having/what kind of toggle
soo i have a pc avi with a toogle and the quest version dose no have and would like to place it to work
. sorry forgot to reply
do they share the same FX layer,parameter list and menu?
what type of toggle is it then, like what does it use/do?
err no thanks, since its NSFW if you could just describe the general idea/setup then i could help but im not doing DMs or private calls :P
all good
no problem <3
yo!! im tryna do some whacky stuff in unity w/ avatar creation and i had a couple questions
the avatar im working on is 2D, a flat plane with animations
im trying to figure out how to
A) create idle, speaking, and walking states that loop between 2 simple frames when in those states
and
B) potentially create or use some kind of shader to create a "billboarding" effect, i.e. the sprite faces any and all viewers at any given time, at least in terms of horizontal rotation
Hey, weird question, but is it possible to have two separate "Head Chop" components that you can toggle on and off separately?
Hello guys, could you help me with the dress on my avatar?
I separated the left and right sides and parented them to legs, so when i move a leg that side of the dress moves with it. However, since i don't want the middle part of the dress to move that much, i just position constrained it between the left and right sides.
And it causes some weird clipping to happen. I notice it mostly when i'm walking or cross my legs.
Is there a way to fix it? Or is there a better way to do what i'm trying to do?
https://youtu.be/kTYWWvWXJ4Q?si=wcT7IqL8nctn-o3a I follow this tutorial when it comes to skirts. It doesn’t work as well with different types of skirts and you can adjust it to your liking but on the whole this method works pretty well for me
Is there any way I can make the entire cannon slide on the ground like a static object while still using a humanoid avatar?
kinda newbie on blender and unity so
i feel bad that no one replied to you so i’m going to tryyy
but im pretty sure you can do that first one by making an animation of what it is you want and then messing with the base and locomotion layers
(assuming, because i added idle and walking states before but i was messing around)
speaking is generally done with visemes but there may be a way for you to still do what you want? i think i think
I believe there's a way to disable leg movement, but currently I don't remember how
I would really love to know especially because it looks horrid with the humanoid walking animation
i mean it's goofy but I want it to be realistic
thanks for helping anyway!
can I set custom fallback shaders for my avatar? as in, create a material that is only used when others haave my actual shaders disabled?
Yes. With shader that support custom fallback.
so if I make a material that can be used for fallback shaders, how do I sactualyl set it as my fallback shaders?
No. Keyword is "shader that support custom fallback".
That mean if it can customize fallback, the material would show custom fallback field for it.
yeah haha i think im realizing that this is more difficult than I previously thought. right now I'm just trying to find some way to use the animation controller to switch between to materials whenever x or y velocity is greater than zero
can I make a fallback shader with poiyomi?
With newer one yes.
NVM, I foudn the little field at the bottom for fallback shaders, thanks for clearing things up regardless
it is definitely difficult, but i’m sure there are tools out there to help you
i used something called “wet cat locomotion fix” for my avatars and it was easy to change the idle and walking animations there because it is laid out easier,
so it’s not impossible, don’t give up ❤️
Does anyone know if I can add butt bones onto the milltina model in unity or is it only thru blender?
You cannot add bones in unity.
Aww okay. Thank you
How can you make such a fur?
He looks like it would be a FurMark-test, but the performance was actually really good.
How did he made such a fur without blowing up my PC?
The first thing I was thinking about after seeing such high fur details in VRC, was this thing here:
Its a fur shader. I know of poiyomi pro having it and warrens fur shader. There may be others i dont know of
yes, though if they affect the same bones you may have to consider timing
It should be only attached to the avatar or just the armature. If you need it to have bones like for moving the turret and stuff, give it separate bones, and the root bone shouldn't be parented to anything (like how the hip bone isn't parented to anything)
https://warrenwolfy.gumroad.com/l/atntv try the free one, seen others that murders your fps
v5 have locking , uv discard, decals and stuff
Great! They don't, just have some items I want to be able to toggle some items on/off without impacting others.
That'll work great then
Do you have to upload for iOS as well as PC and android to be able to use an avatar as a fallback?
I have fallbacks and never uploaded for ios
I just did pc and android and I don't see an option to use any of mine as fallback and it's fallback ready 🤨
go back to android if its not ,should be a very small button somewhere for fallback , been awhile so im not sure
make sure your platform is set to android first
I definitely uploaded it with android selected in the vrchat sdk control panel window
^ platform as android
Ohhh, there was a button I missed that said upload as fallback on that window in the options
ahhh, that'll do it
Do I have to check that on both pc and android before uploading?
iirc just once
So I can just check it on android and it's good?
you could try it and see
It was correct 👍
How do I delete an avatar? I have an older one that is not as optimized that I'm pretty sure I'm not going to use.
content manager tab in the SDK console or on the website
Where on the site?
Ohhh you have to click the edit button on avatars on the site
Now I see a delete option
Hello, I am making an avatar on a linux system. Unity has been working flawlessly on linux until I want to publish it. Where it says "security checks failed". Is it cause I am making the avatar on linux or can it be for other reasons?
As long as you're building for the Windows target, you're fine. Screenshot the performance ranks of this avatar
You can also check this article, https://help.vrchat.com/hc/en-us/articles/31264259544211-My-avatar-is-showing-Security-checks-failed
other reasons most likely. Could be too high stats
They are.. pretty terrible. Though the V1 version I had of it worked fine and passed the checks
It's bad, but doesn't look like it's security checks bad
scroll down and show more of the SDK's stats
It most likely could be bones
I've been using Linux for this for years - there are no current issues.
oh - I see why that fails, that avatar is quite beyond Very Poor
Is there multiple outfits on this avatar? I'm assuming you're using Modular Avatar or VRCFury that merges them after build
using Modular Avatar and there is currently 3 outfits
IMO split this into 3 different avatars, each with one outfit
worked before on the V1 version so I am confused why it doesn't work now
Is there a way to make a test/baked avatar to see the stats of that? I know it's simple with VRCFury
Let me check
seems to go up with that version
Specifically the VRCSDK stats
Thry's performance tool doesn't show much of what the security checks is looking for
I am not planning on using this in public lobbies. More for photos I take with it so I don't mind it being high
It is the same as my v1 of the avatar as well just that this just uses 100% modular avatar instead of mixing modular avatar and vrcfury which is why I am confused about why it doesn't work now but worked before
So, I recently joined my sweater and body as a single mesh, but the end of the sleeve usually goes over my hand, so it clips when I turn my hand now.
I just wanna attach the end part of that sleeve onto my hand bone, how would I do that?
weight paint it?
Ok so
Issue
I don't know anything about blender 😭
I don't even know what that means 🙏
Google and YouTube tutorials are your friends
Did your sweater have an armature before? How did you join your sweater and body?
the pipeline
when I read "joined meshes" I assumed blender. Did you do it differently?
Yes it did have an armature before, but when I use armature link in vrc fury, it had the same issue, which might be helpful here.
I just used Ctrl+j in blender
No
I just don't wanna actually learn blender
But I gotta
m
So
If it had the same issue using Armature Link then the weight painting for the sweater was wrong to begin with
hey uh i deleted the eye bones for my avatar by mistake
how do i get my eyeballs back
ctrl + z
i can't
blender. Add eye bone. Weight paint to the eye
I could drag the sweater's hand bone onto my own hand, and it'd work just fine
and parent it correctly to the head
If armature link wasn't already handling that then the bones were named differently
That's what I figured
You can rename those bones to be the same as your avatar's bone names, or use multiple armature links
Was the clothes made for the base model you're using?
Yes
Bones will be merged if they have matching names, as long as the hierarchy of the bones are the same
Sometimes asset creators will rename bones, which isn't ideal
shit is there a way to do it without blender?
Oh? I had no clue!
no. can't add bones in unity.
That should fix all of my issues then, thanks!
how do i use pumpkin
pumpkin tools
Y'all are training the best avatar Optimizer ever
(I suck but at least my avatars ratings aren't blocked by anyone 🙏)
what option do i use once im in pumpkin?
it's pretty self explanatory.
drag one avatar at the top the other at the bottom press copy
not rocket science
How would I go about joining things like hair and tails?
Could I add the hair armature to the body, then join a duplicate of the hair to it?
why a duplicate?
blender. Import model and hair, parent hair root bone to the head bone. Done
same with the hail, just parent it to the hips
Armature Link will parent bones when it finds it cannot merge, so it will have the effect you want
Joining the skinned mesh I mean
If the hair already has an armature then you can merge in Blender by just merging it. As long as the bones are in the right place in the hierarchy it will work
does someone know an desctop firendly/Animated Gabriel (from Ultrakill) avi?
hey, i generated an imposter for one of my avis and apparently the imposter version all the clothes disappeared, does anyone know how to fix this?
Are you using VRCFury?
yep
Using contact receivers how do I make them permantently toggle something instead of turning on and off once leaving the proximity of the collider? I forgot after such a long time 😭
Enable "Default On" in the toggle's options
tho one outfit uses modular avatar instead
the toggles turn off the clothes rather than enable them, i was told by someone that it was better to have them on and use toggles to turn off objects instead of turning them on cause it could cause problems, i dunno if that is actually the case tho
You should only ever really be using turn on toggles. Makes things a lot easier
Then you can either enable default on, or show when animator disabled if you only want them to show when someone isn't showing your avatar (or during imposter generation)
is there a way to easily view the imposter other than having someone else look at it?
the avatar preview
i think i might have seen the issue, the toggles for the different outfits to be enabled were all set to default on bc i forgot to turn it off except for one outfit
whatever the default state the avatar was uploaded in is what the imposter looks like
you mean making the head part and the rest separated?
?
i mean you should weight paint it to a bone that isn't parented to anything
so while trial and erroring how to make multiple outfit toggles, i did figure out radial toggles to change clothing colors so I will be taking that as a win.
if anyone has any ideas to how to fix the multiple outfit issue will gladly take any tips, otherwise ill keep on with my trial and error!
what is the "multiple outfit issue"?
You can also do a radial toggle for clothes
Are you manually creating the toggles in an animator or using automated tools like VRCFury
im trying to make another toggle for outfit 3 and when i try using it the 2 first outfits stay under
vrcfury 
turn the first two off?
so when shirt 2 is on you want shirt 1 automatically off?
I have one toggle like that with 2 shirts but cant add a third to that toggle and the first 2 remains if i create a seperate toggle
Either use a VRCFury Toggle with a Flipbook Builder action. and set the Toggle to Use Slider in the options, or make multiple toggles and define an exclusive tag
That’s why I recommended the radial toggle, it helps and automatically switches the other clothing off when you use it.
Plus less toggles for you to have to deal with and make in the animator
They just said they're using VRCFury to create the toggles... Those are the 2 options
alright ill give this a try!
My apologies I don’t use vrcfury
making radial toggles by animator has been a a struggle even with tutorials so vrcf has been my best route 
You'll want to use the flipbook builder action with use slider for that then
https://vrcfury.com/components/toggle#solution-2-create-a-slider
Funny enough it’s actually pretty simple, people just make it look complex. I learned it on my first go
So - i have this issue where I have these slippers for this model right - and she has a seperate outfit with heels. By default, the heels blendshape is OFF - both in the animation and value and despite the heels not being active which is meant to activate the blendshape, her feet are just still poking through
yeah alot of friends have suggested videos and they made it feel 100x more complex for me since they speedrun through the process and i had no luck figuring it out lol
yeah, most tutorials speedsrun because people don't have the attention span from what I noticed
plus they're more likely to click something that's 3 minutes long Vs 15 because 3 minutes seems easier, cause it's shorter
is this outfit made for that model?
Yes
Here hold on, you can watch the radial toggle tutorial from DwuckiesVR on YT. It’s super helpful.
If I turn on the heels to be OFF by default, then when i toggle to the outfit, she won't be wearing shoes. But when her slippers are active, the heels blendshape has been set to 0, so im not sure why it's ignoring it
I'd think it's some sort of sculpting not being correct, but since it's supposed to be for that model it should be correct
yeahh all the ones ive been sent are short or sped up and im not quick with learning that way and finding a in depth video always somehow involves me getting another package for unity to use so vrcf has been my go too sorta
ouh yes! ill check it out
you don't need any packages for manual toggles
but yeah
idk, I haven't actually seen a lot of tutorials myself
ohhhhh
now I understand
thanks!
yeahh idk i think i just found a bad batch of tuts i think 
unless you mean gesture manager or 3.0 emulator to preview the toggles
I alreadt have both already but I saw one with a package called vixon i think? or smth like that
I've never heard of it
From the first look on Google it just seems to be the same/similar thing to vrcf
so not manual toggles
I'm having trouble devising a system for this, so I'm tossing it out here in the hopes that someone else with a fresh perspective might have an idea I haven't thought of.
I'm trying to set up a pointer coming off of the hand of an avatar that can have its direction adjusted via two sliders: one for the horizontal rotation, and one for the vertical rotation. I initially just tried animating the X and Z rotation values of a Parent Constraint to adjust it, but when I did it that way, it'd move in strange arcs that made it unintuitive to control, due to the fact that rotating it on one axis throws off the other axis.
I ended up making some half-rings for each axis to help visualize where the pointer would move when adjusting its rotation, but I can't for the life of me get the pointer to consistently pass through the point where the two arcs intersect. At extreme angles, it always starts to drift off of one or both lines.
I've tried many different variations of Rotation Constraint shenanigans to get it to work, primarily focusing on having a separate object use the X rotation of one arc and the Z rotation of the other, but it keeps resulting in the drift-off-the-line issue.
Anyone have an idea for how they could ensure that a pointer beam would pass through the intersecting lines? x_x
i'm working on trying to figure something out, i'm thinking an "offset constraint" setup should help
trying to have it so the necklace moves up when the shirt is activated, however everytime i attempt it, the necklace doesnt budge
(what ive attempted was edit the toggle animation so that the necklace rotates upwards every time its activated but in testing, it stays where it is. but in the animation viewing in unity, it does move.)
any tips?
if you are rotating a skinned mesh, that won't work. If you are rotating a physbone affected transform, make sure the physbone component has "is animated" enabled at the bottom
i was rotating the bone
necklace 1 has a physbone and necklace collider is .. well the collider lol
and i was rotating the highlighted one
so would that still apply?
idk
not enough information
is it affected by the physbone?
ill give it a go and see
and im not sure what u mean by that, im a lil slow loll
I got something working this way, you just need a couple of animations and some logic to get it working. You cannot rotate both axes at once this way jsyk
this worked! I will still be looking at how to use animator ao I can learn but ty!! This is my first time making a custom avi for myself so im learning steo by step lol
Learning how things work is always a good thing, but using the available tools to the best of their abilities is definitely recommended as well. A good balance is always needed
Can't rotate them both at once as in, can't actively have the radial wheel menu open for both of them at the same time? Or as in, they can't both have their own offsets? :x
you can't adjust their rotation simultaniously
the idea is that you have an "active" axis, and the inactive axis is parented to the active one with a parent constraint while not being rotated
to keep its rotation when switching which one is "active", you use the "offset constraint" setup
then your pointer will have two rotation constraints, each with a different axis solely frozen, and the respective "axis" transform as its source
then you just need to animate a toggle that switches which parent constraints are active/inactive based on which is moving
Hm... I think I understand how that works. I'll keep it in mind as an option, though I also need to ensure that it's something that can be reached again automatically with saved parameters. I might be able to just apply those saved parameters in sequence as though it were being actively controlled, I suppose. o.o Thanks!
Is there way to make avatar not load in public/group public worlds?
VRCSDK on unix, i pressed upload and its doing multi-upload again and again for i think half of hour now, how can i stop it? Is it ok if i just “stop process”?
Ps: fixed, i just needed to “cancel upload”, still no idea what caused it btw
this is a bug that i've seen numerous people report on, and i've experienced as well
Ohhh
Btw is it unix only or appears on windows too? And is it dependent to unity on external drive
idk if the other people i've seen report were on windows, but I've experienced it on mac
dm me i need help with avi
is using someone elses model as a base scummy if i credit them?
State the issue in the chat as people are more likely to help
idk what the ishu is it is undescribable i
going to be very difficult for someone to help then
i would leve stream the issu
Where/how did you obtain the model?
Does the model have a license that you can refer to for use?
Did the creator give you permission to use the model?
again, you are way more likely to get help if you can explain it in text
i got it off of sketch fab
no
and no
i'd love to ask permission but its such a common model (the old cartoony adam murray model from mandela, the fnf one.) that i dont even know who uploaded it
i think i found the creators page but i have no idea how to contact them
umm my toggles wont work my camera position is not my head that is the bet i ca desribe
can you send the sketchfab link?
Did you set your view point correctly? And you don't have an extra camera on the avatar?
it is a base by radeus
the model was taken down so i got it off someone who reuploaded it
heres the original upload https://sketchfab.com/3d-models/funkdela-vol-1-vol-2-extras-d22adb8b716c4cfc818a595d62139caf
all sketchfab models have a license you just need to look
oh, alright.
this license means you can repurpose the model in any way you'd like, as long as you give credit to the author
although the description for this model does say "not mine"
not much you can do there though since it doesn't look like they credit the original author
this may be the original artist but i'm not sure
based on the other sketchfab model's description from this author, it looks like the original modeller had a google drive that no longer works
and that had the models free to download
i'm making assumptions based on what info i can find
it seems like you're in the clear
alright thanks man
don't ask to ask, just ask your questions
oh ok
can anyone help me with my avatar? i want it so i can enable a table right in front of me and leave it there in place. How do i do that?
You can use a constraint, probably VRC Parent Constraint, and tick the "freeze to world" checkbox when you want it to stay put
how do i activate it?
depends on what you mean by "activate"
in the menu
you'd need to make a toggle for that if that's what you want
for this constraint specifically? I have no idea, haven't looked
how does one fix "this avatar uses visemes but the face mesh not specified"
drag the mesh with the face into the appropriate slot in the avatar descriptor
thanks
ok so i have this model and i can not for the life of me get the face tracking to work can someone plz help me? https://lividlily.gumroad.com/l/Diana?layout=profile
Btw are you using ALCOM?
I assume this issue can happen due to ram-swap dependency, at least its happened to me only once in two years 😅
why is my lunabeast still stuck with blacked-out ears after applying the texture that include the ears?
I have 2 sets of textures, one for the novabeast, and one for the lunabeast. The novabeast one includes the ears, but not the lunabeast one.
Whenever I apply the novabeast texture to the ears in edit mode, the main body still has the luna texture, but when i go into play mode, the nova texture on the ears immediately gets overwritten by the luna texture, causing the ears to black out
that sounds like a material swap animation
Yes, I am using alcom
find what animation is doing the swap and change it how you want it to be. Best I could do without understanding your project is is general directions
I have no idea of knowing what animation is doing what
you could disable each layer then turn them on one by one until you find it
maybe the layer is named something obvious
in the hiearchy? or an animation thing?
in the animator
okay
I am trying to set up an animation that turns on the emissions for a material that is used by multiple meshes, but it seems that the animation is not working properly when i preview it or test it in play mode
idk what im doing ;-;
I thought that when you animate a material's properties it's actually the mesh renderer's material's property, not shared between all mesh renderers. I know doing this with U# or C# you can do either one but by default it's "local"
If i manually turn on the emissions for the material, it works on all meshes using it, but when i am trying to use an animation, it does't even work for the mesh that the animation is using
What exactly did you animate though? A mesh's material's property?
that should animate just that material in that slot
technically regardless of what specific material is in the slot
This is the animation, the top four work perfectly, but the bottom four is what i am having trouble with, like it is not even working on that specific mesh either
i drag and drop the ear texture to the ears in either edit or play mode, but every time i enter play mode again, the ears black out and the correct texture is overwritten
i don't know where to look in an animations thing to fix this
im getting extremely frustrated
was wondering if anyone might know why my metals are appearing black? Im using poiyomi like it sayys so idk
Are you in a toon (flat, ramped, etc) shading mode? you probably need realistic for that to work well
I made my first booth and I put all the booth related stuff attached to it and apparently my imposter shows me naked but not on pc how do you fix that
gonna be completely honest, I have no idea what shading mode its in. Where can I check?
so the avi is havin issues with the hands idk why when i enforce the t pose it breaks the fingers and then dose not apply after im done
oh wait wrong channel
last feels like chrome the most
3rd one for sure
What would cause the transforms of the hips, spine, chest, upper chest, and neck to all be in the same place?
the head transform too, apparently
worth noting, it's not like this in the avatar config view
they're actually in the correct positions there
still need help
it's even more off in play mode
is your hierarchy correct? are the bones correctly assigned?
yes
I am trying to recale my avatars height proportions to better match mine (I am 4'10) I followed 2 tutorials to the T but find that when I upload the FBX into unity and override the current one, it completely breaks the avatar. Is there any way to fix this or does anyone know an updated version to fix the height proportions? The tuts I followed: https://www.youtube.com/watch?v=2sfTEBAl8sA https://www.youtube.com/watch?v=yGc0if7dSWA&t=1s
The first image is before I change the fbx or anything and the second is what happens when I do. Any help is much appreciated! ❤️
Don't ask for DMs you'll get a ton of scammers - not good.
did you export it with the same settings as the first time?
i need help in #avatar-rigging
Oh- Sorry I am very new to this server 😭 I believe so? I don't have much experience in blender/unity I am kind of self teaching rn.. I just took the FBX file out of unity and put it into blender
so you probably didn't
re-export it again, this time set the scaling to FBX All and see if that helps
weird things can happen if you export with different settings
although I've never seen that, but it's good to check
FBX all?
ye
Fixed it tysm for your help!
i saw an avi using particles to emit light on quest, how do i recreate that since normal lights dont work on quest? or can someone link me to a prefab using that method
Emissions are the only way you can achieve a light-like effect. It's not gonna light up anything though.
can I parent something to the View position? I have an overlay for my avatars view, but can't figure out how to make it stable. Also, if you know a simple way to make it so it's only visible in first person,. I'd like to know how
Make it local is to make transition condition with IsLocal parameter.
You're really guiding me through the whole process I see 😭 thanks so much
hey yall, anyone know what's up with this? changing settings doesn't seem to be it. also changed the image between Point and Bilinear but the difference was that it's either pixelated or blurry. is it the image size? it's 74x123 pixels but it doesn't make sense that they'd scale it down further and then scale it back up. i'm stumped here...
or maybe it is my settings. i'm just now realizing every other avatar i have also has reduced texture quality. but idk which one it is, there's really only one section for graphics
try disabling mipmapping
for the texture
vrchat will use lower mipmap version when youre low on vram
tho im not sure if it will do that for your own avi
hey guys what does this mean? ive never gotten this before
@royal folio ah and also resize vertical to 128, cause it goes 64 otherwise
wdym vertical?
@fervent spear just click fix. it makes every mesh to use same point to apply lightprobes
@royal folio image height
alr thankyouu
like the actual pixels of the image? ight, also where'd you get this info btw? is it just powers of 2?
@royal folio yes, gpu only uses textures with powers of 2, it cant work with 73 or 123. so unity scales it down to nearest one
yeah 64 squishes it, so ig 128x128 then
Quick question does anyone know how i could do this low framerate thing ?
alright that works lol. thanks!
also disabled mipmaps, dunno how huge of a difference mipmaps made compared to just upscaling to a power of 2 tho
i mean, it didnt look even like 64x64, more like 32. and about mipmaps i was making guesses about why all the avis may look low res.
Doesn't it just depend on camera distance
anyone know how to setting the arm so its not really close to the body?
Anyone have a YouTube tutorial or forum they can send me of how to set up a gun reload system for an avatar weapon?
like on desktop during the idle position?
GoGoLoco can change the position of the arms, if you have it on your avatar
if that's what you meant
im not sure where the setting, but my body is too big so the arm and hand is inside it. if only i could use wheel to move the arm
it's not a wheel, but toggles. Default wide and wider
I don't remember where it is specifically but if you mess with GoGoLoco settings you'll find it
and you can set the default to be wider in parameters so you don't need to click it every time
I used that for my avatar before
hmm, ill try it. because sometime ago i found avatar that can rotate the arm with wheel, so i wonder how to make that
I guess animating the shoulder bone position
i found model with the gogoloco, its possibe posing animation with wheel. i wonder how to make that
my answer is still the same
@wind skiff no, for like half a year it supposed to unload highest levels from memory, when short.
Hi all, I'm sorry if this is a dumb question, I am extremely new to 3d and vrchat as well. Extent of my knowledge is editing an existing base and recoloring existing textures. I have an avatar I'd like to add clothes to but I'd have to model them and texture them myself and then add the meshes to the base, and then probably rig it I assume? is this something that can even be done?
Do I need any extra programs to texture that or can that also be done directly in blender?
I do outlines of what I want in blender and export it to IbisPaint X to make it pretty.
some people texture things in Substance Painter
found fellow ibispaint x user in the wild
it's free!
you can do textures in Blender but it's not great. If you must, there are some decent add-ons to help, such as ucuPaint
i’ve been using it since 2018 💦💦
i dont think i can try another app…
Hi can someone help me figure out how to use my own drawing to make my vtuber model
isn't that just a side effect of streaming mips now?
i don't know if it does this on purpose as well, that would be cool
Yes sure it can be done
Yes I can explain
it's a VRChat server? not a VTuber server.
It's most probably a scammer
ye
okay someone explain like im 5 bc im brand new to unity and vrc in general lol
I know how to upload the avatar and stuff thats not the issue, im trying to add extra animations to the avatar that i can toggle and all the tutorials ive found either expect you to know what you're doing already and/or have different files bc they arent using the same avi as me
I'm using the avatars I've gotten from cupkake's store so I should be able to do the same process for each one since theyre all set up similarly and have gogo loco in them already
note: i dont have gesture manager installed to the program bc it keeps giving me errors when i select it and go to start the project and idk how to fix that either
each bone has a parent constraint with "world freeze" enabled and then there's an animation that turns it on and off at a set framerate
do we install this?
You cannot use that version of Unity for VRChat.
it needs to be 2022.3.22f1
heck i tapped no how do we download that one?
Via VCC
idk what that is i need links
or the unity website
https://unity.com/releases/editor/whats-new/2022.3.22 | hub / manual or vcc
yup
You wou;d find lot of links here https://discord.com/channels/189511567539306508/1139228456090087495
No worries! Since you're using Cupkake's avatars with Gogo Loco, the process should be consistent across them. To add toggleable animations, you'll need to use Unity's FX layer and add your animations there. Then, update the Expression Parameters and Expression Menu to create a toggle.
so just trouble shot this issue i was adding this head to the model by just bone it to the neck with the current head rig well it seems when i do this it breaks the fingers which breaks the model so how should i apply the head to the rest of the model
is that in the vrc cc? or in unity?
VCC is only for creating the project and adding some packages to it
everything else is done in unity
make sure you have all of the required bones and try to enforce tpose
i do that and then it tells me theres still a issue
well what's the issue?
you will need to fix it
no kidding haha
how manu armatures do you have?
theres two a head and the body
why?
because i added a head to a body
why can't you just combine it in blender? it's save you a headache
wdym
that's probably why you're having issues
anyone know why the particles still rotate but dont move in world simulation space, I dont want it to rotate
you can't have a bone named the same thing as a mesh, so make sure that's not the case
i tried boneing them together i tried deforms and it still gives this issue ive dodne it like this before and it works
ok
That part is done in Unity! You’ll be editing the FX layer in the Animator, and then updating the Expression Parameters and Expression Menu in the avatar's descriptor (still in Unity). The VRC CC (creator companion) just helps set up the project—most of the customization happens in Unity itself.
i said that already :)