#avatar-help
1 messages · Page 117 of 1
right
i have more info, they have a fiverr acc, they’ve showed me pictures of their past work, it isnt ai generated and they look kinda valid to me tho
no call-outs here but especially if its fiverr "creator" then it's better to be safe then sorry + if its this server specifically advertising/going into peoples dms to ask that isnt allowed and should be reported here: https://discord.com/channels/189511567539306508/1136424661274599444
ive yet to see a vrchat creator/commissioner whos legit and uses fiverr since theres far better and safer alternatives
what are some safer alternatives if you don’t mind me asking, i wanna find a good place to commission avatars n stuff
Safest one from what ive seen is VRCTraders, theres a link in #1204490664637890580 they do a pretty good verification of the people whom get the commissioner role
ooo oke i’ll check that out later, thanks for the advice and tips!
How to fix missing parameters?
add them to the avatar parameters list
How do you use parent constraint for Quest? the rotation doesnt work on quest like pc
you're using VRC Parent Constraints, right? Not the Unity one?
Do we know of an easy way to make another set of arms work with your main arms? I see it everywhere, but im not sure if you just weight paint the lower arms the same or if its a script
I'd make bones specifically for the extra arms, and use rotation constraints to drive them from the main arms.
going to try this next
you don't want the source and target being the same object
do you think vrc fury could help with this?
I cannot think of how it would be of any real use here
Maybe if you make the arms its own asset and merge it using armature link
that's about all, but that seems quite silly
so pretty much just use rotation constraints?
that's how I've done things like this, yes
okay, thank you
the up and down isn't working either though
not just rotation
You can copy the existing arms 1 to 1 beside naming
also, arm is no good since it needs to follow the moving target syste
I can't wait to get this done and over with
so what the setting should be then?
on the PC version, this is what works
I need to do that on quest
and get it to work
for what? I'm not really following what you are doing, all I did was note that you have to use the right component.
it's a moving (blend tree) seat where I can lift people into the air and move them around. On pc it works and up until recently, it was sorta working for quest as well but no clue why. I just hit the auto fix when uploading it to quest. But now, its' no longer working and reverting the settings didn't help. I know it's possible but no clue what I'm supposed to do to get it to work
what kind of mask?
probably use the mask as the fac input in a mix node
yeah I did at first too
i actually don’t know the difference… i will look into it
i just know that they are a different thing
mask: white = where
map: color/whatever = where and what
masks are generally used to "show or not show" things.
an alpha map contains data about how much alpha is applied where
hmmm… i still don’t understand it
i’ll do internet search on it 🙇🏻♀️ thank you much though!
this is more useful for talking about something like emission. You have a black/white mask, white = emit, black = nothing.
Then you can have a map which is multi-color and such, and when you apply both, only the white parts of the mask will allow showing the colors from the map
a fun thing to do is to use a mask to only show emission in some parts, then use a scrolling that's like a grid or checkerboard or something fun
ohhh that make sense now actually..
thank you a lot for explaining it to me, i feel little bad because i could have searched it online instead of inconveniencing a little bit 💦💦
so any help on how to get this to work?
again, I just offered one bit of advice, I'm not like, actively working on your issue or anything here
i’m pretty sure that auto fix maybe broken it.
if you built it with the original component in mind, having it being altered probably messes something up
but i don’t know really, that is just a guess for me.
why did auto fix work first time but dosen't anymore?
and what does it do exactly?
@somber sequoia @limpid cargo #avatar-quest message for more info here
i don’t know! i just offered my idea of it, but really i don’t know 🙇🏻♀️💦
... seriously, please stop pinging me about this
Is there a way to do a little test animation in unity to make sure all the animations are working correctly?
av3 avatar emulator or just play the animations in unity itself
Im begging for help /gen
pls someone peak at this model
and tell me if I should trash it and restart
OR if I should keep going / somehow fix it
it would help if you sent images or recording of the model instead.
many people are not willing to download your files.
Im losing my mind bc the vertices seemed to have duplicated? some how over eachother
Icic thank u
mesh -> clean up -> merge by distance
#3d-modeling does exist too FYI
I've tried that a number of times. Could it be the symmetry moddifier I have?
that just merges close vertices - you said something about duplication, this can clean it up
Icic. Is there a better way to mirror the mesh rather than a moddifier?
Cause even when I merge by distance I go back to editting and I still find duplicated vertices
that should work pretty well, assuming you've set things up right
what do you mean duplicated exactly though?
Like, youll go to move the vertices either via scaling or whatever, and another is in its place when it's moved.
Would you know how to run it in unity? Sorry im super new to unity
almost like there is two meshes.
okay, yeah, not sure how you caused that but you may just have to clean things up by hand
You can triangulate, and turn convert tris to quads to get rid of that giant polygon in the center of the face
I usually dont fuq with polygons with more than 4 sides
yeah i've been having trouble with that lmao
one of the issues I was also having was making vertices and theyu just wouldnt be attached to the faces behind them
I almost never actually make new vertices
Although with these quick fixes, you might end up with something that looks better, but the typology might make rigging a little painful
or maybe not i dunno i havent done very much rigging so give it a shot
it's a quadruped - it's already going to take a LOT of work
This is more of a personal project just for fun, I didnt plan on using it for vrchat
though you could
But Im doing it sort of in the same way to get the feel overall for making avatars
Should I reduce the amount of vertices?
What i usually do is sculpt my model with as many faces as i need, and then remesh it or decimate it for a quick and dirty solution, or do manual retopology for a really clean but really tedious solution
youtube tutorials are your best friend here. i cannot really explain to you very well
Thats alright!
For some reason the majority of VRC packages are not showing up yet I have them installed from the VCC
eyeball in the upper-right
So whenever i use gesture manager, it rotates my model on its side, then teleports it 280 meters away for no reason. Then after stopping it, the avatar goes back to its usual spot. Did i miss a step?
sounds like may be it's got un-applied transforms or isn't at 0,0,0
Alright I'll check that out!
Bro I was having so much fun then all my confidence evaporated the minute I opened unity lol
yeah I love when you spend a few hours working on a thing only to realize you missed something way back at the beginning and everything since then has been slightly off
hii i wanted to add a texture to my avi but its not like aligning properly, could someone help me fix it and is it because of uv mapping?
first image is default and 2nd is the one i wanna add
yeah probably the uv map
so i would want to add the texture to the current uv map to fix it?
that's not quite how UV mapping works
i think you would need to fix the uv rather than the Texture itself
or redo the texture to fit the current uv
fix how?
havent done any of this before so i have no idea ;w;
it's not really clear what needs to be changed though
it might help to show the texture in blender with the uv
like the one you're having issues with
like this?
What is it that you want here?
i basically just dont want it to look weird
like you can see there are like lines where it splits
Yeah yikes i can see why you have issues
yeah that's normal, there's a seam there in the UV map
you want to really fix that, probably the answer is making a whole new texture like this one.
i see, i would like to learn it, do you have any good videos on how to?
nope
i dont think there are many
might just need to draw over the image and fix it that way
the uv is fine
there's nothing wrong with the UV map
its your image
idk how to put this, but like what part of the image is touching the seams would need to be the same for the two seams. not sure if i put that right
like this one is light and this is dark, so when they wrap around to meet, the colors arent the same, so it wont match and it gives you the weird look
i see that makes sense yea
probably two sides of the model. If you turn on "UV Sync Selection" in the upper left, when you select a UV on the left, it'll also highlight the part of the model on the right
(assuming default layout)
interesting
????
the left arm side is probably under the selected part
Hit H rq and ss if you dont mind
h while having that part selected?
or all
oh i see now
yea you right

i believe my vcc is corrupted. anyone know how to fix? ive tried deleting the settings json but that didnt do anything
Well what is it doing
I fixed it, I just had to uninstall and reinstall 😭
hi i need help with making avatar,my first time, so theres a problem in unity where it does not show anything at the top tab like the sdk button or anything like that
did you make the project in VCC?
can you screenshot so I know what you mean?
are you using the correct unity version?
im using 2022
2022 what?
2022.3.6f1
that's wrong
then which version?
uninstall it and get 2022.3.22f1
yup
ok i have downloaded it, now do i do the same thing like i did before with vcc?
do i need to install vrcfury?
hello, i'm using Liindy's Python Revolver package. I managed to replace the model with another gun (rigged) almost everything works but the mag. it doesnt open completely in game, any ideas? pretty please
if you plan to use it
what does vrcfury do? bc i also want to make effects in my avatar
it's a tool that people who don't know how to manually make toggles and menus use
some say it simplifies the process, but that's for everyone to decide themselves
ok
How do you guys deal with putting nails onto the base that already have nails bcs of the base itself. It alwasys turns out not good or parts of the old nails is visible. Any good tips?
wtf
bruh
how do i add effects to avatar? where in game i press r and then expression and then the domain?
Expression is just menu and parameter parts. The effect itself could just be anything.
how do i add the effects?
https://www.youtube.com/watch?v=8k1muTtZIwU&t=111s this is the effect
i think that's something that could be achieved with particles
Yeah but filling the hole with the new nails also just doesn't look good? Size to finger size to hand size. They alwasys seem to be too big when I try to fill the hole of the missing old nail mesh
🤷
hey is the VCC broken for y'all too?
i cant upload my avi. its stuck at "Avatar Built."
nope, if it's really big you may need to wait longer or check the console for errors
try mobile data, vpn or rebooting your router, sometimes aws that vrc uses to store files, temporarily blocks your ip
@fierce spear
Try finding nails specifically made for the base you are using. Or you could re-texture the og nails yourself
Well the issue mostly happens when pairing it with a male base and the creator scene is not that big on making feminine assets for male bases
Your best bet would prolly be just re-textureing them then
If you aren't very artsy you could commission someone to draw up nail textures for your base
I mean retextureing is a option but my issue is not being able to get the nail mesh sit well on the males base. If I retexture the males nails the size of the nail is still gonna be like how it initially was.
So quite a dilemma
are you using sculpt mode??
Yeah
maybe sending an image might help
I can dm it to you when I am working on it? Atm not at home
I suppose
i can see what you mean
Juppp
🥀 yikes
Like I have the knowledge to work in blender and shi but this nail stuff is getting out of hands for me 💀
fem nails on fem bases no issue
fem nails on masc bases
big issue
i wonder if they need to be angled up
id have to look at my male base with long nails when i get back from college
The worst part abt it is you can't touch the nails in sculpt bcs then the blendshapes do not work anymore
Just got a Quest Pro and I wanted to add Face Tracking to my Avatar. It's a VRoid Avatar, which is why the Belndshapes are different.
Is there a way to auto remapp the blendshapes to UE blendshapes without doing it manually?
Been stuck for awhile.
Any help would be appreciated!
then redo the blendshapes
Oh hell nah, I rather go w my old solution with opting out what blendshape I liked to most apply it to default and have it like that
redoing 15 different shapes and sizes of a nail asset you bought is a no go for me 💀
fair enough
Please help, what shall I do to fix?
Just wished creators were abit more open to the idea that fem stuff can be used on males
can you ss what the bones look like in blender or drop down the armature in unity?
Holy
Chat I think he is cooked
oh totally
Ah so it's a major problem?
I hope some friend did this for you and you didn't pay money for that 💀
I didn't pay actually lol
Half of your bones are missing
thats the issue here
Ah! Then I should go for the fix
Thank you!
make sure to weight paint stuff correctly and dont leave phantomweight paints
hey, how does everyone deal with doing shorts and panties and stuff? the inner area of the thigh is hell to work with.
haha, it sure is
I go to edit mode and select one half and hide it to go back to sculpt mode so i can work on 1 side and then the other side
one half of the mesh?
Yeah
guess ill try that. thanks
Its a major help for that issue, there is prob a better and more efficient way to do it but thats my way ahah
More like days since i had to rig from scratch ;-;
But i set all the transforms to 0, and it's still happening
Whenever i press play while i have the gesture manager, it teleports my character 280 meters away, but keeps its pivot point at the center, so when i rotate it, it flies in the air
I should mention gesture manager had a couple errors on startup, so i had to disable it, load it up, then reenable it, and that fixed the errors. but maybe it's still a little messed up
any blendshapes active?
ok, I may have fix it. With new sets of brains thinking though the issues, I looked at the constraints on the targeting system itself.
I'll test it some more today. Also sorry Kazin for last night, I was bit frustrated after working on it for a month and the thing keeps growing new sets of issues on quest side of things. I appologize.
ha, that's how it is sometimes, no worries
Why are the feet slightly tilted?
first thing. Move the avatar to be aligned with the ground in blender and apply transforms
second I believe that's normal with the default idle animation
would resetting bone roll from -37 degrees to 0 fix it?
or is there another way to fix it
fingers/toes you can have some roll to get them to move right, but otherwise yeah, humanoid bones ought to have the roll at 0 or very close to it
Bone roll didn't fix it, do i need to edit the idle animation for it to be straight
it's a good thing to check
i see, good to know
How can I make my Quadruped avatar rigged for vrchat with walking animations?
Any tutorial might help?
there's a whole discord specifically for this, the tag is Limbs
My new added hair is not affected by changing pull/spring/gravity, but physic is working in gesture manager and adding/removing colliders affects hair bones, but changing collision radius doesn't change anything.. what is the source of this problem? Other hairs is working fine.
Im not exactly sure what that is, so no I dont think so. I just applied all my transformations in blender, then reimported it but im unfortunately still seeing the issue
A shape key / blendshape can certainly move vertices around
I can send you the link if you can't find it, but otherwise, I don't help in DM for free.
am sorry, am not into discord much. please share me the link
I didnt set anything like that up
Ill try to reinstall gesture manager
I can't imagine gesture manager would do this on its own.
It was comming up with a bunch of errors earlier so i dunno
probably version incompatibilities
The whole unity intall process was wonky. It wouldnt detect my hub so i had to install manually.
Ah. yeah its probably my bad. Whenever i change the pose my avatar is doing it telelports them to a different position. still not sure how to fix it, tho but ill try some stuff
that really sounds like it's mis-positioned in Blender
Figured it out. I just exported from cats plugin instead of from blender
oh so your export settings were the problem. Probably "apply scalings" not set to "FBX All", that's the usual cause of a number of weird issues.
yup
Gotcha. Well thanks yall for your help
oh actually one more thing, have any of yall added videos to your avatars? i have a little 7 frame mp4 file I'm trying to play as a texture. There's a texture called "video realtime emissive gamma" which sounds like what i need, but i cant select the mp4 when selecting a texture for the material.
you can't put videos on avatars unless it's a flipbook
for just 7 frames, that would be the way to do it
gotcha. so like, upload every frame as a separate png and then the material will cycle through them? is there a built in material for that or would I have to program it?
Convert the video to a GIF with a site like ezgif and use poiyomi for it. This is exclusive to PC as Quest cannot use custom shaders
yeah ill make a quest version after 🙂
alright ill try blanke's gif method first
I've used a TextureArray and Poi's flipbook: https://www.poiyomi.com/special-fx/flipbook
not ideal if it's a lot of images
Dragging the gif into flipbook slot will convert it to an array
oh that's cool, I didn't realize
install android build support
where is that at?
“build settings”
sry this never has happened to me
reset what?
no
just install it
“install with unity hub”
after it’s installed, press the “switch platform” at the bottom
then just let unity do its thing
you shouldn’t have to reset or redo anything
oh okay! tysm!!
save before though
oh i never had that problem…
but yes, restart unity
but save first!!!
always save frequently :)
do i have to do anything with this?
PhysBone parameters doesnt work in realtime in Unity, i have to restart Gesture Manager every time i change anything to see results, why is this so??
does anyone know why i cant upload an avatar with 2 separate versions for pc and quest in one avatar it keeps combining the pc and quest version so it just like cant have both in the same unity scene
@mystic marsh you choose one platform only, you upload, you choose another platform only, you upload again
with copying pipeline manager blueprint id from one to another
bug in the current SDK that is supposedly fixed in next. You can use 3.7.x if you like
ok thanks
yay i got the animation going! does the poiyomi shader have an option to add some bloom? bc I dont think i see it here
bloom is a post-processing thing in worlds, not something you can control on avatars
gotcha!
that means you need to wait until unity is finished doing what it’s doing before you can touch it
but after you’ve switched to android, you don’t need that window. don’t press build or anything; just exit the window and continue uploading for quest as normal
you can also switch back to the pc version and do the pc-quest at once upload you were trying to do before. that’s just if you want to specifically be on quest version
quick question did vrchat make it so that toon lit isnt an option for shader????
uh what? i don’t think it’s been removed…?
i don't think so as well
meaning not viable to use in vrchat itself
okay nvm
i think it still is
unity was being stupid as per usaual
ah okay.
its really a shame how we only have 10 mb
I need help, does anyone have an idea where I can get dance emotes, I've looked on gumroad, jinxxy, booth and can't find no dances
It's to add onto my avi 
mixamo has some too
How do I sync a world contraint/world drop with anyone that loads my avatar late?
That's something for VRChat themselves to implement (if you're using the freeze to world toggle)
I'm not sure if there's a workaround made though
I have an issure rn with hair clipping into the scalp. Ive tried changing the head collision size and moving it around, but i cant seem to fix it. I could go back into blender and rework the armature, but do yall have any quick fixes you employ to stop this?
Angle Limits, they're a lot cheaper for performance than colliders
I’m struggling to do that for some reason. I’m trying to export the thing to an fbx since I can’t find the fbx itself, and it’s giving me the error “KeyNotFoundException”
Screenshot the blender export window before you export it
Hayo hay hay hay lads. Anyone know how I can set an object to IsLocal while using vrcFury toggles? Setting up a reticle for a halo gun!
There should be a local only option in the vrcfury toggle
^
i kept finding i could never get angle limits right. Either they clip into the head or they barely move at all
Did you assign that collider in the physbone component then?
yep!
To send here?
Yes
What SDK version are you on? There's a recent version which bugs out changing physbones properties on play mode
3.8.0
Don't use a FBX exporter on Unity, you already have the FBX file somewhere in your assets which properly works fine when imported into Blender
Do you know if there’s a way to search it? And would it still have the edits I’ve made in unity attached?
click the avatar's root object (where you avatar descriptor is), and click the Animator components "avatar" slot, your project tab will now highlight the fbx
Is there any way to make a quest texture that renders an object on both sides?
Backface culling is forced on Quest shaders, the only way around it is to duplicate the faces and flip the normals inside of blender
awww
Just put an angle limit on the front hair peice. It made it a lot stiffer but it removed the clipping so im fine with it
I’m so sorry but could you elaborate on where the avatars root object is?
Like where’s the descriptor
The object of your avatar in the hierarchy where you placed the VRCAvatarDescriptor component, it's the first object of the avatar inside the hierarchy
Supersampled UI, Skybox, additive, alpha blended, and multiply all work but have weird rendering things
alpha blended is for worlds
oh that's the old one that for some reason is still there but isn't in the docs.
Has anyone else had issues moving planes with physbones? both the tip of her hair and her ears are a single polygon. they can be moved in the rig, but physbones refuses to move them or show their collision box.
Ok I think I found where you mean, but where’s the “avatar” slot?
you need two bones to make a physbone, or increase the "endpoint position" on the (usually) Y axis a bit, maybe 0.1
Wait actually for real got it but it’s empty
If a physbone's game object has two children, how can I make 1 of them not be affected by the bone?
It being missing is troublesome
Click one of your meshes that's on the avatar normally and click the mesh field then
the "ignore transforms" section
What does the size value mean?
size of the list
Oh
Thanks
Is it possible without another component for each child to have different limits?
you can use curves for most of the values there, and therein vary the value along the bone
Im not sure I understand, Ill give what im working on as an example, I have an earring, I want the base to only be able to move up and down, while the children have full rotation
Is that possible or will I have to add another component to the children
Yeah use curves with the limiters to limit how much that one bone works
probably a simple angle limiter is good here. I do this all the time. Like for tails - they move way less at the base.
Changing the curves for the pitch roll and yaw dont seem to do anything
Sorry, Im still kinda new to unity
im trying to find this on a rig but cant is there a setting for showing or hiding the layers in the data tab?
I figured it out, I had to use the polar type
yeah polar is really useful too
this is bone collections, it's for toggling visibility really.
I also like how Blender 4+ has these in a list with names instead.
having a bit of trouble with my avatar. I put all textures together with atlas on a single material to optmize my avatar, but now the textures look like this on the first image. second image is what they look like on blender. any idea of how to fix this?
I think you should set the material to cutout first, it looks like it's not
other than that I think it's mostly shader settings tbh
Hello, how do i upload my avatar as a fallback avatar.
the build is set to android and the preformance is excellent but i cant find the button that toggles it for uploads.
did you already upload the windows one too?
i have uploaded it to Windows, Android and IOS and am currently sitting on the android build
that's what i was missing, thank you!
restart unity first. If it doesn't help switch to windows and back to android in build settings instead of sdk
restarting unity fixed it. the android build was not properly working
Hey yall sorry i know i keep asking physbone questions but im SUPER new to unity. I got the ears to rotate around the head when moving her up and down, but how can i make them squish closer or further to the head when i move her side to side? I already tried the squash and stretch sliders on the ears and they didnt do anything
i also want to rig the eyes so that they kinda "slide" around the face as the head moves, instead of rotaiting around a pivot point, but one problem at a time
squish and stretch options are only for interaction with hands. you can probly kinda achieve this with more than one bone per ear tho.
yeah one bone really limits how they move
Will do. Is there no way to add a "panning" motion to the bones? If not, that might make what i want to do with the eyes bouncing around the face a little more difficult.
uh positional constraint thst allows only local X axis perhaps.
a question for hair - i have a model i am currently making and i am unsure of how to attach the hair . my first thought is to connect the vertices of the hair directly to the head, but should i have the hair lifting off of the back on the actual model ? im relearning completely , so sorry if this is a silly question
or better yet , should i make the hair completely seperate and add it later in unity ?
i got a question is there a way to turn off the feet in unity when the shoes are on then when they are off the feet are there
i know like a toggle would do that but how would i do that the reason i need to do this is to go back to blender and re do the shoes and stuff but i dont have stuff to redo it becuse i comssion someone to do it for me and tbh they didnt do is fully correctly so im trying to fix stuff and ect
I'd keep it a separate object while modeling and such, but join to the body mesh right before I export to Unity.
okay awesome thank you
Anyone know how to make a good world anchor for an item ? trying to look on youtube but everyvideo are like for 2021 xd
I tryied making an animation with the constrain world freeze but no clue how its works
tick the checkbox on and it's frozen. I didn't think you need much more than that
dont need any reset animation ? just checkbox the frozen and uncheck on animation ?
what would you reset?
well, last time i've done that was like 3-4 years ago, we had the reset the position of the item otherwise it was imposible to find xD guess i'm just trying to overthink about that ahah, i'll try to use the checkbox and nothing else :p thx !
oh you can move the item wherever you want, it'll stay right where it is when you check it otherwise. So that I guess is optional
so much easier than before ahaha
Ive seen avatars where parts of it glow when you talk. Is there a way to do that?
Also, can a turn blinking into a texture switch, and not a bone movement?
use the animator parameter Voice to enable when speaking, or Viseme to do different things depending on what you're saying.
hai hai. i have my outline extremely low and it still messes up like this. im using poiyomi, how could I fix it?
Blinking as textures you'll have to just disable the eye look stuff in the avatar descriptor and animate that entirely yourself
the poi discord might help if you can't get an answer here. I've personally never used outlines here.
ic ty!
gotcha
Almost done yall i promise. Is there an easy way to change height in unity? or should i do that back in blender?
Hey, I have an issue where my avatar's arms are folded when i put my arms down, and it is always on the tip of the toes when standing... I know it must be an issue with my bones probably being too small, but before I try troubleshooting all that, I would like to know if there are any easy and quick ways to fix it???
i don't want to start trying to change some bones over and over again until i find the issue and make it work as intended
show an x-ray view from the side in Blender, showing where the foot bones are in relation to the mesh
Sure, doing it now
I know you said from the side, but i throw in some extra ones just in case
yeah I was more interested in looking at the foot angle and heel height
Is it because it's not a straight line?
this looks quite nice really
oh okay
well, if it was because it's not an horizontal line, it would've been easy to fix 😔
I'm not an expert at plantigrade feet at all but this looks correct to me.
well
that's the issue
it's not suppsed to be plantigrade lmao
i want the feet to touch the ground when i'm standing--
no that's plantigrade - you plant. digitgrade is when you're on your digits
(I corrected myself as well, I'm having 3 conversations here, one IRL)
I've looked online, the feets are apparently because of the toes...?
Like, i'm supposed to make it horizontal, like I thought
as for the arms
idk
i'm going to fix all that tomorrow anyway it's 4:30am 😭
darn it only does that in VR, on desktop it looks fine
There's is bug on my avatar where toggles are turn off on PC but on quest the are on -
use the same avatar parameters file for both versions. VRCFury or Modular Avatar might mess with that.
Colored the model in substance painter and the eyes specifically are doing this - as you can probably imagine, It's supposed to be both eyes, but not the entire thing being that red. The eye is not it's own thing I can click on to edit, can anyone give me an idea of what's going wrong here?
there might be a lense mesh above the eyes? alot of paid furry models have a semi-transparent material they put over the eye mesh to make it look glossy
Talking to me?
yes
im having this same problem, did you find a fix?? 😭
It's a bug in SDK 3.8.0, go back to 3.7.x or wait for the fix to be released
hello, im using Liindy's Colt Python package,
i was wandering
if i toggle on "allow others" on all contacts
could other people actually use the gun?
Probably it isn't setup for that, because that's kinda hard.
I could do that orrrrrrrrrrr... I could just wait until someone replies to me here
Sentry is worthy of being here ngl. He's worthy of being anywhere tbh...
No.
i mean, make one and then youre welcome to ask away here
exactly
Or I could ask here then ask there... that simple.
Is it that hard to follow rules? 🤔
Rules? Idk what you talking about bud.
@vestal mist sure but then you look silly
Umm that's what you think. Doesn't mean it's true.
I thought it's common sense to use channels made for certain things to do those certain things 🤷
Common Sense? That left me a long time ago. Lol
To be fair if I want to post that here I can.
would all yall kiddos stop mini modding please?
we're trying to guide you to the correct space to post that message :)
and don't call me a kiddo
you're literally younger than me
I can call you what I want, and I'm probably older based on the profile pictures.
Idc about guiding to the correct space if I'm in a space that's also correct.
xDDD lol
my friend drew it for me silly guy
I'm tired of this now
have fun having no one answer you
bruh
Vrchat be wildin
likely no but liindy has their own server for questions about their asset stuff
hey can anyone who is unity smart help me build this model? I can vc n screenshare
Hey y'all, how do i stop my breasts from clipping through the bra when im moving?
bro im done, how much does it cost to have someone convert a blender model for vrchat?
The models done its just Im missing a few bones I wont do it
I cant
Ive tried twice to add these bones and something always wrong
describe your problem and send screenshots here please. You'll get scammers in dms
probably physbone limits?
join CRC Traders (link in #1204490664637890580 ) and ask there. You'll get scammers here. Be careful
Thank yurrr
nvm i figurd it out but now i just apparently need to get trust rank up
what if I pay money xd
whats wrong with the bones
So, I am trying to figure out what is causing this issue to happen between Blender(Left) and Unity(Right) I assume it is a weight painting issue somewhere because it does seem to affect it some but there is always just edges in Unity compared to Blender. And I can't seem to replicate this in Blender at all. Anybody see this before?
if there’s enough room to get away with it, you can make them smaller with shapekeys underneath the bra
but if the bra is too revealing you may not be able to get away with it
cant get away with that sadly
hmm, can i change physbone limits with a toggle i wonder? i could clamp down on the physbone limits when the bra is on, and bring them back up when its off
oh i have no idea… that’s a really smart method, but i’m not experienced enough to know how to do that, i hope someone else can answer you well 🙇🏻♀️💦
Hey , I need a little help -
An avatar I uploaded has their private parts exposed in the "avatar details" screen in game.
Is there a way I can hide it in Unity and then re-upload it so that isn't showing ?
I believe the preview is the same as the way your avatar looks when you upload it
Try changing the default parameters so that the private parts arent exposed when the avatar is first loaded
How would I go about doing that ? I'm a bit of a Unity noob lol.
Yeah, it's showing in the preview scene in Unity. I am unsure how to hide it without completely disabling it.
question: when you hit the "reset avatar" button in game, is your avatar naked?
redo the toggles, so that the unity scene can have a good avatar.
I believe that doesn't matter. The way the avatar looks in the unity scene matters
So if I "Toggle Active State" will that disable the asset completely ?
I see. So how would I just hide it from that scene instead ?
I'm not sure what toggle I should be redoing.
I think I fixed it? Hiding it from the hierarchy and re-uploading it seemed to fix it ?
Either that or I botched something and had a happy little accident ^^;
huh. i've never had that issue. weird.
i coulda sworn it was the default params
oh well
nah, it's hiding
sorry this is off topic but i love your profile
Im "missing" (term used lightly) chest spine and some useless 3rd thing that my character doesnt even use and I cannot for the life of me figure out how to put it there
not all bones need to be weight painted, just fyi
is it the Roblox one? if I remember correctly
Yurrr
Also they were weight painted
then it turned around and said
"well its not parented ti chest sooo its wrong still"
Im stick Im SICK
if you don't wanna do it yourself, you should ask in VRC Traders
If there was one program I would strangle with my bare hands it would be blender then unity then vrchat
Idk why vrchat using 2022 unity ANYWAY just apply the animations and HUSH
Im losing it bro Im losing it
that's just how it works
you need all mandatory unity humanoid bones and on top of that you need neck and shoulders per vrchat requirements. if you dont use some in weightpainting, they can be tiny but bone hierarchy should be present and correct.
would you mind screenshotting the issue?
I just said that but yes ty
im curious what it looks like
Imma be real with you I turned off my computer out of anger 😅
long ago actually
oh, mood
once you turn it back on you should send it to me
Hai um, so I bought an asset and it needs me to add the menu that came with it as a sub menu or for me to copy the individual controls but I don't know how to do that, like I have made all my toggles with VRCFury and idk where my own menu even is >~> Like when I use it in game I have one but idk how to find it on my avi in unity
the main menu is linked in the avatar descriptor, under "expressions"
Mine doesn't have one >~> I think VRCFury made like a temp one or did some weird magic
Ah yeah I just found VRCFury's menu they automade..it's weird that it works even without it being selected as the avatar's main menu
fury does things at build time, including applying changes to the menu
Use a Full Controller and put the animator/menu/parameters into that so it gets merged as well. VRCFury will handle the merging same as it generates the menus from your existing toggles
~> What do you mean by add a full controller, like how would I do that?
Anywhere on your avatar -> Add component -> Full Controller
So just make an empty thing then add it on that?
Doesn't really matter where. Organise it however you want
As long as the full controller is on your avatar, and it contains the animator/menu/parameters for that asset, it will merge and work
Since the asset wasn't made directly to be used with VRCFury you might see some path errors, but that's fine as VRCFury will know it animates from the root rather than the full controller
How would I clean up and customise my menu then, because whenever I try to say move a gun asset that was added with vrcfury and put it in say a weapons folder when I try to test if it's working it's as if vrcfury just over rights it and it goes back to normal
Move menu item component
Moves a toggle/slider/submenu from the path it's currently at to the path you want it to be at
You can ask more about all this in VRCFury's Discord server or check their website for the docs
True, thank you for your help though I appreciate it!
so im having some issues making my avatar, importing the model and rig from blender seems to be breaking the fingers
Hey, if you wanted to know what was the issue, I just badly configured my VRChat and Oculus Space settings 😭
My height wasn't correct in VRChat, which led to the arms problems, and my ground was slightly above the irl ground in the Oculus Quest space, so i was floating
Nothing was wrong with my avatar :3 👍
ha!
I've had so much trouble with the Quest floor that it's part of a strict process I do to setup now, every time I set the floor level.
I didn't redo it in ~2 months and I always made and wore avatars without legs-- so i never noticed it was an issue
I'm not a professional so idk, wild guess... Have you applied all transformations?
on the rig or the model
Both
I always make sure to apply transformations because in my experience it just breaks when exporting
i think? ill apply again and check
If it's not that, i'm sorry I don't really know what could cause that
oooooh okay the fingers were the 1p art i didnt apply
Neat!
time to click set inverse on 30 finger parts 💀
it does mean my fingers are no longer aligned
all fixed lol
where can i find free clothing assets
Same place you find anything
Gumroad, booth, etc
ok ty
I currently have the default hand gestures from vrchat (Rock n Roll, Victory, etc), but I like the steam VR gestures better.
When I toggle "Radial Menu > Options > Avatar > Gestures" off, my hands tend to act better (restpad is accounted for, joystick movement as well, my hands adjust due to a lot of factors) and it generally looks nicer.
My issue is, turning off gestures makes my facial expressions no longer work. How would I make these gestures the default for my avatar, so that I can use them without disabling my facial expressions?
I think you'd have to swap animations in your gesture layer, but I don't know where to get those other ones
That's what I'm looking for lol
okay so now its stuck in a permanent T-pose
Needs to be rigged as humanoid
this stuff?
ok now im seeing this
how do i import it as a humanoid?
click "configure", verify the right bones are in the right places, then save.
It should be telling you to "See import messages".
yeah
did that
only issue it brought up in the configure menu was that the model wasnt T-Posed but ive uploaded models that werent tposed before
and everything is correct? Maybe show the main screen with the spine bones listed
you are missing shoulders
the torso doesnt flex or bend so i didnt bother modelling that in
doesn't matter, VRChat requires those bones.
yup. chest (or upper chest) -> shoulder -> upper arm
right
okay
shoulders added
is it possible to check if the rig works before importing to Vrchat?
works how?
as in like, if it works. cause rn its just Tposed and nothing moves when i import it
like this
You can rotate the bones around in pose mode in Blender to verify it moves right
not sure what else you'd need though
i know the rig moves fine im saying it doesnt move in Vrchat
thats the issue im having is when i load the avatar ingame it doesnt move
right, because it wasn't considered humanoid
if it isn't, then none of the basic locomotion stuff is provided, you would have to build all of that from scratch
the only difference from how i did it before is adding the shoulders
it was still a humanoid the last time i imported it
it wasn't if you got that message saying it wasn't.
and that's why now
i have no idea what that means
you cannot have a mesh object the same name as a humanoid bone
alright
i changed it
so that error should go away? or do i need to re import it entirely
you cannot change that in Unity
instead of just changing the name in unity
alright
does the armature need to have those parts renamed too?
the names don't matter so long as they are unique.
i changed it from pelvis to pubis and its still giving it an error
or is it just listing the heirarchy for the thigh which includes that bone
to sum up: names of bones must be unique, and they cannot be the named the same as any mesh object
really no idea what you're doing here to cause that ^
can someone help me with this issue? i have a avatar with everything already set up but my unity has this issue
im just gonna make the entire armature named in a different language
cause thinking of a different name for each bone that still remains relevant is hard
im dumb as hell dude yeah
i dont know em off the top of my head
those stop signs are hard limits
luckily we have the internet 🙂
and its easier to just use a second language i do know than to google bone names
whatever, doesn't matter so long as you know what they are
????
no i have a issue with my prepare your content
I don't understand what you are asking?
my prepare my content is shaded and i cant access it, it works on all my other unity projects but this one. idk how to fix it
Because as I said, those errors with red stop signs must be fixed before you can continue.
those never stopped it before i just uploaded one with more particle systems then that?
i had it already that somethimes the new SDK doesnt update and therefor hides an error maybe downgrade an SDK version or restart your unity
i found it....it was a package that broke completely
avatar is still stuck in T-Pose even after receiving 0 errors, except now the stomach and neck move?
Lowkey I forgot you asked me this
You have to fix those issues - shoulders are required, and your spine layout is all wrong
it could be it just didn't detect the spine right, and you have to manually drag those bones into the right slots.
(it usually doesn't auto-detect bones if they have no mesh weighted to them)
they should also mention jinxxy
vr chat says they only reccomend 4 physbones, but does anyone actually only use 4? thats seems like it's only enough for one tail or a couple strands of hair.
the “recommend” what’s the most optimised.
you can go above that though
I know but will it be really unoptimized?
if you use an insane amount, yes
i recommend looking at the performance rank documentation for guidance
if you exceed a certain amount, they all get removed anyways for everyone else’s device’s sake
Gotcha! thanks!
of course! 💗
currently i cant upload my avatar to quest since it says disabled, any ideas?
im trying to have a prop be placed down with a animation but this comes up
sorry to ask, where would i find these?
either file or edit, I don't remember. The top unity bar
Anyone able to help?
the Gesture animator needs a mask on the first layer, as it says.
https://creators.vrchat.com/avatars/playable-layers/#gesture
im having an issue that i havent seen before, for some reason when i grab the end a specific physbone it grabs the root bone, even tho its not even close
generally most of those layers should have masks... kinda wondering what you did to change that, did you make your own animator?
"snap to hand" on?
I forget where that actually snaps
i have 0 idea how to do that
What did you do to the gesture animator to cause this then?
no, snap to hand is off
all i added was 2 swords and a model that can be placed down
are those VRC Fury components maybe?
ok, do you have a gesture animator? See under "playable layers" in the avatar descriptor
i got gogoloco
is that a yes or no?
How to upload an avatar edited in blender to Vrchat? I don't understand how to set it up correctly in Unity. Any tutorials or tips please
Yes - so that "Sword" animator is the problem, I don't know what instructions you are following, but probably that just has the sword stuff and is intended to be merged into your existing controller (or the default). Remove that and the avatar will work, but without whatever the sword stuff does.
ok
issue is fixed, thank you
Sorry, this tutorial is about how to upload your own avatar, but I mean a ready-made, someone else's avatar, which I edited in Blender, and want to upload back to Unity, and then to Vrchat
If you have a .fbx then this is literally the same
maybe you can explain where you're stuck?
I use a translator, but I hope it will be clear. I take the fbx file of the finished vrchat model, edit it in blender, and then load the fbx file back into Unity, then I simply do not understand what to do
could anyone tell me if its possible to import a unity file to blender some how?
I got permission from and avatar creater to make some changes but this is my first time doing this and I'm kind of lost
Yes, you follow a tutorial like this
@uneven whale if you made small edits to fbx, you can just overwrite existing file in assets folder (make project backup first, you may skrew it up). Then you just upload as before.
Unless you mean you updated the .fbx and want those changes to apply? In that case you simply overwrite the .fbx file in the project. Having export it with the same settings as before of course.
@frozen hollow blender - import - fbx
I have an fbx file that’s supposedly the same thing as the avatar I have set up in unity, and I’m trying to swap out the body. It doesn’t seem to be working, so could someone walk me through it?
what did you do and what isn't working?
I needed to add a blend shape, so I did that, exported as an fbx, and now want to just swap out either just the old mesh or the old body for the new one
what if I don't have/can't find a fbx file just a unity package file?
actually exported it from Unity somehow? Didn't just load the existing .fbx into blender?
@azure pawn
@frozen hollow then youre not looking in Assets folder of avatar project
unitypackage is just a fancy .rar, it/its content not used in project itself without extracting
How do I overwrite it?
(.zip or .tgz, but who's counting)
save the new file right over the old
Like from blender?
exactly
wherever vcc says they are in settings
sorry if this is dumb to ask but how would I extract it do I download winrar then ill be able too? (recently wiped my computer and haven't had a need to reinstall it yet)
Don't unpack a .unitypackage - you load that into Unity, in the menu: Assets -> Import Package -> Custom Package and select the file
found it thank you for the help
(you can unpack them, but I've not seen one be a .rar yet - though if you do the filenames will be all wonky, it's really not helpful)
i got most of my avatar working now but im having some questions regarding physbones
i have a little ribbon bit thats rigged and everything but im not sure how to actually use the physbones component to make itdangle around
So it went horribly wrong…
How do I restore the backup?
i see the actual bones moving but the model itself isnt
nvm, fixed it
dont even know how it jus, works
Yall, anyone know how to fix my avatar? He's shaded super dark no matter the lighting, idk what's wrong at all. Tried messing with the loghting in Unity but it didn't seem to help.
i got a model i want to stay in place when enabled but it moves when i move in game
im using VRC fury if that makes it easier
its been almost 2y, refiguring out puppet menus, i got the animations, i got the parameters on animator and on menus, i got the blend H and V, got the freeform arranged, got the bool arranged, checked with my working avi, works, but this one im trying rn isnt, am i missing something
ive been looking online for how to make a prop stay in place with VRC Fury but nothing
have you tried asking in the VRCFury discord? alot of people here just make their toggles and stuff manually
i didnt know they had one
1: https://vrcfury.com/
2: Toggles have a world drop action that will freeze an item to the world
is the world drop action in VRC Fury Toggle?
Yes
i got that would i press options now?
how do i make a placeable object on my avatar
i want to make a mini train i can place down
Why would you press options? Just add the world drop action and give it a menu path
When you enable that toggle it will drop whatever it's on
i got the stuff in but when i toggle it it moves when i move
i believe also with a world drop
same thing as they're discussing now
ty
with the model im trying to get working i want it to stay in place
Yes, put the model in the world drop action
i done that
Then it will work. If the object is a skinned mesh you'll need to set it to drop the armature
skinned mesh?
Does it have bones
no
Then set the world drop's target to be the object and it will work like any other toggle
but it wont stay in place when i done that before
How were you testing
in game
And you're sure you set it to the right object? Because if you're using armature link to link it to your hand it needs to link the object that world drop is targetting
im sure, like i want it to stay in place so i can move around but the model stays where it is
Model as in object or model as in your avatar?
object
Then you must've set it up wrong
Screenshot your world drop and armature link
And your object in the hierarchy for good measure
its the ride in the back i want it to stay in place so me and my mate can run around but not have it follow
... Okay for starters, just make a world
Secondly it has an animator which it shouldn't have
And thirdly you haven't screenshot the world drop action
im not sure what the world drop action is exactly
and i want it to be a toggle for the avatar
You add it to a toggle
Yes, add a VRCFury toggle and add the world drop action, then set its target to be the object
If you want it to drop when the coaster is toggled on, add the world drop action to the main toggle
do i find the world drop action in the add conponments?
No
Add it as an action to a toggle
Object toggle is an action, animation is an action, you have those already. Add an additional action that's a world drop
ok done that
Screenshot your toggle now
That should work fine. It will enable, and will drop, and play the animation
ok
still looking for help
Need help with 2 things. One. I added physbone to avi hair, but it's not moving, and second, when I open both of my hands, or one hand and make another gesture it makes this face, but I don't know how to fix it
i want to add seats to the rollercoaster, would i use the rollercoasters animation?
I am trying to put all Vulper avatar things into an Expressions menu but it ends up looking like this. Help?
what's wrong with it?
Currantly I added the menus to the Submenu called Vulper however they showed up without icons in the Radial menu
did you add the icons?
And the submenues in the Vulper submenu I made doesnt work
are you making the menus manually or through vrcfury?
VRCFury
Thanks anyhow ^^
ive been exhausting all options still looking for what am i missing to look at
come on what am i missing
Trying to export textures for an asset but Substance Painter won't do it. What's the deal?
Visemes on one of my avatars won't work for some reason
do you have all of the slots filled?
lemme check
im not synching my stuff anywhere. The assets were originally made in a different version of SP
im assuming you're using blendshapes
yeah I'm using blend shapes
odd that happens when its some sort broken pixels but idk either how to explain or how to fix, my memory isnt working
yeah so check if all of the slots are filled. They need to be
i guess i can't export these textures then because google isn't being helpful either
tried chat gpt? sooooooooometimes it might hint to the fix
doesnt hurt to try
Does this count
nope, not going anywhere near that shit
no
i dont like ai either and speaking as an artist but for simple matters like that that are only spoken helps a bit
all of them need to be using a blendshape
there's a whole discord for that, FYI
ah
are you sure the path you're exporting to exists?
i think so, i'll triple-check
lmao that was the problem
im a dumbass lmfao
thanks @somber sequoia lol
haha nice - been there more times than I can count
"none" can't be none, needs to be something
Fixed that
I know
another hour in and still no clue why is it not working please someone respond
bruh im stressing over it why is it not working must more blood be shed
@heady raptor is animated on physbone checked?
does anyone know how the hell to use the CATS plugin on Blender????? I'm stuck in a maddening loop of confusion and dead ends
I have Blender 4.3.2, official CATS plugin only works on Blender 2.93, I download 2.93, it won't import the asset I need, I get the unofficial CATS plugin that is supposed to work on 4.0+ versions of Blender, still won't work
I've tried the removal of TESTING from the notepad 3 times and it will not work
all the tutorials on YouTube for reshaping clothing use this tool and I'm getting very frustrated because I really don't want to spend endless hours doing everything manually
unofficial does not have some stuff tho, most of which was useless to support. and does have other. so experience may vary.
latest at https://catsblenderplugin.xyz/
well i am brand-spanking new to literally anything and everything with avatar making so i will take all the help i can get
aight, this seems to be working, im not getting a barrage of error messages evey time i try to click on something
thanks!
Do you know anu good video for learning how to freeze objet on your avatar ? i mean, freeze it to the world.. I've tryed yesterday but could not figure out
probly most guides there are outdated. now you just add vrc parent constraint and animate freeze to world via toggle. if you need a video, make sure its like 6mo old or less
Its what i think i've done, made an animation to check and uncheck it but doenst seem to work, do i ahve to add a source ? or source its more when i want to stick in into a specific bone ?
maybe 7
@bitter snow well, its already a child of some stuff, so no need for source. rebake offsets shouldnt be enabled most cases as well
ohh figure out what my problem was, the vrc parent constraint need to be outside the file in the scene, mine was inside the item xD now its working
yes, source is when you need it to be here or there disregarding an actual hierarchy
and what about the reset ? when i uncheck the box, the object lock at the last place it was, so i guess i'll have to reset the position to the original one ?
oof good question. perhaps you still do need one source
this might be a stupid question, but the heel shoe moves much faster than the leg...
when rotate, it flies out of place quickly. i checked the apply transforms and origin point, but i am still confused, never having this issue before. what is a solution please? 🙇🏻♀️ apologies in advance
Probably those meshes have different weight paint values
this is how it is for the "Foot" bone. is this incorrectly?
literally no way for me to tell from a picture
i'm sorry 🙇🏻♀️
I can't tell red from slightly less red
i'll try to fix it, thank you for your help
what I'd probably do for those is just use Robust Weight Transfer from the body to the shoes, then touch it up if needed.
that is how i did it
oh, then do part 2 of that 🙂
i'll try it, thank you 🙇🏻♀️💦
Any idea as to why my avtars eye lashes seem to be showing up black in unity? I just converted her to quest and all of her shaders seem fine but this one. Is there any way I can go about fixing this?
probably because they used alpha transparency which you can't do on quest
it is using "Transparency", that is unallowed in quest
if partcle shader is not well, please fix it manually
Ty! ❤️
soooooooooooo, Anyone else having issues with unity? it seems to keep saying clearing blueprint ALL DAY!
noone does
clearing blueprint is just a random shit modern sdk does every time smth went wrong, its useless bit of info
that can be a side effect of a different error
its been going on all fawking day now, and i can't seem to fix it
can you post like a proper log
yeah, hold on
with red errors only
yeah wait, relaunching unity
i have figured the problem, there is 2 armature modifiers applied... remove it and fixed now
Always post the first 2-3 errors, the ones at the top. 99% of the time that blueprint ID issue is a side-effect of something else.
Like these errors?
Also, i'm a bit of a noobie for Unity so i am not sure on how to do that.
try to upload again
just did and it failed
and see if anything shows up
Screenshot the whole console tab
and that's the only thing in the console?
you most likely have errors hidden
no, the ones in the console.
please send all of top console.
top errors
There's a little indicator that shows how many errors you have, it's a red exclamation point. If that is not 1....
scroll to the very bottom
yeah there's 2 more
- So why are you only showing one?
This is the bottom
oh
mm timeouts
I'm so lost, i suck at all this unity bs lol
@spark walrus
i disabled my IPV6 awhile ago
I do have warp
is it enabled in the taskbar tray
@spark walrus well then do disable/enable it depending on where its now
i don't think, it might've re-enabled since i switched to a new pc recently
most cases, using vpn would lead to more cases of being ip blocked, so enabling one is a random low chance of fixing it, disabling more likely to help
