#avatar-help
1 messages · Page 118 of 1
maybe? If that's the cause of your issues...
It finally workedddd
oh my goddddd
finally
would've been done hours AGO, so thanks to people!
Hello does anyone know how to make a vroid model quest compatible for vrchat?
Some ISPs poorly implement iPv6, so that's most likely what happened
yeah it's amazing it's still so inconsistent
the transparency must be removed or fixed.
How can I do that? I’m new to avatar stuff. 🥲
in blender, use the “knife” tool to cut around the transparent areas.
please look into the “knife” tool.
but, you will need to redo your facial expressions afterwards.
Ahh I see I’ll try it 🥲
Probably not the right place to ask, but does anyone know someone who would help me learn to make quest friendly avatars? I do have a bunch I can make, but don't know what I'm doing. Avatar editing in general is newer to me but I'm willing to learn
is this something i should be worried about? 😭 i dont know why there is an extra animator and i dont know how to remove it when im sure there should only be 1, ive tried looking for an extra animator or controller i somehow got in by accident but i could only find the one ive used for visemes
Help as in guiding you through the process, or doing the whole process for you?
I'd prefer guiding through the process tbh. Although doing it for me I wouldn't mind either
Either or I wouldn't ask anyone to do it for free either
Animator as in the component on your avatar.
If it helps, I have mainly booth style avatars too
OH WAIT. i have 2 animators on 2 seperate objects. oops that was my problem
hi, i make mainly quest avatars. i can try to give guidance, but english isn’t my first language, so i will try my best. you can dm me! 😊
okay so i cant upload my avatar since the model's file size is too big, how do I compress it?
also, i wanna keep all of this, but even after putting all the textures down to 32
EVERY single texture is down to 32
and the smallest i could get the whole avatar size is 25.17 MB
is there a way to compress anything?
You'd have to identify what takes up the size first. Use VRCWorld toolkit to inspect build packge content size.
where do i find that at?
VCC
alright so i downloaded the toolkit and added it to my project, what now?
Use the tool to inspect package build size.
so i scrolled down to packages in unity and found it, but specifically what do I click or do to like, inspect it?
No. You just have to open world debugger and see build report.
found it! so its my main avatar's rigged model which is like %92 of the problem
so how would I compress it or what else could I do without damaging or messing it up?
Removing data always mean damaging it in some or other way.
But why is it that large? Is it because of having high polygon count or blendshape?
It has like 7 or 8 shapekeys, lots of vertex groups
the model itself is like 3 meters in measurement
and uh, i dont understand the stuff about polygons
Spatial size doesn't matter.
You should just see the count in the sdk build panel.
i mean, i just have these errors here
i dont see anything about polygons but i do see that it has lots of triangles which i also dont understand
You see it has a million polygon?
That's 500% beyond recommended.
oh okay, so how would i fix that?
It's triangles.
like how would i reduce it?
Can you edit in blender?
Try to dissolve edge loop or decimate it. Just any how.
how do i do that?
It's literally the command called dissolve edge loop, and decimate.
i see "dissolve faces" is that the same thing?
dissolve edge loop is right below that.
Dissolve is in the menu when you press X key.
what i did is go into edit mode, selected the whole thing by pressing A and just right clicked
oh okay
If you select all that mean you dissolve all the thing in to nothing.
the one at the bottom in blue right?
Yes. Also try various option. Do some experiment and apply to your case.
alright, maybe I'll try deleting some vertex groups too
Tris are the most concern at the moment.
Not 500%, it's 500 times beyond the recommended.
okay uh, is it supposed to do this after I click Edge loops?
the screen is like white after i clicked
For million tris, that might takes time.
okay
or perhaps crash
very possible
Probably that too.
this wont like, delete any of my shapekeys or vertex groups or delete my rig will it?
I repeat again you should be concerning only on the tris count.
i know
but if I do edge loops will it damage my OTHER stuff? my model? my rig? the weight painting?
It's the least damaging method.
okay
i hope it doesnt take hours and hours only to crash and have my time wasted
Of course you should focus on the where it's meaningless to have high density.
If it's staying like that, probably crashed already.
Did you by chance, select all the edge to dissolve at once?
i went into edit mode and pressed the A key so probably
What do you expect the result of that? It would just dissolve all the thing into nothing.
Try searching the internet and see how to properly dissolve edge loop.
I think i found a way
I'm doing the decimate method in the modifier tab in blender
is "faces" another word for polygons and triangles? cause i see that it now says it has around 700,000 faces
Faces means polygon, a polygon can be more than one tri.
And decimate modifier can't be applied with shapekey and that would prevent shapekey from exporting.
oh my god.
okay so I used the CATS add-on in blender to safely reduce the tri's to 20,000 without deleting the shapekeys i made.
i hope this works.
how does one achieve 1 million triangles?
by refusing to make multiple avatars most of the time
when i stretch a physbone one way is moves the oposite way ,has anyone ever encountered this?
i grab and stretch the tip but it doesnt move instead the base moves and to the opposite direction
Hey this is more of a question in regards to how what is considered allowed in Audio sources.
I have these 2 different sounds. One of them is a close loop that I want to be heard when you are within roughly 40-50m
The second one I don't want to be heard till you exit that range.
I thought I had this working because it seemed function in Unity but it seemed to not work in VRC.
Would there be a way to make this work? Did I just mess up one of the other properties maybe?
Is there any in depth documentation of the mobile shaders in vrc?
For example, I want to check if there is a way to use the alpha channel in matcap, to allow seeing the diffuse more when using a darker matcap.
Mobile matcap blends matcap texture by multiplying color channel. You can't utilize alpha channel in anyway.
whenever I load up my project with gesture manager version 3.9.4 with SDK 3.8.0 I get these errors
Damn, pretty much the exact opposite of what I was hoping for. Kinda looking for a war to make the dark parts of the matcap lighter. But multiply limits me to Making light parts darker...
Use either av3 emulator or gesture manager by themselves in the same project
The curated packages are rarely in sync, so if you absolutely need both you’ll need to manually install their latest updates on the respective GitHub page
Weird thing is I don't even have av3 emulator in this project. Maybe it didn't fully get removed.
Yeah it’s still in your packages folder
Thanks for the help. I basically just added it to my project and then removed it again and it fixed the issue.
my avatar is very poor because of its bounds but the bounds seem fine in unity, anyone know what the cause is?
I uploaded this avatar with no issues but once I to show my friend on ques it they said it was just an error bot. I got it quest compatible- Did I do something wrong?
try reploading the quest version
Alright I will try that. Ty
can anyone help me, im trying to make a clothing asset liftable with a phys bone and blendshape but its not working. i followed this video https://www.reddit.com/r/VRchat/comments/zf6mmb/here_is_a_short_tutorial_on_how_to_pull_clothing/
I'm having a problem with opening and closing this umbrella prop I bought. I can't seem to make a toggle for it to be closed. So far I've only been able to have a toggle for it open.
https://extension.booth.pm/items/4975814
Using VRCFury and D4rk's avatar optimizer?
Had that in the past merge a mesh and set the bounds needlessly large, had to exclude that mesh from d4rk.
Probably some other way around it too, but donno.
You can check the actual mesh bounds in play mode, it is a field in the mesh renderar components.
nope, ill look at it in play mode later as i am using a few vrcf prefabs
i figured it out, had to keep the controller 
make animations from root of avatar ,right now its has its own animator on the new object wich it wont like
Okay! Thank you
can someone help me with why my blender is like this? this is the hair im supposed to use, and the settings it was set to on this asset was alpha blend but it looks weird at the ends and keeps going invisible and uninvisible. im worried this will transfer to unity and into vrc and not look good
wont transfer over to unity i never care how my materials look in blender
, looks like a rendering queue thing or just evee being wierd
thank u :D
I was wondering.
How can you keep mesh from merging together when sculpting on places like the mouth and fingers?
you can use white to make the matcap more "transparent" since white does nothing with a multiply blend, but it's not currently possible to use any other blend mode, so matcaps unfortunately can only make colors darker
for example if i have a matcap like this, it will make the blue areas look blue, while the white areas will look unaffected
here i have this rainbow texture, plain vs with the multiply layer
you can see the white areas are unaffected
are there any pins/messages for and I quote "UnityEngine.Debug:Log (object,UnityEngine.Object)" avater build fails? i litteraly only joined to ask this because i cant find anything directly on google
if you're having an issue with uploading your avatar you should send a screenshot of your entire top few messages in the console
its to test it
any 🛑 errors
no
sorry if you're having an issue with building your avatar or uploading
it was more of a statement than a question, i'm asking for screenshots of your uppermost 🛑 errors, which you should have if the build failed
oml for some reason i had to click a button to show the errors ._. im so sry
oooh wait
i need to get rid of something
hmm it's saying you have compiler errors, you may have a broken script in your project
yeah that might be it, and i may be too stupid to know where to find it
well if you know what the script may be, you can always search for it by name
but it may be worth closing your project and reopening, since it may launch in safe mode, which should help you pinpoint the issue scripts and delete them
found the file and got rid of it
ok i got it ingameto test, but now i need to figure out how to make the tail end, just float without gravity
gravity settings in physbones set to negative value
add curve if needed…
does that also aply to a ~38 segmented tail? (with half the segments beign sorta static rings)
this is what the model looks like btw
i’m sorry, i don’t really understand, the translation isn’t working well.
but i think this is fine. if you have enough Bones in the tail, the physbone can work well
alright, I'll try to figure out how to do it as physbones
parent order should be farthest bone > closest > root
in the chain style.
i hope it helps.
i know (also thank you) , but i am using a model that i made in blender with a different intended use style as i now need (with the head to the left and tail to the right), so i will have to manually flip the bones and hope it looks somewhat good
i wish you luck ❤️
hey i play vrc on linux and to get face tracking working it says i have to do this
[2025-05-08T18:53:29Z WARN ] This avatar does not have a VSync parameter, falling back to DRIVE mode.
[2025-05-08T18:53:29Z WARN ] The VSync parameter helps OscAvMgr keep in sync with your avatar's animator.
[2025-05-08T18:53:29Z WARN ] Consider implementing a VSync parameter using either:
[2025-05-08T18:53:29Z WARN ] - a bool param that flips every animator frame.
[2025-05-08T18:53:29Z WARN ] - a float param that randomizes each animator frame.
how would i do that
How do I find the fbx file for an avatar, or is there a way I can create one?
look in unity's assets
ir should be there
if you mean an avatar from the game - no you can't.
No it’s in unity
Is there a way I can search it, or do I have to dig through the files?
if you haven't unpacked your avatar you can click on it and click select in the inspector or double click (idk if it would work if it's a prefab though)
that's never needed
Damn
Idk it was months ago
I took a break on this for a while
So can I not make an fbx of it?
it should still be in the assets
however you'll need to re-set up everything after you're done editing it in blender (I assume that's why you want the fbx)
everything in the avatar descriptor, every asset you added in unity, phsybones and other components you've added
Jesus
Wait
If I only want to edit one piece of the fbx, could I just pop it out of the edited one and put it in the new one?
surely you already have it in blender so can just adjust and export, rather than restart
oh I see, you hacked it up in Unity, yeah don't try to do modeling in Unity 🙂
is there a way to prevent the right gestures from "blocking" the left ones?
Sure, setup your animation logic however you want it to be.
You'd have to see how it's currently setup, then decide how you want to adjust that.
what do you mean?
I mean this is all driven by whatever's in your FX layer doing the expressions, so you could make that work however you want, with whatever conditions you want
well, I've just added the right gestures and as long as that wasn't there, the left ones worked just fine
all the states are "gestureL/R equals [number]"
Okay so add whatever conditions you want to those transitions.
as I've just said, the're already there
I just need to make sure that the right gestures also allow me to use the left ones. Right now it's like I only have the right ones "enabled"
I assume gesture L also has a idle animation, which is probably overwriting the layer below
yep, could be. Also if you have "can transition to self" on for any of those, turn it off.
ok, imma try this one
still doesn't work...
idle? as in "no face expressions"?
or something like that?
Swap places between Gesture L and Gesture R, check if now it only works with the other hand
You'd have to show us the left one also, from here my best suggestion is to watch the animator itself rather than the face, when testing in play mode. See what happens in that left layer.
yep, now it's the other way around
so there has to be something that blocks one side
Yea, it's what i said then, it's the idle animation that is the issue.
Put them in the same layer
was just thinking abiut it lol
... that sure is one way, though you don't have to.
what's your idle state in each? ideally an empty animation?
Agreed, it's the easiest solution i could think of giving
it's an animation that "clears" all face expressions
it was on both layers
that's why
That'll override the other layer's gesture. You want that to be an empty animation with your logic designed like this
It won't reset the blendshapes back to normal like that doh, no?
if you have WriteDefaults on, it will, that's the whole point of it
Oh true, forgot about that
If you have it off, this design won't work at all
for now I'll go with this solution
Tbh what Kazin said makes more sense, i forgot about write defaults, but both work.
No worries~
oh yeah, one more thing
in case I happen to trigger both gestures at once, how do I make sure that they don't loop back and forth from one to another?
in the "if left == some number" logic add "right == 0" also, so it'll ONLY work when the right isn't active
or whatever logic you want
so, for example, when Gesture Left equals 1, in the same condition list i've gotta add Gesture Right equals 0?
if that's what you want, yes
alright
yep, that's it. thank you
Hey people, I'm having an issue with my quest model or more accurately the Phys bones on it.
So the issue I have is that non of my Phys bones move when being touched or sway when moving so they look stiff.
This issue only shows it self on the quest side and is not recreatable in unity in play mode(works there).
I used the VRChat quest tools to convert the PC version to quest and thus lost many physbones so I'm guessing that it has something to do with the network ID of the bones. Looking at the documentation I didn't find a way to get it to work. Mainly I've tried to export/import the network id's and making sure the bones are still in the correct position and have the matching ID's.
Any ideas or possible solutions would be greatly appreciated.
how many physbone components do you have?
more than 8 = quest deletes all of them
you can see how many you have in the sdk window
while using the quest tool I already deleted most of them and got 8 at the end
but i'll double check
is there a way to make a entire chain of bones bend along 1 physbone?
ok I looked at it and it seems there a lot to many
is there a way to reduce the transform count?
apply physbone to root bone
and change the “child” setting to what fits you best
there is a "ignore transforms" section in phsybones
okay it asks for a size what dose that mean, the tooltip dosen't really say much
and what elements should I put inside?
size - how many bones do you want to put there
the bones that you don't want to move with the physbones
but in your case it seems like you should delete more components instead
too many ignore
is there a way to ignore specific bones in this? (like ones that poke out of the long chain)
how do I do that, is there a way to do it in unity?
these are the only physbones in the avatasr do you mean those?
and they have like the phys bone componant(s) in them
Hey, got a PhysBone question. I'm getting a new dress added to my avatar and the dress in question has very large, swishy sleeves. I thought it would be cool to have them be sort of floaty, like they have super low gravity on them. Is this achievable purely through PhysBones or would it also require weight painting or some other Blender work?
Can anybody help me?
how do i make a blend shape always active
activate it on the mesh and upload the avatar
??? how can you show me what button to click in dms or something?
Should be doable yes, tho you would need to have duplicate bones I think.
One to link to the armature and another for floaty bits.
Well, the floaty bits extend from the parts that are actually attached to the armature.
Oh then yes, absolutely doable
Awesome ^^ I'll fiddle with it then and see if I can work out how to make it work
Dont hesitate to ask if you can't get it to work how you want ^^
i don’t know 😅 i’ve never tried that before
delete Gogo loco from the avatar descriptor
i there a way to make toggles with blend shapes for example when shoes are on a blend shape is up 100 and when the shoes are off the mesh is 0
yes
yes, it’s great
also another thing how do i fix the gogoloco fly thing its broken for me
fly is bugged sometimes
manual or vrcfury install?
Will do, thanks!
i have found how to do it (I am using modular avatar tool), but it hasn't helped me in reducing the amount of transforms
uh manual i think
did you add the head prefab?
uhhh im just editing a comssion avatar that some one made for me im fixing it and idk how to awnser it
it has station and ect
expand the avatar hierarchy
okay
and see if the head prefab is there
i’m sorry, i don’t have experience with that, but i hope someone can help you.
yeah its there under goloco beyond
thank you for your help though
so it's vrcfury install?
it wont let me fiy in game at all
quest or pc?
both
activate your personal mirror and try again
Do you have a mirror enabled when that's the case?
okay il try it when i re upload it but i dont usally have my mirror on
you kinda need a mirror for flying I believe
because GoGo's flight takes advantage of a semi-bug
ohh okay well im working on the pc version is there anything diffent i need to do rn for it?
with the prefa
okay just makeing sure
someone correct me if I'm wrong I don't use vrcf
FYI there's a VRCFury discord too
oh i forgot kazin tell me whe you told me to do with plugin to fix the toggles not syncing on both devices
must have been that
I found it
i just didnt know how the ignore list worked
I’m looking for anyone who can help me and give me tips on avatar creating (specifically anime/cartoony avatars with like the black outlines ykwim), I have never made an avatar before but I really wanna start learning to make some and it would be awesome if I could get some help! Dm me if you can help. (Just an FYI I have a MacBook so I think I can still make em on there)
watch many tutorials!
Oh yeah I know 100%
I have watched tutorials and stuff but many have proven in helpful, I’ll continue trying tho!
Thanks for the insight on that
Although I do have to ask what system or app should I use
Blender
Unity
two main ones
some people use other apps to make textures
substance painter for example
Gotcha
generally you can ask questions here if they're more specific. Cause making avatars is a big topic
Ok so I wanna make this guy into one (again I’ve never made one before) but I would love to try, do ya have any tips on how to start
Late msg mb
vroid studio is common for anime style
you can also start out by editing avatars, just to get started
Mhm
Gotcha
I’m downloading vroid rn
Gonna get started with that
I think with a lot of practice it gets easier
it does!
i use VRoid too and it gets easier once you get more comfortable with the program (honestly that's the case with anything really)
Ok so it’s not letting me change the color of his eyewhites to pitch black
What should I do
In general yeah it’s really easy and I like that!
press edit texture and draw your own texture 👍
Ok
That worked!
Another thing is I have to make his face and neck white but rest of his body black, do I do the same thing there?
Ok thanks a lot this is actually starting to look pretty good
Oh just fyi, after you're done with that, export it to blender as a vrm and fix it up with the cats plugin (just letting you know, cause I'm going to bed now)
Ok great thanks
here's a step by step
#avatar-help message
if he needs help, many free textures are available in Booth website.
vroid items are also available! 🙂↕️
ofc ofc
okay so i've been reuploading my avatar all day to problem solve with it and suddenly it says i cannot upload an avatar when i have less than 1gb of disk space and when i check i suddenly have only 600mb. Does uploading your avatar lead to so much storage being taken up? I remember having loads of storage before starting and if it does where do i find it
anybody know what might be some causes for this?
after you are end with project, the “remove project” button does not delete the project, so space is still full.
please locate the actual project folder in the file explorer and delete it manually.
yeah, exactly
does the vrc parent constraint work on pcvr too or just quest? also, what are the draw back of using it compared to traditional parent constraint?
also, is the vrc parent constraint better than regular so a very poor avatar can go to poor instead?
cause if it does, I guess I'll update the pcvr side of the avatar too with it
oh ik that i've been doing that im talking about while within the project
its almost like my pc saves a copy of the avatar each time i upload it
just use vrc constraints on pc & quest builds otherwise questies cant see it (not sure it autoconverts) also this > https://creators.vrchat.com/avatars/avatar-dynamics/constraints/#constraint-depth , unity constraints can only run one at a time , vrc constraints have stuff other dont have (drop to world without jank setup is one)
Sum update of the project im working on, its going amazing and its really starting to come together, i figured out most of the stuff in Vroid and cant wait to finish it
does anyone know how to fix this??
show the errors (red octagon) above "AssetBundle was not built"
I have made animations that open up my avatars arm and a gun comes out but im curious whats the best way in vrcfury to go about making it so a toggle will activate it and clicking the toggle again will play the animation in reverse to close it back up?
this is as far as i have gotten and it loops for some reason
disable "loop time" on the animation file
ohh yeah good point. Will i need to make an animation controler if i want to play the animation backwards for the close animation or is there an easier way?
You have a missing script not in your project, check the avatar's product page for the dependencies required
.
I didn't weight paint this, and unfortunately im not good enough at weight painting to know what needs to be changed here. I assume its a weight paint issue?
what is that video, like 5 frames? I'm not really sure how it moves, but yeah, probably needs some touch-up.
nah its just set to a low codec
or w/e its called
I was looking for advice on how to touch it up 
got it fixed
is there a way to edit an animation clip after already making it?
Making would mean editing as well though.
i mean as in edit an already made one bc i dont want to delete it then recreate everything in it each time i either make a mistake or add something new
You just do the same way, minus the part where you create a new animation file and that is it.
i'll check
is it normal for an avatar to take half an hour or longer to upload?
Not normal but possible.
did i do something wrong or is it just the avatar 😅
its been 40 minutes...
@ornate stump the bar looks like it keeps going backwards? is that normal?
ah, it's working now
nevermind ^_^
so it's uploaded, but there's a whole page of these (966 and counting ;-;) is this normal? or
That connecting bit between the breasts needs a smoother weight distribution.
Make it so the colour of the weights blend into each other.
There is a bit of nitpicking required.
But usually you can pose your model in the position the weights look bad and try to fix it by adjusting the weights accordingly.
The mesh will move as you paint.
And if it goes too far in one direction strengthen the weight of the other bone.
Go back and forward until it looks right.
I have broken fingers on my rig, and when trying to fix them and postiton them to normal, they screw up more. Any help?
Compiling shader progressbar is referring to progress of each shader being used on your avatar. So if your avatar has many materials, there will be more shader to compile. This is still in building process, and haven't started uploading.
thank you :)
Shit.
Can you move the joints back in pose mode?
With translation.
Rotation does not work because then all hand joints move
why does some shape keys apear on unity but not on blender ?
Weird, usually it's the other way around. Do you have the mesh separate somehow?
yes
it could be that the shapekeys are under a different mesh maybe
found it thanks
There is no need to enable. You need to create a script to utilize it.
Gogo All
okay, thanks!
also i fixed my vrchat issue with the large file
all i had to do is decimate like you suggested, i used the Cats blender add-on
Actually that means it exist in every version.
You could try separating the mesh of the eyes and deleting the eye shapekeys from the other meshes, that it's not supposed to be affecting. Could solve the problem
hey, what about the thing in gogo loco where people can go into the air? how do I edit that to make myself go higher than the default height?
ik some people's gogo loco avi's can go above the entire map
Is it possible to armature link the two ends of a rope-style flow toy to different limbs, so it's anchored at both endpoints and flows freely in the middle?
i have phys bones on the breasts but they no workinggg
ik the setting is bad but it no move anyway
would i just be able to merge the mesh again using something like cats once im done?
or would that cause some really bad things
mess with end point settings
oh hot damn i think that worked, im gonna export and import this into unity and see if that fixed it, if it did, thank you literally so much 😭
Gogo beyond. The another version of course.
I'm still not sure how to open and close this umbrella and make separate toggles for it (one open, one closed, and obviously a toggle for the umbrella to go off)
https://extension.booth.pm/items/4975814
still notjing
where did you put the components?
whas that
oh actually
wym
that's the wrong unity version
you should be using 2022.3.22f1
you're using a wrong version
i dont need it
I wouldn't be surprised if that caused issues
what do you mean by that?
how would that do anything
it was working on other avatrs
my hair and all have phys bone just the breast nothing
how could using the version of unity recommended by the VRC stuff be good? hmmmmmm
where is the component located?
what bone
in my chest? or wym
yes, what bone you put the component on
u mean the phys bone on the breast
when you put a phsybone on an avatar, you pick a bone and click "add component"
what bone did you pick?
How many children bones do the breast bones have?
1 but i think its leaf bone it does nothing
are you sure extending the end point does nothing?
if it's only one child the phsybone isn't gonna work
it needs to be more or you need to change the end point settings
idk if u can see
yeah, that wouldn't work
one child = no phsybone
unless you change endpoint settings
if that still does nothing
take the model to blender and make sure the breast bones actually move the breasts
but they move
so the physbones work? I'm confused now
blender is not sculpting in real time, i have to an other tab like the layout to see the result how do i fix this ?
the only thing I can recommend is end point settings or manually adding more bones in blender
cause it should work
if they're weight painted
i fixed it
so it works?
That's rather because of the breast bone didn't have a single child.
I'm so lost
i needed multi child type on first
yeah that's what I said
thats all
Single as in a single branch of child bone. But that bone has multiple child transform on it.
You're probably selecting inactive shapekey to sculpt.
😭
.
i suppose you need to rename the parameter
does the animator having anything set up there?
What should I do?
... rename the parameter
at least that's what i think is the problem
someone correct me if you know better
I'm having troubles with setting it up with modular avatar
Like the whole prop
ah i don't use modular so i can't help you there
Sorry, I checked on Twitter (X) and it was resolved, sorry for the trouble!
are you on a shapekey?
if so, is that shapekey set to anything below 1.00?
why does it apear like that after i put some shaders it looked fine on blender
what are the shader settings? could be culling maybe
that worked thanks
Dumb question, but I need validation that I'm understanding this right: A "Gesture" is when you push a button on the controllers and something happens: Usually a facial expression, but (relevant to my current project) can also toggle wings flapping, guns firing, swapping between one animation set and another (walking then flying/hovering, then walking again), etc.? I'm asking so I can Google all this, but I need the correct search terms.
a gesture is a hand gesture, usually done by pressing buttons on a controller. You can connect a different animation to a hand gesture so that it activates when you make that specific hand gesture
....So, yes, but "hand gesture" is the search term I need to look this up, is what you mean?
I mean, what do you want to do?
Activate an animation by a hand gesture?
here's the list of numbers corresponding to hand gestures
and some other info
you would need to pick the GestureLeft/Right parameter and the correct number
I've broken the facial expressions (they aren't showing up in-game menu). How do I reenable them?
Well, I may have bitten off more than I can chew, but:
I have a bee-person avatar that I have added flight to, as per these instructions:
https://www.youtube.com/watch?v=8Wbm7SqdQok (with some tweaks here and there).
I've also swapped out the default walking animations with floaty hover ones.
The bee out of the box comes with an animated wing flap toggle.
Ultimately, I would like to turn on and off all of these with one unique button press, probably something corded like making fists with both hands so it won't be easy to accidentally bump it when I don't want to. I assume any one of these is doable with the right coding, with all three just being more complicated but still equally possible. Also, I'm not looking for others to solve this problem for me: half the point of the exercise is to learn all this for myself.
The first step to all of this is learning the right terms and descriptions. 😅
I'll look there. But I still need to know how to spell the word to be able to look it up in the dictionary. Is "gesture" what I want to search with? I mean, "hand gesture"?
Not sure how that works.
Anybody know how to fix these broken fingers? I tried already in the Fbx configure, but it made it look worse.
I have to fix the fingers in blender?
Wait.
Is this in Blender or Unity?
This is unity.
Ok.
If you select the finger Bones in the armature hierarchy you should be able to Move them back in place.
I don't know how to Reset them perfectly inside Unity though.
But.
You can get close enough with manual movement.
look at the console and screenshot top 2-3 errors
Does anyone know of a tool that forces eyes to look at cameras? Eye look drifting at people talking instead of at camera is making pictures hard to take
you definitely can't do this to other people from your own avatar, but I've heard it may be an upcoming option for Poiyomi shaders
Yeah i mean like my own eyes auto look at cameras
yeah possibly that shader option
I'm just surprised it's not already a feature. We have eye look for people talking but with all these recent camera updates we can't auto look at cameras?
i used to use vilar eye shader for that but it doesn't work on quest
maybe something like aim constraints could work?
you could try that but you'd have to manually target the camera
oh, true
hmm...
maybe try setting the "confident" eye setting up to max and "calm" eye setting up to max too
hello! im really new to vrchat in general and im srry if this doesn't fit the chat but i want to ask is anyone has had any experience with this user, says they make avatars but im honestly a little suspicious
go to the VRC Traders discord to commission a verified artist.
Link is in #1204490664637890580
thnx
very unlikely, anybody who dms you out of the blue saying they will make an avatar for you, are most likely scammers
tought as much
Does anyone know how to fix this error? It happens with basically every single avatar i try uploading and wont let me do anything. i have been searching on like 3 different forums but havent found an answer to my error. If someone could help me i would really appreciate it!
UnityEditor.BuildPipeline:BuildAssetBundles (string,UnityEditor.AssetBundleBuild[],UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)
VRC.SDK3.Builder.VRCAvatarBuilder:ExportCurrentAvatarResource (UnityEngine.Object,bool,bool,string&,System.Action`1<string>,System.Action`1<object>)
VRC.SDK3.Builder.VRCAvatarBuilder:ExportAndTestAvatarBlueprint (UnityEngine.GameObject)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Build>d__128:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2522)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
quick unity question, how do i use vrchat parent constraints to freeze to world without it dropping to the floor?
unless that is the only error, post the first 2-3 errors in the console, just the summaries is fine.
alright, lemme open it again rq
"missing script" is your problem. Install whatever package that script requires
how do i find out what that is? i dont really have any unity experience
check the avatar creator's documentation, there's not really an easy way to figure it out otherwise
maybe it's VRCFury?
maybe. idk the description of it doesnt really say much. it says follow the sdk installation instructions but as far as i know i have done that
maybe you added some extra asset that has a requirement?
dont think so the only thing i imported was the .unitypackage that came with the download nothing else
it is?
most of the stuff on that site is, I bet you can find an actual store page for it
ah
do you have any place where i can get legit free avatars that arent ripped then? i dont really got the money to buy one
I've seen lots of them on the various sites that also have non-free stuff, you just have to look
ah. okay. most sites i visit that say they have avatars are very slow to load tho and the downloads are always a nightmare to find xD
well, most sold avatars are poorly optimized
most popular sites to buy avatars from are Booth, Jinxxy, Gumroad
when i activate an animation with "freeze to world", no matter how i try to change the animation the object doesn't freeze in place. it instead jumps way downwards and sits bacisally on the floor. i don't understand why and after several hours of bashing my head against my keyboard i'm starting to think the system is simply bugged
can show you its not bugged
remember to have a source even if nothing is set
so, what might cause an animator controller to do this to an avatar? (funny issue btw)
it works normally if i make a new animation controller, but not if i use the original. basically, for context:
- i imported the novabeast into blender
- exported it back into unity, and moved the physbone and avatar descriptor components to the edited model
- added the extra accessories, and applied the transforms of the everything
- tried adding the original novabeast's controller to the edited one
- scale bug
did you unpack avatar or fbx scaling wrong
my guess is that it's because i applied the transforms to my edited one, but the original model does not have transforms applied
because no, it is not unpacked
do not have this blank, wont reset back after a world drop
exported without setting "apply scalings" to FBX All
where is that? or do you mean in unity
cause if you mean "Apply Transform," i always have that off

ah okay
right in your image, under "transform", it says "apply scalings"
add gogo loco?
import GoGo loco and if it's already in your project join the vrcf discord and ask there
well, it's not too big now, but it seems like it's too small. this is what the configure rig view looks like
all green, so nothing is assigned wrong or anything
okok ty guys
now, the original novabeast is actually kinda strange. the parent object itself is at 1 scale, but the armature and body mesh are set to 2.54 for some reason. so maybe i need to match that to make it compatible with the original controller?
that isn't the error, that's an Info log
Oh how do i fix it
got all transforms applied in Blender?
ohh, yeah, that shouldn't be - I'd apply all the scalings in Blender before you export
well i'm trying to use the controller from that official novabeast on my edited one, which i applied the transforms to, so now there's that mismatch
i can't change how the original is scaled to fix this
i think i need to match it
i don't know why he didn't apply the transforms before exporting the original, but his whole controller was made based off that scale
"the controller" - animation? what about this would care about that kind of scaling?
don't know, but when i add the original controller it breaks like i've shown.
does the thing come with the scaling mismatch like that?
yep. in blender the armature is scaled to 0.0025 or something like that, and in unity the scales are 2.54
... but why.
no clue, i guess he forgot to apply transforms before selling a $30 model
this is annoying because now my only option is to remake the controller and animations from scratch, since the official controller doesn't work with my edited (fixed) one, even if i match the dumb scaling issue
I really don't know what you mean by "the controller" here or why this would matter?
the animator controllr used for the FX layer
when i add it to the model's animator and preview an animation, that's when it breaks, like this
but what is the scaling like in this specific case?
if it's not armature and mesh at 1 then this is not relevant
i matched the broken scaling the official model has for that specific screenshot
ok so we're talking about two different things
at some point it stopped bugging?
i have several target objects.
anyway, i appreciate the help 
still, even if I had to remake the whole FX animator from scratch, I would fix this if I ever had to touch that model 🙂
yeah. and by the way, this screenshot is what it did when i correctly scaled it and applied transforms, so everything was at 1 scale
... ok so I really don't know what state this in, I guess I'm not following along.
i've been switching back and forth, probably my fault
the current state is the most recent screenshot i sent, i was now gonna go back to proper scale and re-make the controller
wait
i don't know what i did but the original controller works now
all i did was set "Avatar Definition" to "Copy from other Avatar," then set it right back to "Create from this model" again, set the scale back to 1, and now it's totally fine like nothing happened
so i guess the entire issue was unity forgetting??
yeah, if you make significant changes to the armature, you often have to just reset the rig setup
huh. well the more you know
yep!
I got this hand to work fine, but the other is crooked. How do I mirror this, because everything I tried is not working.
mirror what exactly? bone location/rotation? mesh?
The left hand is crooked.
I want to mirror what I did on the right hand to the left hand.
The bones... I want to fix the bones.
Actually first question - is this posed, or did you move/rotate the bones in edit mode?
This is unity. Not blender.
oh
did you unpack your avatar prefab? If not, in the Transform component, right-click rotation/location and select "reset"
or reset from the 3 dots menu
What will unpacking do?
for each bone. There are tools to do this for the whole armature at once
break a lot of things, and prevent something like this from working.
why, did you?
No.
ok good. Then reset those transforms.
They're reset.
when someone got the gabriel avatar from ???-123 pls give it to me im looking for it so long
Yeh figured it out after tinkering for awhile tyty
No slider? what did i do wrong
Options -> Use a Slider
Sorry, how do I opt into the vcc beta?
the search bar in Unity is stuck for some reasons
I cannot type stuff or click on the things, do you know how to unlock it?
If you're talking about the SDK beta, enable "show pre-release packages" in the VCC settings
Thanks!
How come when I use the head chop component for a hat or so, the hat clips through my head on desktop when I run?
mostly the brim
okay so i need some help with a problem i've run into while making my toggles. So my avatar has multiple outfits on it so i've created the toggles and they all work correctly. But a lot of places I look tell me to make sure the piece of clothing that i don't want to spawn with is disabled in unity first as where i circled otherwise people with safety features turned off will only see me as my avatar currently appears in the scene with a mess of clothing on top of it. Now when I do check this my toggle will no longer work and make the piece of clothing appear and disappear
This is the animation i got for setting up the toggle
(froggy eyes is just the part of the hood which will appear when i toggle the jacket on and off so ignore that. Kemomimi is the ears which i made disable so they dont clip outside of the hood)
if someone can help me with this it would be very appreciated
I’m new to making avis and I just finished my first one on Vroid, how can I upload it to VRChat?
I have a Mac btw
vrm > blender - optimize steps (cats plugin can do it for you in a few clicks) > unity , i do not like unity vrm converter
leaves a mess after ( blender 4.2 lts + unoffical cats )
how do i make it so everyone can see an asset? so far i have the toggles working but only i can see it
you got the opposite problem i got
it might be due to safety features other people got set
try seeing if a friend can see it
no, i have someone else using the avatar, i cant see any toggles working
its local toggles and idk how to change it
and when you stand in front of a mirror with the avatar you can see it change yourself?
the na'vi i have, his textures are weird, how do i fix them? first one is in shaders, and second is in sculpting i fear that the second one, will be what shows up in unity
have you fixed it yet? if you have lemme know in case i run into that same problem after
well you can throw it into unity just to test and see if it does but honestly it sort of looks like the texture for the body is placed on the hair
hm?
i do not know if there is a problem really, it just concerns me, i dont want it to look like the right one
the texture isnt placed on the hair, it is a similar color
Make sure the box for synced is checked in the parameters list
Yo, is anyone familiar with vcc?
Dont ask to ask. Just say your question/problem
I get this error and auto fix, skip and stop asking, skip, non of this work. Animation seems to be broken and no clue why.
and yes, I have looked at it with av3 manager
settign wd on or off, neither worked
This message pops up when I try to make a new project in VCC for unity, I thought it was my storage so I got a hard-drive, still no luck. Any advice?
I’m pretty new to the vrAvatar creation and idrk what could be wrong
optimization question but when it comes to avatar memory, do un-used animations contribute to it in any capactity? ive tried everything else i can think of to optimized such as materials, textures, sounds, meshes, and have gotten results from them but after that i cant seem to make my file size drop any lower so ive exhausted those methods in terms of how much i can make my download size go with those specifically.
TLDR outside of maybe unused animations, what else could contribute to the file size? (outside of the obvious ones like mesh, texture, audio)
looked into it and instead of bringing my file size down it made it go up
Not sure if this is technically an avatar question, but does anybody know what would cause generated imposters to be too large?
They are not scaled correctly with my avatar, so people are always looking above me
hey uh anyone know if i need a specific version of finalik or certain components just Don't Work?
Hai hai. how can I make this toggle between the tailwag animation and the no wag animation. also why is it giving this error?
there's not much docs on this, supposedly VRChat uses an old version, and definitely some components don't work even though they're whitelisted. Much of it is frustratingly close to useless.
figured it out actually
like, as of moments ago
as far as i can tell, for some godforsaken reason, it has to be a fully uploaded avatar. trying to just upload a test/local version makes finalik Simply Decide Not To Work
haha, figures
nvm it toggles off automatically
my gf did work on an avatar and keeps having this error and I'm not sure how to fix it.. I've never gotten it before
what are you doing that makes it spit that message?
she was trying to move things from one avatar to another with Pumkin Tools
I'm guessing there's something on there that the copier doesn't like
she did remove an arm and added a robot arm to the avatar.. but the video she used showed her how to to do it with a new arm added
at a guess, that one looks like something trying to reference a physbone object that doesn't exist.
When Im in game, he's stuck in a T-Pose, yet everything looks right (I think) in the rig thingy in Unity. Theres this error message, but I don't really understand what its saying I need to do
you can't have a mesh object named the same as a humanoid bone. Rename Head
I'd just merge that to the body, personally
sooo the hips has a physbone that doesnt effect the hips b/c im lazy, it was set to is animated so the animation on the tail would work, however it builds just fine (so far) if I make the hips not animated and the errors go away except the "set near bones to is animated" warning
Is there a way to lock avatar height in unity so player scaling wont work? I have the fairly small avatar (avali) and it looks clunky large so I want them to be stuck in small
just dont set it
though there are some worlds that force height
most seemingly dont tho
I really gotta start doing this, but thanks a bunch.
question, just like vrc parent constraint is quest compatible, what is the vrc quest version of box collider?
I seen a flight system that uses the tradtitional, none go go loco method few times for quest
so I assume it's possible but box collider isn't quest compatible
There is none, you have to do it the same way gogoloco does it, aka, using a station.
but you cant sit on your own station can you?
Nope, but the station adds a collider
so, you use the station collider instead?
Yup
thanks, gonna need to try it out. I have few friends on quest still and they hate not being able to fly like the rest of us
Just have a station at their feet and that's it
Tho there's a few quirks like having the need to turn it on for upload but off with an animation, requiring a mirror, etc...
oh then just using the gogo loco might be a better idea then?
the avi will have both tradtional fligth for pc and gogocloco for both
I mean you could, just having gogo is nice anyway
Also if you're using gogo on PC, might as well use its flight anyway, no need to add a collider for nothing and an extra layer unless you need your own logic or custom animations or smt
I find the custom flight to work much more reliably then gogo loco
also, some world, gogo loco flight doesn't work but custom flight does
its entirely a flight focused avatar so need as much flight option as possible
It shouldn't work any differently aside from the requirement of having a mirror on.
And by default gogo's follows your head and has options for speed
oh yeah, speaking of speed, how they pulled that off?
I'd guess by moving the collider in the opposite direction of where you are going (that's how you do dashes.) but otherwise you should be able to look up the animation files gogo uses. I looked at them a while ago but can't remember
that works? I tired that before and it did nothing in the past
Yeah, just have to be a bit precise. You can use a blendtree and plug-in the velocity parameters
(Or get it on any of my stores for free lmao)
you the creator of gogo?
No, talking about the dash thing (gogo is made by Franada)
Anyone know what I'm doing wrong or how I'd troubleshoot it? I tried to import the .unitypackage file for the swaria, and nothing loaded into the visual editor, even though it clearly displays on the file tree on the bottom
you came up with the dash system?
And yes, it's all in japanese, that's just how Forestwind designed it.
Actually two others did, I asked for permission to package it and put it up for free. Hence why they are credited on there and I don't make any money from it.
You probably need to drag the prefab in your hierarchy or scene. Just importing a package does not add it to your scene.
Well, I tried just dragging them in, but it doesn't seem to want to let me.
Then check if any errors are in your console
Import warnings regarding the lack of textures. Which, is to be expected, this is just a base.
It probably doesn't help that it's trying to read stuff in english and nothing is in english, but it's not displaying random unicode characters, so that's probably fine?
Characters shouldn't be the issue, the model is there, tho it's blendshapes seem somewhat fucked.
Nothing happens when you drag what you have selected here in the scene?
Nothing at all, no.
Then either the model itself is corrupted somehow or unity is throwing a tantrum, try restarting it
Anyone else had this weird bug where the avatar would build and upload repeatedly and infinitely?
Agony. Of course the first avatar I try to edit turns out to not want to get edited at all.
you will get used to it. You will probably need to start it from almost scratch
aka, make the menu, FX, paremter from scratch along with baseline set ups. Maybe the bone setup as well.
If that entails redoing any of the sculpting or bones, it would be a good time to note that I haven't touched 3d modeling software since middle school, and all I did back then was design a housekey and a stairway in a 3d printer software thing designed for schools.
Gods help me.
but no need for blender
Okay, so is there a video tutorial somewhere that covers most if not all of what I need to do, or would anyone possibly be willing to sit in a VC and walk me through this knowing I'm a complete noob? If not, I'm fine with just going in blind and figuring it out, but I figure it's probably best to at least ask.
sure
sent dm
Is there a way to texture avatars using a free program? Im learning how to make avis and i wanna learn texturing
of course
you can get the UV maps from Blender (free)
And draw the texture in there as well or for more control export the UV map and draw the texture somewhere else (I use IbisPaint X)
blender + ucuPaint is an okay start
yeah there's lots of choices
how do i remove the custom anmation and use vrchats one
@zinc mica single one? select motion field, og ones are called proxy_*
probly like proxy_hand_open
okay when i name it it dosnt show
im not saying its exact spelling, search through proxy ones
welp manully find it but it works thank you so much :)
where are the parameters? (sorry im new to adding stuff manually so idk where anything is)
avatar descriptor, under "expressions"
it says it's synced already but it doesn't show
that's strange
When my model doesn't make an expression her shadows are normal, but when I check the morph key the shadows have a strange problem, they appear where they shouldn't be, does anyone know what's going on? As well as I fine tuned the mesh of the original model but that shouldn't be the problem, how do I fix it?
(The first image is the wrong shade, the second is normal
Tapping in again to try and solve a problem i dont entirely understand, for some reason my vrchat models mouth is constantly open, its not a blendshape as far as i can tell
its closed when not in play mode, but the second i enter play mode its open and will not close no matter what i do
got a jawbone mapped in the rig setup? Remove it, if you don't use the jawbone for speaking.
i did try that, it was the first thing i saw recommended, doesnt fix it
some stuck animation then
is there any way to see what that stuck animation could be?
watch the animator in play mode in unity
yeah there, doesnt really seem to be a stuck animation anywhere, everythings at idle or waiting
yeah i, genuinely have zero clue, ive gone through and deleted anything that could possibly be causing the mouth to open, nothing, it just wont close its mouth, removed the viseme's, checked the animators, nothing seems to be giving a reason for why its mouth is open
like magic and, hitting my head really hard, it just, works again !
So uh. I don't know what I fucked up but my new avi doesn't appear in mirrors. Somehow.
Just, no reflection whatsoever. As far as I can tell when looking at a mirror, this avi does not exist.
Does anyone have trouble with VCC not adding/updating Repositories?
Okay, so apparently my gestures get stuck. Somehow. Great.
does it happen only to that Avi or all avatars? I needed to reset my play space when that happened to me
stuck how?
check if you have gestures enabled in the circle menu
Hi everyone, where do i put Base Details Mask?
Base Details Diffuse i put on eyebrows and eye lashes
Only this avi, and it does happen in other worlds.
And nothing in the menu is abnormal. No animations are playing, gogo is fully idle, nothing should be interfering with anything rn.
any errors?
Not a single one. Warnings telling me it's poorly optimized (it's a furry avi, go figure), box mipmaps are blurry instead of sharp (intended), and there may be lag on mobile devices.
Nothing relevant though, and nothing unexpected.
And stuck as in my mouth gets stuck open as if the aa viseme is maxxed out, and talking makes it go wider, and doing the point or finger gun gestures (which causes my wings to extend) get stuck extended.
The mouth also got stuck in this weird exaggerated angry face like multiple visemes were over their max values, but it went away after a bit with no indication of what caused it
And before anyone asks, the only complex system attached is Gogo Loco
Oddly, this didn't come up at all in testing.
Also, my avatar upload (attempted to fix it by quickly going back thru all the menus) seems to he stuck in a loop. It's run a full upload cycle 5 times now despite only multipublishing to 2 platforms (PC/Android) and it's still going
It just finished its 7th loop. Just repeatedly finishing the same upload e_e
Alright, aborting this for now, I'll figure out what's wrong with it later, but I'd rather not get yelled at for spamming VRChat's upload servers lol
is it possible to use animated sprite sheets for particles?
I want my particle to play a little animation as a texture
make sure your jaw bone section is empty
turn write defaults on
Yes.
do I need to sue a certain material, a certain texture mode?
Just normal sprite sheet texture as in normal unity particles.
but then the particle just looks like this tho
You didn't set sprite sheet animation module in the particle system.
oh there's an option for that in the particle system 0_0?
If you take a look at it, yes.
Hi everyone, Im not sure why but non of the VRC SDK stuf is on my unity? Would anyone know why
hello i have bulild my avatar with pcvr and android now my pcvr is perfect everything works but my android showes pink why?
you likely uploaded it with a non-android compatible shader
check if every shader is set to a quest compatible one
and double check animations, material switches
i'm having problems with the VRC SDK interface
for example, if i try to edit the view position, there is no transform that appears to let me modify it
i also can't see any graphical indications on the size of phys bones or colliders
i tried reloading the SDK and unity, and neither worked
any ideas on what could be wrong?
same thing happens in a new project
@junior void @desert elk does this mean something
turn on gizmos
i can't read anything on this screenshot and don't ping me for new problems 👍
oh thanks
Hi everyone, how do i set the material to be transparent in unity?
if it's for pc, you should just be able to pick the rendering mode as transparent in the shader settigs
Nice thank you yes!
Im trying to merge 2 FX Controllers. Where can I even find the parameters for the controllers?
Can someone please help me with a gesture issue? When I open both of my hand, or if I open the right hand and make any gesture with the left hand, the wink looks like the eyes in the picture, but the avi makes this face when both hands are open. . I just want to know how to fix

This states exactly what i said earlier. You need to use shaders from the category vrchat/mobile for quest or else theyll be pink
Hi guys, all my VRC related stuff has dissapeards after closeing and re opening my Unity would anyone know why?
you must've deleted the plugin you used to attach those clothes. There are missing scripts
What plugin could that be?
whats the error here ?
vrcfury, modular avatar, something else
idk, I don't use them
can anyone recomend me a mat cap for the skin? im having trouble picking one
Why not just pick any at all?
Made an avatar from scratch and the hand gestures always go like this, the fingers go too far up on all gestures
The armature has no bone roll issues, I enforced T-Pose and it should work fine but it dosent
only animation that looks normal is the idle hands
also they work well with skeletal hand tracking so im going to assume its just an animtion issue
One of those controllers has those parameters as the wrong data type, they should be Ints. You'll have to fix that before this merge works.
I looked it up a bit. Can I only change the type by deleting it and creating a new one with a different type but the same name? Will all of the animations be linked again?
yes, that's the only way to change the type
I paid someone to help me make an avatar out of an NPC from Honkai Star Rail and noticed that she is super bright in dark worlds. It seems like her brightness doesnt adjust to different colors and light settings of the world she is in. How can I fix that myself in unity? She also has a wheel that spins. Im okay with that still being bright as that glows. If someone could help me fix this issue I'd appreciate it so much. I have no idea what im doing but the person I paid said she already has a lightmap so I guess I cant do it?
lightmaps are only things in world creation, not sure what she'd be referring to here.
Stuff like this is a matter of material settings, you'd have to go look at those. It's possible it's using a shading style that ignores environment lighting
I deleted the ones that didnt match, created them again as integers but it shows the same error nonetheless. Should I try booleans?
I need some help creating toggles that can activate other toggles, for example, having something to turn on an entire outfit quickly but then being able to deselect pieces of that outfit manually. I do happen to be using modular avatar for convenience as well, if anyone knows how to work through this with those tools as well!
I do know the model I grabbed from the game she's from had lightmap textures or something so maybe they are the files that are ignoring the environment. How would I fix that? Genuinely Im completely lost in doing this on my own lol but they dont seem to know how or want to fix it?
why would you try the wrong data type?
I was just asking since I know next to nothing about unity and am unfarmiliar with these problems
Sounds like you need some basic Unity knowledge first, I'd start with some basic tutorials probably
VRChat's docs on animator parameters is the source of truth here, these two parameters are integers.
but what you're looking for is the materials on the model, there's not much more we could say without knowing anything about how it's currently setup, such as which shader is in use
idk modular but I believe it can be done (manual versions incoming)
Set one transition to have each animation. And then separate the off animations into multiple toggles. Sounds like something that could be done I think (someone correct me if I'm wrong)
Super useful information, thank you! I do know a little bit about this manual solution and being able to achieve the result with parameter drivers in the animator. I think I was trying to say that I wanted to achieve something similar through the MA workflow, or at least see if anyone had tried something similar.
If nobody has anything else though, I'll follow through on this suggestion!
yeah idk modular at all
It's alright! Thank you for helping!
Im not sure if any shader is being used at all to be honest
there is always a shader being used
how do i fix this again..? usually the character is standing on like their toes/in high heels but i changed the shoes and made the feet flat but now avi is floating 0.05 above the ground
But I got no money to pay you
?Tag scam
Hey ho 👋 I see you're looking for commissions.
You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. 😖
🚫 Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. 👮
If you seek a creator, check out VRCTraders and follow their protocols strictly 🥺
(You will get DM from bot to verify your account upon join.)
🌠 It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) 👀
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.
When in the slightest doubt, do not commission them and contact the moderators of the involved communities. 😱
you only end up get scammer in DM recruiting here.
Then where do I find non scammers
Read that message?
I did
it literally says
Didn’t say where I ask for a commission
"if you seek a creator..."
something about leading horses to water
hello! I'm new to making avatars and I was wondering if I should retopologize my model
he's not very good but I'm trying
depends on what it looks like. Possibly #3d-modeling for this. Show wireframe so we can see the topology, not the shaded view
oh thank you so much! sorry for posting in the wrong chat
eh, it's more guidelines than rules as far as I can tell 🙂
okie doke!
Hey ho 👋 I see you're looking for commissions.
You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. 😖
🚫 Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. 👮
If you seek a creator, check out VRCTraders and follow their protocols strictly 🥺
(You will get DM from bot to verify your account upon join.)
🌠 It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) 👀
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.
When in the slightest doubt, do not commission them and contact the moderators of the involved communities. 😱
read message to get answer
I just got vrchat today can someone show me later how to import avatars from a website into vr chat would really appreciate the help 🙂
To be clear, you have an avatar on a third party site like VRCArena, Gumroad, Booth, or suchlike, not something officially supported?
It’s a free site I think vcrmods I think it’s called
Unity package file it says Idk how to do any of this
Alright, easymode then if it has that. What you want to do is install all the files it gives you and load them into VRChat Creator Companion (requires a working PC that can run Unity, aka, something more modern than an IBM from 1960 lol), drag them into the Hierarchy, and if everything looks right, go ahead and add in the Gesture Manager plugin (should be built in by default), test it, if it works, upload it to VRChat.
If there's any other changes you want to make, you'll have to either specify or look up a tutorial (there's countless on the 'web), and if not, the avi prolly already exists on the VRChat website (search it at https://vrchat.com/home/search or by double-clicking the Avatars button in-game), which can save you time.
If you want to recolor it, you can load the texture files into either Substance Painter or any image editing software compatible with the file type (IE Photoshop, Krita, Paint.NET, and so forth)
If you want accessories, you can find them on VRCArena or Gumroad, or various other similar websites, adding them is just as simple, but you have to drag the prefabs for them if they have them into your avi's root hierarchy (if not, you have to configure em yourself, which is a TINY bit more complex)
Beyond that, you'd have to be more specific if there's anything you want to change. And there's tutorials out for everything I've mentioned doing, dw.
Is there something broken about the trail renderer component or am I missing something? Tried two pen/trail renderer prefabs and even tried setting one up using default shader settings instead of poi/custom shader, but trail is only showing at max thickness and broken texture colour.
Why tf does it have to be so hard to just upload an avatar, I have to download three different things just to upload a vroid avatar, VRCHAT MAKE THIS EASIER
I have no clue what to do as I’ve spent a long time on one that I just finished
patience, my friend, patience
my first avatar wasn't easy either, but i kept on fighting because it was very important to me
I understand that but I only have a MacBook and so far everything is like super complicated
well it's not exactly rocket science
doing anything the first time is hard
I’ve been looking for like tutorials
mhm
But most of the things I gotta download I can’t use on Mac
Because you're on Mac you should look into Alcom instead of vcc
can you use Blender and Unity?
I think I can yeah
But I have to use the newest unity
The Mac won’t let me use older versions
You can't
both Alcom and vcc require a specific unity version
you can download it from the unity website
Which one for alcom then
Ok
because they use the same sdk
Blender (I use 4.2, but that's personal preference, you can get whatever you want)
Cats plugin
https://catsblenderplugin.xyz
What would u say would be the best option for my circumstances
Like version of blender
vrm importer for blender
https://vrm-addon-for-blender.info
Ok