#avatar-help

1 messages · Page 119 of 1

loud gust
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If the avi isn't paid, you could ask someone else to upload it for you, though you'd have to trust them to maintain it and they'd probably charge for any further edits (or just use the avi as a public for examples for further work). If it IS paid, that'd depend on the avi's ToS

desert elk
#

maybe I'd be helpful

jade spindle
loud gust
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(IE with the Swaria, it's forbidden to redistribute it to anyone that didn't also pay for it on booth, so I wouldn't be able to ask someone else to upload a swaria for me)

desert elk
loud gust
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That's 100% valid then, go for it.

jade spindle
#

Hopefully I will yeah

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Fingers crossed

desert elk
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just on mac

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but I can't guarantee cause I don't use mac

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this is a vroid to VRC tutorial btw

jade spindle
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Mhm, can you dm me like all of the links rq so a don’t lose track of them?

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On my phone rn so

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Cuz I’m using my computer for downloading stuff and all that

desert elk
# jade spindle Mhm, can you dm me like all of the links rq so a don’t lose track of them?

I don't do DMs but you can copy this message.

  1. Blender 4.2 (I use this one) https://www.blender.org/download/lts/4-2/
  2. VRM add on for blender
    https://extensions.blender.org/add-ons/vrm/
  3. cats add on (be careful to get the correct version for your blender version)
    https://catsblenderplugin.xyz/
  4. Alcom
    https://vrc-get.anatawa12.com/alcom/
  5. Unity 2022.3.22f1
    https://unity.com/releases/editor/whats-new/2022.3.22
  6. The tutorial (uses VCC but the rest should be the same)
    https://youtu.be/6ITTI5KwC3o?si=rmy1jRAs9ru6s0gL
jade spindle
#

Ok that works

jade spindle
desert elk
#

you need to pick your blender version first

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and then install the downloaded zip in blender

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if you're using 4.2, it'll be cats unofficial

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the second option

jade spindle
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Ok

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Oh wait I put in the wrong URL

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Nvm

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This is the VRM right

desert elk
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this is blender

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it says download blender

jade spindle
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Yeah I realized I was a bit confused there for a second

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After I download alcom I’ll have everything

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Any specific version of alcom?

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Or should I just get 1.0.1

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Alr everything’s downloading

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I’ll let u know how it goes

desert elk
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idk alcom

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i never used it myself

left gull
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not sure how nobody pointed this out but that site is filled with pirated/leaked content it also doesnt vet its files in most if not all cases which means what you download from there will likely also contain viruses (especially the older content)

jade spindle
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How do I delete things on blender my delete key won’t do anything

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I’m on Mac

desert elk
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X?

jade spindle
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That worked

desert elk
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yay

jade spindle
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I didn’t have a vrm import option and idk how to add it

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No clue what I’m doing 😭

jade spindle
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The tutorial isn’t explaining anything

desert elk
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it's the shorter version for people without attention spam

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span

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there's an hour long one on the channel to

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explains step by step everything

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@jade spindle

hardy sail
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I want to commit violence but I cant figure out how to cause my baseball bat to play a bonk sound when it hits stuff. I found the Milaah tutorial but i think there must be an easier way with vrcfury right?

jade spindle
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Since I can’t get VCC does the tutorial still work the same with alcom?

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I’m gonna try to download it

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Tho

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All is going smoothly so far tho

desert elk
jade spindle
desert elk
#

yes

jade spindle
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Or is it finished after that

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Oh ok

somber sequoia
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It's roughly the same, I'm sure it's easy to translate VCC instructions to Alcom's UI

jade spindle
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It also says I need unity hub

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Should I download that or do I not actually need it

desert elk
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that's so you can download the correct unity version

jade spindle
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Oh I already have it

desert elk
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I'm not sure if you actually need it, I've never tried downloading only the version

jade spindle
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Ok I’ll try without it

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Seems to be working

somber sequoia
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I suspect you'll always end up with hub

desert elk
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ye could be

somber sequoia
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I think the unity store requires it too

desert elk
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oh and please read the pinned comment, cause there's been a UI change since the tutorial was made, so you know why it doesn't look the same and what to do

jade spindle
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It’s working for now luckily

desert elk
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yay

jade spindle
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I just have slow internet so it takes a while 😭

desert elk
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understandable

jade spindle
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My Mac is sped so the unity version doesn’t work

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I’m getting unity hub

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It doesn’t let me open the 2022 thingy cuz it can’t “scan for malware or viruses” or whatever

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Cuz it’s old

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😭

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This is gonna take forever

desert elk
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🤷

jade spindle
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As long as I get it uploaded it doesn’t matter tho lol

somber sequoia
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ah mac, that's why you're not using VCC. I don't either - linux user.

jade spindle
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Wait I can’t use unity 2022.3.22 which is what the avatar is on

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Fuck

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I shall install it through unity hub

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Fuck you Steve Jobs

urban apex
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Hi, i don't know what happens with my rig (I think it has something to do with colliders? but i don't know how to fix this)
In Unity the preview of the animation works super fine, no deformation of the knees, hands or body, but once i start the game, it seems like there is something doing conflict with the avatar. I've been doing many reworks on the rig so i don't think is that anymore, can someone give me any advice? Thank you so much

hardy sail
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maybe if i make the collider bigger than the bat

jolly hatch
#

I have a question about the fur shading in liltoon: they show you can use a normal map or vertex colors to direct the flow of the fur, but how do you edit that?

somber sequoia
narrow dawn
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it works nvm

peak shuttle
limpid cargo
peak shuttle
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It only happens with this avatar, I am using slimes

jolly hatch
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Ok

royal ridge
#

okay im not at my pc but my phys bones are moving but are not interactable by others

peak shuttle
somber meadow
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Head lock prioritizes not having your viewpoint drift like how you show it, hip lock prioritizes your hips not drifting

peak shuttle
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ip

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hip

somber meadow
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That would be why

peak shuttle
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Only this one

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I'm giving it some time ATM to see if it happens again with it set to head

wooden zinc
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it could be a bone placement issue

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i had it once with a public avi

ruby rune
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hello, so I have an issue where I'm applying a material to my avatar while in play-mode (unity), but once I get out of it the change doesn't apply

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(I'm using a velle and I am applying a blush texture only shown when the gesture is active)

peak shuttle
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Seems to have fixed it

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I'll keep testing

peak shuttle
ruby rune
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oh

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any idea how I can do it otherwise? I need to bring up the "gesture" on the face to be able to drag and drop the material

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I even think I did find the correct part, but once I apply and go test it via the gesture manager it still is not working

wooden zinc
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u make everyhing out of play mode , play mode is mostly used to test things

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everything*

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sorry texting on vr sucks

somber sequoia
ruby rune
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first image is the avi on scene, and when I got to play-mode to test the gestures the blush here is missing the material

peak shuttle
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Copy the material settings!!

somber sequoia
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yeah you can do whatever in play mode, then copy settings, then apply them out of play mode

peak shuttle
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Or just replace the material on the face

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There should be two materials

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If not go in blender, select that mesh and give it a new material

somber sequoia
peak shuttle
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And export bacc out

somber sequoia
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er, what?

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why would you add a second material for this?

wooden zinc
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u can put your cam in there head and do the material there

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i do it almost all of the time

somber sequoia
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You know you can just drop materials onto the material slot in the Mesh Renderer component, right? You don't have to try to aim at the exact correct spot on the model...

ruby rune
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the thing is, it seems to be a different part from the head, but I cannot really select it on it's own

wooden zinc
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i know but I'm used to it that way

ruby rune
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and if it is the same part, even tho I have the same material applied as it says in the playmode it still shows no material for the blush

somber sequoia
ruby rune
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alright I think I did it

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it clipped and I say it on a weird angle and put it in

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thank you all for the help 🫡

final girder
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Hey does anyone know why when I make a float or an Integer toggle it starts at either 100% or on the last int toggle now?

somber sequoia
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how are those toggles made?

final girder
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I did them by hand

somber sequoia
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what'd you set the values to in the animator and parameters list? it'll default to whatever that number is

final girder
#

Ohhh I think I may have figured it out

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Thank you so much! They were set on 1's and check marks

somber sequoia
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ahh, yup

limpid cargo
timber wharf
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@limpid cargo nothing will be stored when exiting play mode

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unless theres some 3rd party tool doing it for you. but def not unity, nor vrc sdk

limpid cargo
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it could have been a bug

sleek brook
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hello im having issues with my booth avatar. I added a vrcfury toggle for face animations but now my character only slides around in game. i think i broke the locomotion somehow

somber sequoia
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Can you describe in detail how you added this toggle?

sleek brook
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sure, i added a vrcfury toggle with a flipbook going through the different face animations. this works in game but where i think i messed up is i removed some animations that were tied to hand gestures in the controller. it tried to reset them but those have stopped working completely.

viral field
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So like, I was doing a bit of blender shenanigans on my avatar and everything looks good until I go to play mode and gesture manager to test it, and then all of a sudden my avatar dissappears

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Anyone have any clue on why this would happen?

limpid cargo
viral field
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Okok, I zoomed out in the scene view

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And it's actually humongous and like really shriveled

viral field
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Is it maybe import stuff?

somber sequoia
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exported with the wrong scaling settings probably

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set "apply scalings" to "FBX All" in Blender's export dialog unless you know you need it some other way

viral field
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Ok

somber sequoia
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at the top right of that dialog you can save settings as an "operator preset" - very useful.

gentle goblet
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I am trying to make my booty and boobs jiggle more but it feels like no matter what I do it doesn't uh jiggle as much as like every other avi I see and I just don't know why that is >~>

heavy zephyr
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What are your physbone settings?

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Also hi again lmao

gentle goblet
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XD Hai hai

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I could just message you

heavy zephyr
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You could lmao

gentle goblet
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XD Want me to send it here then or in dm's

heavy zephyr
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Up to you!

somber sequoia
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I think you'll have to explain more, there's not really much to suggest without knowing what's broken.

tiny spear
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Ok idk if i did something but it says that all the key frames in every animation on this avi is missing (dispite them working in vrchat) and it wont let me animate them at all

How do i fix this?

somber sequoia
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Those are yellow because they refer to objects that either don't exist, or don't exist at the paths expected. You can click on the keyframe name twice to edit it and enter the correct path. Or use hfcRed's animation repathing tool.

sleek brook
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🤦‍♂️

somber sequoia
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oh nice

charred dome
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Dose anyone know how apply skin texture to minase and fix

desert elk
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"fix"?

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find the material it's currently using and replace the texture there

or make a new material, put the texture on it and put the new material on the model

If it's broken specify how

tiny spear
somber sequoia
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The yellow names suggest otherwise

tiny spear
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It still works in vrchat like nothing is wrong its only in unity

misty ridge
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Does using material swap (to switch colors) using toonlit contribute the the avatar's size or uncompressed size or smth? since its only an animation

pine valley
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If the materials reference additional textures, then yes

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since Unity has to include them in the built avatar (naturally)

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If they don't, then the size difference will be negligible

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material assets are quite small

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If you're using something like Poiyomi Toon with shader locking, you'll also be including some extra shader assets

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since each material has a unique version of the shader

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This is also, generally, pretty small

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(but it can add up)

pine valley
misty ridge
snow goblet
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???? unable to select as fallback, even after selecting another avatar and restarting unity. im on android build platform

uncut lotus
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I wanna make it so the fingers arent visible through the sweater like how it is. Any ideas?

sick loom
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when i have that issue, it is usually because there is a light in the scene and it just won't work if there is a light

compact dust
sick loom
uncut lotus
desert elk
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Mine never did

uncut lotus
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Alright. Ill see

desert elk
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although I never did fingers, but logically I don't think it should break anything

snow goblet
sick loom
uncut lotus
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The tiny baby hand

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Did I just do it wrong, or....

left stream
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Do people usually have their quest avatar in a completely separate project or just a separate scene?

somber meadow
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seperate project usually as the less assets you have in the project it's more easier for the first swtch to the android build target

desert elk
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I tend to use one project

left stream
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i tried looking at the cross-platform setup article but it's really really weird, the first third of the page just says 'skip this part its old' and the rest doesnt seem too helpful

desert elk
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I upload windows first for the pc avatar
android and iOS after for the quest avatar

left stream
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okay, thanks!

somber meadow
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If you have parallel imports on in the project settings, it’ll definitely help platform switching

supple needle
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How do you change your AFK animation and crawl/prone animation

somber sequoia
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mobile/quest?

limpid cargo
royal ridge
cosmic plank
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anyone know why this is greyed out while i have the Android build support?

desert elk
desert elk
cosmic plank
desert elk
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ahh

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did you restart unity?

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after you downloaded it

cosmic plank
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yes

desert elk
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you're using the correct unity version? 2022.3.22f1

royal ridge
sick loom
desert elk
desert elk
# cosmic plank yes

the only thing I can suggest is to restart unity and if that doesn't work, reinstall it

desert elk
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that's Def weird

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you're on windows?

royal ridge
cosmic plank
desert elk
desert elk
# cosmic plank yes

I guess file it as a bug? cause I'm out of options
or try using the sdk through something else, like alcom

desert elk
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?

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can you not just send a screenshot?

royal ridge
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sorry i didn't send it fast enough before it created a link

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either way, is there anything wrong with the phys bone setting?

desert elk
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ye

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that's what it looks like to me from the video

royal ridge
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i think there are like 20 bones in there

arctic dagger
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anyone know how to resize this box omg i did it on accident and now i cannot read it 😭

desert elk
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just grab the corner and drag

arctic dagger
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i mean scale the actual contents of the box ! my bad

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ah.. i figured it out thank u google .. held control and middle mouse button down

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ty anyway !!

dusk elk
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whenever I move, the front hair does this weird thing I have no clue how to fix it can someone help?

arctic dagger
dusk elk
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oh shit how do I fix it?

desert elk
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weight paint it correctly in blender

iron dove
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how do I find the tonuge?

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I wanna switch it

desert elk
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it's probably part of a different mesh so you'd need to separate it on blender

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my guess would be body?

iron dove
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it is

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but clearly it;s modular avatar

desert elk
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i don't see it

iron dove
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that's really weird

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I can't see layshusa's lips

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but I do have a way to mask it

desert elk
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maybe that's what it meant? idk

iron dove
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yeah but I can't see layshusa's tonuge

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hold on

desert elk
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"delete the mesh using the mask"
I guess you need to put it on the correct material

iron dove
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exactly but where

desert elk
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masks usually go in material shader settings

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I think

iron dove
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oooo

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where can I find it then?

desert elk
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click your material and it'll be in the inspector

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it should I think

iron dove
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I think it's that

desert elk
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yeah, there's even a search bar

iron dove
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@desert elk do you know where can I find liltoon shader?

desert elk
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online?

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like any other shader

iron dove
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man it stilll doesn't work

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awe

last belfry
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i made my first avatar and im keep getting this problem

timid terrace
#

What problem

last belfry
#

idk what the problem is

ornate stump
uncut lotus
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So like, is there a way to for instance, have a toggle, disable physbones for a toggle?

I wanna have a toggle that rolls up this guy's sleeves, but their weight painted to have phys boes. I wana turn that off when the sleeves are rolled up. Is there a way to do that?

ornate stump
uncut lotus
#

How would I do that?

ornate stump
uncut lotus
#

I use VRCFury

ornate stump
uncut lotus
#

I have it on the armature

ornate stump
sick loom
ornate stump
sick loom
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the values on physbones

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oh my

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Autocorrect

still shuttle
#

You can animate physbones, you just need "is animated" checked on

sick loom
still shuttle
ornate stump
# sick loom the values on physbones

Any value can be recorded in animation is animatable. But you will have to toggle off and on the physbone component to make it update the values.

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And my previous answer is about toggle the physbone component itself on and off. Not any value of it.

sick loom
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really, because I wanted to see if it was possible to change the physbones root to a different bone chain using a toggle

sick loom
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alright

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That might have been what confused me lol

wanton cedar
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is there a better way to weight paint this so its not clipping

somber sequoia
wanton cedar
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ive been doing that for like 2 hours, it just hates me

somber sequoia
#

yep. You get better at this eventually... a little...

wanton cedar
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its like the same topology as the tail

misty ridge
#

why is toon standard not loading ;-;

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nvm it seems that my emissions were enabled lol

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does it do that by default?

desert elk
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sometimes

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for me it does at least

misty ridge
#

ahh okii

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i was like why tf arent my textures loading l0l

iron dove
#

how do I setup the outfit?

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modular avatar

spare spear
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my avatar hair isnt working well and i searched and sae that is because of dynamic bones limit, anyone knows where to remove it?

somber sequoia
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you cannot remove limits

desert elk
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you can remove physbone components however

sick loom
limpid cargo
spare spear
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and idk how to fix it

sick loom
#

did you go up the spine hierarchy to find the physbone or dynamic bone compoonents?

visual wigeon
#

So I have a 5 Finger Nardo Dragon File but there’s not Unity package but there is a FBX package I am wondering how I can get it from Blender to Unity so I can apply my texture to it

glass geyser
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how do I add the vrchat default emotes to my avatar cause it doesn't come with them do they exist in the sdk or am I better off just getting my own

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cause then I need to add them as toggles to the action menu

limpid cargo
timber wharf
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@limpid cargo @glass geyser in packages, not assets

glass geyser
#

ok

timber wharf
#

Packages\com.vrchat.avatars\Samples\AV3 Demo Assets

limpid cargo
#

“demo assets” “assets folder”

noble summit
#

help, no matter what I do, the avatar still gets into a strange pose in which the legs are not parallel and are turned at the wrong angle. The armature is absolutely symmetrical, t pose is looking fine via gesture manager

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but idle

torpid coral
#

Fml so I'm pretty new to VRChat but I wanna try and figure out how to start editing avatars myself, I've purchased some, but idk if theres a standard on how to edit them or if every creator just does stuff differently? If anyone wants to help out lmk, I wont be sharing the models, since im not allowed to

limpid cargo
wicked valley
#

How would i go about making an asset stay above my head but also follow me when i move up/down

torpid coral
#

The thing I'm a bit baffled by, is theres a lot of things that can be editing using shaders, but adding multiple shaders seems to cause errors in the project

limpid cargo
#

then stick to one or two shaders

torpid coral
#

And I wanted to change eye textures, and some models seem to have them integrated into other textures and some dont

limpid cargo
#

well not everything is a one fits all case for every model.

balmy barn
wicked valley
limpid cargo
limpid cargo
wicked valley
#

for reference its the plumbob from the sims

wicked valley
limpid cargo
#

oh you’re amazing i love you for that

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okay i don’t know then, maybe someone else can help you 🙇🏻‍♀️💦 sorry

wicked valley
#

alrighty

visual wigeon
#

So I have a 5 Finger Nardo Dragon File but there’s not Unity package but there is a FBX package I am wondering how I can get it from Blender to Unity so I can apply my texture to it??

ornate stump
visual wigeon
#

i did that but it wont let me put the texture on the avi

ornate stump
timber wharf
#

or extract materials, expand fbx - select all balls - right click - extract

limpid cargo
#

(easier way, select the fbx and go to materials in the inspector (right window) and “extract materials”)

visual wigeon
#

my texture is also from substance painter im also trying to make that into a matrial that way i can put it on the avi without it saying spp file

ornate stump
limpid cargo
#

oh you need to extract the textures

visual wigeon
#

im in unity and im trying to add a new material so i can add it avi but it put the whole texture on everything including eyes and fluff

glass geyser
timber wharf
#

you need to add gefault expressions as submenu to yours and use default action layer (Animators folder) or - if you already heave one - merge them (but since its humanoid animations, simple merging via av3manager wont be enough and youd have to edit it)

timber wharf
#

oh, tbf if you dont have an action layer already, keeping it at default should be fine, you just need to edit the menu.

civic spoke
#

Hey, I have trouble with VRChat Companion Creator, where exactly i can text for help?

glass geyser
#

It gets even more complicated, since apparently it needs to exist in your avatars parameters it uses otherwise it won't work I'm very confused here

#

I just tried taking the menu from gogoloco which just made it say gofloat parameter isn't defined and doesn't let me upload

worn vessel
#

anyone have any clue how to sync randomized parameters on a avatar, ive tried using just a synced parameter for the randomize but it still desyncs for everyone

timber wharf
civic cliff
#

i have an asset for some converse im trying to put onto a selestia, but it doesnt have a hip bone, so both shoes just kinda float in place when the legs move, how would i get around this?

timber wharf
#

@worn vessel local only should be checked in parameter driver

uneven whale
#

Hello. I had problems with the model and needed to lift it up a bit in Blender. I did everything and started copying all the settings to the new mesh. I figured out almost everything, but there are still a few problems. My avatar has breasts disabled by default, and now they are enabled to the maximum in the mesh, and I don’t know how to remove them. Also, the avatar’s clothing settings are stuck together and now the bra, shorts and panties only fit together and come off, I don’t know how to fix this

prisma thunder
#

Is there any way to make a contact toggle something that's already in a menu?

#

Such as GoGo Loco

#

Trying to build a system that works like Standable in a way

#

Just more basic

somber sequoia
somber sequoia
prisma thunder
soft cedar
#

I need some help with the constraints.
I wanna make it so that my front handle can be attached to the left hand, so that I can choose to hold the blaster with one or 2 hands. I thought of using a Aim Constraint, but I can't figure out a way to do it. Any tips?

civic cliff
willow grotto
#

Just curious, but has anyone had an issue where - when going to calibrate your FBT - your avatar's legs appear to fold up into the hips?

I went into Unity to figure out what the problem is, and everything with my TPose and IKPose looks normal - except when I press the tiny little "IK" button in the preview window under the Inspector for those animations.

This wasn't happening before my most recent upload, so I'm curious if anyone knows a solution to fix the broken legs my avatar is having.

NOTE: This issue was visible for both my proxy_ikpose and proxy_tpose animations, which are the default animations for avatars for these purposes.

willow grotto
jade spindle
#

I give up with tryna upload an avatar I just watched a tutorial only to find out that there was a long version and I don’t have the things I need

#

This is taking far too long

willow grotto
#

Here's also the preview of the Inspector window for one of these animations.
Note that the only difference between these is the IK check box in the preview window.
When IK is on, the legs appear to break.

inner sonnet
#

Hey folks, I have an avatar where its eyes are showing as red in unity, but blue in VRC, blue is another texture in the model, though unused

somber sequoia
jade spindle
#

Apparently I’m supposed to be able to extract textures but it won’t let me

#

I’m using a vroid avatar

#

And I have shaders

somber sequoia
#

been forever since I tried this, but do you have to extract the materials first?

limpid cargo
#

i’m pretty sure you need to do materials first

#

even if that doesn’t work, just drag the textures into the unity project manually and assign them to the materials

#

@jade spindle

jade spindle
#

Apparently it got exported from blender without textures 😑

#

How does that even happen

#

Oh and idk whatchu mean by materials I only have the avatar file

#

So idk man

jade spindle
somber sequoia
#

it says right there in your image, "extract materials"

#

textures go into materials, materials use shaders, materials go onto mesh renderers, mesh renderers are what renders the visible parts of your avatars.

jade spindle
#

yeah but when i click it it just opens my files

#

i like have no clue what im doing just following a tutoriaal

#

they gotta make this easier

#

imma keep it real ts too complicated im gonna scrap the avs

balmy barn
#

is this another vrm converted in unity vrcRat , if you do the blender route you can embed texture or just save the atlas/baked texture somewhere

left gull
#

vroid isnt made specifically for vrchat so its a bit more difficult to get it working properly on the platform but once you've got it figured out once it'll work for any other vroid model in the future since they dont really change the converting process at all lurkrat

somber sequoia
#

I'm not sure how that could be easier

harsh flint
#

My avatar is completely broken after being uploaded? I hit the test button in unity since I'm still changing things, but no other avatar I've ever uploaded has been broken like this? It's stuck in a T-pose but also moves when I make any inputs? It's flipped the wrong direction, which I've tried correcting in unity but it seems to stay no matter what. I have literally no idea what could cause this.

somber sequoia
#

stuck in t-pose could be a bunch of things - starting with the rig isn't humanoid

harsh flint
#

The rig is definitely humanoid

#

Picking up objects causes the arm bones to move and grab things

#

Moving the camera also tilts the head from left to right?

somber sequoia
#

I don't really have any further suggestions without more info

#

(also just because you set it to humanoid doesn't mean it is - make sure there isn't a warning about that in the build console)

balmy barn
#

you tried to rotate mesh in unity ? **flipped the wrong direction, which I've tried correcting in unity **, its blender time >

harsh flint
#

I've uploaded this exact FBX before and it's been completely fine

balmy barn
#

then it would be the same, so its not fine

harsh flint
somber sequoia
#

I'm just listing possibilities here, since I have no info to go on at all

balmy barn
#

first of all whatever rotating mesh is in unity ,image says more then words

harsh flint
#

The only thing that I've changed is that I've been trying different shaders, as well as attaching a prop to one of the hands

somber sequoia
#

obviously shaders wouldn't affect this

harsh flint
#

Mhmm

#

The prop toggle is working fine too

harsh flint
somber sequoia
#

wait, you had to flip the avatar? Did you make this and export it from Blender?

iron dove
#

I'm trying to setup an outfit with modular avatar but it doesn't apply on the hips please help

harsh flint
#

I dunno, I'll try re-exporting from blender and seeing if anything changes?

somber sequoia
#

yeah that sounds like you didn't use the right export settings. Or it's not oriented right in blender

harsh flint
#

Just re-exported and made sure to apply transforms, but the viewpoint is still off

somber sequoia
#

what did you set "apply scalings" to?

#

ideally use FBX All unless you actually need it otherwise

harsh flint
#

I selected everything in my hierarchy and pressed Ctrl+A and all transforms

somber sequoia
#

good, but not what I meant

#

I meant in the FBX export dialog

harsh flint
#

All local

somber sequoia
#

that's going to end up weird in Unity, but it wouldn't likely cause the issues you're having.

iron dove
#

how do I fix the clipping? I can't scale it for some reason

harsh flint
iron dove
#

I refuse to go to blender

#

it is literally made for this avatar

night ember
#

then you refuse to fix clipping

iron dove
#

mannnnnnnnnnnnnnnn

iron dove
night ember
#

not really

somber sequoia
iron dove
#

why do I have to tweak it in blender after I clearly bought it for this base?

somber sequoia
#

not every creator is good at this

somber meadow
#

The creator of the avatar most likely did edits to the base

iron dove
#

could you please at least tell me uh how to import it to blender?

somber sequoia
#

find the .fbx file, then in Blender, file -> import -> import FBX and select that file.

somber meadow
#

Don't use tools like FBX Exporter in Unity, you already have the FBX files in your assets

iron dove
#

wait

#

I have an idea

#

what if I just get the fbx file

somber sequoia
#

so, exactly what I said

iron dove
#

and tweak it in unity

night ember
#

thats not how that works

somber sequoia
#

But you already have the FBX in unity?

somber meadow
#

Unity is a Game Engine, and doesn't have any modeling tools

iron dove
#

aw well it didn't work

#

I just don't wanna tweak it because it's chains

#

it's not fabric

#

I'm afraid like tweaking too much the chains

loud gust
#

ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Anyone know what this error means? I can provide the extended text, if need be.

#

Popped up when attempting to build and publish the avi.

#

And it's being thrown by the VRC SDK itself.

somber sequoia
#

Yes but my answer is probably not going to be useful unless you've written the script in question

somber meadow
somber sequoia
loud gust
#

It is worth noting, it's still TRYING to build and publish, but it went unresponsive when that error popped up

loud gust
#

I might make public avis in the future, when I know more about the process to avi design, but for one, making a Swaria public is an avi ToS violation, and for two, this is my OC.

somber meadow
loud gust
#

I have no intention of there being any difference between PC and Quest features since I only play Quest native rn

somber meadow
#

does this issue still occur on builds set to a single platform

loud gust
#

Hm. I assume I'll need to reboot unity since the build button is greyed out while it thinks it's working.

#

Fighting Unity rn, give me a min.

#

Fuck, now play mode is giving me issues. Apparently something broke with the wing anims. Gotta re-import that.

#

Okay, now how in the nine is this even possible, the two versions are supposed to be the same avi

#

I haven't even tried to build a version for one platform instead of the other yet, so there should be literally no difference in params agh

somber sequoia
#

are they using the actual same parameters file?

loud gust
somber sequoia
#

it's listed in the avatar descriptor, under "expressions"

loud gust
#

Also apparently my gesture menu is fucked and everything except gogo loco is broken, which is funny, because there shouldn't even be anything but gogo loco rn

somber sequoia
#

it's ideal to use the same file for all platforms, so it stays in sync

somber sequoia
#

Fury or Modular may make that weird - I have no experience here though.

somber sequoia
mental estuary
#

You shouldn't be using VRCFury temp files

somber sequoia
#

ah I was assuming that was in play mode

mental estuary
#

VRCFury will build your param and menu files and handle changing them for syncing between PC and Android

loud gust
mental estuary
#

It will only do that in play mode

loud gust
#

This is not in play mode

mental estuary
#

If it's there outside of play mode, remove it

loud gust
#

This look right, then?

mental estuary
#

That looks correct, yes

loud gust
#

That's the default for the fixed version (with physbones)
And yes it says rikkor, a completely different avatar, but that's apparnetly normal for the physbones version of the swaria.

#

Error still pops up when attempting to load into play mode...

#

Followed by whatever this error is

mental estuary
#

Are you building for PC or Android?

#

And that 2nd one isn't an error, it's prompting to fix your write defaults

loud gust
#

Gesture manager is also still fucked

loud gust
#

I'm just doing the avi setup for a version I intend to build and distribute for both versions

mental estuary
#

Going into playmode will build your avatar using VRCFury

loud gust
#

Build menu is fully idle rn

mental estuary
#

VRCFury has to apply

loud gust
#

Okay so how do I check that

mental estuary
#

You're going into playmode which won't be affected by your choice

#

I'd suggest going to VRCFury's Discord server and asking. They'll know more about the mobile sync

#

If I'd have to guess from my experience, you have a different project that's using the same blueprint ID

loud gust
#

Lovely.

loud gust
#

Because I cannot currently join another discord server.

mental estuary
#

Just leave one?

loud gust
#

I don't exactly have one worth leaving rn.

mental estuary
#

You're in 100 servers that you talk in regularly?

mental estuary
#

You'll get better help for VRCFury in a VRCFury-specific place

inner sonnet
loud gust
#

Well, I appreciate the help thus far, I suppose I'll just try rebuilding from scratch and see if that fixes anything.

mental estuary
#

Mobile sync applies between projects when it sees the same blueprint ID, so check first by detaching the blueprint ID

somber sequoia
loud gust
#

What even is the blueprint ID

mental estuary
loud gust
#

Do I need to type anything in the text box it opens there or will it just autofill

mental estuary
#

No, it will make a new one

loud gust
#

Well, the gesture menu is still fucked, but it did stop throwing errors

#

But again, none of those gestures were intended to be there except Gogo Loco anyways, so I don't even know what those are doing in the first place.

#

¯_(ツ)_/¯

somber sequoia
#

You'd have to describe what is broken for an image like this, we don't know what "correct" is

loud gust
somber sequoia
#

then investigate what you did to create the menu

loud gust
#

All other emotes do something similarly weird. "Wiggle" plays the "Die" emote but forwards, "Nod Yes" plays the "Die" emote but backwards (falling back, not literally inverted animation), and so forth. And again, that entire menu isn't supposed to be there. Two other menus that aren't supposed to be there are there as well, but they're full of duds.

loud gust
#

Quite literally all I've done to this avi today is import a prefab that replaces the dynbones with physbones so it's not stiff.

somber sequoia
#

I don't know what you mean by "VRC Fury ones" - if you have a bunch of prefabs maybe they have menu components?

loud gust
#

The thing you helped me fix earlier.

somber sequoia
#

what do you have there now?

loud gust
#

The default SwaliaV2 ones.

somber sequoia
#

ok then go see what's in there and customize it however you want

loud gust
#

Issue with that is, the things configured to be in there aren't doing what they're configured to do.

somber sequoia
#

that's such a complicated statement

loud gust
#

The buttons in the menu are configured to do one thing, even though I did not configure them to do that one thing, I can see what they are programmed to do.
They are doing something else entirely.

somber sequoia
#

surely they are doing what they are programmed to do 🙂

loud gust
#

While I appreciate the assumption that a PEBKAC is occurring, I can assure you that my screen says otherwise.

inner sonnet
#

^ Furthermore, completely removing it just freezes my character's walking animation and still shows the eyes as blue

somber sequoia
#

removing what?

loud gust
#

Okay, so re-importing the unityproject files into a blank thing reveals that the same issues are present, which at least confirms something's bugged with the distribution. So that's good to know. It also turns out hand gestures get stuck on. So that's fun.

inner sonnet
loud gust
#

Sadly, the creator of this thing is apparently no longer available, which makes getting a fix made difficult to say the least, so uh. Wish me luck lol

somber sequoia
# inner sonnet

I don't know why you'd remove the FX animator, but if you do, click that "x" there instead of just deleting it.

#

Also I was just guessing where this might be

loud gust
#

Would I be accurate in guessing VRCFury shouldn't be doing this?

dusty hemlock
#

Does anyone know where I can commission any furry avatars similar like cilcipher or mari

night ember
#

go to vrctraders for commission stuff

dusty hemlock
#

wheres that

#

could i jus search it in discord?

#

and thanks

loud gust
peak shuttle
#

Hai hai!

#

Why would my avi be doing this when bending down?

#

the headbone

#

like its only this avi

loud gust
# dusty hemlock wdym?

You can google "vrctraders." It was the first thing that popped up, for me. I'd send it here, but something tells me that'd get filtered.

inner sonnet
left gull
loud gust
#

I am going to lose my mind.
Not only has it somehow lost all of its gestures, but gogo loco uninstalled itself. I didn't even touch gogo loco

#

Yep, this is the part where I scrap this version and start fresh from a new project file I think. Question is, what makes the gestures die like that, because if there's a known cause for that, I can avoid repeating it.
The usual issue that causes that seems to be something with the default anims, which VRCFury did mention earlier, but I have no idea how to fix that. The one fix I CAN find on Reddit mentions editing the FX Controller, but the FX controller is... Empty?

somber sequoia
loud gust
#

Something tells me this isn't right.

somber sequoia
#

why not?

loud gust
# somber sequoia why not?

Well, my current issue is that the animations are sticking since there's no default for them to fall back to when they're supposed to end. The default should be stored in the animator attached to the body, but by default, there is no animator attached to the body.

somber sequoia
#

this is not how vrchat works, it doesn't use what's in that ^ except when you want to edit animations in the editor.

loud gust
#

Okay, so how would I go about fixing the defaults

somber sequoia
#

what defaults? I was just having dinner, I'm not caught up

peak shuttle
#

Why would my avis headbone be doing this when bending down? it only happens on this avi

loud gust
# loud gust Yep, this is the part where I scrap this version and start fresh from a new proj...

The FX controller, apparently.

If you noticed that an avatar you made is having a problem with facial gestures sticking, here's a quick solution:

First, make an animation for your All-Parts layer in your FX controller that contains all of the Blendshapes for your facial expressions set to 0. If it isn't the only animation in the layer, right-click it and select "Set as Layer Default State." Ensure the animation has "Write-Defaults" set as active in the inspector tab. Then, in both of your FX hand gesture layers, make sure the default state doesn't contain an animation and has "Write-Defaults" set as active.

I know VRChat's documentation and some popular avatar creators suggest not to use Write-Defaults, but I've found the setting to be really helpful when using it on facial animations alone.

Hope this helps!

somber sequoia
#

be very wary of this ^

lapis nest
#

recently did one for someones custom fursona, but thats the furthest ill talk about anything commission wise, i dont know exactly the rules about saying things about making commissions here

#

dont want to risk getting banned and yes kazin has a point

loud gust
#

Yeah, uh. I don't think this is a trading chat, fren.

lapis nest
#

ok

loud gust
#

...Okay, I think I found the issue.

#

Is there an easy way to unfck this?

#

Because as far as I can tell, both FX controllers completely lack the layer necessary to fix gestures.

somber sequoia
#

? there are layers for hands right there

loud gust
#

I'm not looking for a hands layer though. I need the "All-Parts" layer before I can worry about that, because it's the facial blendshapes causing issues rn.

somber sequoia
#

is that not just "base layer"?

loud gust
#

Base layer is empty.

#

In both.

somber sequoia
#

sounds good to me.

loud gust
#

what about that is good

#

there's supposed to be a blendshape thingy that controls the default state of the avatar's animations.

somber sequoia
#

are you doing a WD-off situation or something?

loud gust
#

I have no idea what a WD-off is meant to be

somber sequoia
#

Write Defaults

loud gust
peak shuttle
#

Did I mess something up with the settings?

somber sequoia
#

oh - that's kinda advanced, is there a reason you want to do that?

somber sequoia
peak shuttle
#

Ive never had an issue with it not being there

somber sequoia
#

that is quite strange.

peak shuttle
#

and that has nothing to do with my issue ❤️

loud gust
# somber sequoia oh - that's kinda advanced, is there a reason you want to do that?

There are no defaults on this avatar, so any time you modify a blendshape with a gesture, it sticks to the avatar and stacks with any other gestures. Given that the gestures control the mouth, audio, and wings, this makes the avatar extremely annoying to be around because it gets stuck with overdriven visimes leading to a too-wide mouth and eyelids sticking through its head, wings stuck out, and audio constantly playing (a screaming sound effect, specifically)

timber wharf
#

@peak shuttle av3 always required every slot to be populated

somber sequoia
loud gust
peak shuttle
#

I can tell you it works without it 🙂‍↕️

timber wharf
#

@loud gust record animation of every blendshape off, use it as the only state of first layer. done.

peak shuttle
#

I dont have a sil blendshape

somber sequoia
peak shuttle
#

I'm having issues with the avatar rig

somber sequoia
peak shuttle
loud gust
peak shuttle
peak shuttle
timber wharf
#

@loud gust one animation, every blendhsape 0 in it

somber sequoia
loud gust
somber sequoia
#

(again, assuming this is actually a write-defaults off situation)

loud gust
somber sequoia
loud gust
somber sequoia
loud gust
#

I can't send you the avi files, but I can probe for you if you're willing to explain what I'd need to do.

somber sequoia
loud gust
#

Fair enough

timber wharf
#

@peak shuttle could it be old and have physbone on humanoid bones or smth?

loud gust
#

So, write defaults is ticked on every animation i nthe avatar. Should it be unticked or should I leave it be?

peak shuttle
somber sequoia
timber wharf
#

@loud gust its just different ways of doing things, both workflows are valid. tho indeed with wd on you dont really need reset layer/animation, so idk why yours getting stuck

somber sequoia
#

yeah you really don't need a reset layer in this case.

#

I'd watch what the animator is doing while in play mode.

loud gust
peak shuttle
#

like I'm beyond confused

loud gust
somber sequoia
#

aha.

loud gust
#

And before you say it, I didn't design any of this, I imported 3 prefabs

#

The only thing I DID customize at all was the texture.

#

And I'm reasonably certain importing a custom/modified texture shouldn't affect anything else.

#

The prefabs are also all designed to be relatively conpatible. The Swaria base for Avatars V3, the Swaria Physbones fix that turns all the dynamic bones into physbones, and Gogo Loco

#

quite literally nothing else has been changed about this avi as of yet.

#

Oh, and this might be relevant. As I said earlier, this error is still popping up, and clicking auto-fix changes, quite literally, nothing at all, for better or for worse.

#

It says it's supposed to add something to the avi root, and in fact, does not add anything to the avi root.

somber sequoia
#

yeah you don't want to mix WD on and off unless you really know what you're doing.

timber wharf
#

everything on every layer (ie every animator) should be either on or off

loud gust
peak shuttle
#

Idk what I did but this is happening now :D

loud gust
#

I tried this with every gesture on every menu and quite literally nothing happened in the animator.

loud gust
somber sequoia
#

The error message tells you which

peak shuttle
#

its every collider

somber sequoia
#

I don't really use Fury though, so I'm just going by what it says

timber wharf
#

cause those are not real, they compiled in one big animator at runtime and on top of that with vrcf replaced with extra copy anyway. you test running animators via avatar emulator, i dont even think gesture manager powerfull enough to do this

peak shuttle
#

the first one doesnt take me anywhere

somber sequoia
peak shuttle
#

my bad

loud gust
#

Or would this just be somethign that should unfuck itself if I load this avi into VRChat itself?

#

Cuz last time I loaded it into vrchat, it was still sticking

timber wharf
#

fix your wd

loud gust
#

how

peak shuttle
#

wd?

loud gust
#

Write Defaults. A setting in avi animations

peak shuttle
#

okay?

loud gust
#

The only issue with that is, every hand animation, the ones that should be doing stuff, has WD on already.

somber sequoia
#

that's probably good.

loud gust
#

At least, as far as I can tell. If there's some third layer I can't see rn, then I'm simply unaware of it.

timber wharf
#

if animator has mixed states, it will be borked

peak shuttle
#

imma just restart the avi

timber wharf
#

not a single layer but the whole animator should be consistent

peak shuttle
#

literally nobody knows how to fix this -_-

loud gust
#

How is it possible for retexturing an avatar to be this difficult aaaaaaa

somber sequoia
#

must be counts

timber wharf
#

@somber sequoia id assume animations

loud gust
somber sequoia
#

they didn't have that many layers, but it might be about the combined animator

somber sequoia
loud gust
#

Gogo Loco is actually the entire reason I installed VRCFury in the first place

#

There's not even anything else VRCFury-enabled in the entire Project tray.

#

So I can 100% guarantee that's not what's causing the issue here.

#

This is the entire hierarchy rn.
And to explain, the first JP thing is just the root, Armature is self-explanatory I'm sure, two down from Armature is Body (textures), then "Swinging Things" (some kind of special bone storage for the feathers?)
The Swalia tree there is the physbones fix, the JP thin in it is "Armature" (which modifies the main armature folder somehow, idk, but it does work)
And Gogo Loco, I doubt I have to explain.

#

And yes, the issue was happening before I added gogo or the physbones fix.

#

Fuck it, I give up, Unity can keep its secrets. I've like, 3 other avatars to make, and I'm 90% sure the issue lies in how the avi base was originally created.

I appreciate the help, but I think I'mma just disable gestures on this one.

#

It literally has no fingers anyways, and I can set up a blink button later.

radiant night
#

Any ideas?

mental walrus
#

hey im using blender 4.2 to make a kitbash, i haven't worked on any avatars for a while and have forgotten a ton, could somebody remind me how i can select a specific bone and delete it individually? my starting base is that of a pre-made avatar, so I had to delete all of the assets from it and now im left with all the bones from those extra assets which I don't need nor want.

peak shuttle
#

Edit mode, left click the bone, hit x

radiant night
#

^

mental walrus
#

oh my god i was so close this whole time

peak shuttle
#

Also panda unfortunately that's just vrc

mental walrus
#

i was in edit mode and selecting the bone but for the life of me i couldnt remember what button it was

#

thank you so much

peak shuttle
#

It's a lot more dramatic and sensitive in vrc

#

Than unity

radiant night
#

fuckin hell

peak shuttle
#

most settings are in the right click function

peak shuttle
#

It silly

radiant night
#

Is it because I exported it from blender with fbx all?

peak shuttle
#

No

#

That has nothing to do with it

#

It's just the movement in vrc is a lot more than what you are doing in unity

#

Just increase stiffness and play with the other settings

radiant night
#

This has never been a problem before though, on a previous version I had the settings the same and it was fine

peak shuttle
#

I don't know then

#

Ignore my advice in that case, I've always had to just make my Avi move st max speed to test phys bones

radiant night
#

Yeah, adjusting the stiffness did nothing

#

This may or my not be important but limits are completely ignored ingame

#

At least thats what it looks like

#

I found the issue, somehow some of the bones had 2 physbone components

lyric elk
#

Is there any way I can put a prefab a friend gave me in blender

radiant night
#

No, only the fbx

lyric elk
#

Damn it

#

Ok

#

If I converted it to fbx, could that work

tribal charm
#

i need a hello kitty asset i wanna make a hello kitty avatar but i cant find anything

radiant night
radiant night
#

But, just so you dont leave empty handed, look on booth or gumroad,

#

But continue the conversation in one of those channels, not here

lyric elk
ember blade
#

If there's something wrong with my avatar upon publication, do I just tweak the 3d model, re-export the fbx, put the new fbx file into the avatar in Unity, and just re-publish the avatar?

#

(I noticed a hand on my avatar is weight painted oddly, and I just wanted to know if its possible to fix)

limpid cargo
#

in unity, right click the fbx, “show in explorer” then copy in the new file (make sure it has the exact same name) and overwrite it.

#

as long as you’re not making any crazy changes like adding/removing bones, changing the scale, etc. then nothing should break.

somber sequoia
#

yeah don't export a FBX from unity

spark walrus
#

i bought an prefab and i bene try for hours to set it up but i cant seem to get it to work corectly (prefab is dynamic rapier system) ikm a bit abbt unity i have added prefabs to other avis yet for some reason i just cant figure this one out some one pls help

spark walrus
#

juts lik google it and it should bring it up

compact dust
#

oh ok 😭

#

does it come with instructions?

spark walrus
#

no

#

idk why

#

others ones do but not this one ig

compact dust
#

shrug

glass solar
#

mochie shader ui broke

#

I have no clue how to fix it

spark walrus
undone dirge
#

Hi, I'd like an opinion about an idea.
Would it be possible to make a character with a skin material that would look like it's made of tiny vines?
Or would it be too small detailed for VR?
It would be for a dryad.

compact dust
#

wdym too detailed?

#

what the material looks like doesnt matter, just the size of the texture

sick loom
#

also is it a problem if you have too many material swaps, because they don’t seem to add anything to the texture memory stat which means you can add a lot of them even to a fallback

#

just feels a bit concerning when my fallback can have like 20 material swaps without issue

unkempt cobalt
#

Anyone else having issues importing Blender animations into Unity?

#

I have this rig set up with multiple actions (some of which are duplicated; I'll remove those), and they shoe the animations correctly within the FBX file's "animation" tab, but as soon as I preview the animations as separate files, they completely break.

#

-# Don't comment on what I'm making; this is for a friend of mine.

#

And no, I am not going to animate in Unity. Posing the bones one-by-one is far too tedious, and mirroring it only makes it more tedious and excessively time-consuming.

void isle
#

So, this is a bit of an odd one. o3o
Thought the question would fit here better than #avatar-rigging but I'll move if need be. Anyways, I am attempting to make an avatar with two heads. So far I have a real head bone where I plan on putting the camera view eventually, and two fake head bones for the actual head meshes. With different names from each other of course, don't want any conflicts. How would one go about making the separate heads look at the same focal point or eye-target? If there's any chance of making the eyes lock onto whatever they're looking at like a normal single-headed avatar too, that'd also be awesome, any help is appreciated :D

somber sequoia
#

put eyes on the center head, use rotation constraints to drive the twins' eyes.

unkempt cobalt
placid mica
#

Why does this happen?
This is an upload for quest, and at first it wants it to be under 10MB, but once I get it there, it switches to it wanting to be under 40MB? Why?

somber sequoia
#

that's uncompressed. 10MB is compressed.

placid mica
#

OOH!

#

So, it still needs to be smaller before it can upload? Whats the difference between compressed and uncompressed? Why does it have you do the compressed one first if you have to have it under the uncompressed size in the end?

somber sequoia
#

... compressed is the size of the file that gets downloaded, uncompressed is how much space it takes up on your device. like zip files.

placid mica
#

Gotcha

twilit garnet
#

just kinda confused on why its showing the shoulders clipping in game but not in unity and idk how to fix

#

🤔 might be the wrong place but idk

compact dust
#

i did that to a skeleton i had clipping and it fixed everything

dense fractal
#

hello

#

so

#

vrc quest tools messes up with the sounds of my avi in the pc version...removing "unsupported things" for quest even tho im on the pc build.. now how do i disable vrc quest tools for pc build?

#

is there any way to do that?

maiden yoke
#

is lil toon best for booth avis or poi?

limpid cargo
limpid cargo
sage ferry
#

If you are using moe. by default it should use "coreset" status on

#

sometimes it is not the best

pulsar marsh
#

Hi everyone, how do i fix this Humanoid problem? I clocked on the FBX and selected Animation type from Humanoid to None and back to Humanoid to try fix but it didnt work

This came about when i had to reimport the FBX from Blender

Ingame testing, the avi was jsut Tposing and nothign else

desert elk
#

do you have every bone mapped correctly?

#

in the rig configure

pulsar marsh
#

oh maybe not, i had to chenge heads due to a problem how would i know its correct?

desert elk
#

go to the configure tab and look

timber wharf
#

everything is green and you can click Apply

pulsar marsh
#

Oh then yes everything is fine

#

although this could be the issue

timber wharf
#

uh, nothing is green

pulsar marsh
#

here it is

Some how i got it to work though

sick loom
desert elk
#

does this material use the same texture for the swap?

#

because we're talking textures here
so if your material swap has the same texture as the original material, then you're right

limpid cargo
#

if you’re using different textures for each swap,
yes you have more texture memory now

sick loom
limpid cargo
#

so yes

#

higher texture memory

#

but still 1 material slot

sick loom
#

oh okay, vrchat doesn't show it takes up more memory in the stats though

#

it still says 0.6mb

limpid cargo
#

because it only counts the “active” one if that makes sense

#

at upload

#

i’m pretty sure that’s how it works. just in my experience

sick loom
#

makes sense

#

though that means you can fill up your texture memory endlessly and it will still work as a fallback

timber wharf
#

it wont in game, its only sdk estimation that fails to see it.

#

ingame it supposed to see texture memory correctly, and even if it somehow doesnt, it def sees compressed/uncompressed sizes and those are limited.

iron dove
#

Hi guys I managed to put the split tonuge but idk where to put masks in blender please help!

#

I don't know where do i put the shader mask

sick loom
charred knot
#

does anyone know how to do the flowing map with mochies uber shader?

limpid cargo
iron dove
limpid cargo
#

oh i don’t have experience with that.
you can look at the documentation if they have one

iron dove
#

they dont

#

I can't find the god damn tonuge texture

limpid cargo
#

i googled “liltoon documentation”

iron dove
#

omg ty

#

so like what am I suppose to find?

#

shader mask?

limpid cargo
#

i’m sorry, i’m not familiar with liltoon

iron dove
#

Alpha mask probably

limpid cargo
#

but you can look for what it is you are trying to change

iron dove
#

I can make it transparent

limpid cargo
#

then yes.

#

alpha mask is correct

iron dove
#

good

#

but my question is where is the god darn tonuge hahaha

#

Oh I have an idea

#

what if I do tonuge off?

#

in blendshapes

limpid cargo
#

i don’t even know what you’re trying to do

iron dove
#

disable the old tonuge

quick remnant
limpid cargo
#

tongue off

#

blendshape

iron dove
#

but how do I make the new tonuge come out?

#

is there a certain animation for it?

#

I saw shit like that:

#

what the hell I disabled the old tonuge and it didn't save

limpid cargo
#

and that it’s off on the base body mesh in unity too

iron dove
#

it doesn't bake my blendshapes

#

HUH

limpid cargo
#

i just told you…

iron dove
#

but what about the eyes

#

they are different too in unity

#

the quick menu is screwed up

#

wait wait wait I got it

iron dove
torpid flame
#

Does anyone know if there is a bug with the sdk that keeps adding data causing the avatar size to increase each build ..

#

Making it to where its un uploadable

iron dove
#

I got itttttt

#

I just read the iinstructions in japanese

#

@limpid cargothanks anyways I got it

#

I put an alpha mask on it

#

it's easier

heavy basalt
#

Hey I'm sorry, I've been trying to put my character into the game but since from what I've understood It's a unity file and the one I have is an blender so I kinda struggle for two days trying to figure out on how to do, Could any you explain me how to do an unity file if this doesn't bother you because I don't really understood much, I'm kinda overwhelmed for how much there to think, I'm lost even with videos...
(Oculus player,Fr Player)

somber sequoia
heavy basalt
#

Is it a problem if my avatar doesn't have animation?

somber sequoia
#

what do you mean by that exactly?

heavy basalt
somber sequoia
#

oh. yes - usually that gets added automatically when you do the rigging setup set to humanoid

heavy basalt
#

I can't config like in the video 😅

desert elk
#

you don't have enough bones

#

as the message says

somber sequoia
#

as it says, you seem to be missing some bones. There's a pin in #avatar-rigging with an image of what the armature should look like for VRChat

desert elk
#

yup

#

and correct that in blender

heavy basalt
#

I'm lost...😅

somber sequoia
#

so without... you'll get no humanoid movement, and would have to do all of the locomotion animations yourself.

heavy basalt
#

So I paid 150€ for my model and there weren't enough bones?

desert elk
somber sequoia
#

couldn't tell you without seeing the armature

desert elk
#

or just a 3d model?

heavy basalt
#

3D model

somber sequoia
#

oh, well it needs to be rigged

desert elk
#

that answers your question

somber sequoia
#

does it have an armature at all?

desert elk
#

you could even have a 3d model with no bones and armature (that's probably the case here)

#

yeah

desert elk
heavy basalt
#

Like that or am I doing it wrong?

desert elk
#

hierarchy

#

left side of the screen

somber sequoia
#

the hierarchy tree on the left, expanded a bit so we can see the armature, if it has one

desert elk
#

this window on the left

heavy basalt
#

Like that?

desert elk
#

expand it

heavy basalt
#

?

desert elk
#

and take a screenshot if possible

heavy basalt
desert elk
#

or use the snipping tool

#

yeah

#

that doesn't have an armature

#

you'll need to add one yourself and weight paint it

heavy basalt
#

Could someone guide me through this,I know i demand some time, I'm really sorry it's just the first time I buy one,plus I'm only 16,I don't know anything I can pay if needed

desert elk
#

relax

heavy basalt
#

I'm really bad at this which I'm sorry to bother people on this subject

desert elk
#

it's a big task

#

there's a trillion tutorials online

#

you'll find something you can understand

left gull
#

150 for an unrigged model is kinda crazy lurkrat

desert elk
#

well, it wasn't specifically for vrchat

#

I wonder where it's from

fierce spear
#

hey y'all. im trying to attach a choker to my avatar and for some reason it starts floating about 1 foot above my neck when i load the avatar. ideas?

#

the choker has worked before, and i tried reimporting the asset and relinking it (using vrcfury) but it has broken now for some reason.
Fixed it

deep siren
#

what's the main cause for emotes sticking and messing up other emotes because they're not..unsticking?

timber wharf
#

by emotes you mean facial expressions? wrong/mixed write defaults states

iron dove
#

Hi I'm trying to add a split tonuge emote so it can go out of the mouth but I can't seem to find a good tutorial for it. I have the animation already I just can't apply it

#

I just want a blep expression

#

I put it there but it doesn't seem to do anything

desert elk
#

that's not what that's for

somber sequoia
#

where is this animator component?

desert elk
#

you need to use it in an fx layer (I think)

somber sequoia
#

yes, that's a thing for FX

iron dove
somber sequoia
#

clip what?

graceful vessel
iron dove
#

I'm a bit confused

somber sequoia
#

You cropped that image so I can't tell where you put that Animator component, so I was asking for clarification.

iron dove
#

oh

#

well you are gonna laugh

somber sequoia
#

possibly