#avatar-help
1 messages · Page 119 of 1
I would usually do that but I wanna learn to do it myself
(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)
Oh hell yea.
learning is good. I'm hoping you'll manage to do it
That's 100% valid then, go for it.
this is for windows, but I believe that if you get Alcom the rest of the steps should be the same
just on mac
but I can't guarantee cause I don't use mac
this is a vroid to VRC tutorial btw
Mhm, can you dm me like all of the links rq so a don’t lose track of them?
On my phone rn so
Cuz I’m using my computer for downloading stuff and all that
I don't do DMs but you can copy this message.
- Blender 4.2 (I use this one) https://www.blender.org/download/lts/4-2/
- VRM add on for blender
https://extensions.blender.org/add-ons/vrm/ - cats add on (be careful to get the correct version for your blender version)
https://catsblenderplugin.xyz/ - Alcom
https://vrc-get.anatawa12.com/alcom/ - Unity 2022.3.22f1
https://unity.com/releases/editor/whats-new/2022.3.22 - The tutorial (uses VCC but the rest should be the same)
https://youtu.be/6ITTI5KwC3o?si=rmy1jRAs9ru6s0gL
Ok that works
For the 3rd one I don’t see any download button
you need to pick your blender version first
and then install the downloaded zip in blender
if you're using 4.2, it'll be cats unofficial
the second option
Yeah I realized I was a bit confused there for a second
After I download alcom I’ll have everything
Any specific version of alcom?
Or should I just get 1.0.1
Alr everything’s downloading
I’ll let u know how it goes
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)
Ok Ty
X?
That worked
yay
I didn’t have a vrm import option and idk how to add it
Uhhh
No clue what I’m doing 😭
it's the shorter version for people without attention spam
span
there's an hour long one on the channel to
explains step by step everything
@jade spindle
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?
Mb for late response yeah
Since I can’t get VCC does the tutorial still work the same with alcom?
I’m gonna try to download it
Tho
All is going smoothly so far tho
I'm not sure, I never used alcom. but the only thing you'd need to do in it is create the project
Then the tutorial explains the rest?
yes
It's roughly the same, I'm sure it's easy to translate VCC instructions to Alcom's UI
that's so you can download the correct unity version
Oh I already have it
I'm not sure if you actually need it, I've never tried downloading only the version
I suspect you'll always end up with hub
ye could be
I think the unity store requires it too
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
It’s working for now luckily
yay
I just have slow internet so it takes a while 😭
understandable
My Mac is sped so the unity version doesn’t work
I’m getting unity hub
It doesn’t let me open the 2022 thingy cuz it can’t “scan for malware or viruses” or whatever
Cuz it’s old
😭
This is gonna take forever
🤷
As long as I get it uploaded it doesn’t matter tho lol
ah mac, that's why you're not using VCC. I don't either - linux user.
Wait I can’t use unity 2022.3.22 which is what the avatar is on
Fuck
I shall install it through unity hub
Fuck you Steve Jobs
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
I got her tutorial working but it only works if you can actually find the head bone which is really small on some avatars and hard to hit.
maybe if i make the collider bigger than the bat
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?
maybe #1138891887374237706 ?
it works nvm
i think you may have more advice asking in a server related to liltoon
It only happens with this avatar, I am using slimes
Ok
okay im not at my pc but my phys bones are moving but are not interactable by others
Are you using head lock or hips in your IK settings
Head lock prioritizes not having your viewpoint drift like how you show it, hip lock prioritizes your hips not drifting
That would be why
It doesn't do this for other avatars
Only this one
I'm giving it some time ATM to see if it happens again with it set to head
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
(I'm using a velle and I am applying a blush texture only shown when the gesture is active)
Any changes you make in play mode gets reverted
oh
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
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
u make everyhing out of play mode , play mode is mostly used to test things
everything*
sorry texting on vr sucks
what do you mean by "bring up the gesture" here?
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
Copy the material settings!!
yeah you can do whatever in play mode, then copy settings, then apply them out of play mode
Or just replace the material on the face
There should be two materials
If not go in blender, select that mesh and give it a new material
what is the exact thing you do to "apply" the blush?
And export bacc out
u can put your cam in there head and do the material there
i do it almost all of the time
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...
the thing is, it seems to be a different part from the head, but I cannot really select it on it's own
i know but I'm used to it that way
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
If you bring up the object in the inspector while in play mode, then do the drop you normally do, you can see which material slot changes. Then you'll know how to reproduce it in edit mode.
alright I think I did it
it clipped and I say it on a weird angle and put it in
thank you all for the help 🫡
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?
how are those toggles made?
I did them by hand
what'd you set the values to in the animator and parameters list? it'll default to whatever that number is
Ohhh I think I may have figured it out
Thank you so much! They were set on 1's and check marks
ahh, yup
why with some things they will update when leaving play mode , but some will revert?
@limpid cargo nothing will be stored when exiting play mode
unless theres some 3rd party tool doing it for you. but def not unity, nor vrc sdk
i thought that too, but randomly it started saving for a few days then stopped
it could have been a bug
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
Can you describe in detail how you added this toggle?
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.
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
Anyone have any clue on why this would happen?
check if it sinked into the floor
Okok, I zoomed out in the scene view
And it's actually humongous and like really shriveled
I have not the slightest clue as to why it be so huge and shriveled
Is it maybe import stuff?
exported with the wrong scaling settings probably
set "apply scalings" to "FBX All" in Blender's export dialog unless you know you need it some other way
Ok
at the top right of that dialog you can save settings as an "operator preset" - very useful.
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 >~>
You could lmao
XD Want me to send it here then or in dm's
Up to you!
bumping this sorry!
I think you'll have to explain more, there's not really much to suggest without knowing what's broken.
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?
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.
oh my god it was never broken i think i had something on in gogo and resetting ym avatar fixed it. sorry everyone lmao
🤦♂️
oh nice
Dose anyone know how apply skin texture to minase and fix
"fix"?
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
Thats the thing
They are in there right spots. Nothing has been moved
Also It won't let me record any animations
The yellow names suggest otherwise
It still works in vrchat like nothing is wrong its only in unity
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
If the materials reference additional textures, then yes
since Unity has to include them in the built avatar (naturally)
If they don't, then the size difference will be negligible
material assets are quite small
If you're using something like Poiyomi Toon with shader locking, you'll also be including some extra shader assets
since each material has a unique version of the shader
This is also, generally, pretty small
(but it can add up)
In your case, if all of your materials use the same textures and the same shader, there will be basically no impact
If its the same material, same shader but different textures?
???? unable to select as fallback, even after selecting another avatar and restarting unity. im on android build platform
is there a light in the scene
I wanna make it so the fingers arent visible through the sweater like how it is. Any ideas?
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
when sweater is toggled you could have a blendshape that makes the fingers smaller
i think they don't impact the performance stats, because they aren't applied to the avatar on upload
That wot have any issues with the armature or aything? In my head I thought theyd start going all crazy or somthing
Mine never did
Alright. Ill see
although I never did fingers, but logically I don't think it should break anything
this... didnt change anything
weird, to be honest i have barely used the newer sdks though
Do people usually have their quest avatar in a completely separate project or just a separate scene?
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
I tend to use one project
ah ok. when you build do you select android&windows platforms in the SDK page or just android?
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
I upload windows first for the pc avatar
android and iOS after for the quest avatar
okay, thanks!
If you have parallel imports on in the project settings, it’ll definitely help platform switching
How do you change your AFK animation and crawl/prone animation
mobile/quest?
don’t make a whole new project for that…
just duplicate the avatar or make a new scene
i need help figuring out why it's doing this
anyone know why this is greyed out while i have the Android build support?
possibly physbone settings?
download android build support
READ what i said exactly
yes
you're using the correct unity version? 2022.3.22f1
is that in blender or can I edit it in Unity?>
yes
physbones are added in unity, just look through the rig
physbones are a unity
this looks to me like physbones set up wrong
because you're moving the model up and down in that video?
the only thing I can suggest is to restart unity and if that doesn't work, reinstall it
have done both
it was how I was testing the movement but is there a way to adjust it? Do you need me to ss the settings I have?>
yes
mess with phsybones settings. check the ones for the breast bones
I guess file it as a bug? cause I'm out of options
or try using the sdk through something else, like alcom
sorry i didn't send it fast enough before it created a link
either way, is there anything wrong with the phys bone setting?
i think there are like 20 bones in there
anyone know how to resize this box omg i did it on accident and now i cannot read it 😭
just grab the corner and drag
i mean scale the actual contents of the box ! my bad
ah.. i figured it out thank u google .. held control and middle mouse button down
ty anyway !!
you mean this?
ah that's what you meant
whenever I move, the front hair does this weird thing I have no clue how to fix it can someone help?
it looks like its weightpainted wrong !
oh shit how do I fix it?
weight paint it correctly in blender
it's probably part of a different mesh so you'd need to separate it on blender
my guess would be body?
i don't see it
maybe that's what it meant? idk
"delete the mesh using the mask"
I guess you need to put it on the correct material
exactly but where
I think it's that
yeah, there's even a search bar
@desert elk do you know where can I find liltoon shader?
i made my first avatar and im keep getting this problem
What problem
Literally as it said. Read the caution note #1139228456090087495 message
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?
Just toggle the component off.
How would I do that?
In what part? Do you know how to create a toggle at all?
I use VRCFury
Then try toggle the object the physbone component is on.
I have it on the armature
You can move physbone out to other object and set root transform
aren’t those not animatable?
What aren't?
You can animate physbones, you just need "is animated" checked on
well, that is only for their position right, the values are set initially and cannot be altered
You don't need to animate the values, it has a little check box you an animate to toggle on and off
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.
And my previous answer is about toggle the physbone component itself on and off. Not any value of it.
really, because I wanted to see if it was possible to change the physbones root to a different bone chain using a toggle
That would be no.
is there a better way to weight paint this so its not clipping
Basically keep trying until you get it right 🙂
Also don't be afraid to actually move the mesh, or retopologize it

ive been doing that for like 2 hours, it just hates me
yep. You get better at this eventually... a little...
why is toon standard not loading ;-;
nvm it seems that my emissions were enabled lol
does it do that by default?
my avatar hair isnt working well and i searched and sae that is because of dynamic bones limit, anyone knows where to remove it?
you cannot remove limits
you can remove physbone components however
you are using dynamic bones, or physbones?
i’ve been waiting my whole life for this moment 🎉🎉🎉
idk, the problem is that for another person the hair moves but for me it stays in the same place
and idk how to fix it
did you go up the spine hierarchy to find the physbone or dynamic bone compoonents?
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
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
cause then I need to add them as toggles to the action menu
they should be in the assets for the SDK folder
@limpid cargo @glass geyser in packages, not assets
ok
Packages\com.vrchat.avatars\Samples\AV3 Demo Assets
that’s what i meant by assets💦
“demo assets” “assets folder”
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
but idle
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
some models come with blendshapes/shapekeys for easy editing. these are “sliders” that can be used in blender or unity.
most hair swaps and outfit swaps would be done in blender.
texture editing is extremely easily, and can be done with blender or unity and an image editing program
How would i go about making an asset stay above my head but also follow me when i move up/down
parent it to the head bone
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
then stick to one or two shaders
And I wanted to change eye textures, and some models seem to have them integrated into other textures and some dont
well not everything is a one fits all case for every model.
thats vrchat default standing pose, it shifts leg slightly (visible when using av3/gesturemanager)
how do i do that?
if i drop it on the bone, it moves when i look around
it’s hard to say without knowing the specific model you’re talking about and its setting
you asked for it to move with the head, no?
for reference its the plumbob from the sims
move vertically
oh you’re amazing i love you for that
okay i don’t know then, maybe someone else can help you 🙇🏻♀️💦 sorry
alrighty
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??
You can just put FBX file into unity.
i did that but it wont let me put the texture on the avi
You just have to create new material and replace what in the scene.
or extract materials, expand fbx - select all balls - right click - extract
(easier way, select the fbx and go to materials in the inspector (right window) and “extract materials”)
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
You have to export texture file from substance.
oh you need to extract the textures
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
So I see a default expressions menu and the animation files but how do I add them as toggles to the menu
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)
oh, tbf if you dont have an action layer already, keeping it at default should be fine, you just need to edit the menu.
Hey, I have trouble with VRChat Companion Creator, where exactly i can text for help?
That's the thing like "defaultactionmenu" doesn't have anything when a took it from the sdk packages. So how would I add those emote animation files as toggle options to it
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
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
@glass geyser oh, maybe they dont provide the menu... anyway its just VRCEmote and you toggle it with values from 1 to 8 i believe. https://creators.vrchat.com/avatars/animator-parameters/#expression-parameters-asset https://creators.vrchat.com/avatars/animator-parameters/#default-av3-aliasing
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?
@worn vessel local only should be checked in parameter driver
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
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
parent them to the hip…?
when does this occur? when it's posed in play mode?
Does it work fine in-game?
just do whatever action you want based on the variable that the existing menu option uses
I feel like this would already be a thing
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?
they were parented to the hip, i figured it out anyway it doesnt matter anymore
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.
??
Here's a preview of the issue I'm having with my TPose.
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
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.
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
must be a texture swap animation then
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
been forever since I tried this, but do you have to extract the materials first?
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
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
Like wdym by materials
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.
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
is this another vrm converted in unity
, if you do the blender route you can embed texture or just save the atlas/baked texture somewhere
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 
it's asking you where you want to extract them to
I'm not sure how that could be easier
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.
stuck in t-pose could be a bunch of things - starting with the rig isn't humanoid
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?
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)
you tried to rotate mesh in unity ? **flipped the wrong direction, which I've tried correcting in unity **, its blender time >
I've uploaded this exact FBX before and it's been completely fine
then it would be the same, so its not fine
Vrchat is saying the rig is perfectly fine when I go into the configure tab, plus I've used this exact rig before and it's worked fine
I'm just listing possibilities here, since I have no info to go on at all
first of all whatever rotating mesh is in unity ,image says more then words
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
obviously shaders wouldn't affect this
Unity has been placing the viewpoint here for whatever reason. I set the rotation on the Y axis to 90 degrees to flip the avatar to match it, which gave me the screenshot I sent above. I set the value back to 0 and reuploaded to see if that would fix it, but it changed nothing.
wait, you had to flip the avatar? Did you make this and export it from Blender?
I'm trying to setup an outfit with modular avatar but it doesn't apply on the hips please help
It's exported from Blender. It seems perfectly fine there as well?
I dunno, I'll try re-exporting from blender and seeing if anything changes?
yeah that sounds like you didn't use the right export settings. Or it's not oriented right in blender
Just re-exported and made sure to apply transforms, but the viewpoint is still off
what did you set "apply scalings" to?
ideally use FBX All unless you actually need it otherwise
I selected everything in my hierarchy and pressed Ctrl+A and all transforms
All local
that's going to end up weird in Unity, but it wouldn't likely cause the issues you're having.
how do I fix the clipping? I can't scale it for some reason
that's odd. Is there anything else it could be?
blender
then you refuse to fix clipping
mannnnnnnnnnnnnnnn
but I heard you can scale it in unity
not really
I'm not entirely sure what the problem is at all
why do I have to tweak it in blender after I clearly bought it for this base?
not every creator is good at this
The creator of the avatar most likely did edits to the base
could you please at least tell me uh how to import it to blender?
find the .fbx file, then in Blender, file -> import -> import FBX and select that file.
Don't use tools like FBX Exporter in Unity, you already have the FBX files in your assets
so, exactly what I said
and tweak it in unity
thats not how that works
But you already have the FBX in unity?
Unity is a Game Engine, and doesn't have any modeling tools
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
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.
Yes but my answer is probably not going to be useful unless you've written the script in question
screenshot the whole console of errors instead
No, I am not a VRChat SDK dev.
It is worth noting, it's still TRYING to build and publish, but it went unresponsive when that error popped up
Thank you, I have no intention of ever making this avi public, so it felt fitting.
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.
Are you using Multi-Platform build?
Yes.
I have no intention of there being any difference between PC and Quest features since I only play Quest native rn
does this issue still occur on builds set to a single platform
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
are they using the actual same parameters file?
They should be? I don't even know where that would be tbh
it's listed in the avatar descriptor, under "expressions"
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
it's ideal to use the same file for all platforms, so it stays in sync
Fury or Modular may make that weird - I have no experience here though.
this.
You shouldn't be using VRCFury temp files
ah I was assuming that was in play mode
VRCFury will build your param and menu files and handle changing them for syncing between PC and Android
It sorta just inserted itself there
It will only do that in play mode
This is not in play mode
If it's there outside of play mode, remove it
This look right, then?
That looks correct, yes
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
Are you building for PC or Android?
And that 2nd one isn't an error, it's prompting to fix your write defaults
Gesture manager is also still fucked
Currently not building anything.
I'm just doing the avi setup for a version I intend to build and distribute for both versions
Going into playmode will build your avatar using VRCFury
Build menu is fully idle rn
VRCFury has to apply
Oh
Okay so how do I check that
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
Lovely.
Would it be likely to fix it if I just started a new project from scratch?
Because I cannot currently join another discord server.
Just leave one?
I don't exactly have one worth leaving rn.
You're in 100 servers that you talk in regularly?
Just join their server... https://vrcfury.com
You'll get better help for VRCFury in a VRCFury-specific place
sorry for the late reply, how would i remove this? Apologies, I'm very new to avatar customization
Well, I appreciate the help thus far, I suppose I'll just try rebuilding from scratch and see if that fixes anything.
Mobile sync applies between projects when it sees the same blueprint ID, so check first by detaching the blueprint ID
you'd have to find what's doing it first. If this is what's happening, it's somewhere in the FX animator
What even is the blueprint ID
Do I need to type anything in the text box it opens there or will it just autofill
No, it will make a new one
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)_/¯
You'd have to describe what is broken for an image like this, we don't know what "correct" is
The "Die" emote is selected but instead the avatar is playing the "Wave" default emote
then investigate what you did to create the menu
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.
I did not touch expression menus at all, aside from replacing the VRCFury ones with the default ones. the VRCFury ones also had the same buggy menus.
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.
I don't know what you mean by "VRC Fury ones" - if you have a bunch of prefabs maybe they have menu components?
what do you have there now?
The default SwaliaV2 ones.
ok then go see what's in there and customize it however you want
Issue with that is, the things configured to be in there aren't doing what they're configured to do.
that's such a complicated statement
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.
surely they are doing what they are programmed to do 🙂
While I appreciate the assumption that a PEBKAC is occurring, I can assure you that my screen says otherwise.
It's just showing it as being the default
^ Furthermore, completely removing it just freezes my character's walking animation and still shows the eyes as blue
removing what?
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.
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
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
Would I be accurate in guessing VRCFury shouldn't be doing this?
Does anyone know where I can commission any furry avatars similar like cilcipher or mari
not in this server
go to vrctraders for commission stuff
Google is your friend. It's a different server with a public invite.
wdym?
Hai hai!
Why would my avi be doing this when bending down?
the headbone
like its only this avi
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.
I dont have that option if something is in there
check in #1204490664637890580 there should be a working link there
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?
that's right - I wasn't suggesting removing this animator at all.
Something tells me this isn't right.
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.
this is not how vrchat works, it doesn't use what's in that ^ except when you want to edit animations in the editor.
Okay, so how would I go about fixing the defaults
what defaults? I was just having dinner, I'm not caught up
Why would my avis headbone be doing this when bending down? it only happens on this avi
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!
i make avatars
be very wary of this ^
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
the rules are don't.
Yeah, uh. I don't think this is a trading chat, fren.
ok
...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.
? there are layers for hands right there
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.
is that not just "base layer"?
sounds good to me.
what about that is good
there's supposed to be a blendshape thingy that controls the default state of the avatar's animations.
are you doing a WD-off situation or something?
I have no idea what a WD-off is meant to be
Write Defaults
Yes.
Did I mess something up with the settings?
oh - that's kinda advanced, is there a reason you want to do that?
you must have a blendshape in the sil slot
Ive never had an issue with it not being there
that is quite strange.
and that has nothing to do with my issue ❤️
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)
@peak shuttle av3 always required every slot to be populated
Okay so.... do all your animations have Write Defaults off?
How would I check that, exactly?
I can tell you it works without it 🙂↕️
@loud gust record animation of every blendshape off, use it as the only state of first layer. done.
I dont have a sil blendshape
Each animation state in each animation layer has a checkbox for that.
I'm having issues with the avatar rig
not sure why you showed that image then
...I have to record all the animations from scratch?
I was replying to another message of mine showing settings
@loud gust one animation, every blendhsape 0 in it
If you want to set defaults you'll need to make an animation to do that
Ah, that makes more sense.
(again, assuming this is actually a write-defaults off situation)
And yes, everything has that checkbox on. Turn them all off, right?
I did not say that and am not suggesting you do that at all.
If there is any other explanation for why every gesture ends up sticking "on" I am open to ideas.
I'm sure there is but I have no way to tell you what it is from here
Want to screenshare or smth?
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.
not particularly no
Fair enough
@peak shuttle could it be old and have physbone on humanoid bones or smth?
So, write defaults is ticked on every animation i nthe avatar. Should it be unticked or should I leave it be?
its not old. there are physbones on humaniod bones, but they are set to ignore the human bone
Unless you understand what this means and intend to stick with it off for everything, then I'd leave that on.
@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
yeah you really don't need a reset layer in this case.
I'd watch what the animator is doing while in play mode.
So are there any other possible causes of that? Because right now, every gesture has write default on, and yet every gesture sticks, causing the visemes to overdrive and the wings and audio to stick on.
Since thats not the issue, what else could it be?
like I'm beyond confused
Only issue with that is I have no idea what the animator does. This avi is my first time touching VRC CC or Unity Hub at all.
aha.
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.
yeah you don't want to mix WD on and off unless you really know what you're doing.
everything on every layer (ie every animator) should be either on or off
Oh, good news, I don't have to understand what the animator does, because the animator appears to do absolutely fucking nothing
Idk what I did but this is happening now :D
I tried this with every gesture on every menu and quite literally nothing happened in the animator.
Well sure, but I can't find any animations that don't have WD off, and the auto-fix thing doesn't change anything at all.
The error message tells you which
its every collider
I don't really use Fury though, so I'm just going by what it says
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
the first one doesnt take me anywhere
If you are responding to me, I was replying to Evie - I can see how that seems ambiguous
my bad
Okay, so what do I need to do?
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
fix your wd
how
wd?
Write Defaults. A setting in avi animations
okay?
The only issue with that is, every hand animation, the ones that should be doing stuff, has WD on already.
that's probably good.
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.
imma just restart the avi
not a single layer but the whole animator should be consistent
literally nobody knows how to fix this -_-
How is it possible for retexturing an avatar to be this difficult aaaaaaa
@somber sequoia id assume animations
Ah. Okay. So every other part of the animator has WD off, without exception. So should I turn it on for all of them and see if that breaks anything else or should I switch it off on the hand animations and set up a default state
they didn't have that many layers, but it might be about the combined animator
remember that VRCFury prefabs often contain animators
well, 2nd way is more likely to work
The only VRCFury prefab in use on this avatar is gogo loco which runs with WD on
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.
Physbones in unity are fine but after uploading to vrchat they are fucked, except the tail for some reason?
Any ideas?
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.
Edit mode, left click the bone, hit x
^
oh my god i was so close this whole time
Also panda unfortunately that's just vrc
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
Look it up, or right click
fuckin hell
most settings are in the right click function
Is it because I exported it from blender with fbx all?
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
This has never been a problem before though, on a previous version I had the settings the same and it was fine
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
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
Is there any way I can put a prefab a friend gave me in blender
No, only the fbx
i need a hello kitty asset i wanna make a hello kitty avatar but i cant find anything
You cant convert a prefab to a fbx, the fbx is the model and armature of the prefab while a prefab contains that and all the unity stuff like materials and object components
This is not the place to ask for that, this channel is for help with making avatars, not finding assets, you may want to go to #avatar-general or #1139216499123437668
But, just so you dont leave empty handed, look on booth or gumroad,
But continue the conversation in one of those channels, not here
Never mind I figured out a way I could
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)
you can go back into blender, make the changes you need, export again, then replace the file in your unity project’s asset folder
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.
yeah don't export a FBX from unity
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
dynamic what-?
mb i horid at spelling buts called dynamic rapier sword system
juts lik google it and it should bring it up
shrug
some one like try and walk me throuigh it and help me figure out how it works
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.
wdym too detailed?
what the material looks like doesnt matter, just the size of the texture
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
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.
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
put eyes on the center head, use rotation constraints to drive the twins' eyes.
Anyone got any solutions for this?
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?
that's uncompressed. 10MB is compressed.
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?
... compressed is the size of the file that gets downloaded, uncompressed is how much space it takes up on your device. like zip files.
Gotcha
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
you can try going into blender and transferring the weight painting from the avi to the clothing
i did that to a skeleton i had clipping and it fixed everything
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?
is lil toon best for booth avis or poi?
so….. yes and no?
you still are adding more textures, so yes it does increase your texture memory. i just don’t think the auto system counts it well because it’s not actively on the avatar on that moment.
but it doesn’t increase your amount of material SLOTS.
this is heavily subjective.
look at examples of both and see what you like more.
can it be a issue caused by wrong default status of animation?
If you are using moe. by default it should use "coreset" status on
sometimes it is not the best
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
oh maybe not, i had to chenge heads due to a problem how would i know its correct?
go to the configure tab and look
everything is green and you can click Apply
uh, nothing is green
here it is
Some how i got it to work though
the avatar only has 1 material slot, i just swap one material, so there is only 1
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
if you’re using different textures for each swap,
yes you have more texture memory now
i have like 20 differant materials each with differant textures, but material swaps swap the previous material with a new one
oh okay, vrchat doesn't show it takes up more memory in the stats though
it still says 0.6mb
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
makes sense
though that means you can fill up your texture memory endlessly and it will still work as a fallback
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.
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
the texture memory size is incorrect in game, and shows as green
does anyone know how to do the flowing map with mochies uber shader?
liltoon
oh i don’t have experience with that.
you can look at the documentation if they have one
i’m sorry, i’m not familiar with liltoon
Alpha mask probably
but you can look for what it is you are trying to change
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
i don’t even know what you’re trying to do
disable the old tonuge
vrchat players are dead some goons 🥹🥹🖖
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
u need to make sure its off on every animation
and that it’s off on the base body mesh in unity too
i just told you…
but what about the eyes
they are different too in unity
the quick menu is screwed up
wait wait wait I got it
well uh idk
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
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
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)
export from blender as FBX, set "apply scalings" to "FBX All".
Then this should help, feel free to ask specific questions after:
https://www.youtube.com/watch?v=bSwMz4WcajQ
Is it a problem if my avatar doesn't have animation?
what do you mean by that exactly?
oh. yes - usually that gets added automatically when you do the rigging setup set to humanoid
I can't config like in the video 😅
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
I'm lost...😅
so without... you'll get no humanoid movement, and would have to do all of the locomotion animations yourself.
So I paid 150€ for my model and there weren't enough bones?
go to #avatar-rigging and look at the pinned posts there
look at your armature, see what bones you're missing
add the bones in blender
couldn't tell you without seeing the armature
was it a vrchat ready model?
or just a 3d model?
3D model
oh, well it needs to be rigged
that answers your question
does it have an armature at all?
you could even have a 3d model with no bones and armature (that's probably the case here)
yeah
send a photo of the expanded hierarchy in unity so we can see
Like that or am I doing it wrong?
the hierarchy tree on the left, expanded a bit so we can see the armature, if it has one
this window on the left
Like that?
expand it
?
or use the snipping tool
yeah
that doesn't have an armature
you'll need to add one yourself and weight paint it
#avatar-rigging is a good source of information
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
relax
I'm really bad at this which I'm sorry to bother people on this subject
it's a big task
there's a trillion tutorials online
you'll find something you can understand
150 for an unrigged model is kinda crazy 
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
what's the main cause for emotes sticking and messing up other emotes because they're not..unsticking?
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
that's not what that's for
where is this animator component?
you need to use it in an fx layer (I think)
yes, that's a thing for FX
Wait I need to clip it?
clip what?
I'm a bit confused
You cropped that image so I can't tell where you put that Animator component, so I was asking for clarification.
possibly