#avatar-help
1 messages · Page 120 of 1
"base"?
oh okay. yeah there should be only ever one actual Animator component on your avatar, on the avatar root where the VRC Avatar Descriptor is. Unless you're doing really strange things.
I definitely can't comment on Modular Avatar though.
vrcfury did better but the issue is it's suppose to go through modular
Can someone help? I have no idea what this means
wow what have you added
well something has added too many constraints
well yeah I know that, but how do i fix it
you'll have to find out what added them
I'm guessing it's a old clone system
could search the hierarchy for Constraint maybe.
yeah probably something like that
I DID IT
good job
I used animator editor
gonna apply more emotes later on I just really need this one for the tonuge
Anyone knows how the stationary toggle from gogoloco works?
the one where you can't move anymore
was searching for an animation, but the Animator Locomotion Control makes so much more sense... thanks!
animations cant exactly control stuff like that
I thought like disabling the animator or something of the sorts
avatar animations dont control the player pill
you'd be a T-Pose if you had no animator
^
well
you can control other animators
not the animator the animation is contained in
oh yeah that makes sense actually
recording mode disables it so you can freely animate
yeah it seems to puts a blank one in there
Hey yall, how in the world do I did this avatar to NOT be in the preview animation anymore.
i need to know too, it’s so annoying
uh
so, I found out just now, that is basically is NOT able to be fixed and you need to do everything again :/
o.
sorry it's been a minute, you've probably already redone everything but there should be a way to not reset everything you've done
there are multiple things that can cause issues with animation previews
It can be fixed with pumpkins avatar tools
You can also just revert the changes to the position and rotation of each humanoid bone
I wrote a little script to do that
(Pumkin's tools does that, though, so just use them!)
It has an option to apply the pose as t pose and it'll fix it
well...i think it does that -- it can certainly fix your pose, regardless (:
Why is the radial puppet menu snapping and automatically exiting whenever I try to adjust it in-game?
This is what I mean.
I've tried multiple things to try and resolve it, and nothing is working at all. I've tried readjusting the values in the blend tree and I've tried readjusting the value in the expression menu.
do you only have one blend tree for all your menus?
i usually have a separate blend tree for each menu or toggle
does anyone know how to, when uploading an avatar, force the pipeline manager to treat an avatar that has been copied/pasted differently? i tried detaching the pipeline and it doesn't work, and i want to upload a similar version of an avatar with a smaller size
It is more optimized that way, so yes. I tried out other random avatars that have these radial menus, and they all function as they should.
what makes it more optimized
Because it uses just the one animation layer.
If I use more than one animation layer, it duplicates across every player in the instance, as Sipp explained as far as I'm aware.
Yeah direct blend shapes are a good way to help performance if i remember correctly
how do they look in your menus?
wdym
How is the radial set up in ur menus
thats a vide of the game
a mean in unity
should look something like this but a list of ur toggles
Finally got it to work in unity, now to test it in-game.
I heard that the parameter is supposed to be null, and the parameter rotation is supposed to be filled in.
nevermind I found it
It has to be a radial, not a toggle.
I tested it in-game, and the exact same bug is still occuring.
This is what it looks like.
I'm bringing the parameter parts back in.
there shouldnt be a parameter in that area for a radial puppet
That's exactly what I did last time, and the bug still occured.
Since I did exactly that earlier, and the bug still occured, now what?
Essentially, the radial menu is snapping to a position and instantly exiting the exact frame I change the value within the radial puppet. This is happening in-game.
Thats what causes stuff to happen when you select/leave the radial menu I know that much.
Not entirely sure why they are spazzing tho, I usually only use direct blend trees for matswaps, so im not sure if maybe the way it's set up in the direct blend tree could be causing anything
I tried a different setup within the game using different animation layers instead, and it's doing the exact same thing.
I even tested out different avatars using radial puppets, and they behave exactly as they should.
Hmm I know that wing poses are commonly done using axis puppets instead of radial menus..
maybe it could have somethin to do with that?
My client asked specifically for the ability to scale them up and down, as well as an opening and closing sequence.
Wait, hold on, now I can see why you say that.
Though I'm still kinda skeptical on that idea.
Because not only do we need an opening and closing sequence, but we also need a way to scale them up and down regardless of the pose of the wings.
Yeah I've looked at different systems for wings and movements and stuff, and while I was never fully able to grasp how it worked I did notice they often used axis puppets for things like controlling movements.
I never really looked at different systems for wings, though.
and for scaling, are you using a scaling constraint?
No. I'm using an animation.
Maybe try using vrcfury to make the scaling toggle. This is how it is set up with one asset I use that has a working scale feature, and it uses one animation.
and the anim just scales it up with different key frames
.
It may be worth a try
I have no idea how that fixes literally anything related to the in-game bug.
I'm starting to think that this is an issue with VRChat itself.
Because I've tried literally everything to fix this, and nothing worked, so I think we might have to file a bug report to the VRChat devs regarding this.
if i wanted to group assets of... lets say hair.... and make it one large physbone, could i do that, and how? is it possible in unity?
How do I fix this? (Right picture this time) I dont know if I messed it up in blender or not
Why do I keep getting these errors.. I'm losing my mind
@placid mica try mobile data, vpn or rebooting your router, sometimes aws that vrc uses to store files, temporarily blocks your ip
I always see you and remember you from bunny’s server 
I’m trying to quest convert an avatar right now but every time I go to lower the texture resolution everything but the tail disappears… how do I fix it ?
This is like my 8th reimport because this keeps happening when I go to lower res, delete assets, etc.
disappears?
can u share how u lower the texture resolution
in the inspector for the texture image file itself, at the bottom, you can decrease the maximum size. Or literally scale the image itself in an image editing program like photoshop or gimp
is there a way i can get my avatar to AFK on command? i have a bigscreen so opening the steamvr menu doesn't cause me to go afk.
So I’m still having issues with this and for the life of me I can’t figure it out. I tried what the VRCFury forums suggested but it didn’t work unfortunately. If anyone had any other ideas that’d be helpful. T^T
Need some help myself. Im following the directions but i dont have editing knowledge.
" Select the prefab that is right for your use case, and drag it into the scene, then in the hierarchy
window, make sure to drag it onto your avatar."
Im not sure what its asking. What prefab?
wait, hang on
Who can make me a free VRChat avatar
If it's a block of cube, probably.
presumably one in the package you are reading the instructions for
How do I make a different avatar upload from the same prefab?
I think it has something to do with blueprints but I don't know how that works... could some good soul help me out?
Detach blueprint ID in pipeline manager.
Thanks! If I want to continue uploading to the original blueprint ID, where do I find it to add it back?
should be in the asset manager thing in the SDK console, one tab over from the build window.
OR, you can just duplicate the avatar in the hierarchy, work on that one
Thanks!
Hello!! I am wanting to edit an existing avatar that is free to the public but I am new to everything with avatar creation. What I'm trying to do is change the body shape and have the clothing fit to what I change the body to be.
Dms are open if there is any more questions!!
(Placing here because I may have put it in the wrong channel but not entirely sure.)
feel free to ask specific questions, otherwise there are lots of tutorials
(this is the right channel)
Is it possible to link a bone to the emision brightness of a material?
no
Darn
best you could do is vertex glitching
gogo loco has this option built into it if you have that
if you want to create something like this yourself just do it in the action layer
im making a avatar that I want to be able to switch out toggles based off the form it takes.
Like first pic, I want the eyes to be normal while the second one, the eyes would turn. is there a way to like make it overwrite a toggle ? if it can, i need like a screenshot i am not good at written out words😭
Is there a way to learn how to do toggles? I struggle with it
Youtube tutorial. Try Sippbox's.
yup, I recommend that channel too
think about things logically instead of just based on "toggles". You can do pretty much whatever you want with animator logic, it's just up to you to decide how to use it
for example if you want a toggle to change behavior based on another toggle, you would have multiple animation states that are transitioned to based on multiple parameters
i think i understand i think
if you understand traditional logic, then many of the principles apply with animations too
Could you send me that
You could search for it on youtube.
Aight
Is there also a tutorial there how to make shit quest compatible?
A lot of my friends are on quest and they can't see my avatar
Which sucks
you need to optimize it first (lots of info in #avatar-optimization ) and upload it to the quest platform
for toggles to sync, you need to press the sync box and the parameters lists need to be identical
😭 bro i need like baby goo goo words to explain what to do
idk alot of unity, i mostly make simple avatars
anyone know why an avi would be turning clothes off everytime i reload into that avi and if so how do i fix that? never seen this problem before in the past (*edit feel free to @ me i wont be awake when this probably gets answered)
Mark parameters as "Saved".
Ah ok will do couldnt remember how to fix this 😂 thank you
It's obvious once you looked in your parameter file.
Prob over looked it since its my first avi in quite a while
i will fix it tomorrow thank you for the help 
when i import this model into unity the hand is broken and i already chcked everything in blender the hand isnt broken in blender so i have no idea how to fix this
anybody know how to fix this? (im somewhat of a noob at unity, so idk how to fix this)
go to the menu where you picked the humanoid rig
press configure
and assign the neck
if you don't have a neck bone you'll need to add one in blender
Did you import over an existing model??
nope it was a brand new project ive had this issue with only 2 models and have no idea how to fix it
well im not sure what to do exactly, i think i have one?
you click on that button thats next to where it says neck and then assign the neck
anybody know how to fix the arms?
(and btw if i align the arms, it looks like this)
those are the wrong arm bones
huh? is it?
yes
see the bone in between the shoulder and upper arm, the gray one? try using that as the upper arm bone instead
hello
does anyone know if the "among us follower" prefab works on quest
and if so how do i set it up?
Thank you doc
no problem, marty 😂
If you're talking about the prefab made by HFCRed then you could ask them on their twitter
Hello I'm working on my own avatar and its going well so far except for something that it would be cool if someone can tell me or teach me how to connect the face tracking with the cat ears for instance when i smile ears go up and when i'm mad ears go down and so on ...😊
If someone can Help me I will be thankful
im is he active there?
Here's what I hope to make into my new avatar. Sadly, I think "Medium" on mobile is the best it could get, due to having two material slots.
Left: Reworked model for human-like arms.
Right: Original, show-accurate model```
But what I'm primarily having trouble with is his face. I don't quite know all the different faces that I need, nor the best way to organize them on a texture.
All you would have to do is rotate the cat ears to the position you want on the same facial expression that you choose
Anybody know how to make a swap toggle? where if i toggle one thing the other thing dissapears or goes somewhere else?
(perchance a yotuube viodeo you gusy might have?)
Use one boolean variable, one thing is on when it's true, the other is on when it's false
haha, of course you have a video for this
hehe
I think you will need to use the animator at some point to specify what's going on, and what's going off.
It's a direcct blendtrees video but from 6:30 it explains toggles with condition
But to do the toggle with conditon, i need to watch from the start about the blendtree?
I have a bit of an issue, here. My contacts seem to work fine in scene view, but go missing in game view. Not sure if this is expected behavior, but people try to use head contacts and my finger contacts don't work. Only my hand colliders work. I think the avatar was, at one point, accidentally loaded with local scaling, so the values are very small.
Yeah the basics hpw to srt up a blendtree
delete 2 zeroes
The scaling won't look right in the engine, but it'll work in the game?
not sure what channel im suppose to ask this in but where can i buy this hoodie asset?
Or just export the model with the right scaling ?
#1138520828556890214 perhaps
is it possible for someone to post an avatar i made for me if i dont have trusted user yet? or is that against the rules?
if it's all free or they also own all of the assets and such, they could make it a public
that's about it.
so if i send them the avatar file they can post it?
That is what I said
alright thanks
So long as you respect creators' terms of service
@timid terrace It seems the most recent upload with the numbers that look good in the engine also look good in the avatar. Scaling up by 100 just put big yellow blobs everywhere, it wasn't right. Would be nice to try testing this somehow...
Damn... doesn't work. Torso and hands are OK, fingers and head are not!
its a base from a unitypackage
Sorry it was for someone esle
Apply all transforms in Blender and export with FBX all settings on scaling
This?
Yeah
But also apply all tranforms
Before exporting
Like select everything and go Object -> Apply -> All transforms
Question. How does one forcibly enable physbones on a Quest avi?
Physbones are enabled on my VRC, they just refuse to upload on the Quest/Android version of the avi from the SDK/CC
And yes, it is trying to upload the physbones.
are you okay? youre asking it secomd time
Everything else on the avi is working, the issue with the FX manager is fixed.
You don't - you have fewer physbones so it doesn't remove them.
Not the same issue as yesterday.
It says right in your error that you have 11 and the maximum is 8
it WILL upload when above the limit, just when exceeding physbones limits, theyll be removed. All of them. Just go below the limit.
e_e
I fail to understand how that is possible when the same base is used and widely tested to be quest compatible, but uh. Alright.
I'll see what I can figure out, in that case.
Royally fucked, dude!
given you had fx problems and such you def not uploading bare base
If you did literally nothing to this, then contact the creator and tell them it's not quest compatible.
yeah that was my assumption too
"I did nothing" (actually changed many things)
In fact, I was. However, I've switched to a different base, an older version, as the current version on Booth is apparently known to be bugged.
Some others that use the base contacted me.
Put the fbx again in the scene and use pumpkin tools to copy stuff from the original
Should work
Apparently the original creator of the base, when updating to 3.0, broke the FX controller and never realized, so the community has just decided to use the 2.0 version instead.
So, drag the model in again?
Like I said
Where's pumpkin tools?
i set all params to default and still dont move
Still broken!
@dawn oak probly masks on FX layer, reset fx to default and check
@timid terrace
as i said i set everything to default
Engine, vs game
I am very tired of Unity and VRChat avatars just screwing me every chance they get...
Everything always looks fine in the engine... Unity looks flawless... but then everything gets messed up importing to the game.
Does anyone know why this is happening?
Are you using gesture manager to test ? It saves you a lot of time
When you copy using pumkin's, only copy skinned meshes materials, vrcavatar descriptor, physbones etc, do not copy transforms
Then check if removing the extra 00 on some sizes you showed before helps
I guess my main issue is that it has to be very direct and the tutorials I have been finding don't stay on the actual topic then timeskip a lot. I can't find one that is thorough and not rushed or not well thought out, you know?
if you want to reshape the clothes you should probably look into sculpting in blender
does anybody know how import amongus follower prefab on quest..?
honestly, not really, I'm not the type who needs exact tutorials. Also, there's a lot of "here's how it works for me, adjust for you" in everything related to avatar and world creation. You often have to figure out the stuff in between, usually by trying things out and poking around.
true
plus you'll have more luck finding a tutorial for "How to attach clothing to an avatar" than "How to attach this specific piece of clothing to that specific avatar"
I do a bit of sculpting here
https://youtu.be/hsuElg2Mcno
This channel is often good for specific questions, but really not great for "teach me how to do [very specific thing about my own avatar that nobody else has seen before]"
It's not showing anything for transforms.
If you put an empty FBX and just put a descriptor on it and test, it works ? If so, you are copying with pumpkins wrongly.
Also you need to put the FBX fresh into the scene, not copy over setting on a broken one like this
that many end.end.end bones - is this functional at all, or it's just an accumulated incorrect export side effects and should be deleted?
any one know whats wrong with this? i cant seem to udnerstand (the figners are just broken?)
I added a new FBX entirely and copied everything except transforms. It just keeps getting royally screwed over.
This ruined my model.
All I needed to do was get contacts working on the fingers... that's all. Now the entire thing is screwed, and I don't know how to fix it.
Not it didn't
You are not listening tbh
I said this "If you put an empty FBX and just put a descriptor on it and test, it works ? If so, you are copying with pumpkins wrongly."
Assuming you haven't attached anything to the bones, you can toss them
This looks like what happens when you don't have your anchor overrides set
you're sampling light probes at different places (the center of each renderer's bounding box)
nothing is attached to them, but i wander why there is so many extra ends, maybe for more attractive physics behavior?
This'll happen if you keep importing and exporting an FBX
by default, Blender will keep end bones
and by default, Blender will add end bones
Look at the objects with SkinnedMeshRenderer components on them.
I don't think your problem has anything to do with PCSS
Do they have anything assigned in the "Anchor Override" field?
End bones are necessary because Blender cares about both the head and tail of each bone. Most 3D applications treat bones as points, not lines
To preserve the last bone's length, you need to slap an additional bone on
Try dragging your chest bone in there.
To do it quickly, search your scene for t:skinnedmeshrenderer
I don't know how to add a completely empty FBX. I added an empty game object, but it didn't copy the FBX over. It needs another FBX to do this.
you can then select all of the objects at once and multi-edit them
This reminds me of what happens when you export an FBX with the wrong scaling settings
you have to pick either "All Local" (the default) or "FBX All"
The former will give your armature a scale of [100, 100, 100]
The latter gives you a [1, 1, 1] scale
You just drag and fbx from the files explorer in Unity into the scene hiearchy
If the animator + its humanoid avatar definition is getting copied over, then Pumkin' tool might be trying to enforce a t-pose based on a completely wrongly sized skeleton
(the position/rotation/scale of your humanoid bones are baked into that definition)
Look at the "Avatar" field in the Animator before and after the copy operation. Does it change?
Blender warns that apply all transforms will cause issues with armature from the export menu. I applied all transforms from the model itself...
That is correct.
You don't check the "Apply Transforms" option when exporting
but you do want to apply the transforms on the individual objects, so that everything has a position of 0 and a scale of 1
True, I never had that checked. I didn't notice he had
That's what was wrong. But it's not getting fixed, even when I uncheck.
After re-exporting, you may need to tell Unity to reset the humanoid avatar's pose
You just drag and fbx from the files explorer in Unity into the scene hiearchy
You just drag and fbx from the files explorer in Unity into the scene hiearchy
You just drag and fbx from the files explorer in Unity into the scene hiearchy
And then copy with Pumkin's without transforms and scales
This also
To do this, you need to:
- Select the model in the Project window
- In the inspector, go to the "Rig" tab
- Hit "Configure"
- At the bottom of the inspector, reset the pose
I know you have to do this if you've just changed the Apply Scalings mode in Blender's export settings
Otherwise, Unity will have a very warped view of the model's default t-pose
which generally shows up as a really weird scrungling
all of your bones get pulled together
I get this, and he's very small.
doesnt really anybody know how to help?
Good news is I think this fixed it. Gesture manager looks OK. But all sliders are broken, now.
If you remove PCSS, does your avatar light up correctly?
anybody know how to fix the Figners on this avatar?
why does that thumb bone go that way?
You can probably rotate it right there, but I'd probably want to check what's going on in Blender. ANd probably name the bones something sane 🙂
your bone hierarchy is wrong
it's telling you that the last thumb bone isn't a child of the middle thumb bone
ah yes, that's what's going on there
the bone names make it hard to understand what's going on here
yep
Scene view vs. Game view. All of this effort to fix the colliders broke the sliders and variables and still didn't fix the colliders.
I need help getting started on making an avi
For some reason my hand and torso contact colliders worked, but not fingers, head, or feet. Those appeared erased in game and uploading to VRC, checking contacts. Absolutely everything looked fine in scene views. It was believed uploading the avatar with local scaling was the source of the problems, so we uploaded different versions, but that broke the entire rig. Right now the sliders broke, and colliders are still broken, but the mesh has been uploaded with FBX All and the scale of colliders is more reasonable.
But it's BROKEN.
Had to reconfigure the avatar, which broke a lot of things.
If I see a collider on a finger, you'd expect that collider to appear on the finger. Especially if other colliders work just fine. But that's not what was happening, for some reason.
switching from "All Local" to "FBX All" will reduce the scale of your armature by 100x
so if a collider had its radius set to 1 meter, it would've been a 100-meter-radius sphere before switching
The collider sizes are fixed and look fine in the scene view (see above screenshot, left). But they still don't appear right in game views. I can try exporting to VRC and seeing if they appear there, but the sliders are broken.
I feel like ive had an issue like this before
But i did mine through all local…
Not fbx all…
Oh wow... I think it's fixed now.
I prefer FBX All because that gives me a [1, 1, 1] scale
The large yellow blob is just because my view is inside the head collider. All fingers, hands, feet, torso, and head work well.
if we all use FBX All then everything is all scaled the same. If not... have fun resizing.
And the sliders work! Can change shirt just fine!
I'm exhausted... thank you. Avatar making shouldn't be this complicated...
please help
Sorry i wasnt able to help… im just lost and confused as hell right now since i just woke up like an hour ago
you've provided no information - have you tried to debug this yet? does it work in unity in play mode? what did you recently change?
its been liek this since i uploaded it first, i have everything on default but the expressinos dont move the fingers still, and no, the hands do work with other animations
do you have gestures enabled in the circle menu in game?
yes
other avatars work fine
Unfortunately, it's still broken... the colliders appear properly in the test version, but uploading to the main avatar didn't work.
I'm really tired of this.
Could someone please help me?
I'm trying to add poses and emotes to my avatar, but since I don't have much experience, I'm following video tutorials. I always get an error, but I'm trying to solve it.
However, now I'm facing a more serious problem:
After I tried to add Kali Locomotion, my avatar simply stopped working properly. I can't change clothes anymore, Gogo Loco is bugged (the avatar starts sinking into the ground), although the Kali Locomotion poses are working.
If anyone knows how to solve this or can give me any tips, I would be very grateful
Exactly what error?
my avatar simply stopped working properly. I can't change clothes anymore, Gogo Loco is bugged (the avatar starts sinking into the ground), but Kali Locomotion poses are working.
Yes, thank you for repeating. But... you said "I always get an error" - as in an error message?
(sorry, thought I'd replied to @bright citrus there)
Yes, something always goes wrong but I try to solve it but this time the error would be this
got it.
Can you help me?
im REALLY an amateur at unity
I have no idea what you've done and don't know what "Kali Locomotion" is, so no
poses and animations
only thing I can think of is to set the same transform as the "Anchor override" in the mesh renderers. I use the chest bone.
,
do you really need to bump a message that was from 2 minutes ago?
mine was 4 minutes ago
so yes
Yes, you said you did that
A VRCParentConstraint component makes its object follow another object around
To try this out, create two cubes, then add a VRCParentConstraint to one
Add a source and plug the second cube into it
could i dm you?
The first cube will now follow the second cube's position and rotation
no, just ask your questions here
okay!
i'm about to run out and get melted by the houston sun
oh wait
so i'll be out for a while
ah, yeah, you can share them here
Anyone good with VRCFury?
Is there Any way to password-lock a commissioned avatar AND have it saved between worlds/avatar changes?
I put the pin on the avi, but if you change or go to a different world, you have to put in the pin again. I feel like the customer might find this to be a nuisance, so I'm wondering if there's a way to make it so that you only do it once?
(...after you click the "Activate" button, at least!)
A constraint has one or more sources. It tries to follow the sources based on their weights
Typically, you just have one source with a weight of 1
So if you put the constraint on the laser emitter object, and target your right hand with it, it'll start following your hand.
When you hit "Activate", Unity figures out the position + rotation offset between your object and its target. It preserves that offset.
If you don't want that, you can click "Zero".
Could someone please help me?
I'm trying to add poses and emotes to my avatar, but since I don't have much experience, I'm following video tutorials. I always get an error, but I'm trying to solve it.
However, now I'm facing a more serious problem:
After I tried to add Kali Locomotion, my avatar simply stopped working properly. I can't change clothes anymore, Gogo Loco is bugged (the avatar starts sinking into the ground), although the Kali Locomotion poses are working.
If anyone knows how to solve this or can give me any tips, I would be very grateful
oh god which of these correspond with that
probably the "death beam" prefab asset
the little cube is the icon for a prefab
You'll want to drag it into the scene, then drag the object onto your avatar in the hierarchy. This will parent it to your avatar.
what error? can you screenshot it?
If it isn't parented to your avatar, it won't get included when you upload.
so do i plop that onto my avatar in the hierarchy?
yeah, something like this
Your constraint will look something like this after setting it up.
I hit "Zero" so that it would snap onto the wrist bone.
If the orientation is wrong, you can uncheck the "Lock" box, rotate the object, and then check "Lock" again
and how did i make one again?, this is what i have rn (and then a floating invisible box)
Could someone please help me?
I'm trying to add poses and emotes to my avatar, but since I don't have much experience, I'm following video tutorials. I always get an error, but I'm trying to solve it.
However, now I'm facing a more serious problem:
After I tried to add Kali Locomotion, my avatar simply stopped working properly. I can't change clothes anymore, Gogo Loco is bugged (the avatar starts sinking into the ground), although the Kali Locomotion poses are working.
If anyone knows how to solve this or can give me any tips, I would be very grateful
... really?
hit "Add Component" and then search for "VRCParentConstraint"
Take a hint, nobody currently here knows.
done, im guessing i gotta do sm extra stuff after that right?
yes, you'll want to set it up like this #avatar-help message
add one source, drag in or pick your wrist bone, and then hit "Zero"
I'm not sure how this thing actually turns on and off
you may need to create an animation or slap on a VRCFury Toggle component
(and if you're using VRCFury, you can use the Armature Link component to pin it to your hand)
good god what
is that easier..
you'll need to be more specific (:
i started talking about how you would turn the laser on and off
which is separate from getting it to follow your hand
pcss works in unity but not ingame
any1 got a fix?
its not the world glitching it btw i tried diffrent worlds
so
i have 100 million percent done something wrong
and its definitely my fault
doesn't this have its own discord? there's a link on the booth site
oh yeah i forgot
who can make me a free avatar for my YouTube channel
we've answered that one already
we already told you no one
Oki cool
In reality I test the regniosity of people in video and then I make a video
the what?
the what now
I'm on video right now
that's insane
Yea
I'm testing people's generosity to make an avatar for a subscriber but no one wants to.
I feel like you don't realize just how much work this is.
yeah I meet some but it's for a subscriber
begging for someone to spend the effort to make an avatar for free isnt exactly a generosity test
yeah, it feels more like taking advantage of the artist
especially after failing twice to then change the story to a supposed "subscriber"
if its for a subscriber then how about pay the artist to make it
because it is to see generosity
also
I dont think you are doing this for your SINGULAR youtube subscriber
if you are going to beg for free shit dont just change your story to whatever this guilt trip attempt is
you may not believe me hyn
not really avatar related but i modelled this face for the player for my game. is there anything i could improve?
I'm really a YouTuber
with a singular subscriber and no videos
ye
very big ytuber
making avatars is a big task. Barely anyone is gonna do it for free
you seem to not understand how complicated it actually is
but people pointed it out already
I’m generous, but I’m not a machine 😉
Reel
people can be generous but not for bullshitting beggars
what exactly would this supposed video be? you calling yourself out for begging for free shit?
and calling others mean for not wanting to work for free ofc
even more so when you begged in multiple channels before only to do it again later because it didnt work the first time
want for free? do it yourself
How to make emission on quest avatar so as not to overload it too much. I made glowing eyes, and my avatar loads very slowly in Vrchat
looks overly dense, but not bad otherwise
er, I'm not sure why lots of the triangles are weirdly aligned though
if you talking about around the eyes
i think thats because i used the boolean modifier to cut sphere shaped holes in the head for eyes
no I meant the middle of the body
I don't tend to work in triangles though.
(it's annoying)
i made a star pattern on it thats why
oh I see. I'd consider just doing that with a texture instead.
it can be nice for making very sharp patterns
or if you want to, say, stencil that area for some other special effect
yep, absolutely
hi chat I have blendshape clamping off but any edits I do to my face outside of usual clamped restrictions do not appear in game, anyone know why this happens?
oh I thought those got clamped anyway
yk how there are those stripping pole avatar's where if you sit on it, there's an animation where you start dancing? how do I do something like that in unity? how do I make others do an animation i want when they sit on my vrcstation seat?
as I have just learnt, you would be correct lol
blender time
Put an animator on the station, in there you animate the player
and what do I do in that new animator controller? do i just drag my custom animation in there?
I haven't tried this myself but as far as I know yeah, put it into the first layer.
what do i put into the other layers?
nothing
you can force people's tracking if station has seated off - otherwise it will use avatar sitting controller wich default does not set tracking right
Will also break them after standing up since it doesn't set tracking back , worlds can reset person tracking stand up - reset it 
ah nice, I wasn't aware of that
is that all i do? or is there more?
by the way when i put the animation in there, does it automatically just detect any rig of anyone's model that gets on the seat and animates it?
Can anybody help with this?
Hello, Im changing a booth avatar on blender by adding one more blendshape in the face, and I export it back to unity, and then the facial expresions does not work anymore and neither the facial expresion for afk pose and for blinking animation, im just adding one blendshape and idk if this is cuz im not exporting with the same fbx configuration or cuz of the blendshape.... does anyone now how can I make this work?
hey im trying to upload a avatar the pc version worked without a hitch but the quest version says that the shaders on it doesnt work ive tried switching the shaders and it does nothing. any1 with more knowledge think they could lend a hand
what shader does it say is incompatible?
it helps to show images so we can see what may be wrong
i can post ss in here?
what else do I do here? can you take more screenshots?
vrc quest tools can generate a copy of your avatar with all shaders set to quest compatible ones if you can't find the missing one
i dont think i have that 1
can be added in VCC if you use it
ill see if thats it
make sure that you aren't losing all of your blendshapes
you should see a "Blendshapes" list on the SkinnedMeshRenderer component for your body
notably, Blender loses blendshapes if you have any modifiers other than the Armature modifier
yes, all the blendshapes are still there plus the one im adding in unity, but all the facial animations wont work
ffs
UI/Unlit/transparent
transparent stuff doesn't work on quest unfortunately, so you will need to change that
how i do dat?
locate the material and change it, if you cannot locate it, consider using quest tools like I said before
if the material looks bad (black or solid colour or something) you will need to do some extra edits to it
Oh god
i think imma just tell my girl i cant do it ive tried for 2 hrs and my head is spinning
wait so if all the other materials are like a white and 1 is black is that the 1 thats f-up?
@desert elk
I can't tell without seeing the model
i think the mobile particle shaders are the only transparent ones that work?
but they can look a bit weird
they have to be a mobile shader, i don't think that is a mobile vrchat shader
idk im so over this
Hey, how do you put clothes on the avatar if the clothes come out as A pose instead of T pose?
the suit and tie asset I bought for the avali came out in A pose
I can only find preset to make it T pose but no A pose
any idea why?
I'm trying to upload an avatar through unity for the first time in a while and when i go to publish i get a notif from the sdk telling me i don't have enough hours even though i have 500+ hours on vrchat
am i not logged in or something
Hey does anyone know a fix for this?? i put some assets in blender and made them fit but in certain poses it clips through, at this point the its going to be too big on the body if i keep expanding the skin mesh
make body smaller
have you received the email from vrchat letting you know you can upload things?
Adjust the weight painting in blender
i would but thats not in the ideal style in which im aiming for
silly question but how do i change the pose of the hand when i do a hand gesture? every single thing i find online is how to change the expression and not the actual pose, for example rock and roll to middle finger
would you know how to do that possibly?
Click on the mesh, go into weight paint mode, adjust as needed
here is a tutorial on weight painting if you dont know how it works:
https://www.youtube.com/watch?v=SCWZr-It1bE
within certain booth models there are options/ blendshapes in the body of that avi to make the costume fit
thx
So is it just me or is the sdk files not working on unity right now…
Everything seems to be workin fine for me
I’ve been at this for 3 hours, it’s not loading at all….
switch the animation out in the gesture layer
wdym exactly?
this?
i did nothing changed
did you record the animation yourself? does it work in preview?
yea it works in preview
i didn't record it myself i downloaded it
it works in preview but in vrchat it does rock and roll instead
are you sure that layer is attached to your avatar?
if it is, do you maybe have a copy of the hand gestures in the FX layer? maybe the animations aren't switched there and it's overriding the gesture somehow
yeah it has facial expressions and the expressions work but the hands don't
how do i check this
I just like to use pre-made gesture controllers like this one:
https://payhip.com/b/knU8R
it also comes with a flip-off animation
i see
in the same place you set up facial expressions in (I'm assuming they're controlled by hand gestures)
it makes it easy, just drag the new gesture controller into the "gesture" playable layer in ur avatar descriptor and it'll work 
not here
oops
this isn't the fx layer
sorry i'm not the smartest when it comes to terms and stuff is it this?
you can
okay, first of all that "Base Layer" should be empty in my opinion
unless you made it like that on purpose
vrc fury only links them not adjust the blendshapes
like this
nope
yea
genuinely i might be dumb asf
2.0 sdk knowledge burned into my brain made me think i could do it all on one anim
Basically my avatar isn’t downloading to unity anymore, it was working fine yesterday now it just won’t work. Probably have to start from scratch
Nice Samus morph ball you got there.
what does "isn't downloading to unity" mean though?
show us exactly what is wrong
My avatar keeps pulling in Open GL normals that's it's not using during during the upload process, causing file-size issues. They aren't attached to any materials or anything, it just... adds them.
how does one make a Gesture lock?
boolean variable that you add to the animation transitions - if true, do the gesture, if not, don't.
I tried that and it not workin
what's not working?
also when there is two conditions they act like an AND gate, both need to be active at the same time
unless that is intentional
so instead it only turns on if you have both active
you want it to lock the current gesture so you can't switch it?
ah perhaps I misunderstood the goal
they didn't say which way the lock should work
yeah
I want it to lock the gesture animations so like for exmaple i canlokc it to keep a nutural face or do a fist gesture and lock what ever animations are linked with it on
vrchat does this already, there's a lock in the wheel menu
true
BUt taht turns of the hand gestures im not trying to lock that
ahh
Again im trying to lock animaiotns trugured by hand gestures
now I get it
so yeah, put that boolean at the exit instead of the entrance to the face gesture state
so it won't exit if enabled
also you might need to make it so it cannot enter any hand gesture states when gesturelock is on, so like add another condition to the enter transitions so gesturelock has to be false if that is a problem
none of my hue shift attempts are recording. does anyone have any idea why?
you cropped that so we can't see where that material is
make sure you're animating properties of a material in a mesh renderer, not the material file in the project
why isnt there a rig configuration buttion in my unity (2022.3)
im getting the error " spine hierarchy missing elements, please map shoulders"
but there is NO buttion that would allow me to map the shoulders (on my vrm model)
look in all your open Inspector windows. It probably popped up in the one you aren't expecting
I run 3 usually so this happens to me all the time.
also you can force it by locking the ones you don't want to be the target
i could be blind, but i dont think its there
er, are you looking at the rigging tab in the inspector for the model file?
that ^ looks like the avatar root
maybe - I don't know anything about the VRM stuff.
the creator companion thing wont let me upload my avatar until i fix this error.
" spine hierarchy missing elements, please map shoulders"
the thing is , that im seemingly under the improession that to fix that error i need to get here...
Yes, you need to get there
find your model file, click it, look in the inspector, go to the rig tab, make it humanoid and apply, click "configure"
for some reason, the buttion to get there is just missing entireley.
, if im not mistake its supposed to be somewhere in the descriptor?
not at all where I said to look, no
o, my b, then i might be a bit lost
looking for a "rig" tab, but im not seeing one
Again. Step one: find your model file. This is the .fbx file.
mine is a vrm, but yeah, i found the file
I don't know about .vrm but if it's like .fbx, do the rest of what I said
forgive me if my dummy mode is activated rn, but i dont see a rig tab in my inspector, or anywhere else for that matter
it again looks like you clicked on the avatar object in the hierarchy, not the model file. Files are in the "Project" window at the bottom.
o...that is intresting -- it apears that .vrm file isnt there...
does the vrm converter automatically do something with the file the moment you drop it in?
again, I don't know anything about vrm files. The only time I did one I converted it in Blender.
i see..
and i found the vrm file, but it looks like it wont let me actually open an inspector window for it in unity --
y me... -u-
that's very strange
maybe click on something else then back on it - Unity is a little buggy
make sure your inspector isn't locked
the one in that last image is
it trys to open it in an eternal program like notepad or some crap
don't double-click it, just single click it
so vrm files don't have the option to be edited when selected in the project window?
we're working on basic unity usage here, stand by 🙂
welp, I dunno, again, because vrm. I'd convert that in Blender 🙂
aight, looks like its goota be the hard way....gosh dangit
intresting discovery
Vrm files exported into unity STRAIGHT from vroid do not have that spine hierarchy error.
the Vrm file that im trying to get working was one that i exported from Vroid into blender, edited, and then exported back out of blender as a VRM file -- for some reason it came back out with that hierarchy error
out of habit i would probably just exported it as an fbx after blender
You should not export from blender as VRM. There's abosolutely no reason to do that.
noted*
i had hopes that as a vrm the creator companion would better use the vroid addon thing to streamline my model faster, i guess not
There would be license dispute between 2 companies if vrchat choose to support it.
How to maek emission texture scroll not use up the whole texture? Like im tryina make it scroll through a rainbow texture but i dont want the whole texture to apply on the thing? Idk if im making sense lol. Maybe the tilting? Or smth? Like i want it to be rgb
Apply emission mask, given the shader support it.
I mean like how do u make it not use the whole rainbow thing like it goes from red to other colors instead of making the whole thing a rainbow gradient texture while scrolling
Then adjust tiling.
Okii tyy 
-# (shouldn't have invited me here, i knew i would get addicted)
haha
im new to avi creation and uh... idk where this second set of bones is comin from
can anyone help
looks like you have two armatures?
If it's used by nothing then you could just delete them.
is there some kind of tool on unity to add the blendshapes on to the facial expresions already record or do i have to record new ones manually?
If they don't exist on the model, you will have to make them
cats blender plugin has a thing where you can make 3 I think, and it'll generate the rest. Not sure how well it works.
Did you actually mean editing existing animation clip to add more blendshape to it?
oh - yeah are you talking about editing animations?
I'm not even sure.
yes
Just do the same way as creating new animation, but use existing file instead of creating a new one.
i like used fix lemme show u wahat it is now
idk why this is happening and idk how to fix it but when i switch to a quest compatible shader it becomes black when its supposed to be red
look normal?
vertex colors
Probably.
where would i find that at
no, it looks like you have two armatures, or a duplicate set of bones in the one
you can remove them with blender or I think vrc quest tools. There are tutorials.
lemme show u the bones
heh
You should ping only once when you got what you need to show.
but yeah nothing weird about this
it still looks like you have lots of extra bones
oh wait
Are you sure it isn't from another armature?
there is nothing of use in either of those images
so what do i do 😭
you haven't told us anything about your goal here, so no idea?
and we don't know what those bones do, or where they are, or even if they're a part of the right armature
start at the beginning and tell us what you did so far, and what your goal is
my goal is jus to make a avatar, im using the zinfit base and ive added a head, pasties, undies, and a failed bra so far
added how
"the merge armature stuff"?
ohh wait i just realised..
when i merged the armature with the pasties i forgot to remove the bones
yeah thats it
uhg
well ty
u sure gave me a lesson
yep, sometimes it helps to explain in detail
bros a life changer
nah, just been there, done that 🙂
well ty
Solutions are often found when someone tried to explain their situation.
I had an older friend at university that I'd ask for help with my programming work and every time by explaining it to him, I'd figure out where I was stuck
That's pretty much dontasktoask paradigm at play.
Just buy a rubber duck and explain your problems to it
yeah, that might work now, but then I didn't quite get how it worked yet 🙂
Funny how explaining in detail your problem tricka your brain into getting unstuck
yep
thats what this server is for, honestly
at least world channels for me
yeah, world channels for me too, or clarifying stuff that either isn't in any useful documentation, or is wrong or ambiguous.
Is it possible to make emissions scroll on the new shader?
We do not have a emission hue shift yet, but we might, it's a tracked canny.
Ow oka thxx
is there any reason why my animations arent changing for other players, despite the parameters being network synced?
i have a costume toggle on an integer. when people load my avi, they see the outfit that correlates with the param, but do not see a costume change if the parameter changes,
same with a mask boolean. its on by default, but turns off immediately. other players do not see this
unless this is a known vrchat bug, then disregard this
Is this difference between Quest and PC or just PC ?
Just on pc
Are you parameter driving in the controller ?
Animation controller def works, my face and eye tracking are visible.
The only thing i can think of is that somehow the animation controller is getting caught on the costume and mask toggles..
Not parameter driving them, just an integer that changes.
The animation controller is a series of outfit toggles that pretty much go “turn on if costume == x, turn off if costume != x”
Can you show the controller
I cant tonight, just got off 
Whats weirding me out the most is that reloading my avi causes it to swap to the proper costume….
Sample size is limited to one instance of it happening, but multiple people reported the issue
Yeah I would have to see it
Perhaps tomorrow after work sadge
Having trouble with this big guy. His screen is supposed to be transparent scrolling lines over transparent eye meshes.
What shaders am I supposed to use?
On mobile the only transparent thing you can use on avatars is mobile particles additive or multiply
Hey guys, i notice some flickering on my avatar in certain worlds. Does anyone know what could be causing this?
Looks like Zfighting maybe. Zfighting occurs when polygons are exactly on top of each other and the engine can't determine an order to render them in. Are there overlapping meshes in those spots?
could also be Zfighting with the backfaces of the clothing if its thin enough
"Security checks failed"...
What am I supposed to do?
they failed for a reason, avatar could be too big
Could the fact that the build settings is set to Mac have anything to do with it?
no, because windows = mac in unity
Hi, I'm new and I have a problem adding a skin from viroidstudio to Unity. Can someone help me? I tried but I'm so bad at unity
Hello! I'm working on some toggles for my avi and I can't figure this one out. Does anyone know how to create a toggle that sets an existing slider to a specific weight. I'm wanting to basically create preset blend shapes to a toggle rather than going through and changing each slider to its desired weight?
you will need blender
tutorial
read the pinned comment first
thx
Im working on Kiris model and i cant seem to remove those effects on her body ?
It can be anything in your material. So find in other settings of your material too. Likely emission.
(im very new to avater and things
the em test ?
The material for the body. The sphere icons are materials.
Unlock material first.
How ? xD
Scroll to the top.
Oh oki
cant change any settings if its locked
Done
That means "click to unlock".
I messed up my thing
it even crashed
Bruh why is this kind of thing so hard lol
2D art is way easier
it only feels hard because you dont have experience with it, messing with simple stuff like this will get wayy easier with time
How much would it be for me to pay someone to modify a model x)
Like, i can even do the textures myself lol
But i just want it to be set up etc
It depends.
a few 100 hours and this is a thing you can half awake , and hello incomming scammers in your dm
Whut ? xD
Yeah like, i make the 2d file for the texture, i just want it set up as a vr chat avater
you mentioned paying
and the hair color changed
there's a lot of scammers here
Once you mention about commission and pay, the scammer bots will swarm at you.
mention pay in here and scammers likely to go 'hello i make 3d - pay using friends and family pay pal only - 100$ right now , you get it later '
Yeah ofc, nobodys gonna do it for free
they'll flood your dms
if you want to commission someone, join VRC Traders #1204490664637890580
here we have a bunch of scammers
Okay i'll do
generally the cost of the model for the other person to buy it so they legally own it aswell+ whatever they charge for their work as not every creators pricing is the same
That doesnt help lol, i dont know what people usually charge for that
Does any of you two would be capable of doing it btw ? x)
definitely capable
no
no clue either i dont charge for things money dont interest me , but rare i fix/make avs for friends
probably not willing 🙂
depends what need fixing some can be short 5-10 min while some 4+ days
Why 
Idk what needs to be fixed lmao
nobody can give a good estimate if they dont know what work would actually need to be done on it
base prices are different from creator to creator and extra things being broken/needing changing can cost more ontop of that
Like, i have this model https://foxipaws.gumroad.com/l/kiri
already cant be shared with others
So its not supposed to be broken
ah, heh. Foxipaws are fun.
wdym ?
the model's TOU
kitbash selling is
not really thing id care much for its slapping a price on other peoples work
Well yeah... but its found for free very easily i mean...
ew
And even, i could pay the ammount of the model
@desert elk i have problem with extract textures...
well there goes the helpers
are you implying that we pirate some other artist's work? that's a greaty way to get ignored around here.
IF i were to ever charge it will be like 70$/hour
(im fast) so if you cant even afford the model, good luck
No, im saying i could pay for the person if he buys the model
But as a matter of fact it IS found easily, im not saying you should
yeah - I'd need one to buy me this avatar and all non-free parts, and pay me for my time, Thulen's rate seems reasonable.
so take that into account.
I said i could afford xD
again, VRC Traders discord is where to go to commission people.
I'll do ^^
no commissioner is going to risk their rep to work on an edit for someone who pirated the original model even if you bought them their own version
Why did i get banned from the vr trader lmao
how would I know?
I responded to the comment. I am not on my computer 24/7
let me breathe
I admit I'm very slightly tempted to do this to get that model for free (because it's really cute), but I also know most of Foxi's stuff is a nightmare to try to get to Medium, and I probably don't want to put in that kind of effort 🙂
seen a few of them, none were even close to 'very poor' more like extremely poor
Depending on how old your account is you could've been flagged by the bot bit hard to tell but you could ask a friend whos in the server/ isnt using a brand new account to make a ticket for you about a ban appeal
yep, they're really bad
Nah Its good, i contacted a mod
it was an error x)
if you are making stuff/avatars ALWAYS put your stats of the av in description or im thinking its absolutly a nightmere of a kitbash
(hello 360k vertices shoes ive seen)
Those shoes are 36 of my avatars
switch to a different one and back?
huh I thought that'd work, interesting
oh good
Who can help with shaders for quest avatar? Write in private messages! 🙏🏻😭
many of us... in here.
How to make emission on quest avatar so as not to overload it too much. I made glowing eyes, and my avatar loads very slowly in Vrchat
I am still being ignored
yeah well, quest.
Avatar takes about 25-30 minutes to load when I set emission to glow eyes
I wouldn't expect emission to be too much though. Nor would I expect that to affect actual loading time
wait what?
30 minutes to load in vrchat?
Yes
I'm not sure how that makes any sense unless it's something crazy
someone on playing a 56k modem?
Can you recommend some lighter shaders for eye glow? The problem is that loading takes too long, before using emission the avatar loaded for about 8 minutes, after using emission loading in Vrchat increased to 30 minutes
you only get the quest-compatible shaders, so no
I really can't see why this would affect load time
I have a very weak laptop.
I don't know honestly what the reason is for such a long loading time...
Are you using quest standalone or do you have your quest linked to your computer and run VRChat on the computer?
I'm making an avatar quest for the android version of vrchat. On android everything is fine when I load avatars, but such a long loading of the avatars themselves really annoys me
just like a world drop item that you can pickup and set down wherever?
Thatfatkidsmom has a prefab where you can drop in your item that does that if you're just trying to add something quick
way easier then setting up your own stuff or you could look at how its setup to figure out how it works
ok then your slow computer is not relevant
I think you need to buy a new laptop
I don't think I need to follow this advice right now, because I don't have the budget for it.
also if you're playing standalone, your computer has nothing to do with this
I wanna know, does anyone know how to do lightsaber trails ? Like when you swing them, im making a vader and this is my first time working around with lightsabers. I know theres a lightsaber prefab out there but i dont have the money for it so im doing it manually.
Okay so I'm completely at a loss with this. I had a brief power outage with my computer while working on a project and now the VCC won't recognize the project or open it at all, but I can still open the project with the Unity Hub. It won't even let me make a new project to migrate things over to, which is concerning as well.
Other projects work just fine, just this one is toasted and my ability to make new ones
About to have a damn headache
The wonderful vrchat sdk throws this error for completely unrelated issues, what other errors are you getting?
thats the only error.
Brand new package, brand new model fbx, no cross data, no vrcfury elements
I've not seen what this looks like, but either a Trail Renderer or particles. For the latter you could just put an emitter at some place on the light and have it emit via the Emission -> Rate over Distance setting
this is roughly how it should look like
How do I fix this? It’s floating in the air and gogoloco won’t work
ahh like that. Almost seems like maybe an extra bit of mesh and a physbone would do that
it seems like it but it is made out of particles
Question: i made a new avatar proejct by using a Manuka base and i added custom clothes as usual. when i create a imposter the clothes are not there and the model it self appears as naked imposter. the Manuka base does use VRCFury for Armature Link. The Armature Link Component is on the Armature bone of the Clothes object. i dont use toggles to enable/disable clothes as this is my Mediumk Avatar its literally just the Manuka base with one piece of clothes
is there a quick way to remove 0 weight vertex groups from an object?
similar to how you can remove unused materials
i.e. there isn't so I wrote it.
Lol that's nice
much of the reason I'm a software engineer 🙂
I might make a youtube short called "How to remove empty vertex groups in Blender fast"
whenever i unlock poiyomi shader materials it breaks my settings for any model on this unity project how do i fix it
breaks in what way?
hey yall, im making an avatar and im gonna use a toon shader and have flipped normal outlines on it. for some reason i cant do it and have visemes. the visemes just dont work with the outline. i know for a fact its possible because ive seen it, but i was told a few months ago here by someone that i cant?? ive seen so many avatars with outlines and visemes, what do i have to do to make it work?
Hey people of the party, I have an avatar that I've uploaded in the past before, now when I try to reupload it on a new blueprint id it returns with this error (I've detached the bp id)
is that red one the only error in the console? If not, post the first 2-3 errors, at the top
^^
are your physbones on a parent constraint? if so, that might be the reason
it sometimes happens to me too
is this about blender refusing to apply modifiers (e.g. outline) when there are shape keys on the mesh? there's a plugin for it, look up "Apply Modifiers With Shape Keys"
ahh i think it was tbh, ill try that when i get there
no i dont think so
im checking it rn
This off topic but in roblox has anyone ever go to place called public bathroom simulator..its basically a ring for hacker pedos and when u go into there discord and request condos ur sent in a private chat with a pedo ..I thought wasn't real tell I actually visited and it's actually fucked
if you are using constraints where physbone are , that bone/gameobject need to be excluded in physbone setting or jittering happen (curves in component)
is there a workaround to linking clothes that arent made for your base?
blender sculpt/weight transfer onto any avatar
im not
not using constraints
revisiting this issue..
for some reason, some of my animations in my FX layer are getting "stuck".
it appears that the parameters that drive the transitions between the states on my avatar are working and network synced. When i have outfit 2 selected and someone reloads my avatar, outfit 2 is on.
BUT for some reason, if the parameter changes to outfit 3, the animations will not transist to outfit 3, unless they reload my avatar.
this is the same for a mask animation i have, that always starts in the "on" state. so even if the mask boolean is False, the mask is stuck on for other players. The thing is, this mask's toggle is a simple boolean trigger.
SOME of the animations and parameters in my FX layer ARE working just fine, such as the face tracking, and a new animation i created that just toggles a hat on and off, made for the purpose of sanity checking myself
all the outfits and the mask are on different layers themselves.
More of a blender problem, the arrows are gone. How do I make them come back? I know you can use G, but Im more comfy using the arrows
Did you accidentally change the origin point?
Looks like it
try this:
R. Click > Set Origin > Origin to Geometry
i'm trying attach an addon to an avatar but this keep popping up. how do i fix it? i already have vrcfury so i don't know what else to do. please help
can anyone help i cant merge these pants for some reason
"cargo sweatshirt" is just that these will be the pants if the sweatshirt is on
i did data transfer and and stuff
it wont workk
I need help with updating a exisitng VR chat avatar base, but it's a bit too complicated for me to do alone. Does anyone know how to do it?
hey so this might be a weird question, is there a way to make the avatar descriptor in unity visible when placing it?
i am making my very first avatar from scratch rn and i have no idea how or where to place the camera
you can't merge a mesh object to an armature, if you're trying that on the two objects in that image
lots of people do - you'll need to be way more specific about what you want to accomplish
like body color changes, add some props to the dial, files to upload, basically.
there are many many tutorials for each of these, I'd suggest starting there and then asking specific questions if you get stuck
they should come with the VRChat avatar SDK, something like Packages>whatever the vrchat.avatars folder is called>Samples>AV3demo something>Expressions menu>Textures>icons iirc?
Are your gizmo's off?
Im assuming your talking about like, where your eyes would be whe using the avi