#avatar-help
1 messages · Page 121 of 1
Gogo loco is the only thing that somewhat emulates it from what I have seen.
Mhm
It doesn't let you go side to side, but lets you go up and down
I wrote that in my notes actually
I wanted to get hand velocity and translate that to the parameter
anybody know how to fix dis?
I also wanted to do something similar to standable but dumbed down a little so my partner can lie down and roll onto either side without needing to change anything in gogoloco
see the console for more information?
sounds like a weird setup though
That might be kind of difficult for quest, good luck, (I'd honestly just deal with the gogoloco if I were in your situation)
I figured I could just use a few contacts tbh
nothin in the console
To tell when you're looking to the left/right/up, and if you're on the ground
do you have physbones within physbones or something weird?
yeah pretty sure
well you have too much of that then
too much physbones?
the error suggests you have too many things depending on other things, I'm guessing you have physbones within physbones but of course have no idea from here
alr
Hi there, I'm having some trouble with a texture. I have a 1024x1024 texture with pixel art. I'm using poiyomi toon shader and there seems to be some distortion when I open it in unity, even without the poiyomi shaders. Is there a way to fix this?
various discolorations in different areas on the left side
here's another example of the discoloration
How did I put roblox model into vrchat
get model, then follow one of the many many tutorials on setting up a VRChat avatar.
Ended up solving my issue, for those who may be struggling with the same thing, I went to my 2d texture and set compression from "normal quality" to "none"
i fixed it it had smt to do with another avatar in my scene
usually it's best to just disable any other ones
i had to delete the avi from the scene for some reason
my feet are offset and sideways in game, why is this??? they arent in blender
Wondering if i can bug someone for some help with my model? trying to fix the toggles on my radial menu and such
you can always ask specific questions
looks like your legs taper in rather than going straight down - have you tried making them straight?
let me adjust that and see if it helps
ive now noticed the hips on my avi are poking out? they arent meant to look like this and arent sticking out in blender
yeah im having quite the problem here, im trying to update the model and adjust the bones to see if it fixes my tilted feet issue, but i cant overwrite the fbx? im dragging and dropping in a new one and replacing the file like is normally do to update the model but it isnt doing anything. im very lost.
bone roll should be 0 for most humanoid bones, so check that too
what does that mean?
bone roll is a thing you can set in blender. it should be 0 for humanoid bones
fingers/toes it's useful sometimes to not be 0
how would i change that? im not sure what that means or anything
the blender manual is quite good 🙂
edit armature, select a bone, look in the 'item' window of the 'n' popup
my bad this issue is just very new to me
yep, just reminding people that it's easy to look stuff like this up
I need some serious help with unity nothing I'm trying is working I can't get gogo to work at all. I emulate the gestures and it doesn't move 😭
emulate the gestures?
You go into play mode with the gesture menu I can't get any poses to work with it tho.
Someone smarter than me please help...
hihi
I'm trying to make an avatar for someone and it looks fine on pc but when they use it on quest it breaks the arms
they is moving their arms up but they go foward
pls help 
how would i use final ik for these tubes as ive never worked with it before
and they do have bones
I have an animation i made (of a hand holding a sword). How can i make finger tracking lerp, or at least be limited by the constraints of the animation?
I have a sword that i want to hold but in vrc the fingers can go though the sword, so it looks bad. So I am trying to make it look like it is naturally grabbing the sword, instead of going through it.
Well, I got Windows build support on his Unity installation, and it worked
so i was uploading avatars the other day and when i got in game to see how they looked all my avatars i bought and had custom made when i joined vrc where all gone is this something with vrc i dont know about since i cant seem to retrieve them back
Is it possible to increase Viseme sensitivity?
Hiya I'm looking for full yakuza tattoos for layshusa base please help me find
I'm making a yakuza toggle
Manually technically
How you are sure that you did all the setup correctly?
The issue could be from other parts. There are a lot to unpack.
How long does the parameter stay true locally? If one frame, it couldn't be enough to sync.
Im not answering pointless questions
Do the animator states also depend on other parameters?
For both driving layer and reacting layer.
How did you make the shooting layer?
How did you configure transition for shooting layer, that's the real question.
If you can't explain, then take screenshot.
Transition should mean the logic.
Better just screenshot.
Just screenshot what you had in that layer first.
The parameter drivers also in the same layer?
Which one contain shoot animation?
The logic I meant is how all the transition is connected each state.
Ok sure.
can anyone help with this??
physbones has the "Is Animated" checkbox, but animating the collision radius doesn't work?
is animated is for bones animation, like tail wag
you cant animate most properties of physbone without disabling and enabling component back
or at all (tho in that case you can have two separate physbone components and alternate them)
I'm struggling here what does this mean I tried looking it up I don't see any of the usual issues.
rename head bone or mesh into smth different
is there any visual difference between UE and ARKIT ?
Trying rn. THANK YOU SO MUCH 😭
Did guys found any tutorial videos like roblox model turn blender etc
I got it model from roblox
Does anyone know how to fix the playerchatbox being stuck inside of my avatars head? Forget increasing the height ingame >> Not everyone will want to do it
Been running into an FBX import error: the texture for the model works when exporting from FBX back into blender, and yet refuses to work in unity. just showing up as a solid white.
extract materials (ctrl+d for each or click fbx export material) or make some - then change the shaders they are using
add textures to material if its using any
Yea, the textures. I'm trying to figure out how to exactly get the textures in. as they seem to be in the .fbx, as I can export/import into blender no problem
Textures are usually just images, you probably have it saved somewhere on your computer, hence why it works in blender and not unity. Locate the texture you need and drag and drop it into your unity project window. Once the textures are in the unity project, you can drag them into their proper materials
o! I managed to get the texture and the roughness ripped out of the .blend file (scary to do so, as I don't like the file mess it makes)
But now: the roughness ain't working.
I've seen that you could just drag and drop it into the smoothness part, but: it doesn't show up here
I'm not sure, I don't usually mess with roughness. I also use poiomi toon
wait what is that?
It's a shader for PC
Works beautifully in my opinion, you just gotta mess with the settings to get it how you like
It's how I make my avis have pretty skin like this
I have... never heard of it!
Granted, I've been working in blender and blender only for many years now so
In Standard shader, smoothness map is packed into alpha channel of metallic map.
god there is so much more to learn than I thought what,,
I think I got poiomi installed on my thing (is it poiyomi?)
I am... very new to all this stuff
Just discovered that the armatures didn't get sent to unity either :arby
This is making me flip out
xD
i added all the textures and this happens to the face eyes and body does anybody know if theres anyway to fix this
"this"?
always assume people don't know what your avatar is supposed to look like, and explain "this"
When i try to upload my avatar with unity it gives me this error
dose anyone know how to fix fingers or like hand (its on both)
I'm having a hard time getting the hair to move (the phys bone component doesn't seem to be working)
Thanks that seems to have done something
I'm in the iOS Beta so want to have a fallback version of my avatar so I at least appear at the correct hight in VRC but the button for setting the avatar as a fallback never appears, are there any suggestions on how to fix this?
I have the Blendshape Optimizer from VRCFury on the avatar to help reduce the file size to 5.02 MB on Android and 5.04 MB on iOS.
anyone know of any decimation tools outside of the ones blender provides? I've decimated my assets as much as possible and my avatar is still very unoptimised </3
No, YOU in particular were asking worthless questions.
i use this sometimes
Ftr, it was nothing, i did everything correctly. It was just vr-slop being vr-slop. I had to Re-make, the exact same setup I had going, by hand. Suddenly it wants to work.
I’m trying to take the wings from one avatar and put them on a separate avatar with all of the associated animations. Everything looked good until I started bringing over the animations. When I preview them with the new model, most of the bones seem to be set to 0,0,0 somehow while the wings animate properly. Does anyone have any ideas how I could get the animations to only affect the wings and nothing else?
i feel like ive done this correctly and made sure there is no jaw bone but for some reason the mouth itself on the model doesnt move, its like it creates a second mouth?
idk how to explain it, any tips?
this is my first ever model rig btw
is the Body mesh the only mesh that has visemes?
do the shapekeys work correctly in blender?
when i speak in vrchat the mouth clearly moves, but it doesnt really open on the model like i want it to
im having a difficult time explaining it
like so
even ingame aswell
the part underneeth is the mouth.oo
Anyone else having issues generating imposters?
some of mine never worked
nothing special on them either, dont use vrcfury/modular/whatever no constraints
I just use some other av instead set as fallback then overwrite it
extremely rare i meet someone who see's that
I cant change to android avatar
download android build support
Hii ! Im new here so sorry if its the wrong channel to ask... but im having some difficulties/errors while uploading an avatar, is there someone who has expertise in this and is willing to help me out?
Theyre all pretty much like this. Uploaded the avatar for windows already, now wanted to upload for quest. I have not added the poiyomi in the project
(Also this is my first time doing this so i don't know much about it just yet)
they meant errors as in the console. But yeah, you can't use those shaders on a quest avatar.
Oh oops hold on 🙈 And yeah thats why i did not add those in the project, so i dont know how they got in there? It was a new project
Quest can only use a couple of shaders
those are on the avatar itself, assuming you imported the avatar project
was the avatar specifically for quest? if it wasn't that would be an issue with the shaders
Ah really? Well i had to add the Poiyomi file myself in the avatar project, so thats why i thought the avatar itself didnt have it
Not specifically for quest no, but could use both pc and quest
doesn't matter either way, it can be in the project just fine
the problem is the avatar can't use that if it's for quest.
Is there a way to remove it out then? 🥹
you will have to replace each of the materials currently used with one using a compatible shader.
(there are many tutorials on this subject)
(no, I don't have a link to one, check pins in the various quest channels though)
Yeah that does sound like hocus pocus to me so I'd love to watch a tutorial 🤣 Ill go look for them
Thanks!
Im making an eyepoke contact but I wanna make it to where when the finger gets closer to the eye, it slowly closes. instead of instantly closing when the eye is touched. How would I go about doing this? Is it as simple as switching the contact setting from constant to proximity?
animation + motion time (float) use proximity , blendtree exsample ( wich i had some very wierd issues with using floats in so usually those ends up in their own layer )
how to make particle systems emit light?
Can I see what your logic for that looks like?
and possibly the animation
I have two radicals to change colors of my fans considering I had too many materials to fit into one animation comfortably. i tested them out, and they both worked completely fine. i went back and decided to make a toggle to turn them on/off. now, my first fan radical doesn't respond??
for mine the animation just runs a blendshape. I do the blendtree method (since I use them for most things anyway), it's really just blending between an "off" animation and an "on" one, using the proximity parameter.
This one is for a "wince" gesture if my ears are grabbed and pulled. It's got 3 animation slots because I wanted it to only happen when pulled more than a lower threshold.
Adapt for whatever you want it to do.
(this is inside a much larger direct blend tree, but could certainly be its own layer if you prefer)
this worked beautifully thank you so much omg
excellent 🙂
how mine usually end up, had 3 annoying issues with blendtree doing the same thing
How do people make straight lines along diagonal and curved lines?
by drawing textures (?) I'm not sure what else could this screenshot refer to
Like the lines are very straight without any mistakes
is that an edge of the mesh itself? It's easy to color just faces
Its an edge of an ear
not really what I meant
if you look at the wireframe of the mesh itself, does that paint line trace an edge actually on the mesh
I wouldn't be surprised if it does
Uh no?
how to make particle systems emit light?
I'm not really sure how that pic relates to the previous, but it was just a guess
use a shader with emission, unless you actually require an actual light, which you really should not.
Is it because theyre just too precise?
drawing it
I don't know what you are asking?
is there a quest supported shader that emits light?
thats my main goal
to emit light on quest
'light' emission
I don't know offhand but you can look at the VRChat docs on what shaders are available and try them out
light doesnt seem to work unless im doing something wrong
What you cant understand :c
anything about that question. I don't know what "they" is, at the least.
Based on the picture I sent, by "they" I mean the texture artist
you need the newer sdk to try the quest with way more shader option (havnt bothered with it yet) - in some world they look like they are glowing - never ever use a light source 
Are they just precise with drawing the line on ear part?
I'm not the artist so I have no idea
also it could be that line is actually straight on the UV map
it could be they used a path in a program like substance painter
is the see through normal
maybe? A few settings could cause that
it's not overly relevant if you intend to put this into Unity anyway
wsp?
what's up would be my guess
oh. huh.
lmao
Hi everyone ! Can someone explain why the toggle doesn't show in game but show when i use gesture manager pls ?
are you sure you're wearing the same avatar and on the same platform as the upload?
Yes
animator is the mesh 'none' , will have issues trying to say things to a mesh not set
reason why i use a empty skeleton for generics 
so what should i do ? im a noob i just started today lmao
check root of avatar - animator with 'none (avatar) ' will have issues
you need to click on the fbx then under rig set it to humanoid
I'm pretty sure you need a humanoid rig
you don't, but if you don't have one then you have to do all the locomotion animation
that's not a human
it's reasonable in this case to not
yeah
I don't imagine the average piano has any actual locomotion...
you need something in the avatar section though, how do you get that if it's not humanoid? sorry if I'm being silly I'm still learning myself and just curious :)
also pls ignore the name of my fbx
lmao
yeah you may have to add that manually, but many existing avatars are not humanoid.
my 3d model is from blender and look like that ... How can i "convert" this to avatar so i can select it in animator ?
you could try this since it seems to have an armature
it might be humanoid
otherwise add an animator component to the same place you added the sdk
i dont think its an humanoid armature look
its like all the piano keys and moving part of the piano
it doesn't let me sign in or put the code in anywhere in unity, any help?
yeah this isn't humanoid
yes sadly :/
it's not really a problem though
i mean its a problem for me bc im a beginner lmao
no? you don't need it to be humanoid despite what some others seem to be saying
yes but i still cant select my 3d object in the avatar setting from animator
my 'empty' skeleton wich i use on generic - drop anything in it , its now 'humanoid' and fx/ect will behave
otherwise making it in blender so its more like this - generic will now have something to point avatar slot to
might be a silly question but: have you removed body parts that are always covered by clothes?
how do u make that empy skeleton ?
theres no part of my avatars always covered with clothes...
well beans
furry 🫵
(this is all joking, i'm nice, trust me)
you might need to sacrifice some toggles (unless you have no toggles and are just a creature which i can get behind)
So, i upload an avatar to quest, it works fine, but when i upload to pc, it shows up as quest only and security checks failed, anyone know why? (Ping reply me please)
she's just very detailed </3
but I'll probably split it into different avatars
ah.
I got it from 900k to 450k so far
ouch
did you set the blueprint id to be the same for both versions?
yeah mere decimating isn't gonna help with that, you're gonna have to turn some of these meshes into flat textures
and as i rule of thumb you should upload pc version first
i don't super know how baking works in blender but that's what you gotta do
I've gotta figure out the weightpainting first, I just wanted to get all the decimation done before that
yeah, its the exact same model, same textures and everything
ive changed nothing but the platform
could you show the sdk and error logs?
cann someone help me out real quick to ffigure out how to put some tattoos i bought on an avatar
this is how they came idk where it goes
click on that black texture and turn on alpha transparency or whatever it's called
it's a little tick box
theres no errors, its an in game thing
gotcha what now
are you sure? after the build if it's not uploading there will usually be errors in the log, they might not come up as popups
I'd put it on as a decal if you wanna put it on quickly
is the other 2 for emmisions?
on the body material, if it's poiyomi you just gotta find the decal section
nothing
one is a normal map so put that on the normal map bit, the other you can put on emissions if you want :)
just depends what look you're going for
it uploaded fine earlier, went to add something and now its not uploading to pc
that's really weird there should be at least something there, if you clear the blueprint will it upload on it's own seperately?
I put it on for a decal but it doesnt appear
what's it look like in the material settings?
Soo i have my fans placed in the right spot, and connected to the wrists in my armature, but they appear above my head in game??
like on the inspector?
I think you need to add a parent constraint to the fan root, idk though I haven't done anything like that in a while </3
like on the material, where you've placed the decal
could you show that?
only thing i can think of is try again in a different project
like this?
turn the alpha up :)
yeaaahhh cuz this is what shes lookin like LOL
still nothing :(
can anyone help my blender jus crashed, apparently wasnt saving, now when i try to open the older blend it crashes but wont on a version cats dont work on
honestly just mess around with the material, it's the best way to learn and you'll figure it out eventually, there's only so much i can communicate through this yk
what version of blender are you using that cats doesn't work on?
newest
get the right cats version
also you can recover sessions under "file" in blender
ive changed some things about my avatar and want to update it, but it looks like this when imported into unity. its all messed up. i adjusted some of the bones to make the arms a little longer and fixed some leg bones, as well as remade the paws. to update it, i re exported the model and replaced the file in unity with the new version. ive done this quite a few times and never had an issue. i cant find anything online thats helping me. any ideas what i can do?
(not that you need cats for much if you aren't doing MMD avatars)
click on the fbx, go to rig, then configure and there should be options to enforce T-pose, that should work I think
but there may still be some scaling issues with your components (like phys bones)
it didnt, but when i see the model in that menu it look fine
how would i fix that?
- Hayo does anyone here know how you would add an animation to Goloco flying? Like if you wanted to add a wing flapping animation to it?
u saved me and @somber sequoia ty for cats
GoGo drives most of it's stuff with the VRCEmote parameter. Per my notes, the flying values are as such:
121 fly manual rotation
122 fly radial auto
123 fly raidal
124 fly trigger
255 reset
wait how tf do i install it (v4,3)
I've definitely had the issue before and managed to fix it, I'm just tryna see if I posted it anywhere for you :)
So just key your animations to happen at the appropriate times. I've used to make a flying platform, and a hoverboard 🙂
ofc ofc i hope you can help D:
(check those values - the creator tends to change them between versions)
is 68k triangles good for a model? (assuming im trying to keep proformance good or medium
that's still medium, so yeah
whats the makimum for good?
did you reset then enforce tpose? or just enforce tpose?
maximum*
details are on the vrchat docs site
k
how do i delete bones quickly
look up "avatar performance rankings"
i just chose enforce t-pose
armature edit mode, select bone, 'x'
try resetting first
should i reset, apply, enforse tpose, apply again?
yeah that should work
didnt work :c
unfortunately idk how to fix it then :( it's a scaling issue, you might need to start over </3
sorry :((
the first time i put it into unity i exported with leaf bones, and then this problem started when i exported it and replaced it with leaf bones turned off. then i exported it a third time with them turned on and i was fine, and then a forth time with them on and now it just went back and wont fix
im so losttttt
When changing anything about the bones in blender and exporting over the fbx in unity it will break your avatar so you might need to put it back in the scene and copy everything over
how would i do that?
Just drag the fbx back into the scene. If you have any physbones and stuff that you want to copy over download pumpkins avatar tools and that will copy everything from your broken one to the fresh one
i added a constraint to the root, and they both are continuing to appear above my head
i dont understand things without alot of detail so this doesnt make sense to me :c
could someone help me optimize or fix this somehow..? I NEVER use unity
So you know your fbx model in your assets folder right?? Drag it and put it in your unity scene
tbh I'd just add them in blender, I don't usually add things in unity sorry :(
no worries : ) thanks anyways
but its already here D:
pose or is there a actual armature edit?
actual armature edit
i go to upload to pc and quest, it only uploads to pc then does this
I know but cuz you changed things about the bones, it’s made the model all broken. You said the model looks fine in the assets folder right??
mhm it does
should i make a new scene or delete the model from it first or something?
No no don’t delete anything yet
i find it easier to upload both the pc and quest versions separately, then connecting them through blueprint ID. idk if youre willing to do it that way, but thats all ik : (
Just drag the fbx model back into the scene. You’re gonna make a fresh copy.
ohh i see, my kitty is in there now with the broken one
Okay good. Do you have any physbones and stuff you had on your avatar originally??
i had physbones but i deleted them trying to fix this so im gonna have to put them back anyway. i have lots of toggles tho
Soo i have my fans placed in the right spot, and connected to the wrists in my armature, but they appear above my head in game?? Ive added a parent constraint to the fan root, and it still appears this way.
Okay that’s fine. All you will have to do now is add the vrc avatar descriptor back to the fresh copy. Then put your menu and your parameters back into your model.
You don’t need to worry about rigging or anything because you exported it over the same model so that should all be the same
what do you mean put the menu and paramaters back, do i need to make new ones or how would i put the old ones on my new fella
You said you had toggles and stuff yeah??
mhm i do
thats what i have to do
so i gotta take my animator controller and drag it back here
in the controller thing
@somber sequoia this is happening with unofficial cats
Once you’ve added the avatar descriptor, scroll down to playable layers I think it is and drag in where it says menu and parameters
I don't use cats, I can't help you here.
did you make sure you got the correct version for your blender?
okay and i can delete the old one now? the broken model?
Don’t delete it just in case you need it. Just turn the model off in the top left corner
i fixed the cats
broski
?
now my head isnt moving with neck
bump
lemme check
yall ive been tryna get help for an hour now while tweaking with google tips, PuhLEASE
how would i use final ik for these tubes as ive never worked with it before and they do have bones
what do you want it to do?
so the tubes are parented to the upper leg and i want them to move with the lower legs
huh I wouldn't have thought of using FinalIK for that
yea idk what else to use for it
that would work for this kind of thing
just weight painting doesn't do it?
no i tried it with another avatar but that failed it moved in segments
better weight paint? 🙂
an not as one whole thing
I mean, not saying it'd be easy at all
i tried all different kinds it just looked weird
tried segments then smoothing them out it didnt work well
would final ik work though
I'm not really sure what you'd do with it here
how do I fix these?
go where you set the rig to humanoid (click the fbx and press rig) and select configure
map the correct bones into the correct slots
if you're missing bones, you will need to use blender to add them
thank you
what does this mean
im not missing any bones everything is green except for the optional bones but everything is fine
optional in unity ≠ optional in vrchat
does everything work now? or are you still getting errors?
nope the same errors are still there.
what bones are you missing?
you can check #avatar-rigging pinned posts for more info about requirements
alright
like which ones are the grey ones?
I guess
the upper chest, jaw, and the toes and thats it
ok
when I switched it to generic the errors go away
but when I switch it back to humanoid the errors come back
do I just upload it as generic or do I keep trying humanoid?
if you upload it as generic it will not play any of the VRChat animations
does anyone knows how to rig clothes in unity, there is a way i've seen my friends do it without blender, they were gatekeepin' it
Rigging isn't possible but applying clothes is possible (if the clothes are made for the avatar) by using tools like VRCFury
yeah with VRFury
how would I combine/merge 2 FX layers
thx mate
I wanna combine th gogofxbeyond and my avatars FX layer without remaking it entirely
A load of my blend shapes are working fine in blender but aren't working in unity, anyone know what can cause this?
I said
with avatars 3.0 manager
you can get it in vcc
then go vrclabs > avatars 3.0 and merge it from there
did you apply all modifiers?
oh!
yep, i've just applied all transforms and gonna try again
mate i did everything in the link thingy
@austere bayhaha i love your name
Screenshot the armature link component
Looks like the asset isn't made for the avatar
you can either attach it manually (maybe) in unity or in blender
i'm unsing unity, blender is dookie
i believe pinky
some of my shapekeys work, i've got 0 modifiers on other than armature and all transforms have been applied T-T
for the new Go/StandType parameter for GogoLoco 1.8.6u, do I need to make default more than 0? also do I need to make it save or sync or is 0 off off fine
Are the blendshapes there in the list in Unity?
yeah they just don't do anything
and it's like the blend shapes are set to 1
4.4.3
could anyone help with this
im trying to get this hair to match the fluff on my model but its not working at all rip
trying to get these to match
idk what im doing
is it not possible to just use the same material?
it's best to minimize on unique materials if you can anyway
ahh okay
im just not sure what to do because without the same material, it looks like this
and its wonky in game with specific lighting, its completely off color and it doesnt look good
this is using standard shader, with the albedo being the same color as the fluff (that i want) but its still the wrong color
this feels impossible to fix
Hey all! i have a question regarding animation and animator in unity for my vrchat avitar, essentially i have an avi that can wear sneakers, and so to save on performance, i used blendshapes to hide the feet when she's wearing them, however, my avi can also reach down and grab the shoe off the foot to hold it in hand, and when I do that, the feet are still hidden, so, i went back into the animation and made sure that the grabbed animation sets the blendshapes for toes and feet to zero however i'm assuming this makes a weird conflict because having the shoe toggled in the gesture menu also makes sure the blendshapes for the toes and feet are set to 100, so how would i make sure that one animation overwrites the other? Would I use weights?
really quick question: i just got the kimiko head, i dont like the big lips. theres a shapekey for small lips. cool. i want the 100% turned on smaller lips shapekey to be my basis. i forgot to do it in blender. what is the unity version of blender's "apply shapekey as basis"? *if there is one
easiest fix i can think of: make a option in your menu to where the "shoe grabbing" mechanic can be turned on or off. if the mechanic is turned on, then the foot shrink shapekey is disabled. if the mechanic is turned off, then the foot shrinks inside the shoe
pls help. my imposter is naked and idk why.
anyone know how i can fix this mesh?
you applied all the maps that came with the asset? (normals, metallics, etc)
the look of the material isn't what I'm worried about, sorry i should have specified. some of the mesh seems to be missing or clipping meaning you can see the skin on the other side
it's set to opaque atm so the material doesn't really matter
you can see a bit better if i put a black material
hm. id make sure it wasnt a problem on your end first by either sculpting the bra piece to be bigger or the boobs to be smaller, make sure its not just a common clip
sometimes even when an asset says "sculpted/fitted to 'suchandsuch base'", there can still be minor clipping as base creators update the bases all the time to be "better"
I sculpted it and everything in blender and it's completely fine
the second screenshot is how it looks in blender
I've tested the weights, applied all modifiers
then id think its a cull/shader/material issue
try setting your shaders to poiyomi and turning backface culling off in your rendering tab, that might fix it
huh.. you made sure and applied transforms before exporting in blender?
it's definitely not a material issue, doesn't matter what mat I use, it's the mesh but I'm not sure how to fix it. I think unity is trying to optimise it or something, and yeah transforms are all applied
im really not sure then, sorry
i fixed it, just needed to triangulate faces while exporting :))
anyone know how to fix this I already tried rigging everything it mentions but these errors are still there
uh guys my skinny keys shapekey randomly stopped working
the legs are permanantly monsterous
Is anyone available to hop into a call with me ? I'm having a sudden mysterious issue where I cannot upload my avatar due to it throwing a "Make sure you're using a validated VRchat account" error. However, I have a validated VR chat, I'm signed into it through SDK, my account is active and updated, and I've been able to upload avatars in the past with no issue.
if nothing else works get someone to upload it for u
Try disconnecting the blueprint ID if you havent already
I did already bwomp
thank you for the suggestion though
Bumping this
I’m wondering if I’m missing some sort of default pose or something
what avi?
rot by LPB
ive uploaded 5 models already, now getting this message, help?
does anyone know if it's possible to use the "mask" mode for detail blending on toon standard without having a detail texture?
right now doing this makes the entire material black, i guess the lack of a detail texture replaces it with a black color
Is it possible to make toggles on an avatar that are interactive? I want to make glowsticks with audiolink for my avatar and I know I can just make them be in my hand and stuck there, but is there a way to make it so I can drop them and pick them back up?
replacing it with a transparent texture doesn't seem to work either since it doesn't take the alpha channel into account (that requires the alpha blended blend mode, which means you can't use a mask)
the issue this is causing for me is that i can't mask detail normals without having a detail texture, even though all i want is the detail normals
yes if you want them to just freeze in place use a parent constraint and toggle the "freeze to world" option
if you want them to have physics when you let go that is more difficult but possible using a variety of methods
if you want something quest compatible your best option is to use a particle system. If not for the entire glowstick at least for world collision detection
you could also have fake physics where it just animates a position constraint's weight increasing and the position constraint has only the Y axis frozen and a "floor" object as the source
you can make a basic floor by just adding an object to your avatar, but this will jump with you. If you want an accurate floor position to the world you need to use contacts, constraints, and some animator logic with some of the default parameters to figure out where the floor is
if you want a more simplified version of this you could just have it use a parent constraint with "freeze to world" enabled and then when "grounded" is false it waits for it to be true again and then updates the position by toggling freeze to world on and off.
that doesn't account for if you are falling below the original floor height (jumping off of something tall), or if you are using colliders to make your avatar fly
which is usually what i use the contacts for. They can help with detecting if you are below the previous floor, which means that you just jumped off of something from a height
but you probably don't need to update it that frequently. Unless you are jumping off of a height while you let go of the glowstick it won't cause a problem
idk there's a lot of ways you can go about it and account for many scenarios
gonna ask here bc i dont really know where else to ask and kinda stumpted ive been messing with models for a bit editing or making my own and i ran into this problem a bit ago where in unity my avi boob_root physbones just dont work at all for some reason and honestly idk what i did wrong and i kinda dont wanna restart a whole new avi project over this mistake i made somewhere bc i spent days working on it and was wondering if any1 knew where i can look or how i can get the Boob_root bones to work again (also everything else works just the boob_root doesnt)
can i ask for name suggestions here?
probably your multi-child type
try setting it to "average"
Not sure what this error is or what to do with it. Imported from blender after optimizing the avi
you have non-manifold geometry somewhere, it deleted 2 of your polygons, which may or may not be an issue
depends on what it deleted
like multi-child for constraints i dont have any constraints on this avi just physbones and animator and descriptor put onto it
can anyone help me my head isnt connected to the body
no, look on your physbone component. It will have something that says "multi child type"
@arctic ginkgo ?
i'm not sure what you mean that it isn't "connected". Connected in what sense?
o yeah that fixed it thankyou ive never ran into this issue before and have been spending alot of hours trying to figure this out i thought this whole time i did somthing wrong in blender
when i move the neck the hair & head doesnt move, the glasses do tho
is your head weightpainted to your armature?
i believe so, data transfer right?
the reason this exists is so that you can use one physbone component for multiple chains of bones without having the root bone move (usually used for hair, skirts, etc)
"Average" is for when you want the root to follow the motion and direction of multiple chains (usually used for boobs)
"First" is usually used for single chains of bones, like tails
are you kitbashing?
idk what that is so no
oh that actually makes sense im honestly suprised i havent ran into the issue more then tbh .lol
how are you making your avatar?
blender
from scratch?
like did you buy abunch of clothing assests and a head and body to put all together
oh yes
it was working before
and now it isnt
the hair is connected to the hair bone
head bone*
but the head isnt
yeah, kitbashing is when you take parts from other models and piece them together into one
is this happening in blender or in unity?
blender
and my second pair of glasses
and if i move neck bone
is your head a different mesh from the body?
yeah
is the head parented to the armature?
yes
does it have the armature modifier?
and is the correct armature in the armature slot on the modifier?
is the weight painting correct for your vertex groups on the head?
these?
yes
so when you move the head bone, the head does not move with it?
when i move the neck
only the bat glasses move with it
okay, but what happens when you move the head bone?
i moved it up to show but everything on the head moves
is your head bone parented to your neck bone?
how do i see that
select the armature and go into edit mode
then select the head bone, and shift+click to select the neck bone as the active selection
then press ctrl+p and choose "keep offset"
does this show u
yes that also shows you
this will just ensure the position won't be affected in case the tail of the neck does not align exactly with the head of the head bone
ah
but yeah it looks like it isn't parented
so follow these steps
oh that would mean they are already parented or can't be parented for another reason. Are the two bones in the same armature?
oh wait
i didnt click neck first
its parented but stull dont work
the head moves the neck
the neck doesnt move the head
you need to click the head first, then the neck
OH
the neck should be the active selection (in the lighter color)
alr that fixed it tysm
wait
the chest bone doesnt move the neck
is that normal
no, you need to do the same thing to the neck
since you accidentally reparented it
so select the neck, then the chest
Hey yall, would u mind helping test out an avi?
So, I'm having a little trouble with an avatar, the animations used to trigger them display the toggles taking place as they should, but when I enter gesture manager the toggles don't work at all.
the origin in unity (where the green blue red arrows show when selecting avatar name) is at the waist but origin in blender is at the feet
how do i fix it please
when i select armature the center is at the feet
top left of the scene window, click where it says "center", it will change to "pivot"
im trying to make my first avatar by importing an existing 3d model, how do i give it the bones?
you have to create an armature and in it, create the bones. There are pins in #avatar-rigging that show what it should look like
So new to the VR chat world & I’m trying to upload an avatar I got. But every time I load unity & the companion I get an error & SDK doesn’t show up to log in or upload.
I even uninstalled and reinstalled everything, and I still have the same problem.
Hey so got a weird issue. My blend shapes don't appear in Unity on the side BUT, I can assign them for talking and stuff, really weird since I have 0 extra modifiers. Help?
did you expand blendshapes section? its collapsed by default. is it the same mesh you have selected as face (for visemes) as youre trying to modify manually?
What kind of toggles are they and what type of parameters are you using for them??
Yeah it's not there found a work around, could you use blend shapes to make a hand gesture for VRCFURY tho? Instead of the animations console in the same way you'd add face expressions?
i don't think that would work
Damn 🥲 alright
Yeah no cuz you need to have an animation it can switch to in the controller menu. Though I think if you make a blendshape with a gesture and then make an animation with that blendshape enabled that could work I think
No yeah it would because that’s just how you make facial expressions, it’s essentially the same thing but with your hands
Anyone on latest sdk (tested on 3.7.5 and 3.7.0 as well), do you have this as well? Changes to viseme blendshapes don't propagate or even count as changes on prefabs for me.
After restarting unity it reset all of them back as well (I did save, both in the prefab screen and before closing)
I feel like the sdk is just broken. Other changes to things like the eyelid blendshapes do work
why does my friends fbx weigh 130 mb? just the fbx. he does have a lot of stuff but so do i and mine is 40 mb. we have about the same amount of triangles
Um so I gave my avatar a new tongue and it works well, but idk how to fix this issue when it is "hidden" without removing the physbones entirely >~>
Toggle the physbone component off with the off animation of the tongue
You may have to make sure "is animated" is checked on the physbone component for it to work
Thank you ♡
~> So I did that and since I hide the tongue with a blendshape for some reason it just doesn't size up, the physbone animator worked but somehow broke the blendshape >~>
Hello first time here and i was wondering if anyone has delt with this type of issue with an avatar before
where do you have the avatar stored
in a file separated in documents but i have 5 more avatars in different files that didnt do the same as this one
open it in file explorer, click the top bar, copy everything, and paste it here
ok
C:\Users\Mondo2\Documents\VRChat avatars\Bennyhondo
hm
then there shouldn't be any issue, unless there's some random resource file with a weird character
i looked up some vids and some are saying to uncheck the VRC SDK stuff since this Avatar may be old im guessing
thanks for the help i really do appreciate it
I would just make the tongue it's own mesh then
does anyone have an answer how to fix this?
ive been looking everywhere and i cant find anything to fix it
vrcfury has (an attempt of) autofix. otherwise read https://vrc.school/docs/Unity-Animations/Write-Defaults/
https://vrcfury.com/technical/wd/
-# oh goodness that vrcfury article
-# no wonder i was having trouble with animations
hands are backward. only in vr mode. only with this specific model. any help please
Anyone know how to get rid of Frenni's original hair? I have another hair for her and am trying to remove the original hair to replace it. In shorter words, making her bald
there is a automatic way to fix it and a manual way
for the automatic way just download vrcfury and add a fix write default component (make sure you select your avatar then add the vrcfury component)
for the manual way you have to set every single animation in your controller FX to write defaults either ON or OFF
in Blender, selelct the hair mesh and delete
avatars 3.0 manager
can do this tpp
too
i never used avatars 3.0 manager so i wouldnt know
nothing wrong with trying to help
Couldn't find the hair mesh. It all seems grouped together
how do i make particles emit light? im trying to make a flashlight for quest
quest = no light
the most light-like thing you can get on quest are emissions
how do i make emissions?
thank u sm
i don't think the particle shaders have emissions, but Standard Lite does if that's something you can use
couldnt i just put the standart lite material on a particle?
there is a emission toggle on standart lite materials but it seems like it doesnt really work?
it makes it bright but it doesnt emit light
yeah
that's what it does
that's the closest thing you can get to light on quest
because you can't have light light on quest
you can only have emissions
i have an avatar that emits light on quest
did you upload it yourself or is it a public?
its a public one
i assumed it used particles because of the details
its called "neon ukon!"
doing gestures trigger diffrent weapons that have lights
could be uploaded through a bad sdk if it actually does have light and not emissions
as the legit vrchat sdk doesn't permit light on quest
glowing beyond mesh boundaries emissions are based on post-processing bloom, default unity scene got no post processing but it can be setup for testing, in vrc its up to a world creator to include one and pp is unavailable on quest at all due hw limitations
additive particles with blurry edges ofc can fake it somewhat
alright ill try it thanks for the help
the avatar i used as an example is sdk 2.0 so it was probably something that was possible in the past
pp is world based, its not a thing nor ever was on quest
like, can you show actually glowing example?
i can send in a video i think
i dont know how to record on standalone
im using a pico 4
i dont use my headset standalone unless im testing avatar stuff
im just gonna try it in the future when i got more knowledge
id guess its just emmits bunch of particles bound by main skinned mesh
ie shape section of particle
ill try to take a video
i also checked the details on quest and it showed the exact same as the pc details
oh, thats looks lika a normal light, shouldnt be possible on quest.
maybe this https://booth.pm/en/items/3644288 but ive no idea through what this is done.
amazing thank you
You can have lights on quest but only through a workaround and it's not recommended at all
why is it not recommended?
seems to work well
Because lights have a big performance impact and quest doesn't need more lag.
if they have peformance issues they can either stop using the light or turn the avatar off
ill test if it crashes people later
if it does i wont use it
random person turns on alot and crashes you
see you should have turned them off
reason why the potato quest shouldnt have certain things, very easy to make them crash
Sorry, another Question, Would adding Disolve effects to an Avi un-optimize it by a big margin?
no worries i wont use it if it does crash people
Dissolve isn't very heavy on performance no
@pulsar marsh wha, dissolve how. dissolve usually a shader.
Thank you!
Ey brooda i dont know alot with this, nothing would suprise me
all 5 are outfit toggles using int parameters
did you ever find a fix for this issue ? am currently trying to add an animation which only affects one arm, while keeping all the other base layer stuff active, but even when i use a mask on action it will override all the other muscles too
@smoky tinsel you need to have a separate tracking control to override only part of humanoid with animation while the rest is still IK, not masks https://creators.vrchat.com/avatars/state-behaviors/#animator-tracking-control
Sorry if i'm misunderstanding something here, but i thought the Animator Tracking Control would only be used if i'm trying to overwrite tracking data like when i'm on vr, in my case i have no tracking, i have goloco stuff in my base layer and want to temporarily overwrite those animations for only a specific bodypart
that's not really what that does
it doesn't "overwrite" anything
wow I can type today.
Anyway - it does exactly what you need to do there, lets you animate one arm only
@smoky tinsel when youre not in vr, you run default locomotion animations
or grab pickup animations etc
so you want to overwite it explicitly regardless.
oh tho idk how itd work with gogo, never touched it
since gogo is already overwriting stuff
well cant help. make sure your layer is lower than any gogo.
i did that but every playable layer i try putting it in has some other complications, like when i put it in the base layer it will constantly override all other goloco stuff and i cannot disable layers for base
i also read some people talk about putting a layer back into a "neutral" state or "exiting" a layer by having all animated parameters return to their default values but i'm not sure what those values would be for muscles or if that even works there (also everything is using WD on by the way)
Hello I want to get started making an avatar but I wanted to know how do you add animations and objects
Is it all unity or no?
objects, as in props to toggle on/off?
Yes
I’m not clicking a random link
and animations would also be in unity, because they're also toggles
bruh it's not my fault it didn't embed
it's a tutorial
same one as this
that one embeded
Would anyone be able to explain what I could be doing wrong with trying to add phys bones to a novabeast it seemed to have already had them setup so I basically just enabled it in the "inspector" tab and put it into play mode to see if the already existing one worked it in fact did not I've also looked up a video and after following that it still dont seem to want to work for me.
and how it doesnt work? playmode, uploaded?
ok so I put it into play mode clicked the whole model in the "hierarchy" and clicked the move icon in the tiny tool bar in the "scene" and dragged the model around to see if the phys bone worked it is just still it dont move
do you see the physbones on the model?
No not at all
if radius doesnt show up, add endpoint ( 1 bone ones need it )
@balmy barn i doubt novabeast needs that, its way past physbones introduction
@leaden laurel enable gizmos ie rightmost ball on top of 3d view
yes
well ye now test and see if anything jiggles when dragging root around
then its some mixed meshes problem, ie your existing boob bone doesnt affect your skinned mesh. go outside of play mode, find boob bone and drag it, if mesh doesnt deform then it doesnt listen to it (ie not affected by vertex group of said armature)
then idk, try to find one that actually makes mesh follow, or thats not great
it does deform so that is so odd
hm okay now it is. and bone youre moving is a child of one with physbone, not some random different one?
yea the main parent shows blue in the hierarchy yea?
if so that is the one I am moving
she stretching she just wanna be fussy with me lol
blue just means it's an object in a prefab, nothing more
hmm
so hypothetically speaking
if i was to add phys bones to all the breats bone things would that be fine
you just need one physbone component on the root of the bone chain you wish to have physics.
to see if I am using the wrong bone
ye, i mean bone youre stretching is child in hierarchy like those are all children (or grandchildren ) of breastq_r with physbone
overall thats a lot of children there, doesnt seem right
there is only cause some of the clothing I have on I have had to unpack the prefab and move it into the thing so it would move with the model properly or it was clipping not moving with it etc
Hei everyone! Im looking for help with creating an outfit system for my avatar. I wrote everything in detail in this help post! https://discord.com/channels/189511567539306508/1372974784425754784 Thanks for reading ❤️
making avatars is a big task, you're better of asking specific questions
what do you mean by "outfit system"?
it was working before, armature and data tarnsfer mod
that's very vague. What about "armature"?
i have a bunch of complete Outfits for my rindo, personally i prefer mixing them up however to make stuff i like. And i want to be able to easily switch between each full outfit. Previously i had every outfit item in its own category i.e. underwear, top, legs etc. and toggled them all on via animations controlled via the rotary menu thingy. but thats been a while and i forgot how i did it. Also its a lot of work i feel like when i want to add new stuff.
IMO do separate outfits as separate avatars.
i agree
if you want to have likr 7 different outfits, it'd be better of having 7 different avatars
but, you could achieve that by int toggles or maybe blendtrees (i'm new to them, so I'm not sure)
here's a tutorial for int toggles (the part with hats)
https://youtu.be/XqtSg6_W07Y?si=QvrKHvdlJzJ2x5e9
separate avatars is the best one. separate meshes for each outfit is 2nd best, still takes whole vram and destroys your perf rank but you do know its only one shown at a time. you can chase better rank with tile discard but if overall perf rank is beyond poor then no point
The modifier called armature
... but what did you do exactly
i cleaned up some bones that werent supposed to be there
and
it stopped working
i think
... right.
separate avatars arent really something i want to consider since its a lot of effort if i make any changes to the base itself or other parts of the model to keep all of those updated. I used the video to make the current system i used but for my taste thats still kind of a lot of work. Are there maybe any plugins or smth someone can recommend?
achievement
Welcome to VeryPoor land.
let me introduce you yo override fbx
hate to interupt the convo
The material wont apply to the body mesh? when i enter play mode it turns purpol :[
probably a material swap animation is active, you'd need to find that
well i mean nothing beats 2gb vram eboy i met last new years. completely stock as well, just typical gumroad
thank lord vrc stopped that
im back again about rigging this tube i tried using aim constraints in hopes of faking it but it made it spazz out
its not using them in the photo but idk how to use final ik either
so im stumped
i need to stop making avatars with tubes and wires
@somber sequoia can u help me
explain, step by step how you attached the clothing
cause the info you provided is very limited
so i imported the pants, i used the correct bones, positioned and merged armatures
it was working before
so was the shpors
shoes*
but it isnt now
yeah without full details on what you did and the current state of things, I have no idea what to suggest.
what changed? You said you deleted "bones that weren't supposed to be there". My guess would be that they were supposed to be there, if everything worked before deleting them
well it was bones from a different body
that i accidentally added
the bones in my armature are now the ones from zinfit, tail, and hair
for example there was a extra sdet of shoulder bones called "should left/right" when zinfits is .L/.R
they also didnt move in unity
and nothing moved with them.
could the meshes have been linked with them?
maybe, hard to tell
what should be open?
what isn't moving as it should?
do they have vertex groups which match the bone names?
sweatshirt to but it isnt apart of the legs
i was about to ask that
yes
must be no weights in them if they don't move then
wait
it did
now it dfoesnt
wth
it has.. foot weights
wth
why does it move with the feet now man,
how much playtime do i need to publish avatar because on steam it says i have 29Hour but i cant publish avatars
do you have an official vrchat account?
weight painting.
on the website?
in general
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
That second paragraph ^
playtime doesn't really matter if it's afk btw
you need to actually play the game
well i have a vrchat account i think
The best way getting out of visitor is to make friends in the game normally, and visit different worlds with them
or just toss $10 at a single month of VRC+
is there a way i can jus merge the armatures without messing stuff up
I never actually "merge" armatures, so I'm not sure what you're trying to do here.
are the pants weight painted before merging?
import them and test
well i have a bunch of friends but my account still doesnt have the permitions for it
Does your account have a random string of 4 characters after it in the name
yea
that's a steam account
then it's a platform account, not a VRChat account
then how i do a vrchat account?
the cats addon
it's in that link ^
You can merge your platform account to the VRChat one so your friends/favorites aren't gone
yes, but to its own armature
doesn't matter - if the vertex group names are the same as the armature you want to use, just swap armatures in teh armature modifier.
yea
"merging" is rarely actually required.
hey if i merge the account do i have to play for the playtime to count or the playtime i had before counts?
doesn't the video I sent explain it? I don't remember, it's been a while
Your hidden rank level is transferred, (by whichever's account is higher)
what are the ranks btw so i know
Visitor, New User, User, Known User, Trusted User
kk ty
pretty sure it inherits your highest rank, its just with vrc one it climbs way faster (to the point of being useless but nothing new here)
I don't use the tools, I just hit r to rotate things
transform tool probably isn't selected but I'd recommend using the hotkeys in your workflow to act faster
yeah
R > Rotate (tap R again for swivel)
G > Move
S > Scale
ok so my body is fucked
think of g as "grab" and you'll remember it's for moving
weight painting
guys i had the User rank but now that i merged its appearing as Visitor does it reset or it will just take sometime to change?
merging takes some time
is there a way i can transfer the weight paint from one bone to another
oh alright alright
when it merges i will be able to publish the avatars right?
when you sign into the VRChat account in the SDK, yes
As long as you're New User or above you can upload
copy the vertex group and name the copy the same as the target bone
i see
this is the avatar help channel, you have world stuff there?
Anyone here familiar with using physbone stretch values to edit blendshapes? I'm currently trying to get one of those working, but the stretch value seems to instantly max out. Anyone got any idea why this is?
no im trying to publish an avatar but that error popped up
