#avatar-help

1 messages · Page 121 of 1

prisma thunder
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OVR playspace drag is a must for any fbt user, but it's obviously not a thing on quest. I was wondering how I would go about adding something similar as a gesture toggle?

hushed panther
somber sequoia
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iirc gogo loco has that as a feature

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ah, too slow

prisma thunder
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Mhm

hushed panther
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It doesn't let you go side to side, but lets you go up and down

prisma thunder
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I wrote that in my notes actually

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I wanted to get hand velocity and translate that to the parameter

fiery monolith
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anybody know how to fix dis?

prisma thunder
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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

somber sequoia
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sounds like a weird setup though

hushed panther
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That might be kind of difficult for quest, good luck, (I'd honestly just deal with the gogoloco if I were in your situation)

prisma thunder
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I figured I could just use a few contacts tbh

fiery monolith
prisma thunder
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To tell when you're looking to the left/right/up, and if you're on the ground

somber sequoia
fiery monolith
somber sequoia
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well you have too much of that then

fiery monolith
somber sequoia
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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

runic ether
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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?

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various discolorations in different areas on the left side

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here's another example of the discoloration

gray zinc
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How did I put roblox model into vrchat

somber sequoia
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get model, then follow one of the many many tutorials on setting up a VRChat avatar.

runic ether
gray zinc
fiery monolith
somber sequoia
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usually it's best to just disable any other ones

fiery monolith
chilly solar
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my feet are offset and sideways in game, why is this??? they arent in blender

rigid tapir
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Wondering if i can bug someone for some help with my model? trying to fix the toggles on my radial menu and such

somber sequoia
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you can always ask specific questions

somber sequoia
chilly solar
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ive now noticed the hips on my avi are poking out? they arent meant to look like this and arent sticking out in blender

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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.

somber sequoia
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bone roll should be 0 for most humanoid bones, so check that too

chilly solar
somber sequoia
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bone roll is a thing you can set in blender. it should be 0 for humanoid bones

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fingers/toes it's useful sometimes to not be 0

chilly solar
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how would i change that? im not sure what that means or anything

somber sequoia
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the blender manual is quite good 🙂

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edit armature, select a bone, look in the 'item' window of the 'n' popup

chilly solar
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my bad this issue is just very new to me

somber sequoia
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yep, just reminding people that it's easy to look stuff like this up

covert radish
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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 😭

somber sequoia
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emulate the gestures?

covert radish
covert radish
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Someone smarter than me please help...

coarse palm
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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

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they is moving their arms up but they go foward

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pls help vrcCrying

wooden nova
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how would i use final ik for these tubes as ive never worked with it before

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and they do have bones

marsh wasp
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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.

simple adder
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Well, I got Windows build support on his Unity installation, and it worked

vague bear
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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

simple adder
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Is it possible to increase Viseme sensitivity?

iron dove
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Hiya I'm looking for full yakuza tattoos for layshusa base please help me find

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I'm making a yakuza toggle

night ember
ornate stump
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How you are sure that you did all the setup correctly?

night ember
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Sync the parameter then make it local only

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Then you didnt do it right

ornate stump
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The issue could be from other parts. There are a lot to unpack.

night ember
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Why are you even using a parameter drive for shoot

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But why is it required

ornate stump
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How long does the parameter stay true locally? If one frame, it couldn't be enough to sync.

dapper fjord
ornate stump
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Do the animator states also depend on other parameters?

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For both driving layer and reacting layer.

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How did you make the shooting layer?

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How did you configure transition for shooting layer, that's the real question.

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If you can't explain, then take screenshot.

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Transition should mean the logic.

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Better just screenshot.

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Just screenshot what you had in that layer first.

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The parameter drivers also in the same layer?

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Which one contain shoot animation?

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The logic I meant is how all the transition is connected each state.

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Ok sure.

night ember
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Person wanted help but is being unreasonably difficult

ornate stump
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Did they just get banned?

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Um no. They just deleted by themselves.

night ember
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🤷‍♂️

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Guess didnt want help

coarse palm
flint lark
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physbones has the "Is Animated" checkbox, but animating the collision radius doesn't work?

timber wharf
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is animated is for bones animation, like tail wag

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you cant animate most properties of physbone without disabling and enabling component back

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or at all (tho in that case you can have two separate physbone components and alternate them)

covert radish
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I'm struggling here what does this mean I tried looking it up I don't see any of the usual issues.

timber wharf
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rename head bone or mesh into smth different

winter mauve
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is there any visual difference between UE and ARKIT ?

covert radish
gray zinc
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Did guys found any tutorial videos like roblox model turn blender etc

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I got it model from roblox

wary surge
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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

novel saffron
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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.

balmy barn
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extract materials (ctrl+d for each or click fbx export material) or make some - then change the shaders they are using

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add textures to material if its using any

novel saffron
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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

still shuttle
novel saffron
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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

still shuttle
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I'm not sure, I don't usually mess with roughness. I also use poiomi toon

novel saffron
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wait what is that?

still shuttle
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It's a shader for PC

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Works beautifully in my opinion, you just gotta mess with the settings to get it how you like

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It's how I make my avis have pretty skin like this

novel saffron
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I have... never heard of it!
Granted, I've been working in blender and blender only for many years now so

ornate stump
novel saffron
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god there is so much more to learn than I thought what,,

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I think I got poiomi installed on my thing (is it poiyomi?)

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I am... very new to all this stuff

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Just discovered that the armatures didn't get sent to unity either :arby

wary surge
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xD

surreal mist
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i added all the textures and this happens to the face eyes and body does anybody know if theres anyway to fix this

desert elk
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"this"?

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always assume people don't know what your avatar is supposed to look like, and explain "this"

compact night
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When i try to upload my avatar with unity it gives me this error

primal folio
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dose anyone know how to fix fingers or like hand (its on both)

ashen hinge
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I'm having a hard time getting the hair to move (the phys bone component doesn't seem to be working)

balmy barn
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1 bone, add endpoint

ashen hinge
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Thanks that seems to have done something

shy sierra
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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.

austere bay
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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

dapper fjord
dapper fjord
marsh inlet
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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?

craggy fox
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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?

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idk how to explain it, any tips?

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this is my first ever model rig btw

desert elk
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is the Body mesh the only mesh that has visemes?
do the shapekeys work correctly in blender?

craggy fox
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blender is fine, im pretty sure body is the only one from what i can see

desert elk
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can you post a screenshot?

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of what do you mean by "second mouth"?

craggy fox
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when i speak in vrchat the mouth clearly moves, but it doesnt really open on the model like i want it to

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im having a difficult time explaining it

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like so

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even ingame aswell

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the part underneeth is the mouth.oo

shy sierra
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Anyone else having issues generating imposters?

balmy barn
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some of mine never worked

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nothing special on them either, dont use vrcfury/modular/whatever no constraints

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I just use some other av instead set as fallback then overwrite it ratl extremely rare i meet someone who see's that

nova dust
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I cant change to android avatar

desert elk
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download android build support

hexed ore
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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?

desert elk
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screenshot the top 2-3 errors

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and send the screenshot here

hexed ore
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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

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(Also this is my first time doing this so i don't know much about it just yet)

somber sequoia
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they meant errors as in the console. But yeah, you can't use those shaders on a quest avatar.

hexed ore
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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

desert elk
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Quest can only use a couple of shaders

somber sequoia
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those are on the avatar itself, assuming you imported the avatar project

desert elk
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was the avatar specifically for quest? if it wasn't that would be an issue with the shaders

hexed ore
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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

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Not specifically for quest no, but could use both pc and quest

somber sequoia
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doesn't matter either way, it can be in the project just fine

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the problem is the avatar can't use that if it's for quest.

hexed ore
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Is there a way to remove it out then? 🥹

somber sequoia
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you will have to replace each of the materials currently used with one using a compatible shader.

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(there are many tutorials on this subject)

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(no, I don't have a link to one, check pins in the various quest channels though)

hexed ore
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Yeah that does sound like hocus pocus to me so I'd love to watch a tutorial 🤣 Ill go look for them

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Thanks!

still shuttle
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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?

balmy barn
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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 )

fierce thunder
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how to make particle systems emit light?

still shuttle
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and possibly the animation

distant nimbus
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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??

somber sequoia
# still shuttle Can I see what your logic for that looks like?

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.

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(this is inside a much larger direct blend tree, but could certainly be its own layer if you prefer)

still shuttle
somber sequoia
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excellent 🙂

balmy barn
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how mine usually end up, had 3 annoying issues with blendtree doing the same thing

inland seal
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How do people make straight lines along diagonal and curved lines?

desert elk
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by drawing textures (?) I'm not sure what else could this screenshot refer to

inland seal
somber sequoia
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is that an edge of the mesh itself? It's easy to color just faces

desert elk
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probably just very carefully drawn textures

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or the mesh

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bring made that way

inland seal
somber sequoia
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not really what I meant

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if you look at the wireframe of the mesh itself, does that paint line trace an edge actually on the mesh

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I wouldn't be surprised if it does

inland seal
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Uh no?

fierce thunder
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how to make particle systems emit light?

somber sequoia
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I'm not really sure how that pic relates to the previous, but it was just a guess

somber sequoia
inland seal
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drawing it

somber sequoia
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I don't know what you are asking?

fierce thunder
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thats my main goal

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to emit light on quest

balmy barn
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'light' emission

somber sequoia
fierce thunder
inland seal
somber sequoia
inland seal
balmy barn
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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 ratl

inland seal
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Are they just precise with drawing the line on ear part?

somber sequoia
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I'm not the artist so I have no idea

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also it could be that line is actually straight on the UV map

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it could be they used a path in a program like substance painter

glacial vessel
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is the see through normal

somber sequoia
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maybe? A few settings could cause that

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it's not overly relevant if you intend to put this into Unity anyway

glacial vessel
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alr

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i assume the creator jus did tht for more visibility

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also wsp kazin

somber sequoia
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wsp?

desert elk
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what's up would be my guess

somber sequoia
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oh. huh.

glacial vessel
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lmao

fluid holly
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Hi everyone ! Can someone explain why the toggle doesn't show in game but show when i use gesture manager pls ?

desert elk
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are you sure you're wearing the same avatar and on the same platform as the upload?

fluid holly
balmy barn
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animator is the mesh 'none' , will have issues trying to say things to a mesh not set

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reason why i use a empty skeleton for generics ratl

fluid holly
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so what should i do ? im a noob i just started today lmao

balmy barn
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check root of avatar - animator with 'none (avatar) ' will have issues

fluid holly
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i cant select my avatar :/ @balmy barn

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like nothing is showing

austere bay
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I'm pretty sure you need a humanoid rig

somber sequoia
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you don't, but if you don't have one then you have to do all the locomotion animation

desert elk
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that's not a human

somber sequoia
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it's reasonable in this case to not

desert elk
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yeah

somber sequoia
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I don't imagine the average piano has any actual locomotion...

austere bay
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also pls ignore the name of my fbx

fluid holly
somber sequoia
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yeah you may have to add that manually, but many existing avatars are not humanoid.

fluid holly
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my 3d model is from blender and look like that ... How can i "convert" this to avatar so i can select it in animator ?

austere bay
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it might be humanoid

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otherwise add an animator component to the same place you added the sdk

fluid holly
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i dont think its an humanoid armature look

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its like all the piano keys and moving part of the piano

summer lodge
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it doesn't let me sign in or put the code in anywhere in unity, any help?

somber sequoia
fluid holly
somber sequoia
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it's not really a problem though

fluid holly
somber sequoia
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no? you don't need it to be humanoid despite what some others seem to be saying

fluid holly
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yes but i still cant select my 3d object in the avatar setting from animator

balmy barn
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my 'empty' skeleton wich i use on generic - drop anything in it , its now 'humanoid' and fx/ect will behave

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otherwise making it in blender so its more like this - generic will now have something to point avatar slot to

raw saddle
fluid holly
austere bay
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theres no part of my avatars always covered with clothes...

raw saddle
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well beans

desert elk
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furry 🫵
(this is all joking, i'm nice, trust me)

raw saddle
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you might need to sacrifice some toggles (unless you have no toggles and are just a creature which i can get behind)

wicked valley
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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)

austere bay
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but I'll probably split it into different avatars

raw saddle
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ah.

austere bay
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I got it from 900k to 450k so far

raw saddle
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ouch

desert elk
raw saddle
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yeah mere decimating isn't gonna help with that, you're gonna have to turn some of these meshes into flat textures

desert elk
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and as i rule of thumb you should upload pc version first

raw saddle
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i don't super know how baking works in blender but that's what you gotta do

austere bay
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I've gotta figure out the weightpainting first, I just wanted to get all the decimation done before that

wicked valley
austere bay
spark walrus
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cann someone help me out real quick to ffigure out how to put some tattoos i bought on an avatar

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this is how they came idk where it goes

austere bay
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it's a little tick box

wicked valley
austere bay
austere bay
spark walrus
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is the other 2 for emmisions?

austere bay
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on the body material, if it's poiyomi you just gotta find the decal section

austere bay
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just depends what look you're going for

wicked valley
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it uploaded fine earlier, went to add something and now its not uploading to pc

austere bay
# wicked valley nothing

that's really weird there should be at least something there, if you clear the blueprint will it upload on it's own seperately?

spark walrus
wicked valley
austere bay
distant nimbus
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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??

spark walrus
austere bay
austere bay
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could you show that?

wicked valley
spark walrus
austere bay
distant nimbus
spark walrus
glacial vessel
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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

austere bay
# spark walrus still nothing :(

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

austere bay
somber sequoia
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get the right cats version

austere bay
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also you can recover sessions under "file" in blender

somber sequoia
chilly solar
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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?

somber sequoia
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(not that you need cats for much if you aren't doing MMD avatars)

austere bay
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but there may still be some scaling issues with your components (like phys bones)

chilly solar
floral fable
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  • 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?
glacial vessel
somber sequoia
glacial vessel
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wait how tf do i install it (v4,3)

austere bay
somber sequoia
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So just key your animations to happen at the appropriate times. I've used to make a flying platform, and a hoverboard 🙂

chilly solar
somber sequoia
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(check those values - the creator tends to change them between versions)

austere crown
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is 68k triangles good for a model? (assuming im trying to keep proformance good or medium

somber sequoia
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that's still medium, so yeah

austere crown
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whats the makimum for good?

austere bay
austere crown
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maximum*

somber sequoia
austere crown
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k

glacial vessel
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how do i delete bones quickly

somber sequoia
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look up "avatar performance rankings"

chilly solar
somber sequoia
austere bay
chilly solar
austere bay
chilly solar
austere bay
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sorry :((

chilly solar
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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

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im so losttttt

frigid glade
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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

frigid glade
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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

distant nimbus
chilly solar
sour linden
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could someone help me optimize or fix this somehow..? I NEVER use unity

frigid glade
austere bay
distant nimbus
glacial vessel
somber sequoia
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actual armature edit

wicked valley
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i go to upload to pc and quest, it only uploads to pc then does this

frigid glade
chilly solar
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should i make a new scene or delete the model from it first or something?

frigid glade
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No no don’t delete anything yet

distant nimbus
frigid glade
chilly solar
frigid glade
#

Okay good. Do you have any physbones and stuff you had on your avatar originally??

chilly solar
glacial vessel
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nvm i got it, ty

distant nimbus
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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.

frigid glade
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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

chilly solar
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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

frigid glade
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You said you had toggles and stuff yeah??

chilly solar
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mhm i do

chilly solar
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so i gotta take my animator controller and drag it back here

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in the controller thing

glacial vessel
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@somber sequoia this is happening with unofficial cats

frigid glade
# chilly solar mhm i do

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

somber sequoia
desert elk
chilly solar
frigid glade
glacial vessel
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i fixed the cats

desert elk
#

okay

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good

glacial vessel
#

broski

desert elk
#

?

glacial vessel
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now my head isnt moving with neck

desert elk
#

is it parented properly

#

?

glacial vessel
distant nimbus
wooden nova
#

how would i use final ik for these tubes as ive never worked with it before and they do have bones

wooden nova
somber sequoia
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huh I wouldn't have thought of using FinalIK for that

wooden nova
#

that would work for this kind of thing

somber sequoia
#

just weight painting doesn't do it?

wooden nova
somber sequoia
#

better weight paint? 🙂

wooden nova
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an not as one whole thing

somber sequoia
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I mean, not saying it'd be easy at all

wooden nova
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tried segments then smoothing them out it didnt work well

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would final ik work though

somber sequoia
#

I'm not really sure what you'd do with it here

unreal geyser
#

how do I fix these?

desert elk
#

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

unreal geyser
#

thank you

eternal dew
#

what does this mean

unreal geyser
desert elk
#

optional in unity ≠ optional in vrchat

#

does everything work now? or are you still getting errors?

unreal geyser
#

nope the same errors are still there.

desert elk
#

what bones are you missing?

unreal geyser
desert elk
#

I guess

unreal geyser
#

the upper chest, jaw, and the toes and thats it

desert elk
#

try enforcing tpose

#

or switching to generic, applying and switching back to humanoid

unreal geyser
#

ok

#

when I switched it to generic the errors go away

#

but when I switch it back to humanoid the errors come back

desert elk
#

my guess would be, you'd need to edit the idle animation

#

I'd assume so

unreal geyser
desert elk
#

if you upload it as generic it will not play any of the VRChat animations

faint bridge
#

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

somber meadow
somber meadow
deft prism
#

how would I combine/merge 2 FX layers

desert elk
#

with avatars 3.0 manager

#

you can get it in vcc

faint bridge
#

thx mate

deft prism
#

I wanna combine th gogofxbeyond and my avatars FX layer without remaking it entirely

austere bay
#

A load of my blend shapes are working fine in blender but aren't working in unity, anyone know what can cause this?

desert elk
#

I said

desert elk
#

you can get it in vcc

#

then go vrclabs > avatars 3.0 and merge it from there

deft prism
#

oh!

austere bay
faint bridge
austere bay
#

it's still not working T-T

#

they're also all sort of in their blended state

faint bridge
#

@austere bayhaha i love your name

faint bridge
somber meadow
faint bridge
#

i'm not good with unity that much

somber meadow
#

Looks like the asset isn't made for the avatar

faint bridge
#

danm nothing can match it

#

thx for the help anyway fam

desert elk
#

you can either attach it manually (maybe) in unity or in blender

faint bridge
desert elk
#

try this

#

could work, but I can't guarantee

faint bridge
#

i believe pinky

austere bay
#

some of my shapekeys work, i've got 0 modifiers on other than armature and all transforms have been applied T-T

deft prism
#

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

somber meadow
austere bay
#

and it's like the blend shapes are set to 1

somber meadow
#

Then modifiers aren't to be worried about

#

what Blender version are you using

austere bay
#

4.4.3

half stirrup
#

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

somber meadow
#

it's best to minimize on unique materials if you can anyway

half stirrup
#

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

faint bridge
#

wow now it's inside my body

tranquil niche
#

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?

balmy plover
#

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

balmy plover
queen nimbus
#

pls help. my imposter is naked and idk why.

austere bay
#

anyone know how i can fix this mesh?

balmy plover
#

you applied all the maps that came with the asset? (normals, metallics, etc)

austere bay
#

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

balmy plover
#

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"

austere bay
#

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

balmy plover
#

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

austere bay
#

already done that T-T

#

every pic of unity thats what the settings are

balmy plover
#

huh.. you made sure and applied transforms before exporting in blender?

austere bay
#

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

balmy plover
#

im really not sure then, sorry

austere bay
unreal geyser
#

anyone know how to fix this I already tried rigging everything it mentions but these errors are still there

glacial vessel
#

uh guys my skinny keys shapekey randomly stopped working

#

the legs are permanantly monsterous

small stone
#

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.

glacial vessel
#

if nothing else works get someone to upload it for u

prisma sedge
# small stone

Try disconnecting the blueprint ID if you havent already

small stone
#

thank you for the suggestion though

glacial vessel
#

can nayone help

#

my head

#

isnt connected

#

to the neck

marsh inlet
marsh wasp
small stone
winter locust
#

ive uploaded 5 models already, now getting this message, help?

arctic ginkgo
#

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

chilly solar
#

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?

arctic ginkgo
#

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

arctic ginkgo
#

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

frail tiger
#

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)

glacial vessel
#

can i ask for name suggestions here?

arctic ginkgo
#

try setting it to "average"

pallid rapids
#

Not sure what this error is or what to do with it. Imported from blender after optimizing the avi

arctic ginkgo
#

depends on what it deleted

frail tiger
glacial vessel
#

can anyone help me my head isnt connected to the body

arctic ginkgo
glacial vessel
arctic ginkgo
#

set this to "average"

arctic ginkgo
frail tiger
#

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

glacial vessel
arctic ginkgo
glacial vessel
arctic ginkgo
#

"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

arctic ginkgo
glacial vessel
frail tiger
arctic ginkgo
glacial vessel
arctic ginkgo
#

from scratch?

frail tiger
glacial vessel
#

oh yes

#

it was working before

#

and now it isnt

#

the hair is connected to the hair bone

#

head bone*

#

but the head isnt

arctic ginkgo
#

yeah, kitbashing is when you take parts from other models and piece them together into one

glacial vessel
#

wait

#

so i move the head bone

#

hair and head moves

arctic ginkgo
glacial vessel
#

blender

glacial vessel
#

and if i move neck bone

arctic ginkgo
#

is your head a different mesh from the body?

glacial vessel
#

yeah

arctic ginkgo
#

is the head parented to the armature?

glacial vessel
#

yes

arctic ginkgo
#

does it have the armature modifier?

glacial vessel
arctic ginkgo
glacial vessel
#

yes

arctic ginkgo
#

is the weight painting correct for your vertex groups on the head?

arctic ginkgo
glacial vessel
#

yes

#

i can redo it aswell

arctic ginkgo
#

so when you move the head bone, the head does not move with it?

glacial vessel
#

only the bat glasses move with it

arctic ginkgo
glacial vessel
arctic ginkgo
glacial vessel
#

how do i see that

arctic ginkgo
#

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"

glacial vessel
#

does this show u

arctic ginkgo
arctic ginkgo
glacial vessel
#

ah

arctic ginkgo
arctic ginkgo
glacial vessel
arctic ginkgo
# glacial vessel

oh that would mean they are already parented or can't be parented for another reason. Are the two bones in the same armature?

glacial vessel
#

oh wait

#

i didnt click neck first

#

its parented but stull dont work

#

the head moves the neck

#

the neck doesnt move the head

arctic ginkgo
#

you need to click the head first, then the neck

glacial vessel
#

OH

arctic ginkgo
#

the neck should be the active selection (in the lighter color)

glacial vessel
#

alr that fixed it tysm

#

wait

#

the chest bone doesnt move the neck

#

is that normal

arctic ginkgo
#

no, you need to do the same thing to the neck

#

since you accidentally reparented it

#

so select the neck, then the chest

glacial vessel
#

oh shit

#

the WHOLE armature is fucked

onyx owl
#

Hey yall, would u mind helping test out an avi?

tidal silo
#

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.

glacial vessel
#

i just cant weight paint for some reason..

#

please help

#

subtract or add

mild solar
#

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

arctic ginkgo
winter socket
#

im trying to make my first avatar by importing an existing 3d model, how do i give it the bones?

somber sequoia
viscid oriole
#

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.

covert radish
#

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?

timber wharf
#

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?

frigid glade
covert radish
#

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?

desert elk
#

i don't think that would work

covert radish
#

Damn 🥲 alright

frigid glade
#

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

sleek atlas
#

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

timid kite
#

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

sleek atlas
#

Embeded textures, blendshapes, vertex colours, bones

#

Most likely embedded textures

gentle goblet
#

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 >~>

still shuttle
#

You may have to make sure "is animated" is checked on the physbone component for it to work

gentle goblet
#

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 >~>

clear cobalt
#

Hello first time here and i was wondering if anyone has delt with this type of issue with an avatar before

raw saddle
clear cobalt
raw saddle
#

open it in file explorer, click the top bar, copy everything, and paste it here

clear cobalt
#

ok

clear cobalt
raw saddle
#

hm

#

then there shouldn't be any issue, unless there's some random resource file with a weird character

clear cobalt
#

i looked up some vids and some are saying to uncheck the VRC SDK stuff since this Avatar may be old im guessing

clear cobalt
still shuttle
slim sail
#

does anyone have an answer how to fix this?

#

ive been looking everywhere and i cant find anything to fix it

timber wharf
raw saddle
#

-# oh goodness that vrcfury article
-# no wonder i was having trouble with animations

solid arrow
#

hands are backward. only in vr mode. only with this specific model. any help please

ashen tinsel
#

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

fierce thunder
# slim sail ive been looking everywhere and i cant find anything to fix it

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

desert elk
desert elk
#

can do this tpp

#

too

fierce thunder
#

i never used avatars 3.0 manager so i wouldnt know

desert elk
#

switch write defaults on/off

#

just saying

fierce thunder
#

nothing wrong with trying to help

ashen tinsel
desert elk
#

you can go to edit mode

#

and select the hair

#

L key may be useful

ashen tinsel
#

Alright

#

Thank you 🙏🏽

fierce thunder
#

how do i make particles emit light? im trying to make a flashlight for quest

desert elk
#

quest = no light
the most light-like thing you can get on quest are emissions

fierce thunder
desert elk
fierce thunder
desert elk
#

you can

#

but idk how your particles look

#

so idk if you can or not

fierce thunder
#

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

desert elk
#

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

fierce thunder
desert elk
#

did you upload it yourself or is it a public?

fierce thunder
#

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

desert elk
#

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

fierce thunder
#

not sure about the quest details

timber wharf
# fierce thunder

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

fierce thunder
#

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

timber wharf
#

pp is world based, its not a thing nor ever was on quest

#

like, can you show actually glowing example?

fierce thunder
#

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

timber wharf
#

id guess its just emmits bunch of particles bound by main skinned mesh

#

ie shape section of particle

fierce thunder
#

ill try to take a video

fierce thunder
#

i also checked the details on quest and it showed the exact same as the pc details

timber wharf
fierce thunder
#

amazing thank you

heavy zephyr
#

You can have lights on quest but only through a workaround and it's not recommended at all

fierce thunder
#

seems to work well

heavy zephyr
fierce thunder
#

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

balmy barn
#

random person turns on alot and crashes you vrpill see you should have turned them off

#

reason why the potato quest shouldnt have certain things, very easy to make them crash

pulsar marsh
#

Sorry, another Question, Would adding Disolve effects to an Avi un-optimize it by a big margin?

fierce thunder
#

no worries i wont use it if it does crash people

heavy zephyr
timber wharf
#

@pulsar marsh wha, dissolve how. dissolve usually a shader.

pulsar marsh
pulsar marsh
tidal silo
smoky tinsel
#

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

timber wharf
smoky tinsel
#

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

somber sequoia
#

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

timber wharf
#

@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

smoky tinsel
#

exactly

#

that's the part where i feel like we're kinda talking past each other

timber wharf
#

well cant help. make sure your layer is lower than any gogo.

smoky tinsel
#

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)

pallid bobcat
#

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?

desert elk
#

objects, as in props to toggle on/off?

pallid bobcat
#

Yes

desert elk
#

that's unity

pallid bobcat
#

I’m not clicking a random link

desert elk
#

and animations would also be in unity, because they're also toggles

desert elk
#

it's a tutorial

#

same one as this

#

that one embeded

leaden laurel
#

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.

timber wharf
#

and how it doesnt work? playmode, uploaded?

leaden laurel
#

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

desert elk
#

do you see the physbones on the model?

leaden laurel
#

No not at all

balmy barn
desert elk
#

yup

#

was gonna suggest this

timber wharf
#

@balmy barn i doubt novabeast needs that, its way past physbones introduction

leaden laurel
#

mk I will try rq

timber wharf
#

@leaden laurel enable gizmos ie rightmost ball on top of 3d view

leaden laurel
#

oh it is there LOL

#

I am assuming it is that cone shape thing

desert elk
#

yes

timber wharf
#

well ye now test and see if anything jiggles when dragging root around

leaden laurel
#

kk

#

ok so in play mode the physbones move but the boob itself does not

timber wharf
#

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

leaden laurel
#

it does deform so that is so odd

timber wharf
#

hm okay now it is. and bone youre moving is a child of one with physbone, not some random different one?

leaden laurel
#

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

somber sequoia
#

blue just means it's an object in a prefab, nothing more

leaden laurel
#

hmm

#

so hypothetically speaking

#

if i was to add phys bones to all the breats bone things would that be fine

somber sequoia
#

you just need one physbone component on the root of the bone chain you wish to have physics.

leaden laurel
#

to see if I am using the wrong bone

timber wharf
#

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

leaden laurel
#

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

glacial vessel
#

can anyone help me link my pats and shoes to the legs

#

idk why they arent

desert elk
#

how did you try to attach them?

#

what method?

flint cipher
desert elk
#

making avatars is a big task, you're better of asking specific questions

#

what do you mean by "outfit system"?

glacial vessel
somber sequoia
flint cipher
# desert elk what do you mean by "outfit system"?

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.

somber sequoia
#

IMO do separate outfits as separate avatars.

desert elk
#

i agree

#

if you want to have likr 7 different outfits, it'd be better of having 7 different avatars

timber wharf
#

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

glacial vessel
somber sequoia
#

... but what did you do exactly

glacial vessel
#

i cleaned up some bones that werent supposed to be there

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and

#

it stopped working

#

i think

somber sequoia
#

... right.

glacial vessel
#

weird thing tho

#

the pantys and shorts are still working

flint cipher
#

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?

balmy barn
#

vrcPerfVeryPoor achievement

somber sequoia
#

Welcome to VeryPoor land.

desert elk
#

let me introduce you yo override fbx

timber wharf
#

whoa, just a casual 1.5m avatar

#

nothing new move along

jaunty plume
#

hate to interupt the convo
The material wont apply to the body mesh? when i enter play mode it turns purpol :[

somber sequoia
timber wharf
#

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

wooden nova
#

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

glacial vessel
#

@somber sequoia can u help me

desert elk
#

explain, step by step how you attached the clothing

#

cause the info you provided is very limited

glacial vessel
#

so i imported the pants, i used the correct bones, positioned and merged armatures

#

it was working before

#

so was the shpors

#

shoes*

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but it isnt now

somber sequoia
#

yeah without full details on what you did and the current state of things, I have no idea what to suggest.

glacial vessel
#

mm

#

mb i deformed armature and did data tarnsfer too

desert elk
#

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

glacial vessel
#

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?

desert elk
#

maybe, hard to tell

glacial vessel
#

ive reimported and rigged

#

still nothin

#

it has they weight painting

desert elk
#

can you send a screenshot from blender?

#

of the full screen

glacial vessel
#

what should be open?

desert elk
#

the model?

#

i basically want to see the hierarchy

glacial vessel
#

alright

#

ive already dome my head hair and body merge

desert elk
#

what isn't moving as it should?

glacial vessel
#

pants

#

shoes

somber sequoia
#

do they have vertex groups which match the bone names?

glacial vessel
#

sweatshirt to but it isnt apart of the legs

desert elk
#

i was about to ask that

somber sequoia
#

must be no weights in them if they don't move then

glacial vessel
#

wait

#

it did

#

now it dfoesnt

#

wth

#

it has.. foot weights

#

wth

#

why does it move with the feet now man,

spare spear
#

how much playtime do i need to publish avatar because on steam it says i have 29Hour but i cant publish avatars

desert elk
#

do you have an official vrchat account?

somber sequoia
spare spear
#

on the website?

desert elk
#

in general

somber sequoia
#

?upload

flat muskBOT
#

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

somber sequoia
#

That second paragraph ^

desert elk
#

playtime doesn't really matter if it's afk btw
you need to actually play the game

spare spear
#

well i have a vrchat account i think

somber meadow
#

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+

glacial vessel
somber sequoia
desert elk
#

are the pants weight painted before merging?

desert elk
spare spear
somber meadow
#

Does your account have a random string of 4 characters after it in the name

somber sequoia
#

that's a steam account

somber meadow
#

then it's a platform account, not a VRChat account

spare spear
#

then how i do a vrchat account?

glacial vessel
#

the cats addon

desert elk
#

tutorial

somber meadow
somber sequoia
#

it's in that link ^

somber meadow
#

You can merge your platform account to the VRChat one so your friends/favorites aren't gone

glacial vessel
desert elk
#

do the bone names match?

#

of the pants and the avatar?

somber sequoia
#

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.

desert elk
#

yea

somber sequoia
#

"merging" is rarely actually required.

glacial vessel
#

ah

#

wait wtf

#

the boobs arent moving with the bones???

#

ts shit broken

spare spear
#

hey if i merge the account do i have to play for the playtime to count or the playtime i had before counts?

desert elk
#

doesn't the video I sent explain it? I don't remember, it's been a while

somber meadow
#

Your hidden rank level is transferred, (by whichever's account is higher)

somber sequoia
#

I don't think before-time counts

#

oh ok

spare spear
#

what are the ranks btw so i know

somber meadow
#

Visitor, New User, User, Known User, Trusted User

spare spear
#

kk ty

timber wharf
#

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)

glacial vessel
#

why is my rotate not showing up in pose mode

#

it just highlights the bone no tool

somber sequoia
#

I don't use the tools, I just hit r to rotate things

somber meadow
#

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

glacial vessel
#

ok so my body is fucked

somber sequoia
#

think of g as "grab" and you'll remember it's for moving

glacial vessel
#

my boobs dont move with the boob bones

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but do move with the chest

somber sequoia
#

weight painting

spare spear
#

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?

somber meadow
#

merging takes some time

glacial vessel
#

is there a way i can transfer the weight paint from one bone to another

spare spear
#

when it merges i will be able to publish the avatars right?

somber meadow
#

when you sign into the VRChat account in the SDK, yes

#

As long as you're New User or above you can upload

somber sequoia
unreal geyser
somber sequoia
#

this is the avatar help channel, you have world stuff there?

violet mist
#

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?

unreal geyser