#avatar-help
1 messages · Page 125 of 1
so that didn't work at all, I'm not sure what I'm missing here
tpose in playmode -> hit preview on animator, makes it go into bicycle mode, -> click off preview its still in bicycle pose -> hit playmode -> still in bicycle mode, toggles dont work, get out of playmode -> sets it back to a tpose -> launch playmode again -> doesnt drop arms like its supposed to, stuck in tpose, toggles dont work
https://cdn.discordapp.com/attachments/983384755221458995/1375599325442347050/Wolpr_-_blue_tree_-_Windows_Mac_Linux_-_Unity_2022.3.22f1___DX11__2025-05-23_17-19-16.mp4?ex=68324634&is=6830f4b4&hm=9789fa15d7a72fa04da0b2d4c09edf85008e7caf8f27b6406d84b48ac0961bde&
yes its on humanoid rig, and i did reset it.
Cashapp won't refund you. Whenever doing a commission always go through PayPal and never do family and friends only business. Your bank also will not refund you.
You unfortunately were scammed and you'd have to report that user to cashapp too so at the least their account is taken down, however 6 months is too long far out for a claim to be made
Sorry this happened to you!
why would the bank not refund?
Does anyone know how to make a flashbang particle?
How would I do texture packing for the new toon standard shader?
any ideas on why when i upload a pc/quest model, despite the quest version being 10mb and having a successful upload- in game it displays security checks failed?
am I going to have to completely uninstall the sdk, delete everything along with all data, start completely fresh just so the sdk can work again?
like bro wtf
banks dont refund unless there is like hard proof or fraud usually
they also have to create a new 100$ to give you (which they dont want to do) unless its fraud as I said
@young bear sorry im replying to an old ass message, but your the only one im seeing with the same exact issue, ever figure it out?
am having issues with OSC...
What I ended up doing was just using the locomotion layer instead of the gesture layer.
The new toon standard is making all these little sparkling flecks appear rapidly around my model when using metallic, how would I fix this?
ah, seperate than mine then
fuck
e-123 omega jumpscare (are you on the latest verison of the beta sdk? i know they pushed a change a couple of days ago that fixed a couple of issues with reflectance)
I'm on the newest SDK, the full release that just came out a few hours ago
@west magnet learn what metallic in terms of shader is (optional) is and set it to 0 for non-copper/gold materials. and e, they said they fixed it so perhaps reupload will help.
I just added it right now, I built and tested it just now and its still broken
added what
Im in the newest version of the SDK, added toon standard, and its doing the weird flashing thing even in the most recent update of the game/SDK
now remove metallic mask and/or set it to 0 since it has nothin to to with being metal and/or reflectability and only affects color filtering for some materials
what do i dowhen im given this warning?
look in the console for errors perhaps
Vr chat is not letting me move at all idk what to do
People are saying avatar lock
idk what the heck that is
thank you! i think i figured it out
I'm new to vr
whats the difference between having an animation in my FX layer and using the "Playable layer" thing instead of copying the default playable layer and adding it to that
This channel is about creating avatars.
i cannot for the life of me get my animation to play
Make a new thread in #1138891887374237706
so im having this wackass issue
tpose in playmode -> hit preview on animator, makes it go into bicycle mode, -> click off preview its still in bicycle pose -> hit playmode -> still in bicycle mode, toggles dont work, get out of playmode -> sets it back to a tpose -> launch playmode again -> doesnt drop arms like its
what vexes me is
its not the fx
as you see on the bottom video, its on a diff model
and i packaged and moved it to another project
same issue
i have Reimported everything, still have the same issue.
Hello, I have no clue what issue this is specifically, but I got this model going and after a bit of toiling with the armature, the left leg stands crooked, and it isnt using the normal vrc walking animations, any pointers on how to fix this? I had to kind of set up the rigging myself a bit, and maybe i had an oopsie? but this issue only shows in vrchat and not in the unity editor so i genuinely have no clue. Thanks for any pointers in advance
Did you actually "test" in unity editor? Like using gesture manager and such.
The Lyuma Gesture Emulator i think it was called, yes that one
I think the only problem i saw was the weird walking but not the standing position being off
Did you mess up the left/right leg naming
pretty sure everything is named correctly i can provide proof if needed
I mean as in, the left/right is the wrong way
it needs to be from the avatar perspective's left/right
So set your model rig to humanoid.
how do i do that :(
Inspect your fbx file in unity.
how do i remove the quest version of my avi?
You dont
anyone know why i cant grab these keys sometimes? I could grab them before but suddenly they're ungrabbable
Is there a way to set up packages like VRCFury as 'default' so I don't need to add them to every new project?
And is there any drawbacks to enabling a package that isn't used in the project {besides waiting for it to load that package)?
you should be able to add it as a package in the VCC
then it is still manual, but much easier to just add in one go with everything else you need to add
Okay, that's what I'm doing now, just hoped there was a way it was always pre-loaded because it's used with pretty much every avatar I've come across.
I got everything updated and im trying to upload something and its telling me i need the avatar descriptor but i already have the script added on. Am i missing something?
seems like you're missing an avatar descriptor
You can make packages like VRCFury default by adding them to your Unity project's template or managing them with the VRChat Creator Companion (VCC). That way, you won’t have to manually add them every time.
Possible downsides:
- If the package isn’t used, it might slow down Unity, especially if it has background processes running.
- Some packages can create conflicts with other tools or dependencies (e.g., AV3Manager, Poiyomi) if not updated or configured properly, leading to errors like missing scripts or serialization issues
- Extra memory usage could impact overall performance.
Helpful tips:
- Clean out unused packages now and then to keep things running smoothly.
- Use VCC to easily manage and update your packages.
- Check for compatibility issues before adding multiple packages to your project.
- Test in play mode by using Unity’s Play Mode with Gesture Manager to preview VRCFury changes without permanent commits.
Hope this makes things easier for you!
Very thorough answer, many thanks!
why does this model delete bones when its in unity
just got vrchat. how do i make an avatar and make it look like me ? helppp
If this is the rig configure, you just need to set the spine to your Spine bone. It should be there in the selection.
Also, flipping your hips upside down is not recommended for whatever "FBT fix" you may have heard
?what
i didnt flip the hips
the first pic is what the model looks like
the 2nd image it just...changed everything in unity
i dont understand 😭
Right. The first pic is what the model looks like in Blender or whatever other 3D modeling program you use. The hip bone is upside down which is why I mentioned that but not the root issue.
The right image is a screenshot taken in the model's import settings in the configure rig. It seems like your Spine bone in the configuration is set to None. The bone should theoretically still be there, just Unity's auto bone mapper doesn't always get it right especially if you don't use the proper naming conventions for bones. Regardless, selecting the spine bone in your rig's Spine slot should work as Unity typically does not delete bones from imported models
i have nothing to use for mapping the chest because it deleted bones, so i need my bones
and are you telling me to also fix the hips? i can do that
You shouldn't have the Hips be upside down if this is your model, indeed. As for it not appearing in the selection, can you provide an example screenshot for what you do have access to use?
If you just need an avatar that look like you, use https://readyplayer.me/.
i didnt make the model i :cc its just very jank
apperently, i just did something for it to appear (the bones i wanted), the bones still dont look like the first image but theyre still there, and its good enough for vrchat so 🤷♂️ ? thank you for your help
can someone send me a tutorial or something :(
- click your fbx in unity's assets
- in the inspector (right side) click rig
- pick humanoid from the drop down
- click apply
step by step tutorial
thank uuuu
I am trying to set up toggles for face animations, I am using int value and toggling but the animation doesnt revert back fully and gets stuck
This goes away when I make hand layer weight lower, but it then causes my hand animation to not play fully
Are you not able to have both?
That happens when you had mixed write defaults.
how do i change the rig into a humanoid rig?
inspector for the model file, rig tab, select it from the dropdown and apply. Assuming the rig is built right.
i got an error
go to configure
and you pobably have something you shouldn't have there
aka it looks like you have a hat in the eye bone slot
if i'm understanding the error correctly
yep
keep recieving this same issue and i am clueless on how to proceed
But it was already on the avi
you'll have to show some details then. is the descriptor not on the avatar root?
did you follow directions from there?
ahh you've got errors in the console that are preventing UI stuff from building right
if not than idk
ah i didn't even see
hiii yall
that won't cause this issue, though it IS a bad idea anyway
hi
i see i see
thank you for telling me 🫡
i dont wanna retype all of this if somebody knows anything pls ping me
Ive just been dealing with alotta issues. So unpacking it caused it to break?
no
no.
go to the console, clear the errors, look at what errors are still there. Something is broken.
but re: unpacking, unless you reallyreally have a good reason to do it, you probably should not.
is that the only one?
you clipped the image small so I can't see the error indicator at the upper right
yep, that's the only one. and that's why your avatar descriptor isn't working right
it's not clear what's causing it though - maybe try restarting unity or reinstalling the SDK
I was thinkin that. Ill try it
for folks who have drawn ref sheets for avatars, is there a certain size the ref needs to be? Like the canvas? (ping if reply)
So, When i do reinstall. It would be best i make a new project right?
how do i fix this 😓
... I said already. Go to configure and check if everything is correct. The eye bone probably isn't.
oh ye
Not really sure what the directions are
It just says "authentication failed"
Literally under that, read the rest of the image
Go to the console, view errors. Post the first 2-3 if you don't know what they mean.
help it wont upload because of this error: UploadException: Failed to upload file
VRC.SDKBase.Editor.Api.VRCApi.UploadFile (System.String filename, System.String fileId, System.String friendlyFileName, System.Action`2[T1,T2] onProgress, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:973)
Thank you for the help!
oh that worked? nice.
I cant right now. Im not home
that "threading cancellation" one people say is something about networking, maybe your DNS, maybe try a VPN? I know there's been some discussion in the past in here but I haven't paid attention to it
I reinstalled it and i can upload. Im praying it fixed the other issues too
maybe come back when you can actually work on it then?
Yeah, will do.
how do i change the shaders to the quest-compatible shaders?
dropdown at the top of the material
if you can't change it, that material is probably embedded in the model file and you'll need to extract it or just make a new material
how do i extract it?
material tab in the inspector for the model file, or in your project window, find the model file, expand the dropdown, select the material in question and ctrl+D to duplicate it
still nothing i turned on a vpn using opera
I don't have anything more, haven't encountered this myself.
is ther a tuto for "modernizing" the bone of a very old avatar quick ? or is it better to just redo it all from scratch
probably depends what it looks like? I'm not sure what modernizing would mean
this
and i think it should look like this instead right ?
i need help on this too because this happens to me toooooooo many times
this looks like it came from a game or something rather than vrchat. the bone tails being weird in blender doesn't actually matter in Unity (it only cares about heads), but I'd definitely align that right
its a avatar from booth but its 2021
the thing is based on what y have learn lot of steuf changed between 2021 and 2022 for avatar so
not really anything for rigging
so if you have ani idea or tuto about "fixing" the old avatar like that would greatly appreciate the help
oh ?
cause the performance on it are prety scuff so im trying to optimize was told to start with bone and rig first
if you have any insight im willing to learn !
again, I'm not sure what needs fixing?
im very mutch a beginer at this soory is the bone being outside the body not a problem ?
I answered that
yes my bad
then no i guess im fine soory for wasting your time
no worries
Hii heres my errors if anyone knows how to help.. I would really appreciate it :))
you have 999+ errors, show the first 2-3, the rest are surely side-effects.
try restarting unity first
wooo
I thought it wouldnt cause I already tried but it did lol thank you sm!
using shit like fury?
Oh yeah
Its removing like all of the objects I added onto the avi when I do that
Guess having FT add-ons really limits what you can put on
it really does, yep
but that's ok - you can make multiple avatars, so you just have to be a bit more diligent about how much you put on each.
Ill try a optimized menu add-on see how it goes first
Apparently the base avi is pretty unoptimized to begin with, regarding parameters anyway
does anyone maybe know what i messed up in unity for my avatar to reach up like that when the arms are on normal height?
perhaps check where the model's viewpoint is or make sure its origin point is actually 0.0
any clues why my jersey does that?
"that" is what?
first thing i wanna say is that you shouldn't really have two armatures on your avatar
yeah really try to not do that
forgot to delete the oter one
the back lift up
no clue why
what method did you attach it with?
made child and dragged shirt armature 1 by 1 on the avatar armature
what way should i do it?
it looks like you may have done that wrong
what did the shirt armature look like originaly? cause i think i see the issue
or no
idk
your armature is a mess i don't know what's going on there
i don't know what you did
I don't know what is happening D:
but if you're set on attaching it in unity, use a plugin for that, cause right now you have a mess tbh
is this the only error?
the problem is i only have the fbx
okay
that's all you need
for attaching it, in blender, in unity, doesn't matter
you don't need more than the fbx
when i open it on blender the texture doesnt follow
ohhh
that's not a problem
so i should attach it in blender?
yea
I would, but you also have VRCFury in your unity project so you could use ArmatureLink there too
either that or with something like vrcfury in unity
yeah
if you already have vrcf just use that
vrcfurry didnt work
so use blender
i know nothing about fury
ight
there's a discord for fury if you get stuck on that too
If VRCFury didn't work it's because your armature for your asset doesn't match your avatar's armature
^ yeah that
yeah i know my jersey spine armature is split in multiple section and not my body armature
vrcfurry didnt like that
Then that's an asset problem. You'd have the same problem attaching in Blender as VRCFury is having
The asset needs modifying to work with your avatar
yea
yeah i would need to redo the bones of the jersey right?
you could merge the spines in blender for example
you probably don't even need to merge if they're reasonably close in size/laout - just rename the vertex groups and ditch the extra armature
depends on which kind of workflow you want though
okay, that tells us nothing
what Kazin meant is that you could rename some bones to match your avatar
from what I'm seeing you avatar has hips, spine, chest
you could rename the shirt bones to hips, spine, and merge spine1 and spine 2 and call that chest
at least that's what i'd do
and attach it to the avatar in blender, since it should work now
at least that's my idea
okay
on my avatar the hip bone is like that
wouldnt that be the cause of my problem?
well, actually no this isn't the only error
Can anybody slap some clothes on some avatars for me? I'm almost completely useless in unity unless I'm just uploading an avi
you can commission people at the VRC Traders discord, 'round here you'll find scammers. Link is in #1204490664637890580
Hello, I'm trying to set up an avatar and physbone such that when the physbone is grabbed and stretched the mesh moves with it, i.e. grabbing a pair of glasses. I can't seem to find the magic combination that will make this work though, it will either rotate in place and not stretch, or will only stretch halfway along the length of the physbone and not at the end, depending on where I place the model's bones. I've been able to fix this with a parent constraint before but I want to avoid using those if possible.
if anyone else can help me out with this that'd be helpful
nothing of use there unfortunately - are there more actual errors above those two? (errors are red)
no, those are the only two
yeah, its only just those two errors that're causing me to be unable to upload
okay, I can put it as a test but i can't publish it
always post the first 2-3 errors, not the last. And don't clip the messages.
Try changing your thumbnail it could be getting hit by the content filter detection, or the image is a bad format
can't read what's at the end of that last one
it was the image format
nice, I didn't know what that error looked like
Confusing that they needed debug logging to even see it
yeah
I cant get my model on quest, compressed the textures so it still looked good but noy blurry and removed some emotes
what else can i do
What’s the error you’re getting
hold on im trying to upload it one more time to get the error
if its like the download size error then it only updates after uploading again
if its the memory error it might be the blendshapes
how much do you have on that model
i added in a material swap and this happened
I'm trying to make my avi quest compatible but whenever I try and place a new mat it changes to this (left is standard mat, red is whenever I add a quest mat)
what are the stats
i have a few emotes and a toggle swap
also how many images are you using
before hand it was 6.2mb on quest not compressed and not low quality
Remove vertex colors from the model, can be done through blender or Unity with vrcquesttools
Wonderful, ty
how many images are you using in total
for what
textures
the avatar you are having issues with?
whats the size for every image
thats quite a bit
yea
what are the rest of the stats
there
wow.
its a honkai star rail model
maybe the weapon still has the body bones
could that be it
if i have too much bones could it increase size of mb
I mean they all do have data
probably a little but it's more a sign of what else might also be ridiculous
not entirely sure how much itd increase it
but thats definitely not an optimized avatar if you have that many but also somehow only 31k tris
um didint realize
what is that? 😭
the white on the bottom is the sword
did you just make the textures not use any compression at all
its compressed to low quality
177mb is insane
it is and im also using vrcfury
why is that
it can be a bit of a "black box"
describes itself as "nondestructive" despite the fact it tells you fuck all about what its doing
also most of the time it does it in the most lazy way causing stuff to be unecessarily unoptimized
I only ever see the use of fury is for stuff that decided it to be the only option and its too annoying to manually add it like face tracking
ok
otherwise just use different tools to make a permanent clone with the changes applied
like if you can apply everything on build or entering playmode let me just make an applied clone once so I dont have to keep waiting for you to apply it every single time
is there a way to have a collection of images/decals that are randomly chosen to appear on a mesh/texture?
i want my avi to have a collection of funny shirts without adding a million meshes and polys
what
is there a way to have a collection of images/decals that are randomly chosen to appear on a mesh/texture?
i'd assume so
thatd be done via shader?
why is my avatar freakishly tall and barely functional?
what does adding extra meshes and poly's have to do with materials/uvs tho
in the layers and stuff
well, what does it look like in unity?
i am saying it would be silly to add multiple shirts, which would be multiple meshes and textures
you need to be less vague than that
so thats why im asking for a better solution
why are you needing to add multiple shirts?
im not lol that is why i am here asking for a better solution
if they're the same mesh, they can just use the same mesh with different textrues or a texture offset
^
how do i lower texture memory usage
okay, ill try to figure out the texture offset
make it more optimized
use less
sorry if this isn't helpful
they are asking what the performance stats are
unfortunately, i don't know what else to say- it's really tall and doesn't move properly
whered you get the model
@desert elk @somber sequoia ty for the help i got it working now!!! you guys are lifesaver
paid 50$ for it 😭
where
if i compress the textures not in unity and then compress it in unity would it make a difference
send a link of where you bought the avi
or dm it to me or something if you cant link here
yesn't
wdym by that
yes and no
they mean yes and no
@night ember @stray trench https://payhip.com/b/hZ4Rv
it can if it has unnecessary metadata
how do i delete the unnecessary meta data
thats not going to be an issue
@stray trench here's an example of a texture offset #avatar-help message
does this come with a .unitypackage file?
its mostly file size not memory usage
ty so much
it doesn't
which is frustrating
did you set it as humanoid?
i did
and did you place your viewpoint in the correct spot?
it has a scene in the image he sent
this shit is not worth 50 bucks
but thats besides the point
im guessing yuo already watched a guide on prepping the avi for use in vr chat but i think you might have missed a step somewhere
what did you mean by "barely functional"?
So idk if im in the right spot
But i have a friend making my goob alter a model n stuff for a avi. My question is do you need vrchat for importing and Making it an avi or what do you do
the arms don't move at all, only the hands. and he's like 11 ft tall.
whats a goob alter
I mostly asked cause why is there a prefab-id in the image and not an fbx
did system i assume
you need creator companion and unity for making and uploading an avi
- is your humanoid rig set up correcrlt?
- where is your viewpoint?
So: goob is from dw
what is dw
so if i compress it out of unity the mb size would be lower a little
you need unity
Ok so all my friend has to do is get that stuff then they willl be good?
again yes and no
if they are just trying to upload an avatar, that's all they need
Alrighty
yes for what part and no for what part dumb it down
- i believe so..
- i don't know ? i am so sorry
that's a camera.
had a png that was 6.1mb but then when I redownloaded it through a image resizer without changing the size at all it went down to 2mb
did you watch any tutorials on how to set up an avatar in unity? if yes, tell me which one.
i'm admittedly really stupid because my brain is slow
didnt really change in unity but can definitely be an issue
i can't remember but i think it was a video by someone named ask amber
alright
this is the most basic one
also, idk if it changes anything, but it was an .fbx
there is a scene in this image
ah
you gotta have quite a bit of shit for it to be that big of a size
I feel this is a super simple problem with simple fix but
Leg bend out to sides instead of forard when crouching (No fbt) how fix pls?
knee angle setting in the vrchat settings
is there a way to "un-upload" the quest version of an avi blueprint?
no
ugh
delete the avatar, upload a new one without the quest version
iirc that will be a new bluprint id though, unfortunately
it would
im troubleshooting on a specific blueprint ID sadly
Is that in vrc settings or while im in unity?
that was how it imported ;-;
I just said vrchat settings
Ok word, didnt know if you meant in game or if there was a menu in unity for it
what the heck
however if its just the one avatar then your avatar didnt follow the rigging guideline
why is it so tall
because the fbx is probably massive
is that a bad thing?
if you don't wan it tall, yeah
no its just that you would be an annoying user
i set up the eye level thing
i always scale my avis down in-game anyway
what is the eyelook settings
it doesn't have functioning eyes, so there are none
like the viewpoint
oh that
hmmm. for some reason imposters fail to generate specifically on one blueprint id 🤷♂️
i positioned it between the eyes like the video said
X needs to be 0, if it's not it means your avatar is in the wrong spot
first off that is incredibly massive
the default height is 1.6 you are over double that
I'd go back into Blender and size that better, and apply the transforms.
understandable
it now went down to 120 for memory size
thats better but can be even better
Hey guys i need help
with?
so on the leftthe textures are normal but when exporting to fbx on unity
the body becomes transparent
this is so frustrating, why did the model come like this 😥
🤷
the person that made it doesnt know what theyre doing and doesnt feel guilty for trying to sell it
i fear you might be right
(that's the creator)
ofc, ofc
50 dollars for something that didnt even come with a unitypackage and is a very basic model is ridiculous
i agree
forgot to say im also using the new toon standard, should i go back and use matcap lit
i wasn't aware it was like this 😭
ye
its not your fault
it is
this is disappointing
i can almost guarantee you theyll say no but id ask for a refund just on principle
although itll be hard to make a strong argument as to why you want one without being familiar with blender and unity
truee
id still ask, i wouldnt really do it but i wanna give them an earful just for being so shitty
shouldve at least made a functioning scene so you can actually upload it
:(
like did this person just make an avatar model then not set it up at all
i believe so
yes
i'm not sure what to do now, this really sucks
sorry about y our 50 bucks but in the future just be very careful who and where you buy from
and it's supossed to have multple outfits, i guess you're supossed to set it up yourself XD
actually so fucked
learned that the hard way
this feels like a failed commission where the guy fucked off so the creator just said "fuck it Ima sell it the way it is right now"
if youre ever unsure, come to this channel and we can let you know if it looks good
what do i do with it now lol
fyi for the future, try to buy stuff that includes a unitypackage
throw it away
learn blender and unity basics to set it up 🤷
or throw it away
or you can hire someone to finish it for you
but
its very easy to get scammed this way
yup
lots of people will just charge you an insane amount of money
i wouldn't want to put anyone through the trouble of fixing it
its not a lot of effort
it's not hard if you know the stuff tbh
its a lot of effort for you since you have to learn everything
id offer to do it for you but since im doing it for free im not gonna get to it right away
yes
i can take a look at it during a weekday
yeah, same
i expected it to be simple 😭
could help you out
not sure if its within my skillset, im a beginner and dont do much blender besides basic sculpting
i don't mind how long it takes you, as long as it's done at some point
feel free to dm me or eliot a google drive link with all the items in it
Tried this out and the body is still invisible
it shouldn't be that much, scale it , check armature
fix up unity
give an actual unitypackage
i have dms off so just add me if you'd like
yeah that doesnt sound too bad, hopefully they didnt fuck up any other st uff
we'd need to check yeah
i sent you a friend request
just accepted
why cant i reparent a bone
they did finally reply
accepted too
are you in edit mode in Blender?
I wasnt, ty
why did my model js import like this...
its
horrifying
wait
my materials arent done properly
you didn't set scaling to FBX All
Anybody know how i can make something on 1 side of a avatar? texture wise? i wanna draw something under the left eye of the avatar im working on, But if i draw under it it draws under the other eye aswell cause its mirrored
i figured. ty
shit
i did smt
i lost all my scripts
and stuff is breaking
im not sure what that means, its kinda a already made texture and stuff, and im just trynna draw on it and put it on
the UV map in Blender tells where the texture applies, probably it's setup so one side is a mirror of the other side
i lost all my scripts and stuff ig i fully reimported the model somehow
is there a way to recover?
were they on objects that you removed or renamed? this is why I put things like constraints and physbones on their own object trees not directly on the avatar or armature itself.
oh, im doing this in unity
im still not so sure how to make make everything go to blender
well the UV map issue still applies - if it's setup this way it won't be possible to paint on one side
are u asking me?
Yes, sorry I didn't reply
I've got some animation constantly changing the value of a blendshape from 100 to 0 and I can't track it down, any tips on how to identify what's doing this?
its ok, it was renamed i believe, because of something in blender
turn off all animation layers. turn them on one by one to see which causes it
yep, so it's a new object and anything previously attached is gone. maybe if you rename it back then re-export, it'll show up again. If not, restore from backup (you did make one, right?)
yeah i always save but where do i find em?
what, backups? I have no idea what method you used, so I wouldn't knpw
I also had some weirdness with contact senders and receivers where it would always return true regardless of where the sender was. Is there still a bug where it's stuck as true if the sender starts inside the receiver?
i just save
so no backup, okay.
ah
(make backups)
alr
Guys im going to freak out HOW DO YOU USE CONTACTS AND MAKE IT SO WHEN THE CONTACTS TOUCH IT PLAYS A EFFECT like ive been trying to make it work for so long
contacts just set variables in the animator, which you then do whatever you want with
the place where you can put a variable name, you put that same variable in the animator parameters list.
(usually the same data type too)
create a contact receiver, set its size, set the collision tags (typically hand and/or finger), then set the parameter and receiver type. In your animation controller/FX create the same parameter then create an animation layer with a transition to an animation that enables the sound object when the parameter is true
how do i load backups
Again I have no idea what you do for backups, so I can't help here.
i just made on in vcc
I don't use vcc
Thats exactly what i did and nothing NOTHING i dont understand I've tried so many different things
Im using the basic avatar to test
maybe you can explain or show what you have? it's not clear where you are stuck.
What do you wanna see maybe my animation layout
I am trying to import a fbx that i edited in blender, but when it comes back into unity, it is surrounded by a dark grey outline
Can you send a screenshot
I wont honestly just export what you have and start a new sdk
seriously? but its doing this with both old and new files?
The one on the right is the original avi that was in the package, the left one was from when i imported the edited fbx
that looks like the materials on the avi has an outline you just need to lower the with
Are there any errors in your console
Hmmmmmm
It is using the same exact materials for it though, this also isn't the first time it has happened when i tried editing an fbx
its probably cause your export settings are slightly different then the og avatar if it dosent match up itll affect the transform size it can also affect physbone radius's
no
Is there a way to find out how to fix it
Yeah i dont really know then honestly i would try making a new sdk and seeing if that works especially because no errors are popping up
it depends on your export setting the most common way is to select FBX All when exporting if your already doing that try doing it without and if that dosent work maybe try seeing what export settings the og creator used
How do i do the FBX all?
Thank you, that worked
how would i make a physbone move less the futher it gets from 0
how would i go across making multiple versions of my avi
for example pc, quest, and opti
copy it, do different things to the copy?
theres blueprint id you paste into pipeline manager component, thats the only thing that binds them
alr
when optimizing should i jus make everything the same quality?
cuz someone said normals are better higher
huh, what same quality is
texture resolution
how much texture memory are you using right now?
when optimising, you do it below very poor each platform🤷♂️
so the reccomended
and if you just call it a day and upload pc to android, youd hit 10/40 limit
wait but
say i need to make a textures resolution lower for quest
imma jus make a copy of the project
its not like you absolutely need to lower res, its just pc has iirc 200/500 limits and quest has 10/40.
thats a lot of work to fix (decimation, egde loop dissolve) but 250k is kinda acceptable for pc, especially if its different outfits. on quest its way worse so just stick to one ig
Should i just remove a bunch of clothes for quest
id say yes
tho them being diffent meshes shown one at a time, doesnt affect perf that much. but does use vram still
so what should i do there?
seperate the outfits into their own model IDs, you can keep your outfits that way without ruining your model ranking
i assume that isnt great for commercial use tho
what should i really fix here (for pc)
im gonna make a non sp s version to so
wow that's a lot of polys
thats not
if you're trying to get under Very Poor, it is
given theyre hidden at a time
ye but its pc, literally 90% is very poor and thats fine
merge some meshes and their materials if possible and some bones 
and commercially its not common but is done by a few creators, its just most dont care if their stuff is done poorly because they're just asset bashers
thas me 🤷
:l
so youre trying to bash smth commercially viable?
i share an avatar with my sister that i made, and it has a material swap so i can be my purple kitty and she can be her orange one. the orange one is the default, and i toggle the purple. for some reason ive found that people see me with the default material toggles on? including the one for my hoodie. i dont know how much this happens. i know that my friends have never seen the orange, and see my toggles. maybe its people who have my avatar off? i dont know if its a bug? any thoughts?
Any of yall been sued for copyright infringement. I’ve seen many assets that are carbon copies of things that are TM and idk if there are repercussions. I’m working on remaking the doom slayer chainsaw shield and am wondering if ima get sued for it lol.
its not likely if you dont already have a customer base but does happen to those that do
Depends if you’re stealing/ripping the model from the game or making your own and if you’re profiting from it
as i see it if you're using direct assets from the game/making a carbon copy of what they do in-game+ using their assets= offer it free on a storefront
if you've re-created the assets/making something similar but not a direct copy from the game using none of its assets= sell it for profit
if you're going to actually sell things using a copyrighted character without licensing it, yeah don't.
if you're making your own and not selling, probably nobody cares enough, and if so they'll probably start with a cease & desist.
(this is not legal advice, &c., &c.)
ID software usually fucks with fanmade art heavy though. However their legal department is definitely handled through Zenimax (Bethesda)
yeah some companies are way more aggressive than others (*cough* Nintendo)
Models and vfx and animations are ALL made by me and my team, it’ll be sold on jinxxy and just trying to affirm I ain’t gonna have to go through legal shit if I post this shield
The sold part is iffy
Probably remove the doom slayer sigil as I assume it’s copyrighted
likely wont get sued but jinxxy will 100% remove your listing and hit you with a warning/ban
If that sigil goes away I’m pretty sure you’re good under parody law
they're very strict about copyrighted material there even if offered for free
I don’t think they’re crazy enough to go after people with a “shield saw”
I also will only be calling it chainsaw shield and having “inspired by doom dark ages” in desc
Seeing as I’ve never been hit with a warning or anything before I prob will give it a shot. If I get warned I’ll 100% stick with custom creations with no inspiration. Just wanted to make sure legal shit ain’t coming to my door
hm really? maybe they're just flippant, myself and others have had trouble in the past with characters/brands that didnt even have fully/proper copyright on them (i personally couldnt convince them that winnie the pooh is public domain
)
lol. I haven’t made too much. I mean I have never had any warnings for anything in the past so I hopefully shouldn’t get banned for a first offense
We will see if
what values do i use in unity for a body collider?
what do you mean by body collider exactly?
nvm, i think i figured it out
Anyone know how to fix these errors
the first one - most of the "how to make a quest avatar" videos will show this, you need to change any PC-only shaders to quest compatible ones
Can you download a world and add it to an avatar?
like a droppable house you could add
I've never done anything with worlds so I don't know
it wouldn't be an actual world but you can make a small house, sure
I mean
like
Can you import a world file into an avatar
and somewhat expect it to work
if by "world" you mean a 3D model, yes. If you mean an actual VRChat world, no
is it just completely incompatible?
yes, worlds aren't avatars.
hmmmmmm
ok so
what if you imported the thing within the world
like
what if you copied it
could you just get it and take it as like
a prefab?
so the 3D model? I answered that one already
hmmmmmm
you'll have to deal with size limits
ok step by step
I download a world, import it into the worlds sdk thing, then click the model for the house, export it as a unity file, then transfer that over to an avatar
would that work
how would i get it from a world to an avatar?
also you don't really want to export like that, just grab whatever 3D model you want, turn it into an avatar in the standard way
which yes, could be right out of a world project
can anybody help me with some syncing issues?
maybe, just ask
please can anybody help me with some syncing issues lol
...
are you able to help?
what I meant was, just ask your questions, no need to ask if you can ask.
gotchya
My effects arent syncing properly, here are my sync layer paths as well as my animations for them, ive done this in game and they've worked before so I dont know why they are not working now
having a problem with audio, it seems like audio randomly stops working, have an avatar with a lot of audio sources and some seems to mute until i reload the avatar randomly, how would i fix that?
Exactly how many audio sources and are they active all the time?
they use the play audio behavior in the fx layer and are set to "play on awake" but technically they are on all the time
how do you fix this its blank
i did
are you getting any red errors in console?
hrm those dont really say anything 
Can i do something about it?
it being what?
we don't know how your model is supposed to behave
you'll need to be more specific
Bones on the hat is moving with me if i drop it to world constraint
i did immobile world to 1 and it works only if hat is attached to me
I'm having a really weird issue, hoping someone here might be able to help. I got a springjoint ball to put on my avatar, and for the most part it's working fine. However, for some reason it moves around whenever I move my head, even though it's not connected to my head or viewpoint in any way. It's only connected to a Rigidbody on my hand. Anyone know what might cause something like that?
These are the settings I have on the springjoint.
Does the multiplatform upload work for anyone or is it just borked for me
the windows version uploads just fine but after that it gets stuck
could be issues with the quest version, too big or something
Works on my machine. If you haven't installed the build support for the other platforms you should do that and when switching platforms after new assets are imported, the new assets will have to be imported and processed on the other platforms as well
This processing of assets alone can take an ungodly amount of time
Hello. How to make an animation of removing the collider floor? When my avatar lies on its back, its tail sticks out between its legs. I saw in some avatars an animation of removing the collider floor. Tell me some tutorials on how to do this yourself?
it uploads fine if i upload per platform, its only a 4mb avi
I mean it...
does anyone know if you are able to make it so particles snap to the other directions when viewed from an angle? I want my guy's head to not look like this when being looked at from the right side since its unnatural looking.
On the collider, you can animate the check box to turn it on and off
is there anyone that could help me upload my Mamehinata avatar with my new hair and clothes? idk how to, and when i try theres always errors.
what errors?
About the Phys Bones, skin mesh, too many triangles
i probably did things wrong, because ive never put new clothes and hair on an avatar before
do those warnings (they're not errors) prevent you from uploading?
what method did you use to attach the clothes?
yes, it says "fix errors before uploading" or something like that
yeah. idk how to fix it
it worked to upload the original model bit i cant with the new hair and clothes.
it's probably too big for Quest
can someone help me with this?
does anyone know how i can fix this (or why this is happening?)
The material on the right doesn't properly show up on the tail, but it works just fine on the rest of the body. I assume there's something wrong with the tail but i am not quite sure what?
Is the tail a separate asset? Is anchor override set? Does it have the same normals settings as the body?
if you use the search function here on discord, you will find plenty of answers
hey can someone help me why on unity the viewpoint gizmo won't appear please?
got gizmos toggled on? Upper-right icon in the Scene view
yes
but it doesn't show
sometimes it's hard to see - what I'd do is set it to 0,0,0 and then it should be way more obvious
it doesnt show
looked at your feet , viewpoint 0.0.0 , you managed to screenshot just torso and up
sorry what do u mean exactly?
the screenshot you just gave didn't show the origin, where that ought to be.
ah, seems you didn't do what I suggested, okay.
sorry i didnt understand
set the position of that to 0,0,0
then click edit
then you should see the gizmo at the origin, move it whereever
seems you do have a move gizmo?
How do i put glasses on a avatar in unity without ruining the gestures?
why would that ruin gestures?
maybe explain how putting them on ruined gestures for you, and this way we'll be easier able to figure out what happened
They prob mean clipping
Hii! I'm having issues with a mesh I am editing in Blender. For some reason, despite it being symetrised and mirrored when editing, thre are weird spots where lighting is being bent in weird ways it shouldn't for the mesh. I've tried smoothing it with and without mirroring, shade smoothing, checking the face orientations, merging verts by distance but nothing. I can't seem to get the lighting issues with the mesh to go away. What can I do? https://youtu.be/EjflKVdM8Fo (sorry about the ending, I didn't realise my mic was muted)
oh and not hand gestures, but facial expressions.
I was curious how glasses could break hands
lol
set your normals again or smooth these vectors
I put the glasses in the armature head and it completely breaks the emotions idk if im putting it in the wrong place or-
edit mode, select the area and a bit more beyond it, right click smooth vectors
what method did you use? manual, vrcfury, modular avatar, blender, did you follow any tutorials?
Omg ilysmicky!! I couldn't find it on the Right Clicck, I foudn it on Mesh --> Normals --> Smooth Vertexes but ty either way!!
my bad, shitty memory
I just put it in myself and dragged it into the head armature
All good <3
can you show a screenshot? Full screenshot
that would show the glasses being attached and how the face breaks
Im not in it rn but this is the tutorial i used i can show later the project takes awhile to load back into after crashing 
that shouldn't break it
it's a common method for manually attaching accessories. It would help seeing your project.
Is Impostor generation broken for anybody else? Been trying to generate mine for 5 days. clicking the button makes the page refresh but nothing happens ;-; model is humanoid. I've tried multiple other avatars on my account, unable to generate Impostors on anything.
Can I use blendshapes in Substance Painter? To like open the mouth and paint the texture and such?
hey, im fighting a unity bug regarding animations. I have zero idea whats going on this is the first time ive come across this. would anyone be down to call or something to help out?
While trying to animate with these prefabs it removes everything else from the "add properties" tab and im unable to animate anything else
everything pops back up when i delete the certian prefabs
ive never came across this and im stumped
heres a better video for whats happening
hello guys, does anybody got experince at uploading avs to vrc (always get the same error) and idk what to do, tried für 1 h for now
have u reset the blueprint ID i assume
it didnt had a blue print
like it was empty and also as i deleted it was not workin
can this maby stop it from uploading?
thats how the blueprint looks
@digital ridge show full failed upload one. always be concerned about the topmost red error. and blueprint id is the one sdk throws whenver smth went wrong, usually useless
If ya mean that
Failed to upload file
UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)
(wrapper dynamic-method) UnityEngine.Debug:UnityEngine.Debug.LogError_Patch1 (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,string,UnityEngine.Object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__150:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:3025)
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__150> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__150&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:UploadError (object,string)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__138:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2847)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<System.Exception>:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__138> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__138&) VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:HandleUploadError (System.Exception) VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Upload>d__136:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2827) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception)
VRC.SDKBase.Editor.Api.VRCApi/<CreateNewAvatar>d__35:MoveNext () (at
./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:709)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<string>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<UploadFile>d__41:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:1087) System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult () VRC.SDKBase.Editor.Api.VRCApi/<Delete>d__22:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:411) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>:SetResult (VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse)
VRC.SDKBase.Editor.Api.VRCApi/<MakeRequest>d__162<object, VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:342) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<System.ValueTuple2<VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse, System.Net.Http.HttpResponseMessage>>:SetResult (System.ValueTuple2<VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse, System.Net.Http.HttpResponseMessage>)
VRC.SDKBase.Editor.Api.VRCApi/<MakeRequestWithResponse>d__15`2<object, VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:334)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
are just the red ones causing it to fail right? Got any ideas?
doesnt look like aws timeout. ye, red ones and usually the first one, then its domino
it completely desnt work, idk if its the avatar but it never worked, is it bc of win 11?
i dont have a pipeline ID by default and cannot generate one can anyone help me? or run into this issue?
heya anyone here knows poyomi? or a different way to help me out with unity?
I made an alpha spritesheet to create a fire animation, so it mask out the galaxyu cube map i have set but I have tried doing animating the offset and it just tries to fly back to the original spot at the last frame instead of playing from the start again. I been testing with flipbook on the poyomi shader and all it does is an animation decal of the alpha
same here
how to fix Binding warning: Some generic clip(s) animate transforms that are already bound by a Humanoid avatar. These transforms can only be changed by Humanoid clips.
it generates when you upload
did you upload?
@plush tendon you cannot animate generic transforms for bones that are part of humanoid rig, you can only animate humanoid transforms
It wont let me upload because i dont have one
thats not how it works, you dont need one for initial upload
what does that mean?
i need to move bones for a animations, there no way to do that?
@plush tendon there is, it must be done via humanoid transforms
i got the exact same problem
what are humaniod trnasforms?
If you google the problem it comes up with basically everyone hvaing an issue with the pipeline ID and it won't let them generate a new ID
@plush tendon https://m.youtube.com/watch?v=xOGc8CetyXs like watch this, i dont have any better reference but it shows how to animate fingers
oh a new bug?
I don't think it's new cause you can find cases going back a long time but it does seem like there's a small suge of ppl experiencing it right now
yeah
@plush tendon humanoid transform based animation is a universal type that allows to reuse any animation to any humanoid rig, ie same dance can be performed by both slendeman and dwarf. while generic animations are made to move stuff x meters on some axes and would break when trying to port to smth with diff scale and proportions
transform itself is restricted type of transform that appliable to humanoid rig, ie you cant bend your lower leg left or right or move it 10m away, you can only bend it in knee.
usually I set them before exporting the model. I duplicate parts, so there's one whole body, then various parts split up and posed differently, all joined together into the right meshes and exported together, specifically for painting. When doing clothing I setup one as the whole outfit, then individual parts moved off to the sides so they can be done separately, but will still end up as a single texture set.
how do i fix this? ive never seen this happen before
better weight painting probably
it's not clear from that what's actually going on though
i was just working on materials and my arm broke somehow
it imports straight but if i just need to remake then i will
also inforced t-pose just fine when setting up humanoid rig
Im new to unity and I desperately need some guidance. Has anyone ever worked with the Triwave Protogen avatar? Its the only good free proto avatar that I could find but I cant get it to work
what issues are you facing?
how can i reduce the size of this mask without reducing resolution? anything i could do with the format? i cant afford this extra MB...
I haven't touched unity in almost a year but I want to clean up this avatar for a music video i'm working on. i have the sax parent constrained to the head properly and aim constrained to the left hand, but there's a problem. the axis on which the hand moves relative to the sax is an angle out from my mouth and through the sax instead of in line with the main body of the instrument. I think it's actually the blue axis coming out of SaxHolder in the screen shot?
I assume I need to make a new gameobject that's positioned at the bend in the neck of the sax pointing down its body and aim constrain that instead? but it's been so long i remember that the order of steps to make that work was super specific and i don't at all remember what that order actually was. and i'm fuzzy on details like if it should be a parent, child, or even sibling of the sax model object under the saxholder. how do I do this without breaking it lol?
im kitbashing rn (cuz thats all i can do :D lol) and i wanna try to make a well optimized avi, but these shirts and shit are just so large in tris and bones. is there no way to reduce it without blender?
whats the difference between adjusting positions in transforms and inside the script itself? rn trying to make a collider
There's a paid tool for Unity, but I don't know how good it is, cause I never used it myself
this one
ill check it out
i just did a simply decimation and it worked perfectly
one is the game object and one is the physbone collider.
Sometimes you have multiple things on a game object and want to move them all together
so if its just one thing then doesnt matter?
depends on what you want to do with it. If nothing else, then sure, probably doesn't matter.
"hey, ive been trying to upload avatars but for some reason when i upload them and it gets to the end, it doesnt finish or say it uploaded, it just resets like nothing happened and my avatar doesnt upload, has anyone had this issue before or know what could be the source of the problem?
are there no messages in the console?
ye no messages
strange
I havea blush system so if you touch multiple spots the model blushes using a "on enter" contact. For some reason others cant touch them ingame though, works fine in unity. Yes, "others interact" is enabled for them. Not sure why it's not working.
How would i go about making a custom fist pose?
Do you have a yellow handshake icon when you view their nameplate
look in the console for detailed errors
is that the only error?
All other contacts the model has works, yes.
post the first 2-3 errors, at the top. Ideally in a way that's not so blurry so they can actually be read.
that's the first error? huh, how unhelpful
doing the best i can man, im tryna help a friend lol
yeah unfortunately this message is still not useful
Show the receiver component and the animator logic
i wanna learn how to do the 2d lip sync with 3d model
I mean either just model it or use a sprite sheet
just the model i have the blendshapes (diffrent face trangles)
sometimes it says that without notifying you that you have missing scripts in your files that are preventing it from being uploaded
i'm doing ragatha
also just trying to put attention towards this but does anyone know what could be causing this issue for my friend?
console says nothing, once the bar gets to the end everything on the screen just goes away like he didnt even try uploading it yet
It works when tested in unity.
show the animator graph
Nothing fancy
that's the animation file
I mean the graph that transitions different animator states
The FX layer links?
The 2nd is just a enable toggle that then lets the 1st pic build up the effect the more its touched.
I used the same setup I did for my spank contact but this one uses multiple contacts that can build its para, not limited to 1
unless vrc itself doesnt allow multiple contacts to share the same parma
Which would be dumb.
that's what I'm leading to believe
ill just upload with only 1 contacts in and see if it works. hope vrc isnt that limited.
got enough disk space?
@odd shale
?
ye i do
So vrc doesnt support multiple contacts driving 1 parma -_- I gotta make 15 layers for this 1 effect. WOOO
direct blendtrees to the rescue
it's not as simple as a 0 to 100, the anim does times specific for a soft blend when it scales up.
yeah I think you could make up some optimized method of it, but it sucks that they don't have a simple "add" function instead them all being a replace
ill just dup the layers and name per contact but all use the same anim and default on bool. so same parma cost but a lot more layers to setup. Should work in that way in theory.
you absolutely do not need 15 layers for 1 effect. what are you trying to do with the contacts? i'm sure we can help you condense your layers
@somber sequoia i see smth in console now
you can almost always use Direct Blendtrees (DBTs) and Animated Animator Parameters (AAPs) to get these sorts of things done
paste the first 2-3 errors if you want help, no need to report on this otherwise.
certainly not by pinging me.
uh
sure my bad
didnt think that was a issue since ur not a mod or anything
there
is there anything that would cause 2 meshes that have the same material to be shaded differently in a light gradient? (IE: replaced arm bit is darker in some shadows)
put the same object in the "anchor override" in the mesh renderer.