#avatar-help

1 messages · Page 126 of 1

somber sequoia
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unfortunately nothing here is that helpful

odd shale
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damn

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i bought 2 avis and tried to upload both and it shows the same for both

turbid drum
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you are not the only facing this issue

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lol

odd shale
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well no

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my frind bought the same one

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and it worked perfectly for him

turbid drum
odd shale
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we just cant figure out why it wont work for me

odd shale
turbid drum
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it feels right getting stuffs work for you perfectly btw lol

odd shale
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Huh

astral atlas
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the bool layer enables the contacts to spawn. Then the next layer says if touched then play the 3rd layers anim file. Whenever the 3rd layer is animated over 0.0 it plays the 4th layer that decreases the total till back to 0.

wispy moon
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ill try that, appreciate it

somber sequoia
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I usually use the chest bone, FYI

astral atlas
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Im trying a idea if only the 2nd layer is separated by name but loads 3 and 4 it would avoid breaking.

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Or just a mass 2 that calls per path.

arctic ginkgo
# astral atlas the bool layer enables the contacts to spawn. Then the next layer says if touche...

okay, so if i'm understanding this correctly, you should be able to have all but one animation state have an animation clip that includes the contacts being enabled. Then you can use an anystate transition to disable them when necessary. The animation clip that enables the contacts should be the default animation state, and you can just exit from the disable one to respawn them.

As for the rest of the logic, you just need to check for the contact parameter to be true, then you can either use parameter drivers or AAPs to set and then gradually reduce the value of a parameter. AAPs would be easiest, since you can just do this with one animation, but if you opt to use parameter drivers, you can spam transitions between two states with exit time that both decrease the value use the add function.

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also the part about needing every animation to include the contacts being enabled is only true if you have write defaults on

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this should be all you need, unless you want it to wait for the contact to stop being touched before changing values/decreasing values

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you just would have to add more steps

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but if there's anything i'm missing, feel free to explain and i can help

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@astral atlas

astral atlas
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it seems vrc just doesnt let it work if multiple contacts on the model call to the same para

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the idea was touching multiple points like ears builds a blush meter that decreases over time.

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With only 1 contact its fine. if I add a 2nd contact calling to the same para it stops working ingame.

fervent spear
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hi guys how do i get this object to ignore the light attached to it? in unity it works, i made a layer to ignore the light and assigned it to the object, but ingame it doesnt work, is there another way of doing this?

robust sigil
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im lost and dont know what i did. can i get some help fixing my avi? i can hop on call

astral atlas
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Works just fine, if only 1 contact uses the Contacts - Caress para. If more then 1 use it they stop working ingame.

ancient hawk
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what could be causing my unity to freeze up when i click on a menu from a prefab?

cinder arrow
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what does this mean?

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I so confused

ornate stump
cinder arrow
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idk how ive posted this avatar before as a wip and it worked fine

ornate stump
cinder arrow
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no

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same project

ornate stump
cinder arrow
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how do i look for it?

ornate stump
cinder arrow
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where do i find that again?

ornate stump
cinder arrow
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im still confused 😅

uneven whale
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Please tell me how to make an animation of disabling the floor collider?

ornate stump
ornate stump
cinder arrow
ornate stump
uneven whale
cinder arrow
ornate stump
cinder arrow
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how do i fix that?

ornate stump
cinder arrow
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how do i import it?

ornate stump
robust sigil
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I am running into a few issues with my avitar. I have a premade avitar i am adding vrc furry assets to. Pointless's ghost, its gradients, his robo dog, liindys campfire, and I am souls bottle of stars. on the avitar i got all this working on i was missing poyomi pro, the bottles connections werent attached my my avi, and the quest paramiters were off so my hair kept flashing different colors. now that i have pro i wanted to try all of this again and fix my issues but now i cant seem to remember how to link the expression wheel properly so i can use them in game, the campfires marshmello sticks are attachet do the ground, and wont let me upload because of too many bits. im a little lost and kinda frustrated. i have started the prosses over because i managed to screw up the avitar all together and im afraid to start it again without guidence

drifting coral
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I'm having an issue with uploading an avatar named felix and every time I try to upload him it says there an issue with the shin or something? (I'm a newbie when it comes to unity please help me TvT)

cinder arrow
ornate stump
fallow sedge
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Whenever i go to make an avatar that i downloaded android, using quest models, the android and ios options don't work. Am i missing something?

timber wharf
gilded dawn
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made my avatar quest good and put a mobile shader on it, switched platform to android in the builder but still says cannot be used as a fallback. theres no other errors or anything in the builder besides the arm child in there. is that causing a problem or am i missing something?

ornate stump
gilded dawn
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it wont let me upload is the problem

crystal wind
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help- I'm trying to figure out how to upload avatars for both pc and quest (private because one is a server give away and another I plan to buy) and I'm STRUGGLING

native salmon
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A few people have been having this issue but there's been no actual solution for what I can find.
And as for that one video that tells you to drag it into your project folder as a prefab, no that trick did not work. I tried that.

The VRChat SDK is giving an error that's constantly saying "Hey, we're unable to load this avatar as it's got a blueprint ID that you do not own. So we won't upload it."

Issue, I can upload other avatars on other projects. So this is not normal in any capacity-

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Wait wait wait

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Hold on is everyone having this issue now?!

ornate stump
crystal wind
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I just don't know how to upload avatars lol

gilded dawn
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i mean this is the entire build window. idk what else could be the problem 🤷‍♂️

ornate stump
ornate stump
gilded dawn
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in the build window it says THis avatar cannot be used as a fallback. check validations below for more info

ornate stump
gilded dawn
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i see. okay so i can upload it. but how do i make a quest good avatar usable as a fallback avatar?

ornate stump
gilded dawn
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i did but nothing changed

ornate stump
native salmon
# ornate stump You'd have to see other errors that's above the blueprint ID error.
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.AsyncTaskMethodBuilder`1<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.AsyncTaskMethodBuilder`1<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.AsyncTaskMethodBuilder`1<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.AsyncTaskMethodBuilder`1<VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>:SetResult (VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse)
VRC.SDKBase.Editor.Api.VRCApi/<MakeRequest>d__16`2<object, VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:342)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<System.ValueTuple`2<VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse, System.Net.Http.HttpResponseMessage>>:SetResult (System.ValueTuple`2<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 ()```

I'm sorry I'm not actually understanding what's going on here. This is what I found. There's another above it. But this doesn't...give me enough information other than the VRC SDK might be corrupted somehow...? Or the model is? I'm not understanding it.
gilded dawn
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i also get this in game

ornate stump
native salmon
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...I swear if it's the image itself being the problem-

ornate stump
native salmon
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Okay cause I uploaded an update to an avatar in another project earlier, automatically rooted out the poor internet connection.

And so I tried replacing the image. Thanks for confirming. Not sure why it was a bad image...is there a file size limit?

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On the icon I mean, cause I know the resolution limit was 1200x900

ornate stump
native salmon
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...does vrchat have an AI that check's an image's content within seconds to prevent someone from uploading an image that they want to use to represent their avatar?

native salmon
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Well, regardless, thanks for the help. Kinda wish the SDK would've clued us in on that-

hot whale
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i’ve got a question
i know it’s possible to create an animation for default blendshape parameters
like having a light appear when you’re speaking etc

i wanna know if it’s possible to animate eyes in a similar fashion
i’m thinking of making an ena avatar who has a 2D face (having eye bones won’t work) and i want to know if i can still include those eye “tracking” movements but with blend shapes rather than bone positions

(this would also help me with another avatar of mine which has 5 eyes)
i’d love to include pictures to represent what i’m saying but this thought came to me while in bed at 1 am

timber wharf
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eyetracking is for bones only, unlike visemes its not exposed as avatar parameters. you can use proximity contacts/senders to roughly translate it into usable animator parameters.

hot whale
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gotcha, unfortunate

quasi crypt
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i have a quick question so i tried to use the toonstanded lite the new quest shader for one of my avatars for quest its fine in unity for the shaders and emission but in vr chat its just regular toonlite why is that is it because the shaders are on beta or something and it does work on quest

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or does it just not support that shader yet

timid terrace
quasi crypt
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cuz the other day i decided to update my avatar ever since that shader came out for quest and I added the shader on the quest side of the avatar and i had a friend see if it works for quest but sadly they sad no so i hope vr chat fix that problem where it works on all avatars instead of certain ones.

ruby summit
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does anyone know how to make a shiny metal material? i already tried the "high smoothness on specular" but it didnt worked

balmy lantern
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You'll need to adjust both the metallic and smoothness. A full value on both would be very reflective and is used for fake mirrors. Play around with both to achieve the look you desire

night ember
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metals apart from aluminium and the back of an iphone 6 arent perfectly reflective so try lowering the smoothness and metallic

timber wharf
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metallic is not metal look in general, its how much reflection gets color-filtered. ie gold, brass or copper is fully metallic (ie reflection is yellow and monochrome), while chrome or mirror (silver) is 0 metallic (reflection is fully colored).

jade falcon
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is there a way to test if mouth shapekeys work in editor?

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I don't have permissions to upload avatars yet but I wanna have it working by the time I can

balmy lantern
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The emulators that are on the VCC have ways to test visemes though if you don't wanna bother with that, just check which blendshapes you've put into the SDK and you can go on the skinned mesh and drag the blendshape to 100 to see it works

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Also, for reference you MUST have the sil blendshape filled in the SDK or no visemes work

jade falcon
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how do I get the emulator for this?

desert elk
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i use gesture manager

jade falcon
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does gesture manager let you test this?

desert elk
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yrah

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yeah

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the top icon in the wheel

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it's somewhere there

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I don't remember specifically where

jade falcon
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options?

desert elk
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yeah

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i guess

jade falcon
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ah I see it

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danks

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is there a way to make the viseme only either 0% or 100%?

timber wharf
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only via custom (parameter only) controller

jade falcon
snow nexus
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does anyone think they can help me with this problem

night ember
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just animate it with the transition condition of Voice greater than whatever

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higher number less sensitive the mouth open is

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set it to around 1 and you need to be talking at full volume

jade falcon
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how do I setup this parameter?

balmy barn
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unless you want multiple visemes, detect voice greater then 0.1 > loop animation

jade falcon
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which tab is conditions in?

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wait im stupid

magic yarrow
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how can i swap the rock and roll gesture for a middle finger gesture? I've tried looking up tutorials and nothing makes sense

somber sequoia
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Find the animation state in your Gesture animator and replace the animation

magic yarrow
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okay... where do i find the gesture animator

somber sequoia
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it's listed under "playable layers" in the VRC Avatar Descriptor on your avatar root

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if you don't have one, you'll need to make one, probably based on the sample. I don't have a link to tutorial for that but I'm sure there's one somewhere.

magic yarrow
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is this it?

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it appears there is no controller

somber sequoia
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no, that's the Animator component. You are close.

magic yarrow
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ah dangit

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ths..?

somber sequoia
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yup, that

magic yarrow
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okay cool

somber sequoia
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you'll need to make a custom Gesture animator, click that button that says "default gesture", and drag it in there, just like the FX one has one

magic yarrow
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okay... but i probably need to make the actual animation first huh lol

somber sequoia
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hah, yup

magic yarrow
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okay, i'll try to see if i can find a youtube tutorial for that first

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alright, got the animation

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do i use VRCFury to override the Rock&Roll gesture or is there a different way to make it work

somber sequoia
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oh that's an interesting idea. I don't really use Fury so wouldn't have thought of it

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I tend to use a custom gesture animator, I put other things in there too.

magic yarrow
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hmmm

woeful wren
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does vrchat support unity limit angle/rotation?

desert elk
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what do you mean by that?

woeful wren
desert elk
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ah i'm not sure, all i know is that physbones have limits like that

magic yarrow
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so i got the animation on my avi... sorta. except the animation makes it play on both hands when i only have one hand posed to do it in Gesture Manager

desert elk
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did you add a gesture mask?

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ah

magic yarrow
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i tried using VRCFury

desert elk
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vrcf

magic yarrow
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yeahhh

desert elk
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can't help with that

magic yarrow
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sigh

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well how would i fix this without vrcf?

desert elk
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take the example gesture controller from the sdk packages and replace the animation there

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and put the gesture controller in the correct slot in playable layers

magic yarrow
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hmmm okay

desert elk
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this is the one i use

magic yarrow
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well now i've f-ked up

desert elk
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?

magic yarrow
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tried to find the sample thing and it just opened this

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how do i go back to my project

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oh nvm we're good

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phew

desert elk
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you just opended the scene

magic yarrow
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im so afraid of destroying everything with a single click lol

desert elk
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not the controller

magic yarrow
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yeah yeah

desert elk
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here's a second screenshot

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in case it's any help

magic yarrow
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okay, thank you

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okay, got that animation added but it's still not on my avatar

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troubleshooting

desert elk
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you will need to put the animator controller in the gesture slot

desert elk
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here

magic yarrow
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ahhhh okay

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YAY that did it!!

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thank you for the help, sorry for being so dumb lmao

desert elk
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woohoo

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bravo

jade falcon
# balmy barn

sorry to trouble you again but I still can't quite set this up
I have the animation set up and the conditions should be correct
I've tried making all the visemes other than sil the open mouth but it only activates at 100%
I've tried swapping the shapekeys in blender then setting sil to a mouth closed but it didn't work at all

balmy barn
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voice detection you set nothing in lipsynch, all those must be filled out if you planning on using it - one missing entire thing break ingame

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never animate a viseme it will break things , there is a 2d face thing wich uses multiple animations ( this is not a Voice float )

jade falcon
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I'm using blendshapes where each face is just a png

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theres only one open mouth and I intend it to work the same way as the jaw flap blend shape

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I just want it to snap from 0% to 100%

balmy barn
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float time detect voice will move the animation different places depending on loudness ( barely tested this way )

bold shoal
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Heya, I'm uploading an avatar for the first time and I'm just a bit lost on the making it private part. It's bought so the creator doesn't want it to be published publicly but I am not sure what setting makes that possible.

desert elk
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when you go to the sdk

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to upload it

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there's a box called "visibility"

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you can set it to public or private

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make sure it's private

bold shoal
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ohhh, I thought that was for if I didn't want others to see it in general lol. Thanks!

desert elk
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noo

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that's for when only you want to be able to wear the avatar

vestal ridge
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So i need a bit of help the mouth of my model opens when i look down is there a fix to this?

bold shoal
desert elk
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nope

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just this

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Set this to private and you're good

bold shoal
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Got it, thank you very much ^^

rain wave
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does anyone know how to fix this?

desert elk
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do what the first error says (I'm not on my computer now, I can't send a photo, you'll need to Google what that means if you don't know)

gusty trail
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Hey does anyone have time to call and help with my fursona?

desert elk
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describe your problem here

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no one's gonna agree to help if we don't know what the problem is

gusty trail
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I just need help with everything

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Finding a base, Uploading it, Importing it

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Etc,

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@desert elk

desert elk
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Google things. I assure you, you don't need someone to call you and tell you how to press "download" on a website

Websites to get avatars from: Jinxxy, Booth, Gumroad, Payhip

How to upload an avatar?
some pre-made avatars include instructions. Usually you import the unity package into a unity project (you make a project with VCC or Alcom, if you're on Mac) and open the scene/drag the prefab to the hierarchy. VRChat SDK > control panel > builder > upload

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when you get an avatar and are having any errors that prevent you from uploading, feel free to screenshot them and send them here

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and fyi you need an official vrc account with a trust rank new user or higher to upload Avatars

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when it comes to customizing a base, there're a trillion tutorials on YouTube that explain how to do things.

gusty trail
desert elk
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i also have autism, for me it's easier to follow written instructions. There's a ton of docs you can take information from

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if it's the same for you

gusty trail
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Could we possibly call and you could help?

winged bobcat
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got this error when trying to upload an avatar, does anyone know how to fix?

desert elk
winged bobcat
desert elk
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a lot of people use substance painter

gusty trail
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Do you have one I could use?

desert elk
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... what? substance painter or a computer?

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I don't use substance painter

gusty trail
desert elk
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If you want to commission somebody go to VRC Traders, link in #1204490664637890580 Barely anyone will want to work for free.

gusty trail
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Thank you

stray prism
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does anyone know how to fill in this without the middle part filling in too??

drifting coral
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I'm having an issue with uploading an avatar named felix and every time I try to upload him it says there an issue with the shin or something? (I'm a newbie when it comes to unity please help me TvT)

timber wharf
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@drifting coral screenshots

faint bridge
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who knows to to use avatar modular?

pls consider @ me

balmy lantern
drifting coral
rigid hemlock
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Hello, I'm trying to use blendshare to add blendshapes from my avi's body to some clothes, I've created new fbx but it did not save the blendshapes to the mesh for whatever reason. So i made a whole new mesh and when i place it in the mesh field, the blendshapes are there, but the item is now gone, or invisible. How can i get the material to render on a new mesh?

desert elk
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"check console"

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screenshot the console

drifting coral
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oki

distant shard
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its possible to somehow only show something on my avi only for one specific friend?

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idk if contacts can do it

balmy lantern
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Your friend can have a contact sender on their avatar which would act as an activator and then on your avatar a receiver and while the sender is inside the receiver, logic can run

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Receivers have a short max range though

distant shard
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but when that receiver is on my avi it would not show it for all tho?

ancient geyser
#

unrealated topic, but does anyone here also do VTuber models? i'm trying to become one

balmy lantern
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The backing param can be synced

desert elk
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there are free models as well

balmy lantern
desert elk
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or VGen

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a lot of vtuber artists sell there

balmy lantern
desert elk
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but yeah, it's expensive

desert elk
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i don't see a point of spending thousands on a custom if you may end up not liking making content

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that's my perspective

balmy lantern
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Breaking a model's licensing and potentially getting into legal trouble isn't a matter of being a good start if you've never done vtubing

distant shard
desert elk
balmy lantern
lament knoll
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Hello! how to install VRCAvatarDescriptor in my Unity???

ancient geyser
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what I meant to say was that I already have a model that I want to use, and I want to make into one.

distant shard
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soo currently its not possible to just limit stuff to local only soo if someone has sender then only that would happen only locally for this person

balmy lantern
balmy barn
lament knoll
desert elk
balmy lantern
desert elk
#

VGen

balmy barn
#

you wont like the original model price

desert elk
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yup

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it's expensive af

balmy barn
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rigging takes FOREVER and drawing can take months, easy 5k+

desert elk
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yup

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2D model prices are wow

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i wish i knew how to make them xD

balmy barn
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ive seen many vtubers just use the free ones, until they get a following

desert elk
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yup

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a lot of my friends do that

ancient geyser
desert elk
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what do you mean by that/

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?

balmy barn
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theres pngtubers too , very simple ones ratl

desert elk
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mhm!

balmy barn
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you can make those pretty easy in unity

ancient geyser
#

I used blender for crying outloud

desert elk
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you can merge textures

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if you have too much

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i used this tutorial for fbx to vrm before

ancient geyser
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do you want me to show you the model?

balmy lantern
desert elk
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VRM is the file format that 3D VTubing programs (like VSeeFace or Warudo) use

balmy lantern
#

Wish my PC could read my mind and do all of my ideas for me

ancient geyser
desert elk
#

truee

desert elk
balmy barn
#

hello copyright

desert elk
#

if you want to use that in 3d vtubing software

desert elk
distant shard
#

or Im mixing some stuff in different way rn

balmy barn
#

someday ill try to use it for ..something

balmy lantern
#

Newer obscure animator features I totally forgot about strikes again

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However even with that you still run into the issue of other friends of yours can see. You can't really limit things to an individual person and you

distant shard
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ohh yeah my friends would see it too any which join me

balmy lantern
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If thats acceptable then go for it

distant shard
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I mean only thing would be both friends having it soo for my friend receiver is turned off when x person is not friended soo my friends cant something and I only can but still my brain is not braining xd

balmy lantern
#

The fact that I'm also having a hard time understanding what you just said means I'm too tired for this. Time for me to stop stalling sleep

distant shard
#

yeah if you need sleep then its fine

frank dawn
#

Whenever I try to upload my Avatar and the SDK gets to the ownership agreement I immediatly get a console error telling me that the operation has timed out. I click OK to agree. I get a second timeout error, then get told that I failed to agree even though I did agree.

somber sequoia
novel smelt
#

today is the day

#

Im gomma make my first avatar

desert elk
#

good luck

somber meadow
frank dawn
#

It suddenly worked. Iv'e tried like 20 times same error each time, but 21 must have been my magic number or something.

onyx owl
#

Hey yall!

#

I got this issue with an avi I'm working on

#

And it has to do with the uncompressed files size on quest

#

For somereason, no matter what I do, it won't let me upload

frank dawn
onyx owl
#

Kinda looks like that

somber meadow
#

that warning won't change till you try and build and publish again after making adjustments

onyx owl
#

I've only been having this issue with the new SDK

somber sequoia
onyx owl
#

Well no

#

The issue is this has only been happening with the new SDK

somber sequoia
#

and?

onyx owl
#

Before hand it was perfectly fine

somber meadow
#

Which specific SDK version

onyx owl
#

3.8.1

novel smelt
#

i dont got untiy OH GOD

#

help

balmy barn
#

last error ratl

somber meadow
novel smelt
#

can i have help finding the right unity installer ?

somber meadow
# onyx owl 3.8.1

So you're saying after just updating to that SDK version your uncompressed size increases?

novel smelt
#

i dont know what the hecl im doing

novel smelt
#

yeah

#

i need alot of help

balmy barn
#

upload a offline one and read compressed/uncompressed, ive noticed no difference and ive uploaded 40~ av's with sdk 3.8.1

somber sequoia
#

I'm betting the complaint is about the change in the uncompressed limit

balmy barn
#

hasnt it been 40 for awhile now

somber sequoia
#

yes

novel smelt
#

I DONT know what the hell im doing just to make a vr avatar

novel smelt
#

IM Fucking confused please someone teach me please like maybe in voice call

#

PLEase

#

im dessspread for help

#

PLEASE

desert elk
#

you should really relax

#

take a breath

#

get some tea

#

and calmly watch some tutorials or read some docs

somber sequoia
#

(such as the one I just linked)

desert elk
#

yes

stray trench
#

any idea what causes this? this is the base model's default skin texture with a tattoo map thrown on top of it

#

even if i had sloppily placed the tattoo so it doesn't line up i dont believe that would create a gap or a blurry area

#

the other side

knotty jay
#

i think the image is small, not sure tho

stray trench
#

how would that make sense if it was one image put on top of the skin texture and it was all the same resolution?

knotty jay
#

i thought u were talking about the whole tattoo mb

stray trench
#

no worries

#

it's honestly too clear, i made it a selfishly high resolution, but despite that, the shoulders are like this

#

it's been this way for a long time, regardless of which tattoos i use, im not sure what i've changed to cause it

knotty jay
#

hmm not sure, you can try doing the image as a whole, what i mean is you can combine these 2 images/tattoos using image editors, im bad at explaining 🥲

stray trench
#

that's how i made it :)

#

it's okay, i appreciate your help no matter what

knotty jay
#

thanks :] atleast i tried helping is already good :]

somber meadow
stray trench
#

would decals fix the issue?

somber meadow
#

yes as they're a lot better quality and costs way less VRAM for the same effect

stray trench
#

ah okay, it's already 5 mb but i will try a decal

#

does liltoon support decals?

balmy barn
#

looked for it earlier, didnt see it

somber meadow
#

Fairly certain it does

stray trench
#

ive seen it on poiyomi but not liltoon

somber meadow
#

if not you can convert liltoon to poiyomi with it's translator tool

frank dawn
arctic ginkgo
#

keep in mind that this might not be smooth

#

so you probably should use a DBT layer to add float smoothing

#

linear or exponential, it's up to you

#

good thing with DBT layers is that you should only need one of them to combine anything that should be constantly running

#

you also could do this with AAPs actually

#

in one layer

#

just remove the loop

#

Blush Decrease could be float smoothing and set the target value

#

then Blush Add could either set the smoothed value to the original value, or just save the smoothed value (if you want the increase to be smooth as well, save the value, if you want it to jump up instantly then set it to the reguluar value)

#

and also in Blush add you would add a set amount to the regular value

#

i guess blush decrease would set the regular value to 0 and then blush add would set the regular value to the smoothed value plus a certain number

#

since you don't want them to be dependant on each other at the same time, you could add another animation state

#

and then for the transition to blush add, just add another transition for each contact

#

there's other things you could add to the blendtrees, like setting a timer on blush add that multiplies what is added to the blush meter until you let go

#

and you could do the same thing for how many contacts are touched; so multiply the added value by how many of the contacts are touched

frank dawn
primal bear
#

hello ! i would need help to make work an afk animation of my shinano that i buyed even with some very good and clear videos i just cant make this animation work ( the animation i buyed is for shinano and work with her ) if someone have time would be super usefull ! ( i have some learning disability so im looking for someone patient and in dm ) tysm if u can or have time lurkrat

arctic ginkgo
#

@astral atlas okay here's probably the best way to do it in one layer imo

#

Blush Off disables contacts and turns off the blush animation. Blush Idle Enables the contacts. Blush Add and Blush Decrease have blendtrees inside them, depicted in the screenshots.
Blush Add will be transitioned to when any of the contacts' parameters are true
Blush Decrease will be transitioned to when all of the contacts' parameters are false
Blush Off will be transitioned to if the blush toggle is disabled
Blush Idle will be transitioned to when the blush toggle is enabled

(ignore the exit transition, you don't actually need that)

#

Blush Add's blendtree, in order, has:

  • Blush timer, which is an animation increase a parameter value that tells you how long the blush contacts have been touched
  • Blush Add, which adds the "Blush" value with the "Blush Add" value to get "BlushSum"
  • Blush Smoothing, which smooths the "BlushSmooth" value exponentially between itself and "BlushSum"
  • Blush Animation, which plays the blushing animation with a weight dependent on the "BlushSmooth" value
  • Addition Value, which itself is multiplied by the "Blush timer" value, also multiplies the "Blush Add" value by each contact's parameter, so that the total "Blush Add" value is multiplied by how long you've been touching a contact and how many contacts are touched.
#

Blush Decrease's blendtree, in order, has:

  • Blush Decrease, which is an animation that gradually decreases the value of "Blush" from 1-0, which is all multiplied by the "BlushSum" value, so that wherever the total was previously will be the starting point for the decrease.
  • BlushSum = BlushSum, which saves the value of "BlushSum" so that it does not reset
  • Blush Smooth, which smooths the "BlushSmooth" value exponentially between itself and "Blush"
  • Blush Animation, which plays the blushing animation with a weight dependent on the "BlushSmooth" value
#

There are also a bunch of things you can play around with to get different behaviors:

  • The blush decrease animation can be set up with whatever length and interpolation you'd like. I'd recommend using linear interpolation, but you can keep the default interpolation as well to change the acceleration of the decrease in blush
  • The upper threshold of the "blush animation" is the value needed to fully enable the blush animation
  • The highest value in "Blush timer" multiplied by the number of contacts you have is the maximum for the blush meter. If this value is greater than the upper threshold of the "blush animation" blendtree, this will be an overflow value for the meter, meaning as the value decreases, the blush won't decrease until it reaches that upper threshold. TL;DR, you can have an "overflow" timer that increases how long you blush for before it dissipates.
  • The blush timer can also have a custom length, interpolation, and maximum value. Feel free to set up these animations however you want.
#

lmk if you have any questions

astral atlas
supple cloud
#

how do i make the texture semi transparent

somber sequoia
#

Using the alpha channel. Set "alpha is transparency" in the texture itself in Unity, then use a shader in some sort of transparent mode (transparent, cutout, fade, etc.).
Not supported on Quest.

supple cloud
#

dang

dark saddle
#

Does anyone know how to make custom hand gestures?

grizzled tusk
#

Im having trouble with using a booth model milltina, where her default blendshapes are all shrinked, so when I put a bikini on her and go into gesture manager her body is shrunk. I adjusted them out of play mode and went back in to find that its still shrinked. Any tips? is it smth to do with the mesh

desert elk
dark saddle
#

Im trying to animate in blender, but im struggling. Not with animating, but with how to islote animations into different actions, and export them into unity

desert elk
#

I only ever saw people animate hand gestures in unity

dark saddle
#

how

#

because you can't animate in unity

somber sequoia
dark saddle
#

Its jank

desert elk
#

you can move the bones to the correct spots

dark saddle
desert elk
#

that's what hand gestures are

somber sequoia
#

oh you mean make them.

dark saddle
#

Which isnt correct

somber sequoia
#

I made one of my hand gestures in unity

dark saddle
desert elk
ornate gyro
#

anyone know why this is happening

desert elk
#

this is kinda what I meant

#

it's for a prop

balmy barn
#

done it just messing with the settings on each fingers (animation) ratl there is also muscle editors

desert elk
#

but similar logic would apply for a normal hand gesture

desert elk
somber sequoia
dark saddle
ornate gyro
#

thanks

somber sequoia
dark saddle
#

We are talking about hand gestures here. 0 way in hell I'm gonna mirror that over by hand

somber meadow
#

Yeah there’s scripts for making it easier

dark saddle
#

But why would I do all that trouble if I can just do it in blender?

#

Which is a software made for animating

#

And you can also convert that into unity

#

I know how to do that, that's not what im asking

#

What im asking is if anyone else has done with before and if they wouldn't mind to explain to me how they did it because im having some trouble using blenders animation features specifically for VRChats use case. When I make one animation my model doesn't reset back into a T-Pose no mater what I try to reset and I dont understand what im doing wrong

somber sequoia
#

I have, just made an action for the specific animation, then copied the animation out of the imported .fbx

dark saddle
#

I have an action animation with "idle"

somber sequoia
#

so where are you stuck then?

dark saddle
#

went to create a new action

#

and the idle is still there

#

When I want it to go right back to a T-Pose

somber sequoia
#

oh in blender itself? Yeah the animator is.. weird. I'm not entirely sure how to do multiple animation actions on one object, so I've just cloned the object and animated it, then threw it out after.

dark saddle
#

I guess I could do that

dark saddle
#

The first action you make, name it "Reset Pose"

#

and just click on all the bones you are going to work with, right click

#

And make sure you do "Visual Rotation"

#

And Position aswell if you are doing that

#

This action layer will act as your base layer, When you create a new layer you can create it from the reset pose

somber meadow
#

Can’t you just use alt + r and alt + g with all the bones selected in pose mode

dark saddle
#

Maybe? Both work

gusty perch
#

vrchat creator companion is there any versions I should avoid cause last time I updated it sometime ago it broke everything which didn't allowe me to try out the avatar or add physbone physics

somber sequoia
#

yes

#

the reset pose is an interesting idea though

gusty perch
stray prism
#

how does Miz! make their hair on vrc models??

mellow pulsar
#

that...doesn't seem right 💀

somber sequoia
#

multiply the number of polygons in your particle mesh times the maximum particles in that system, and yeah, it gets big fast

mellow pulsar
#

so is the number being that big...a problem? It seems to be because of a flow toy on the avi, is that normal for flow toys?

somber sequoia
#

if you want to not be Very Poor then yeah, decrease that.

#

I'm not sure what a flow toy is.

mellow pulsar
somber sequoia
#

well yeah, of course it will, that's why it's warning you

novel smelt
#

can someone hop on a call with me

#

and teach me

proper depot
#

Heyo! I have some contacts set up but I have no idea how to test them in the unity scene?? Do I need to add a sphere/cube with some component on it in order to interact with my contacts in the game tab???

somber sequoia
somber sequoia
#

I stick that under a main game object I call "testing stuff" and usually make it into a prefab so I don't have to remake it for each avatar

bold shoal
#

How do I lower the intensity of body jiggle physics? I tried as suggested online and lowered the forces under Phys bone but it hasn't made a difference.

arctic ginkgo
somber sequoia
#

yeah that's what to do, probably try increasing the immobile value - depends on which mode you're in though

#

(I couldn't remember what it was called)

arctic ginkgo
#

"stiffness" will also work for the advanced mode, and allows you to reserve the "immobile" value for reducing world motion

somber sequoia
#

ahh that's what I was thinking of

bold shoal
#

I see, I'll try that now ty!

coral grove
#

Im having an issue that i dont see in blender or unity and i am using the Protection system and i keep seeing gaps in my avatar in game.

night ember
#

protection system?

ashen pelican
#

why is the move point up here for my avatar?

coral grove
somber sequoia
night ember
#

that system would be the issue itself

coral grove
#

is there no way to fix it?

night ember
#

you dont need anti rip protections it just needlessly over complicates avatars

#

if someone wanted the avatar there is no possible way to prevent them from ripping it

coral grove
#

i appreciate the imput

ashen pelican
somber sequoia
#

Blender. Not sure if that's actually it, there's not enough detail in your image for any context.

balmy lantern
# night ember if someone wanted the avatar there is no possible way to prevent them from rippi...

cc @coral grove

VRChat somewhat recently implemented encrypted asset bundles where typically people would toss the vrca from the cache into a ripping tool, but that doesn't work and as far as I know, no one has figured out the encryption yet.

In simple terms, your avatars are safe for now and you don't need to go so far as to use these protection systems but it is decent future proofing when the encryption is figured out because it's not a matter of if it is, when

#

Thankfully, they also patched hot swapping and unauthenticated asset bundle downloading afaik

night ember
#

while future proofing would usually be a good thing
it isnt actually preventing much other than the common script kiddie just using a script to auto rip which was already being prevented by vrchat itself

#

all the protection does is make the avatar worse for everyone while only really acting like a barrier for the common ripper

balmy lantern
#

Idk. If I was tasked with un-exploding a mesh and decrypting textures with some unknown private key I'd probably off myself. These protections turn off only the most dedicated people from sinking that kind of effort in

night ember
#

well

balmy lantern
#

I dont fancy spending my free time reading shader asm

night ember
#

the encryption needs to be seen at some point in game so you already have a pretty easy time just telling it to do the fixing on the avatar

#

while yes everything is a jumbled mess of random unrelated names its not too difficult to spend a few minutes brute forcing animator changes

balmy lantern
#

How some protections like kanna protect work is modifying the shader to accept a key you manually override your saved params file with and that does get sent over the network, but you'd need read memory access to get it afaik and that key is used to put vertices back where they're supposed to go and decrypt textures. These would be the most annoying to do. Simple blendshapes that explode the mesh on the basis key have been bypassable for a long time as some rippers can export blendshapes and rig

night ember
#

ripping you get everything thats uploaded including animators and parameters

somber sequoia
#

you get both lock and key, all you have to do is find both then put one in the other.

night ember
#

^

#

which is just a few minutes of brute forcing

somber sequoia
#

literally no way to make this un-crackable if you give people the key

night ember
#

its effectively just putting together a jigsaw puzzle

#

there is no possible way to prevent ripping other than just not uploading the file at all

balmy lantern
#

Ive never seen someone be able to get the params except for their defaults. Only what's part of the asset bundle. If you include the key on asset bundle upload then thats kinda your fault. Why you'd override your saved params

arctic ginkgo
#

aka imposterize yourself lol

somber sequoia
#

haha

night ember
#

I mean now the person has the funny imposterized version of yourself

balmy lantern
#

Wish the local user could use their own imposters. Having an imposter only upload could be cool

night ember
#

well

#

imposters arent meant to be viewed from the first person

#

doesnt render well

#

if you wanted your own imposter just make it

balmy lantern
#

This would have been more for users on the phone platforms since they cant use very poor avatars though very poor makes up the largest chunk of vrc avatars

#

Kinda wanna get into like 256-ifying avatars. That'd be fun

ashen pelican
#

do colliders only collide with the bone with the physbone component? I have a long necklace and I don't want it going through my body but only the bone with the component is colliding am I missing something or do i need a seperate component for each bone

arctic ginkgo
ashen pelican
novel smelt
#

Welp I got in trouble

pearl wolf
#

I changed the name of the avatar now the Builder will not load the top half, I have tried restarting the project and changing back to the original name
It flickers loading for a single frame

#

Ive tried everything and got a permenant error that will not clear

#

Had to completly delete a massive project....

pearl wolf
arctic ginkgo
#

is there a reason the detail mask for toon standard can only use UV0?

#

if my detail map uses UV1 idk why i'm forced to use UV0 for the mask, idk why i can't get a choice for that too

grizzled merlin
#

ive got a gun slide physboned but its not moving in game or in unity, here are the settings I used

somber sequoia
grizzled merlin
#

1

somber sequoia
#

set the endpoint position then - physbones require 2+ bones

#

Y = 0.1 will probably get you started

grizzled merlin
#

reuploaded it with an endpoint but its still staying put. if it helps when I turn on the debug gizmos, the physbone gizmo is moving but not the actual object

supple cloud
#

does anyone have a perfect bone VRC phycis settings for ears (bunny)

astral atlas
#

Proximity Contact goes from 0 to 100 in the first 15-20% towards the center of the Capsule. Any Idea why?

lament knoll
#

Hello! How to fix this

#

it's VRChat Sdk control panel

somber sequoia
#

As it says, look in the console for more details

somber sequoia
#

post the first 2-3 errors (red ones), not the last.

#

oh wait

#

you don't have permission

#

?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

astral atlas
astral atlas
lament knoll
somber sequoia
#

read the message I just caused the bot to print

digital mist
astral atlas
somber sequoia
#

really, read the things people tell you, and also error messages.

digital mist
#

to get "New User" takes about at worst 5 hours

somber sequoia
#

it's not based on time

lament knoll
digital mist
astral atlas
ornate stump
#

5 hours are still too early. Usually it'd 20 hours or more.

somber sequoia
#

it's been said that idling does not do it

#

nor does actual time, even if your perception of it is that time is the factor

digital mist
#

honestly, I've seen it happen at after 5, never had it happen before 5

ornate stump
astral atlas
#

Just go add some trusted users. Explain your trying to rank up.

digital mist
#

it works best if they add you

#

Also, since there is literally nowhere else to put this, I have an impossible to solve issue

#

All my avatars with and without gogo have an issue where if I press Z to prone kinda float and break at the ankle. When I press C to crouch, the ankles snap and the avatar stays standing. If I walk forward while crawling, I get a view from above and if I walk while crouching, I just see a neck. In VR, the head does not follow with my head and the personal mirror jitters as I move it.

Its not just visible on my end, other people can see it too, I've tested it.

On my phone, the floating issue isnt there, so its a PC issue

Uploading avatars since the end of April has issues where they flicker white and certain ones are missing clothes and their mouths are stuck open, and this applies to furry and non-furry avatars. The flickering happens on all the typical shaders used for avatars. It can happen on specific parts or the entire avatar.

All avatars uploaded before 4/28/25 have no flickering issues but ALL have the issues with ankle breaking and floating. I've used Manual SDK install AND Creator Companion and used sdk 3.7.5, 3.7.6, and 3.8.0 on Unity 3.22.2022

In case it helps, my PC Specs are:
Ryzen 5950X
128GB 3600Mhz DDR4
Radeon 7900XTX

somber sequoia
#

if it's a PC issue, this is not the place

digital mist
#

it is avatar related though

somber sequoia
#

but lots of that does sound like weird avatar problems

digital mist
#

and the support was useless

somber sequoia
#

you might have to provide more detail though

digital mist
#

how so?

somber sequoia
#

"flickering happens" isn't much to go on

digital mist
#

I mean...it just flickers white

astral atlas
#

Mouth open sounds like a a bone is on the jaw slot in fbx config.

astral atlas
#

Does this happen only when you upload models and not publics from others?

digital mist
#

its all avatars, even older ones that worked before

somber sequoia
#

if it's all avatars it's not an avatar issue

astral atlas
#

Are you on the beta branch?

digital mist
#

it did not

astral atlas
#

If you made a fresh project with nothing but a fbx model and uploaded the same thing occurs?

#

No addons whatsoever.

digital mist
digital mist
#

ive used mobile shader too and its still there

#

I use Poi

astral atlas
#

Just trial and error to see if the above issues happen before adding anything to the project.

#

Then you can add each thing and upload till it breaks.

ornate stump
digital mist
#

like make it public and let them try?

ornate stump
digital mist
digital mist
#

weird

#

not playing right

#

either way, issue was still there and their croucxhing and laying was normal;

wind skiff
#

Could you screenshot the head section of the rig configurator just to be sure

digital mist
#

moment pls

digital mist
#

like released in 2022

digital mist
#

once my friend joined the lobby, the mouth instantly shut on all avis and worked as normal. but clothes kept flickering on and off quickly

main pecan
#

could someone upload me a avi iv been trying to get it all week

digital mist
main pecan
#

i just need help getting it uploaded

digital mist
#

like thats preventing you

main pecan
#

idk how to use unity

digital mist
#

ohhhh

#

its ez once you get it going

trail oak
#

Watch a couple tutorials
Hell even a fast one (how to upload in under 60 secs) helped me a lot when first starting out uploading avis

digital mist
#

make a unity account, get unity hub, go to unity archive and download 3.22.2022

trail oak
#

Also I have my own question
How does one (with VRCFury) make toggles that disable other toggles when said toggle is toggled
Like most Avis do when Material swapping

astral atlas
#

When toggles share a tag only 1 can be on, and disables all others using it.

trail oak
#

Ah thank you

woeful wren
#

how to delete avatar?

astral atlas
digital mist
#

VRC site too

astral atlas
digital mist
astral atlas
#

Convenient.

digital mist
#

It's also in VRCX

astral atlas
#

I guess with the new shop they had to add it eventually.

digital mist
astral atlas
#

They've been working on the shop for a while.

woeful wren
digital mist
#

Ye

#

Go to the avatar

#

Bottom of page it's found say delete

woeful wren
#

i cant find it

#

oh i found the files lol. thanks

digital mist
#

If you press the edit button, it's there on the site

brave rock
#

how come my avatar has textures, but when i go into gesture manager (or ingame after upload) its pink, even though it has a texture

wind skiff
#

could you screenshot the validations in the sdk?

digital mist
#

Friend of mine said they know someone who had only issues with VRChat when GPU was failing

wind skiff
#

gpu wouldn't cause this

#

at least i wouldn't think so

digital mist
#

Well no, but doing all avenues

#

CPU and RAM came out with no errors too

ornate stump
digital mist
#

I have plenty of avatars with mixed write defaults

#

even avatars with simple stuff have issues with crouch and prone

ornate stump
#

From their view.

digital mist
#

No

ornate stump
# digital mist No

Then the white flickering is a different issue caused by hardware failure.

digital mist
#

like this happens when I press Z

#

If I walk after pressing Z, this happens

#

my viewport doesnt change

ornate stump
digital mist
#

even the default robot

#

my viewport just doesnt change

ornate stump
ornate stump
digital mist
ornate stump
digital mist
#

well, beta branch

#

bad wording

ornate stump
#

Although, keep it on stable branch.

digital mist
#

I did beta just in case, did switch back

wind skiff
#

pretty unlikely

wind skiff
#

do you have vrcfury in the project?

digital mist
#

Well, every new project these days and the creator told me specifically to not change anything in the write defaults

wind skiff
#

then the creator probably doesn't really know what they're doing

#

mixed write defaults will randomly break unrelated stuff in your animators

#

do you have a fix write defaults component?

digital mist
#

It's a hardware issue

#

Cuz my viewport is locked on all Avis

#

Public too

wind skiff
#

i doubt this is a hardware issue

still shuttle
wind skiff
#

still the same installation, doesn't rule out software

#

camera being locked into one place could be caused by a rogue camera component somewhere

balmy barn
#

settings still linger, try another pc ratl , id like to see how their debug looks like tho, seems like a tracking setting is stuck on animation

still shuttle
digital mist
still shuttle
still shuttle
digital mist
#

I do have my laptop, but I don't use my main on alt PCs

still shuttle
#

You could just log in for the purpose of testing, then log out when you're done

wind skiff
balmy barn
#

check that, seems like you get stuck in wrong tracking - laying down/prone would be mixed animation & tracking when you use gogo loco and having mixed wd can cause alot of issues with it , but i do not use gogo loco (dont need it)

wind skiff
#

gogo loco is also horrible for animator performance lol

balmy barn
#

whenever gogo detect prone change it does , animation - posespace - to move viewpoint, wd mixed it can do wierd things

digital mist
digital mist
shut patrol
#

Hii! I have a question regarding a bug that appeared after optimizing my avatar by combining meshes

#

So my avatar's lighting is normal when it goes from normal light to dark light

#

but in my medium version, the hair lighting is not adjusted according to the environmental light

wind skiff
#

maybe an issue with the anchor point?

#

i'd expect this to happen when separating meshes instead of when combining, because it should pull from the same point when its the same renderer

#

it could also be material properties, have you tried just applying a new material with the standard shader?

shut patrol
#

hmm :o

#

im not that familiar with anchor points, would you mind giving me some tips on how i can check for issues about it?
as for the materials, they should all be the same

wind skiff
#

all the same as in one material file/asset for all meshes?

#

anchor points are where a mesh probes for realtime lighting, if they differ between meshes, their lighting can differ

#

but that would be the inverse of what's happening here

#

since one renderer can only have one probe to my knowledge

wind skiff
# shut patrol

the hair and body are one mesh/renderer in this screenshot, right?

shut patrol
shut patrol
hollow lake
#

Hey guys. I've been wanting to start making my own avatar, but I only have low-level blender skills. the head for the character is quite simplistic but I definitely can't make the body, now my question is where I could find avatar bodies that will fit the style of the character

hollow lake
wicked fulcrum
#

having some troubles, it says i dont have feet head and upper arms specified but i have it in the humanoid

desert elk
#

can you show a screenshot of your hierarchy and the rig configure menu?

desert elk
#

you have too many "spines"

#

it could cause issues like that

#

and you have two different neck bones? why?

#

there are issues with this armature overall

night ember
#

looks like a game rip

desert elk
#

yeah

wicked fulcrum
# night ember looks like a game rip

like 75% of it is the only things i added were the seperate arm bones wich i would then constraint to the deform bones the invisible legs and the 2nd neck and head wich the purpose of it was so i could have a normal viewpoint

wicked fulcrum
neat spire
#

so the base and avatar packages from my project suddenly got removed and I had to re-add them, currently checking for errors. no real changes, just tried to open my project after working on it the previous night and got the good ol "compiler error" message. But my questions is! Does this just happen sometimes??? Has this happened to anyone else?

dawn yoke
#

i might be stupid but i tried doing this prefab with VRCFury and it won't work

i have a few theories, but no solutions, any idea what to do here?

somber sequoia
dawn yoke
somber sequoia
#

we were all there at some point

dawn yoke
#

basically; I have two scenes done because im working on a spider-man avi, one scene is for another avi of the character outside of the suit. I tried putting this web prefab on there, and it worked for the 'out of suit' scene/fbx, but once i tried adding it to the previous scene (the character inside the spider-man suit), it didn't work once i loaded it up.

dawn yoke
# somber sequoia we were all there at some point

i've spent the past 3 hours trying to figure out a possible solution, i tried re-importing the entire prefab, i re-did my entire FX, all my expressions and everything. But it won't work because of this "not found in your avatar" and i can't figure out why its not found in the avatar.

somber sequoia
#

because it's not at the expected path - if you move an object below another object, its path in the animator changes to include the new parent object. That's what those path rewrite rules are intended to do.

dawn yoke
#

i'm so stupid but like can you explain it to me like im 5

somber sequoia
#

I don't use VRCFury, but there's documentation and a discord for it

#

for paths, a simple example would if you moved say a shirt from the avatar root to under another object called outfit, the path changes fromAvatar/shirt to Avatar/outfit/shirt in the animator

dawn yoke
#

and how would i rewrite this path?

#

to fix it?

somber sequoia
#

the error message tells you what to use

gusty perch
#

my toe bones instead of pointing outwards its all pointing invards any fixes?

somber sequoia
#

did you make the model? possibly the bone roll is inconsistent and should be checked

dawn yoke
#

this is where it's located on the list, i attached it to my FBX in the asset list

#

or whatever the side bar thingy is called

somber sequoia
#

as an aside, you don't want two GestureManager prefabs in your scene, remove one.

wicked fulcrum
desert elk
#

your armature is still looking like a mess

#

ngl

#

looks like you still have two arms

wicked fulcrum
#

it does, I have bones that dont defrom set to the arms wich i wil constraint to the bones that do Deform so that i dont have to crank the arm vs height ratio to max on vrchat.

#

because his arms are rlly big

somber sequoia
#

yep, that's a good way to do that

wicked fulcrum
#

if we remove all the other bones that clutter up the view this is technically what the rig would look like

fallow grail
#

wha happen

somber sequoia
#

always start by looking at the first 2-3 errors, at the top. Looks like you have incompatible packages maybe, but try restarting Unity and see if it persists.

chrome rune
#

is there a way to change the inspector's variables when a character changed to another pose? i.e: a bone's rotation and/or gravity when they're crouching

somber sequoia
#

Sure, use whatever variable triggers the pose to trigger the other changes you want to make. I'm not sure how to define "crouching" though

chrome rune
#

I'll admit I'm mostly a noob with Unity, I'm much more used using Godot.

But yeah it's one of the basic actions a player can do, not an expression.

somber sequoia
#

I meant, I don't know what animator variables are set when doing that action, so you'd have to figure that out first.

dire rivet
#

Hi I have a question, I added a new toggle for an asset I bought recently, I did the armature link and toggle component for it, but whenever I use gesture manager to see if the toggle works, the item asset doesn't toggle on, it's just not there, any help please?

faint bridge
#

ughhhh?

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's a VRChat account, right?

faint bridge
#

nvm fixed

somber sequoia
#

what was it?

faint bridge
somber sequoia
#

haha, that'll do it

faint bridge
#

Dont rush anything :}

dusty monolith
#

anyone know how to create your own hand gestures? kinda bored of these premade ones and cant find a video.

somber sequoia
faint bridge
dusty monolith
somber sequoia
#

Should just be standard animating the humanoid muscle rotations

#

Assuming we're doing this in Unity...

faint bridge
somber sequoia
#

oh nice

dusty monolith
somber sequoia
#

because you must move the humanoid muscles, not the bones directly - see that video.

dusty monolith
#

You both

#

Thanks

fallow grail
#

keep getting security checks failed when trying to upload to quest

#

avatar is less intensive than my other that uploaded fine

carmine flint
#

Does anyone know if there's a way to make a tail wag and a tail puppet work together? I have it sort-of working but it breaks the tail wag animation so it heavily favors the right.

balmy barn
#

make those the same layer , lower will override the ones above it if they are trying to move / do the same thing

#

seperate bool or float value over whatever as a second parameter to trigger puppet / idle wag ect

chilly solar
#

hello im trying to add this sweater to my avatar, and normally id just replace the fbx with an updated version and it would replace my avi, but that isnt working properly right now. how should i go about addingthis sweater to my model?

left gull
#

maybe specify what isnt working about it since thats the correct method of adding clothes already

chilly solar
left gull
#

you could try dragging in the new FBX into your scene and using pumpkintools to move all the phybones,materials etc over to it from the old one

main pecan
#

me and my friend need help with physbones

somber sequoia
#

feel free to explain where you are and ask questions

desert elk
#

be more specific please

rich schooner
#

so im tryna upload an avatar I bought, but it just like won't upload, I press build and publish with everything done (name, description all of that) and it just doesn't, I really have no clue what to do, I've used unity once years ago to upload an avatar I made, so I got like next to no knowledge on how to use unity

desert elk
rich schooner
rich schooner
desert elk
#

are you on the same account as before?

rich schooner
#

yeah I am, i only have one account

desert elk
#

and are you sure it's an official account with a trust rank new user or higher?

rich schooner
#

yeah it is, it also shows this on the sdk

desert elk
#

hm

#

hm, try putting the avatar into a different project?

rich schooner
#

like make a new project and try and upload it?

desert elk
#

yes

rich schooner
#

yeah same thing, still giving me those errors

warm coral
#

I am losing my mind trying to figure out why this one boot is transparent. The 2 boots are one asset so I am unsure why the right one looks normal. I am new to all this so sorry if I dont understand something.

desert elk
#

flipped normals

#

either turn backface culling off in your shader or go to blender, select the transparent shoe and flip the normals

stray trench
#

what "avatar builder" are they referring to here?

slow crater
#

Does anyone know how to fix this error?

It is caused by the JFPB3 add on. It is for a friend. I can usually fix her issues but this time it is outside of my skill set.

This is a both avatar. It's an add on called Just Fit Breast PB for Milltina. I followed the step up guide.

Feel free to DM me if you have an idea of how to fix this.

alpine flax
#

I'm trying to rig a skeleton model I'm working on, and I'm confused about the hips/femur region. The hip bones move strangely with the spine, and the femurs dont move at all. The hip bone(armature, not anatomical bone) is the root of the amature, and the bones the femurs are connected to are parented to it. The hip bones (skeletal) are weightpainted to only move with the hip of the armature

somber sequoia
#

I'd think you would want the hip bone mesh weighted to the hip bone

alpine flax
#

It is

somber sequoia
#

why does it move with another bone then?

alpine flax
#

...That's what I'm asking about

#

I don't know why its doing that

somber sequoia
#

Are you using IK on this?

alpine flax
#

No, I'm not

somber sequoia
#

yeah then I don't see how that works if it's not bad weigh painting

alpine flax
#

The only thing the hip mesh is weighted to is the hip bone. I've checked and rechecked-- telling me it's just bad weight painting isn't helpful

somber sequoia
#

right but I can't tell you any more than that with the information given

#

I'm telling you what it looks like to me, that is all.

#

I should also suggest not relying on the color to tell you something's weight - if you haven't normalized weights, just because one bone's weight is full on red, doesn't mean the value is actually 1.

alpine flax
#

alright, I'll check that, thank you

somber sequoia
#

(I tend to paint with auto-normalize to avoid this)

dull frigate
#

why my new avatar is a previwing?

timid kite
#

is there any way to match brightness and saturation on face and body texture?

somber sequoia
#

make sure you're using the same object in the "Anchor Override" slot in the mesh renderers. I usually use the chest bone

rich schooner
lucid vigil
#

hey guys im working on my first ever model and doing the texturing rn
as i'm approaching the rigging process soon im kind of clueless how the hell people rig their vrchat model faces??? i cannot for the life of me find good tutorials on it,
anyone got any?

somber meadow
fresh jacinth
#

faces aren't rigged per se, the only rigged thing are the eyeballs and facial expressions are done via blendshapes

lucid vigil
#

oh hmmmm alright then 🤔

soft thistle
livid yarrow
#

Whenever im about to star setting my eye rotation states they both look outward and im not sure if its an issue in unity or blender because ive tried messing with the bones in blender already

somber meadow
livid yarrow
#

my first time having that happen to me lol

soft thistle
somber meadow
livid yarrow
soft thistle
#

the fx should've been set up properly in both the animator and vrc avatar descriptor

livid yarrow
soft thistle
#

those are on already

somber meadow
#

show how you setup the FX with the Animator logic

soft thistle
#

this is what i did

somber meadow
#

remove the layer masks from the FX layer, and show an example transistion coming from the any state to an expression

gentle maple
#

How do you update the vrc sdk on linux with no VCC? On old sdk versions I was able to just delete the package and add the new one in, but that doesn't work now. Additionally, if I try to add the new vrcsdk in hoping it'll overwrite the old one, I get this

somber meadow
#

If you want a VCC experience on Linux, use ALCOM

somber sequoia
#

vpm add package com.vrchat.avatars done

#

(yes, 'add' also updates...)

soft thistle
#

i don't know if i'm showing the right ones, but is this right

gentle maple
# somber sequoia `vpm add package com.vrchat.avatars` done

I'll check out ALCOM, thank you!
Also yes I've actually used vpm add package before for other stuff like pumpkin tools or vrcfury, but I was not aware it can be done with the sdk
i'm assuming com.vrchat.avatars is the one to update the sdk?

somber meadow
somber sequoia
#

Any package that's in a format for VCC works with vpm, they're based on the same code

somber meadow
#

as well, make sure the parameter "FaceInt" is the exact same spelling in the VRCExpressionMenu, and VRCExpressionParameters

somber sequoia
somber meadow
#

does it also update the base sdk with that same command? as you'd want both to match the same version

gentle maple
#

Oh yes, I forgot to specify I am indeed looking to update the avatar sdk lol- Thank you though!

somber sequoia
#

(might be the VRChat package resolver that does it? I haven't actually dug in)

soft thistle
somber meadow
#

what does the expression menu asset look like

soft thistle
#

i just realized

#

the letter i wasn't capital in the "Int"

#

i simply changed the capitalization and it works now

arctic ginkgo
#

does setting a parameter to -1 and using it for the weight of a blendtree in a DBT not invert the values in the animations?

#

i'm trying to use it to invert the values for a texture offset animation and it's not working

stray trench
#

is it possible to add animations in the liltoon shader?

#

like if i wanted something metallic to shimmer or something like that

somber sequoia
#

If you know how to write shader code, sure, that's entirely possible

stray trench
#

and if i dont?

somber sequoia
#

I don't know that shader, and not sure what you mean by shimmer, but you should be able to animate any of the sliders there

slow crater
# slow crater Does anyone know how to fix this error? It is caused by the JFPB3 add on. It i...

Hey, is anyone experienced with Booth avatars that would be willing to help me I’m struggling quite a bit and I would really appreciate some help with this. I’ve been working on this avatar for a friend and I am not the best at this advice and Help and maybe a call or two would be greatly appreciated. Please direct DM me if you have any time or if you are willing to give me a helping hand.

#

I’m pretty sure I’ve made it worse since I have last worked on it that warning doesn’t show up anymore however, it causes some other issues that I don’t think people wanna see it

west magnet
#

my avatar is having constant rotation constraint problems almost every time I use them, as soon as the bone spins just a little too far they freak out, is there any way of fixing that?

compact dust
#

sounds like weight painting

west magnet
#

no its definitely the rotation constraints

somber sequoia
#

You'll probably need to explain how the rotation constraints are in use

neat gorge
#

i need help uploading a new avatar

west magnet
somber sequoia
#

can you show the bones?

#

and explain where constraints are used

west magnet
#

these are the bones, I tried to make each axis its own bone but Unity fuckin hates it

white kite
#

Can someone explain what "BuildPlayerDataGenerator TypeDb-All" is, and why my build continuously gets stuck at this point for several hours?
(The attached pic doesn't show a long time, but I've tried to get avis uploaded all day, and its the same stall on several projects.)

somber sequoia
#

or consider FinalIK, having the target being the humanoid hand

compact dust
#

any reason that a decal in poi suddenly stops working (doesnt matter what color or what image is used the slot does nothing)

#

nvm i fixed it by resetting it.

west magnet
#

never heard of that

somber sequoia
#

I have no idea but the VRChat website has docs on that

compact dust
#

now i need to figure out where gestures are at for this avi so i can change the eyes, any ideas if it doesnt have a set fx controller?

tranquil wharf
#

I'm having a problem where when I upload an avatar the contact receivers disappear does anybody have any idea why this is happening?

balmy lantern
west magnet
#

Damn, well thats fine then, I'll just make it kinda work lol

covert flint
#

How do I combine this quest version of model with the hair? (Probably pc) it’s my first time

left gull
#

best way is probably via blender, just remove the old hair and replace it with the new one

covert flint
#

Huh

nova flicker
#

S anyone having an issue with their VRChat model uploads
If you upload both iOS and Android, they both continuously reupload everytime back to back to back?

compact dust
#

@half moth wee?

half moth
compact dust
#

equals 1 -> on
notequals 1 -> original state

half moth
#

show the actual transition

compact dust
#

1s

half moth
#

and this animator only has this and the base layer, is this just the only thing on your avatar or are you trying to make this modular?

compact dust
#

it's the only think on the avi atm

#

i deleted all the original toggles cus i wasnt using those assets, just the base

half moth
#

ok so this is your entire FX animator

compact dust
#

this is w' you meant by transition right

half moth
#

yeah. untick exit time

compact dust
#

k
no more exito timo

half moth
#

then in play mode, use gesture manager to verify whether the parameter is being triggered at all by your contact sender test object

compact dust
#

indeed is being triggered

half moth
#

but animation isn't playing?

compact dust
#

nop

half moth
#

then next step should be to make sure you don't have any accidental spaces or anything in the parameter names in your animator and contact receiver

compact dust
#

norp

#

no spaceo

half moth
compact dust
#

is it weird that i get this error everytime i go into playmode also (even if i press fix)

#

might be a little weird

half moth
#

that's vrcfury being stupid, I'd recommend you use the dropdown on the component to disable this

#

rather, what you should do for now is remove vrcfury entirely

old condor
#

Does anyone know how to make a toggleable asset invisible in the avatar preview while still being able to toggle it on and off? An avatar I just made and uploaded has all toggles on in the preview

half moth
compact dust
rough iris
#

Trying to add clothes, and in Blender, everything is fit, and looks great, however, in Unity, anything attached to the arms seemed to get offset?

compact dust