#avatar-help
1 messages · Page 126 of 1
good for him
we just cant figure out why it wont work for me
bruh
it feels right getting stuffs work for you perfectly btw lol
Huh
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.
ill try that, appreciate it
I usually use the chest bone, FYI
Im trying a idea if only the 2nd layer is separated by name but loads 3 and 4 it would avoid breaking.
Or just a mass 2 that calls per path.
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.
also the part about needing every animation to include the contacts being enabled is only true if you have write defaults on
this should be all you need, unless you want it to wait for the contact to stop being touched before changing values/decreasing values
you just would have to add more steps
but if there's anything i'm missing, feel free to explain and i can help
@astral atlas
The issue is the touched part
it seems vrc just doesnt let it work if multiple contacts on the model call to the same para
the idea was touching multiple points like ears builds a blush meter that decreases over time.
With only 1 contact its fine. if I add a 2nd contact calling to the same para it stops working ingame.
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?
im lost and dont know what i did. can i get some help fixing my avi? i can hop on call
So the first step just tells the model that if the contact is touched to add 0.2 to the 2nd layer aka anim it builds up.
Works just fine, if only 1 contact uses the Contacts - Caress para. If more then 1 use it they stop working ingame.
what could be causing my unity to freeze up when i click on a menu from a prefab?
You didn't imported all the dependency package required by the avatar.
idk how ive posted this avatar before as a wip and it worked fine
Was that in another unity project?
"Missing script" means unity can't find the script that the avatar is using within the project.
how do i look for it?
The missing script is on your avatar "Novabeast" object so look in its component list.
where do i find that again?
In the hierarchy.
im still confused 😅
Please tell me how to make an animation of disabling the floor collider?
Screenshot unity what you're looking.
Have you made any toggle before?
Scroll down the inspector.
no, i have never worked with animations. i need to make an animation of turning off the floor, because when my avatar is lying down, his tail sticks out between his legs
https://www.youtube.com/watch?v=XqtSg6_W07Y use this to toggle the floor collider object.
See the bottom 3? Those are missing script.
how do i fix that?
Import all the package requires by the avatar.
Thanks
how do i import it?
Read the package listed in your avatar store page, then follow each package instruction.
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
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)
nothing worked i tried following the whole things and it didnt work
Can you say the list what package you imported?
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?
@fallow sedge #avatar-help message this but there will be download button
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?
It's problem to the arms visually when you move the arms in odd angle. You should try it out and see the result.
it wont let me upload is the problem
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
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-
Wait wait wait
Hold on is everyone having this issue now?!
That is one hundred percent shouldn't stop you from uploading. You're having another issue.
I just don't know how to upload avatars lol
i mean this is the entire build window. idk what else could be the problem 🤷♂️
You'd have to see other errors that's above the blueprint ID error.
What does it actually do that you know it can't be uploaded?
in the build window it says THis avatar cannot be used as a fallback. check validations below for more info
It just "can't be used as fallback", doesn't mean it doesn't allow you to upload.
i see. okay so i can upload it. but how do i make a quest good avatar usable as a fallback avatar?
Upload first then checkbox it as fallback after.
i did but nothing changed
Screenshot the build panel again.
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.
i also get this in game
Failed to upload often cause by unstable internet connection. Another cause is bad thumbnail image, so try changing image or or taking image from scene instead.
...I swear if it's the image itself being the problem-
At least 5 people were.
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?
On the icon I mean, cause I know the resolution limit was 1200x900
I have never investigated further what would cause image to fail. One person I helped said the image was somewhat suggestive.
...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?
I doubt it does.
Well, regardless, thanks for the help. Kinda wish the SDK would've clued us in on that-
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
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.
gotcha, unfortunate
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
or does it just not support that shader yet
The shader works on Quest. It seems like the fallback shaders have been displayed, not the toond standard
is there a way to fix that or is that like a glitch for some avatars
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.
does anyone know how to make a shiny metal material? i already tried the "high smoothness on specular" but it didnt worked
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
metals apart from aluminium and the back of an iphone 6 arent perfectly reflective so try lowering the smoothness and metallic
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).
is there a way to test if mouth shapekeys work in editor?
I don't have permissions to upload avatars yet but I wanna have it working by the time I can
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
Also, for reference you MUST have the sil blendshape filled in the SDK or no visemes work
how do I get the emulator for this?
i use gesture manager
does gesture manager let you test this?
yrah
yeah
the top icon in the wheel
it's somewhere there
I don't remember specifically where
options?
currently using the jaw flap for this result
use the voice parameter
just animate it with the transition condition of Voice greater than whatever
higher number less sensitive the mouth open is
set it to around 1 and you need to be talking at full volume
how do I setup this parameter?
how can i swap the rock and roll gesture for a middle finger gesture? I've tried looking up tutorials and nothing makes sense
Find the animation state in your Gesture animator and replace the animation
okay... where do i find the gesture animator
it's listed under "playable layers" in the VRC Avatar Descriptor on your avatar root
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.
no, that's the Animator component. You are close.
yup, that
okay cool
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
okay... but i probably need to make the actual animation first huh lol
hah, yup
okay, i'll try to see if i can find a youtube tutorial for that first
alright, got the animation
do i use VRCFury to override the Rock&Roll gesture or is there a different way to make it work
oh that's an interesting idea. I don't really use Fury so wouldn't have thought of it
I tend to use a custom gesture animator, I put other things in there too.
hmmm
does vrchat support unity limit angle/rotation?
what do you mean by that?
something like rotation constraint but will stop in certain angle. i see unity have limit whatiforgot constraint
ah i'm not sure, all i know is that physbones have limits like that
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
i tried using VRCFury
vrcf
yeahhh
can't help with that
take the example gesture controller from the sdk packages and replace the animation there
and put the gesture controller in the correct slot in playable layers
hmmm okay
this is the one i use
well now i've f-ked up
?
tried to find the sample thing and it just opened this
how do i go back to my project
oh nvm we're good
phew
you just opended the scene
im so afraid of destroying everything with a single click lol
not the controller
yeah yeah
okay, thank you
okay, got that animation added but it's still not on my avatar
troubleshooting
you will need to put the animator controller in the gesture slot
ahhhh okay
YAY that did it!!
thank you for the help, sorry for being so dumb lmao
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
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
never animate a viseme it will break things , there is a 2d face thing wich uses multiple animations ( this is not a Voice float )
I'm using blendshapes where each face is just a png
theres only one open mouth and I intend it to work the same way as the jaw flap blend shape
I just want it to snap from 0% to 100%
float time detect voice will move the animation different places depending on loudness ( barely tested this way )
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.
when you go to the sdk
to upload it
there's a box called "visibility"
you can set it to public or private
make sure it's private
ohhh, I thought that was for if I didn't want others to see it in general lol. Thanks!
So i need a bit of help the mouth of my model opens when i look down is there a fix to this?
I see, and there are no other steps I should take to make sure its private like the creator asked?
Got it, thank you very much ^^
does anyone know how to fix this?
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)
Hey does anyone have time to call and help with my fursona?
describe your problem here
no one's gonna agree to help if we don't know what the problem is
I just need help with everything
Finding a base, Uploading it, Importing it
Etc,
@desert elk
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
when you get an avatar and are having any errors that prevent you from uploading, feel free to screenshot them and send them here
and fyi you need an official vrc account with a trust rank new user or higher to upload Avatars
when it comes to customizing a base, there're a trillion tutorials on YouTube that explain how to do things.
I tried I have autsim so it is hard for me to comprehend what the videos are saying
i also have autism, for me it's easier to follow written instructions. There's a ton of docs you can take information from
if it's the same for you
Could we possibly call and you could help?
got this error when trying to upload an avatar, does anyone know how to fix?
No. Like I said, I'm not going to tell you how to press "download". If you have more specific questions. I can help here, I don't do DMs.
nvm updating my sdk fixed it
How can I recolor the base?
a lot of people use substance painter
Do you have one I could use?
Do you know someone who can call and help me change the material of the model?
If you want to commission somebody go to VRC Traders, link in #1204490664637890580 Barely anyone will want to work for free.
Thank you
does anyone know how to fill in this without the middle part filling in too??
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)
@drifting coral screenshots
who knows to to use avatar modular?
pls consider @ me
You'll need to select the inner faces of the ring and then change their UVs to be covered by the single color. Usually if I know space on the texture isn't necessary and it'll only be 1 flat color, I just reset the UV mapping for those faces and then scale the UVs to 0
Alright
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?
its possible to somehow only show something on my avi only for one specific friend?
idk if contacts can do it
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
Receivers have a short max range though
but when that receiver is on my avi it would not show it for all tho?
unrealated topic, but does anyone here also do VTuber models? i'm trying to become one
The backing param can be synced
go on Booth.pm and find one there
there are free models as well
Look into VRCTraders in #1204490664637890580 if you're looking to have a model made for you but probably expect high prices for commercial license
A lot of these models do not allow commercial usage
but yeah, it's expensive
yeah, but it's good to start with if you've never done it before
i don't see a point of spending thousands on a custom if you may end up not liking making content
that's my perspective
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
but still when my friend has sender it would activate something on my avi and just mostly everyone would see it yeah?
i think you're misunderstanding me. There are free models that can be used by beginner VTubers, that can be used in stream with credit. I've seen them. They exist.
Yup which is unfortunately the limitations we have. You can have a re-lock functionality
Hello! how to install VRCAvatarDescriptor in my Unity???
what I meant to say was that I already have a model that I want to use, and I want to make into one.
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
Since that was clarified then yeah sure if you can find one
wrong unity version
thanks you
like, you have a design and need an artist to rig it or draw it and rig it? Like i said VGen is a platform where a lot of VTuber artists sell services.
yes
There are some programs that take Unity models and makes them in a VTuber format like VSeeFace
VGen
you wont like the original model price
rigging takes FOREVER and drawing can take months, easy 5k+
ive seen many vtubers just use the free ones, until they get a following
here's the issue, the textures are so much, and it's too tedious to differentiate from which texture goes on what
theres pngtubers too , very simple ones 
mhm!
you can make those pretty easy in unity
I used blender for crying outloud
you can merge textures
if you have too much
i used this tutorial for fbx to vrm before
do you want me to show you the model?
Well. Idk what to tell you then. Some things just gotta live with
VRM is the file format that 3D VTubing programs (like VSeeFace or Warudo) use
Wish my PC could read my mind and do all of my ideas for me
truee
like i said, you could follow that fbx to vrm tutorial
hello copyright
if you want to use that in 3d vtubing software
oh yes, that too
but wait when sender is disabled then it wont activate receiver at all?
- Friend has receiver which toggles something
- Me do have sender which only is activated when we both are friended
Soo any other friends of that friend would not see it toggled yeah? because my sender is turned off for them
or Im mixing some stuff in different way rn
someday ill try to use it for ..something
Newer obscure animator features I totally forgot about strikes again
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
ohh yeah my friends would see it too any which join me
If thats acceptable then go for it
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
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
yeah if you need sleep then its fine
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.
do you have an un-applied modifier other than "Armature" on that mesh? Apply that before exporting, or it'll result in no blendshapes in Unity.
good luck
Screenshot the console, is it related to network time outs?
It suddenly worked. Iv'e tried like 20 times same error each time, but 21 must have been my magic number or something.
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
and yes, the network times out.
that warning won't change till you try and build and publish again after making adjustments
I've only been having this issue with the new SDK
if your sizes are over the limits, you can't upload. See #quest-optimization or #avatar-optimization for tips on reducing that
and?
Before hand it was perfectly fine
Which specific SDK version
3.8.1
last error 
Network timeouts can be fixed through this article. https://wiki.vrchat.com/wiki/Guides:Connection_issues#Unstable_connection
can i have help finding the right unity installer ?
So you're saying after just updating to that SDK version your uncompressed size increases?
i dont know what the hecl im doing
Can I talk to u in DM's abt this?
upload a offline one and read compressed/uncompressed, ive noticed no difference and ive uploaded 40~ av's with sdk 3.8.1
I'm betting the complaint is about the change in the uncompressed limit
hasnt it been 40 for awhile now
yes
I DONT know what the hell im doing just to make a vr avatar
Offline as in what way?
IM Fucking confused please someone teach me please like maybe in voice call
PLEase
im dessspread for help
PLEASE
you should really relax
take a breath
get some tea
and calmly watch some tutorials or read some docs
(such as the one I just linked)
yes
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
i think the image is small, not sure tho
how would that make sense if it was one image put on top of the skin texture and it was all the same resolution?
i thought u were talking about the whole tattoo mb
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
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 🥲
thanks :] atleast i tried helping is already good :]
Is this a PC avatar? Please use decals for this instead then
would decals fix the issue?
yes as they're a lot better quality and costs way less VRAM for the same effect
looked for it earlier, didnt see it
Fairly certain it does
ive seen it on poiyomi but not liltoon
if not you can convert liltoon to poiyomi with it's translator tool
here's how you could do it with two layers using DBTs
Followed the fix, nothing changed. I got 1 lucky upload, made some changes and am back to timeout city
And here's how you could do it with parameter drivers in just one layer
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
Ok. Pv4 and Pv6 stuff did nada, but the VPN was like magic
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 
@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
I'll give this a look through, thank you. Got it to work but it uses 3 layers ATM so this would be more optimized visually for sure.
how do i make the texture semi transparent
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.
dang
Does anyone know how to make custom hand gestures?
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
you will need to record animations for the hand bones and replace them in the gesture layer
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
I only ever saw people animate hand gestures in unity
Discussed in here earlier, start here: #avatar-help message
Its jank
you can move the bones to the correct spots
This is how to swop the animations, I know how to do that.
that's what hand gestures are
oh you mean make them.
When you record movment inside the unity animator it works the position/rotation
Which isnt correct
you can
I made one of my hand gestures in unity
For humanoid animations (Any humanoid bone including the fingers)
anyone know why this is happening
done it just messing with the settings on each fingers (animation)
there is also muscle editors
but similar logic would apply for a normal hand gesture
wrong shader settings, try transparent or cutout
if by "this" (always explain please) you mean the black parts, it's because you need a shader that can do transparency for that to work.
But that's such a pain compared to just being in blender and clicking on a bone and rotating it. I fail to understand how anyone has the time and to do it in such a painful way.
thanks
yeah I don't disagree 🙂
Not to mention the fact you can't mirror
We are talking about hand gestures here. 0 way in hell I'm gonna mirror that over by hand
Yeah there’s scripts for making it easier
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
I have, just made an action for the specific animation, then copied the animation out of the imported .fbx
Thats what im trying to do
I have an action animation with "idle"
so where are you stuck then?
went to create a new action
and the idle is still there
When I want it to go right back to a T-Pose
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.
I guess I could do that
I found a solution and I want to share it with you so you dont need to go through this hell again lol
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
Can’t you just use alt + r and alt + g with all the bones selected in pose mode
Maybe? Both work
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
how does Miz! make their hair on vrc models??
that...doesn't seem right 💀
multiply the number of polygons in your particle mesh times the maximum particles in that system, and yeah, it gets big fast
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?
if you want to not be Very Poor then yeah, decrease that.
I'm not sure what a flow toy is.
well it's gonna be very poor either way, but will having that stat cause issues? Like major game performance drops and stuff like that?
well yeah, of course it will, that's why it's warning you
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???
is this a thing you're wanting to pay for?
Yes, that's the way I do it, make a sphere, add the contact sender to it
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
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.
you can try increasing the "immobile" value
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)
"stiffness" will also work for the advanced mode, and allows you to reserve the "immobile" value for reducing world motion
ahh that's what I was thinking of
I see, I'll try that now ty!
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.
protection system?
why is the move point up here for my avatar?
dextro avatar protection it help not get your avatar ripped
could be its origin is set wrong
that system would be the issue itself
is there no way to fix it?
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
i appreciate the imput
How do you set the origin? it wasnt like this yday
Blender. Not sure if that's actually it, there's not enough detail in your image for any context.
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
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
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
well
I dont fancy spending my free time reading shader asm
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
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
ripping you get everything thats uploaded including animators and parameters
you get both lock and key, all you have to do is find both then put one in the other.
literally no way to make this un-crackable if you give people the key
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
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
render each body part from different angles and swap the sprites based on camera angle
aka imposterize yourself lol
haha
I mean now the person has the funny imposterized version of yourself
Wish the local user could use their own imposters. Having an imposter only upload could be cool
well
imposters arent meant to be viewed from the first person
doesnt render well
if you wanted your own imposter just make it
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
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
no, they collide with all bones. There must be somthing else going wrong
mb i accidently had a 2nd physbone somewhere
Welp I got in trouble
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....
Reply if there is a solution
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
ive got a gun slide physboned but its not moving in game or in unity, here are the settings I used
how many bones in your bone chain?
1
set the endpoint position then - physbones require 2+ bones
Y = 0.1 will probably get you started
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
does anyone have a perfect bone VRC phycis settings for ears (bunny)
Proximity Contact goes from 0 to 100 in the first 15-20% towards the center of the Capsule. Any Idea why?
^ if any fix
As it says, look in the console for more details
post the first 2-3 errors (red ones), not the last.
oh wait
you don't have permission
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
Did you try changing the tab to Auth then back?
yes
Relog unity to vrc servers?
And how to get premission for upload???
read the message I just caused the bot to print
what is your rank?
Play vrc longer, or add trusted users to rank fast
really, read the things people tell you, and also error messages.
to get "New User" takes about at worst 5 hours
it's not based on time
On Steam it says that I played for 5 hours.
time does count. I have an alt with no friends and it reached new user, but then again I did hang out in publics
When did that change? I know I originally ranked form New User years ago while afk in a public.
5 hours are still too early. Usually it'd 20 hours or more.
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
honestly, I've seen it happen at after 5, never had it happen before 5
Just keep playing and you will get it eventually.
Just go add some trusted users. Explain your trying to rank up.
okey
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
if it's a PC issue, this is not the place
it is avatar related though
but lots of that does sound like weird avatar problems
and the support was useless
you might have to provide more detail though
how so?
"flickering happens" isn't much to go on
I mean...it just flickers white
Mouth open sounds like a a bone is on the jaw slot in fbx config.
already checked
Does this happen only when you upload models and not publics from others?
its all avatars, even older ones that worked before
if it's all avatars it's not an avatar issue
ones I uploaded
Are you on the beta branch?
no, but did swap TO beta to see if it would fix it
it did not
If you made a fresh project with nothing but a fbx model and uploaded the same thing occurs?
No addons whatsoever.
only ones uploaded after 4/28 and its even old ones I pulled out from ages ago
aside from shaders, it doesnt do anything
ive used mobile shader too and its still there
I use Poi
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.
Have you tried having your friend using your avatar and see what it does?
that I have not
like make it public and let them try?
Yes.
hmm, brb then
weird
not playing right
either way, issue was still there and their croucxhing and laying was normal;
Could you screenshot the head section of the rig configurator just to be sure
moment pls
but I just find it odd that its every new upload, I even pulled out some 2022 avis and they did the same
like released in 2022
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
could someone upload me a avi iv been trying to get it all week
whats the issue?
i just need help getting it uploaded
well, that I understand, did you hit some wall?
like thats preventing you
idk how to use unity
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
make a unity account, get unity hub, go to unity archive and download 3.22.2022
This one's a really good tutorial for how to upload an avatar
Doesn't really dive deep into how unity works though https://youtu.be/vWr4diTDqJM?feature=shared
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
You use the tags
When toggles share a tag only 1 can be on, and disables all others using it.
Ah thank you
how to delete avatar?
There's an option in content manager in unity to delete older uploads.
VRC site too
Did the site add it?
Ye ye
Convenient.
It's also in VRCX
I guess with the new shop they had to add it eventually.
It's been there for like over a year
They've been working on the shop for a while.
i dont have the file anymore. is it possible throug website?
If you press the edit button, it's there on the site
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
that sounds like some mixed write defaults issue to me
could you screenshot the validations in the sdk?
Will in a bit, doing a stress test to see if my hardware might be having issues
Friend of mine said they know someone who had only issues with VRChat when GPU was failing
Do you see materials got changed when testing in gesture manager?
like the alerts?
I have plenty of avatars with mixed write defaults
even avatars with simple stuff have issues with crouch and prone
When you had your friend tested, did the white flickering appear?
From their view.
No
Then the white flickering is a different issue caused by hardware failure.
but why is it only on recent avatars? and it still doesnt explain the other issue with crouch and prone
like this happens when I press Z
If I walk after pressing Z, this happens
my viewport doesnt change
Crouch and prone definitely have a different cause, that mean you just had multiple issues.
Did you have custom locomotion like gogoloco added to your avatar?
even avatars without gogo have the issue
even the default robot
my viewport just doesnt change
Default robot that vrc provided as a public one?
yes
That is definitely a problem on your PC.
but unsure what
How about try reinstall vrc?
did and on multiple drives, cleared cache, cleared vrcx cache, did integrity checked, switched to multiple branches
well, beta branch
bad wording
If it can happen to the public robot avatar, this is the issue for #1138891887374237706 . Also you should take screenshot when you test with the robot avatar.
Although, keep it on stable branch.
I did beta just in case, did switch back
doesn't have to be
pretty unlikely
it's very likely that mixed write defaults is the cause of these issues
do you have vrcfury in the project?
Well, every new project these days and the creator told me specifically to not change anything in the write defaults
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?
i doubt this is a hardware issue
Make a new vrchat account and see if it continues. If it does, you know for a fact it's a hardware thing.
still the same installation, doesn't rule out software
camera being locked into one place could be caused by a rogue camera component somewhere
settings still linger, try another pc
, id like to see how their debug looks like tho, seems like a tracking setting is stuck on animation
That's what I was thinking but I'm not really sure
I do have alts, but I don't think it would matter in this case
I think it would be worth a test just to see if it is like an overall pc issue or an account issue
You could also try another pc like this person suggested
I do have my laptop, but I don't use my main on alt PCs
You could just log in for the purpose of testing, then log out when you're done
have you tried the public robot avatar?
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)
gogo loco is also horrible for animator performance lol
whenever gogo detect prone change it does , animation - posespace - to move viewpoint, wd mixed it can do wierd things
Yes
Avatars with and without gogo have the issue. Will check it later tho, need bed
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
The shader settings are the same for both avatars, and the tool I used to combine the meshes in unity is this tool https://github.com/JLChnToZ/avautils
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?
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
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
the hair and body are one mesh/renderer in this screenshot, right?
the very poor version of the avatar and the combined meshes medium version have the same material settings
the hair and the hair pins are one combined mesh, the ears itself is standalone uncombined (so its not affected)
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
Would prefer something free for now though, since I have no idea what I'm doing and I'm just trying out
having some troubles, it says i dont have feet head and upper arms specified but i have it in the humanoid
can you show a screenshot of your hierarchy and the rig configure menu?
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
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
alright ill mess around with the rig
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?
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?
with no other information about your project, it's hard to suggest something other than doing exactly what that help says, using the path rewrite rules feature.
forgive me, i'm a beginner and have spent the past 3 days learning unity.
we were all there at some point
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.
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.
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.
i'm so stupid but like can you explain it to me like im 5
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
the error message tells you what to use
my toe bones instead of pointing outwards its all pointing invards any fixes?
did you make the model? possibly the bone roll is inconsistent and should be checked
is there a specific example you can provide?
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
Again, I don't really use Fury and I suggest you look at their docs or discord.
as an aside, you don't want two GestureManager prefabs in your scene, remove one.
Okay so I'm back, I tried fixing it up the best I could but it still says the same thing. I dont know what to do at this point im out of ideas.
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
yep, that's a good way to do that
if we remove all the other bones that clutter up the view this is technically what the rig would look like
ah I see
wha happen
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.
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
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
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.
I meant, I don't know what animator variables are set when doing that action, so you'd have to figure that out first.
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?
ughhhh?
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
that's a VRChat account, right?
nvm fixed
what was it?
ughhhhhhhh i was in play mode
haha, that'll do it
Dont rush anything :}
anyone know how to create your own hand gestures? kinda bored of these premade ones and cant find a video.
Yes, can you be more specific as to what you're looking for?
idk how but i have valve knuckles gestures
Like i wanna make my own peace sign, fist, point, rock and roll, and so on
Should just be standard animating the humanoid muscle rotations
Assuming we're doing this in Unity...
oh nice
Yea. When i move my armature it just dont want to record the movement
because you must move the humanoid muscles, not the bones directly - see that video.
I just think you’re so awesome
You both
Thanks
keep getting security checks failed when trying to upload to quest
avatar is less intensive than my other that uploaded fine
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.
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
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?
maybe specify what isnt working about it since thats the correct method of adding clothes already
i can see the cardigan on my actual prefab, but in the hierarchy its not there. ive right clicked on it, and selected replace to replace it with the new prefab but even thats not actually adding the sweater
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
me and my friend need help with physbones
feel free to explain where you are and ask questions
be more specific please
Thank you!
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
i dont understand this :c
are there any errors?
pumpkin tools is a tool to move components from one fbx to another instead of needing to copy everything manually
lemme check and send a ss rq
i get these, idk why it says i dont have permission, I've uploaded an avatar before, and it says on the sdk that I am allowed
are you on the same account as before?
yeah I am, i only have one account
and are you sure it's an official account with a trust rank new user or higher?
yeah it is, it also shows this on the sdk
like make a new project and try and upload it?
yes
yeah same thing, still giving me those errors
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.
flipped normals
either turn backface culling off in your shader or go to blender, select the transparent shoe and flip the normals
what "avatar builder" are they referring to here?
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.
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
I'd think you would want the hip bone mesh weighted to the hip bone
It is
why does it move with another bone then?
Are you using IK on this?
No, I'm not
yeah then I don't see how that works if it's not bad weigh painting
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
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.
alright, I'll check that, thank you
(I tend to paint with auto-normalize to avoid this)
why my new avatar is a previwing?
is there any way to match brightness and saturation on face and body texture?
make sure you're using the same object in the "Anchor Override" slot in the mesh renderers. I usually use the chest bone
Anyone know what it could be?
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?
you mean like making facial blendshapes? VRChat doesn't use any facial rig
faces aren't rigged per se, the only rigged thing are the eyeballs and facial expressions are done via blendshapes
oh hmmmm alright then 🤔
i was just finished making my 4th avatar, but the face expressions aren't working
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
make sure the bone roll of the eye bones is 0 in Blender
yup that was it, thank you
my first time having that happen to me lol
let me know if there's a solution to this
it's better to debug this in Unity with something like Gesture Manager, but show how you did your FX layer (make sure the animator is in the FX slot on your avatar descriptor)
now he looks a little silly normally for some reason but im not too too worried about it since the eye rotations themselves look correct
tysm for the help <3
the fx should've been set up properly in both the animator and vrc avatar descriptor
maybe check to make sure you have write defaults on?
those are on already
show how you setup the FX with the Animator logic
this is what i did
remove the layer masks from the FX layer, and show an example transistion coming from the any state to an expression
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
If you want a VCC experience on Linux, use ALCOM
I personally just use the command-line tool vpm for this. But you could use alcom if you prefer a gui
vpm add package com.vrchat.avatars done
(yes, 'add' also updates...)
i don't know if i'm showing the right ones, but is this right
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?
Remove the layer masks from the top 3 layers (1), and show a transition to the actual expressions (2)
Any package that's in a format for VCC works with vpm, they're based on the same code
as well, make sure the parameter "FaceInt" is the exact same spelling in the VRCExpressionMenu, and VRCExpressionParameters
for the avatars SDK, yes, that's the correct package name
does it also update the base sdk with that same command? as you'd want both to match the same version
Oh yes, I forgot to specify I am indeed looking to update the avatar sdk lol- Thank you though!
it'll get pulled in by the stuff in Unity, but I usually just add that too. I have a whole script for a basic project.
(might be the VRChat package resolver that does it? I haven't actually dug in)
here's the inspector version:
what does the expression menu asset look like
i just realized
the letter i wasn't capital in the "Int"
i simply changed the capitalization and it works now
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
is it possible to add animations in the liltoon shader?
like if i wanted something metallic to shimmer or something like that
If you know how to write shader code, sure, that's entirely possible
and if i dont?
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
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
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?
sounds like weight painting
no its definitely the rotation constraints
You'll probably need to explain how the rotation constraints are in use
i need help uploading a new avatar
I'm trying to get this weird shoulder configuration to work and no matter how i set up the bones or constraints it keeps freaking out
these are the bones, I tried to make each axis its own bone but Unity fuckin hates it
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.)
are you trying to map this to humanoid arms via rotation constraints? You may have to simplify it a bunch, if you can't get away with using constraints locked to specific axes.
or consider FinalIK, having the target being the humanoid hand
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.
does Final Ik work on quest?
never heard of that
I have no idea but the VRChat website has docs on that
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?
I'm having a problem where when I upload an avatar the contact receivers disappear does anybody have any idea why this is happening?
cc @somber sequoia no
Damn, well thats fine then, I'll just make it kinda work lol
How do I combine this quest version of model with the hair? (Probably pc) it’s my first time
best way is probably via blender, just remove the old hair and replace it with the new one
Huh
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?
@half moth wee?
what does your animator setup look like?
equals 1 -> on
notequals 1 -> original state
show the actual transition
1s
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?
it's the only think on the avi atm
i deleted all the original toggles cus i wasnt using those assets, just the base
ok so this is your entire FX animator
this is w' you meant by transition right
yeah. untick exit time
k
no more exito timo
then in play mode, use gesture manager to verify whether the parameter is being triggered at all by your contact sender test object
indeed is being triggered
but animation isn't playing?
nop
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

is it weird that i get this error everytime i go into playmode also (even if i press fix)
might be a little weird
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
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
don't have them on by default in your Unity scene when you upload
no more fury of the vrchat variety 👍
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?
cus unity is weird like that