#avatar-help
1 messages · Page 127 of 1
test again, if it's not working then while still in play mode verify that your FX animator isn't being touched by anything
make sure to apply all transforms in blender
I tried disableing them and uploading the avatar but the toggles dont work anymore.
wdym touched by anything
How do?
select stuff in object mode, go to object -> apply -> all transforms
open it up from your avatar's root object and see if it's been changed at all
playmode transitions take so long without vrcf 😭

if anything vrcf makes it slower to get into playmode
cause it has to change a bunch of shit on your avatar before it lets you enter playmode
i lov unity 🙏
Still seems to do it after applying transforms
can you show a blender screenshot
Maybe i dont understand what you mean by "on by default" How do you disable that?
literally all that time was just texture work tho so
they're enabled by default, and you want them to not be. yes, that means you'll have to remake all of your toggles.
the avatar preview is based on what the state of your avatar looks like before any animations are played - so if an object is enabled by default in your Unity scene, it will be enabled in the avatar preview
did you fit this by moving the armature around in pose mode or how did you go about it?
mkay. try applying the armature modifier on your clothing meshes, then make a new one to stick your armature into
holy shit my textures saved im gonna live
The bending persists

I'm not overly familiar with what SENT does to parent stuff, do you have multiple humanoid bones where you shouldn't?
Not any bones that would be "weird"
I've done this before with the same avatar, and this is the only time it's breaking
oh right SENT is robust weight transfer, ok
I forgor
did you remove all vertex groups before doing your weight transfer?
I did not
Still does it
well that's annoying
So like I said..I've put clothes on this model before..more than just a few times, and..this is the only time I'm having anything similar to this error...do you think it could be something with the outfit itself?
It's made for the base I'm putting it on, and it's only happening on the arms of the model
this looks to me like the upper arm bone is for some reason being moved up a bunch
Every bone on both arms seems to be moved around a lot, yeah
I've never seen this happen before myself either, so I'm not sure what might have caused it. you've gotten rid of the outfit's armature entirely, right?
how do you fix this
So i just checked in the animator and it shows that the toggles are already set to the off toggle as the "default layer state"
is that what you mean by have them off by default?
Correct
they need to be off before the animator is even taken into consideration
if they're on when you're looking at your avatar in your Unity editor, then they will be on in the avatar preview
flip the normals on the left shoe
or don't use backface culling in your material, but that's treating a symptom and not repairing the root cause
you're exporting the outfit along with the avatar, right? if so, humour me for a sec and try exporting the outfit by itself into a different fbx?
I've tried that as well, still bent
have you tried putting it back into blender after doing this? and checked the bone transforms in Unity?
Yeah, everything seems to work just fine, :c
how to fix the Unity Hub log in bug?
lemme see a screenshot in Unity with the upper arm bone selected, include the hierarchy so I can see wtf is going on
Any detail about it?
i tryed to log in, but it failed MANY times, so i deleted it and redownloaded it but, still doesnt work
Screenshot of what it does.
no, since that bug i didnt downloaded it again
Are you no longer needing help then?
i'm about to download it and so trying it again...
i just got logged in... but there was no lie, it really often failed to log me in.
so no help anymore :/
Just screenshot of what it did.

maybe some vertices have more than 4 bone weights and Unity is getting confused about it?
How would I stop the shorts from doing this?
Fix weight paint. Do bluring or smearing weight around.
awesome thanks
I want to update my Chocolat base from version 1.01 to 1.02, what would be the best way to do it?
On Chocolat's booth page, there's seems to be a warning regarding updating, tho I can't read Japanese.
if you're using Google Chrome, highlight the text, rightclick it and select "Translate to English"
My animaton is Glitchy
that's what I did, I didn't find any guide on how to update tho.
Whats the simplest way to have an animaton that animates the player and an object?
because im sure im doing it wrong
Does anyone have ready-made hand movement animations that can be embedded into the quest avatar for android?
You must separate animation on player body to action layer, and other object to FX layer.
I'm doing that and it's Desyncing like no one biz
Then you should remake the action and FX layer to make sure that both of animation layer start playing at same time.
It Desyncs for everyone else
What does it mean to "desync"?
Works fine for the User
Everyone else gets a slue of Desync bugs
Look at my vid
Like if it goes out of the Skybox it often bugs for everyone else and doesn't appear
It drops from 5KM up
I'm trying to add a second set of arms to my avatar. Is there something that could help me set up all the constraints or do I have to go through each individual bone and set them up?
What am I doing wrong.

This is my first time uploading
And I’m already getting frustrated
You have a missing script
Check in the avis description/readme/sales text whether you missed to install a dependency
I wanted to shorten legs of avatar I'm using so I put the fbx file into blender, shortened the legs and exported it to fbx. The issue is when I put it in unity(first importing unity package with avatar and then just drag in the fbx file with edited avatar) everything except clothes is completely white and everything has different lighting than the original avatar. I don't even know how to begin trying to approach this.
are you overriding the fbx or putting it in as a new one?
if you're putting it in as a new one, you'll need to manually assign the materials again
You assign materials again
How do I override and where do I assign materials?
overriding = saving directly from blender on top of the existing one to you unity folder
assigning materials is done in the mesh, there are material slots. you can drag material orbs from your explorer in the bottom into them
Thank you for help
i am trying to make custom hand gestures but i dont have a gesture layer in my contoller
you can just create one
Does anyone know how to fix this, my content manager isn't showing any of my avatars I've posted and anytime I try to upload I keep getting a blueprint error, I made sure I've got the latest SDK as well, I also signed into my girlfriends account and none of here avatars are appearing as well?
sounds like a connection issue or sdk stuff outage
then i need to remake all the hand gestures dont I ?
yea ofc
What's an SDK outage?
can i find the default animaions somewhere
sometimes vrchat has network issues too
I've been trying to fix this for about 3 weeks now and I've had no luck
I even made a whole new unity account and tried it
ok, then you need to go hint hunting in the console
Right, thx ill try that
I tried to override avatar. I exported as fbx to unity folder with the original fbx. And this happened
Did you use the same export settings
I didn't edit anything except the name if that's what you are asking
Not every avatar uses the default blender export settings
and if you save over it with different ones, boom
it looks like it has an outline via shader
and it looks like that outline has a size or thickness if you will
and if your avatar has a different size on export than the original, the outline size will blow up equally
does that make sense? so try to use fbx all as export size in blender and save over it again
You mean "export all collections"? The thing under export?
oh, this ok, I will try
It looks good, thanks for help
also don't forget to disable "Add Leaf Bones", as forgetting to do so and replacing the FBX and reopening repeatedly will result in a large number of unintended bones on the end of fingers, feet, tail, ears, etc
what is an animator and how do add one to an avatar?
Animator is a component, to make your avatar to have animations. If you set your avatar as humanoid rig, it should came with one already added.
So uh have no hints my console is empty and says I have no errors
im new and dont understand what or how to give him whatever his neck needs
also put the correct eye bones into the slots, you have something wrong there.
head1_neck go to neck. head1_head go to head.
k ill try rq
do i just remove the connection?
for the eye
Yes.
k
you put the right bones into the right slot - dragging in a new one removes the old
still shows error (im new to making avis, sry if this is wrong)
Apply And Done first
oh mb😭
Also verify stuff on the "body" page is right too.
tsym
he is super short and the camrea is way above his head, how do i fix?
Please don't ping me specifically for new questions, anyone here can help.
mb
in the avatar descriptor, there's a thing called a viewpoint. Move it down
both my avatar's shoulders are extremely blurry, no idea what would cause this, it happens regardless of texture used and i have not altered the body mesh
hey! i am trying to create a vertical scroll list but it is not smooth, if i click to interact with the scroll list it scrolls but if i let it go and interact again the list just goes back to the original place (idk how to explain bruh)
Are you confusing with world dev channel?
Hey ive got a question if send someone a VRM for a avi i made can they import it to vrc so i can use it? My unity is too good for my pc to handle. I also dont know if i should ask this here if i cant let me know!
You will need unity (ideally blender as well)
if you can't run unity then maybe you can commission someone on VRC Traders #1204490664637890580 to convert the avatar to a VRC version for you
Having someone upload it for you is very dangerous
Oh ok thx!
how do i get other assets to show up in game? im trying to add a scarf but i don't know how to connect it to the avatar
there are many ways
connect it in blender
connect it in unity: manually, with vrcfury, with modular avatar, someway else
that's probably the worst of those options though
doesnt really matter
its a fairly in depth process no matter which way you do it, and would take too long to explain here, there are some great guides on youtube that explain how
it also depends on if this scarf was made specifically for the avatar youre using, or if its just a random scarf
yup
its just a random scarf
so if the thing you want to add to your avatar was not made specifically for it, it probably will clip through the avatar in a lot of places and might not look right
sometimes you'll be lucky and it hardly clips, sometimes it looks awful. if you want to fix the clipping, you'll need to do some work in blender to fit the asset around the model, which is another thing you'd need to learn
then ill prob just try blender
that'd probably be the most efficient, then you can take it into unity and set up physbones if you want the scarf to move around at all
make sure you save what you did in blender, because you'll probably want to go back in and start over, or redo a step, usually the first time doesn't go perfectly
👍
So, this is my first time using Unity and I’m not sure how to get a model into the thing- I already have a basic model, but idk how to add it- please help T>T
If needed I can “stream” it to make it easier to see- I just don’t know how unity works
could start here (or similar): https://www.youtube.com/watch?v=bSwMz4WcajQ
Thank you!
Does anyone know how to make text around an avatar, specifically one that will always face the observer?
Does anyone know how to make a throwable prop?
I don't know the details but you are describing "billboarding" You could make a flat surface or a ring for text to scroll over in Blender pretty easily, the rest is text on an image and shader work if you go for the ring.
Can I get a little help with uploading an avatar, or at least help understanding why my upload process continues to get stuck at the same point each time.
Alr I may be incredibly stupid but uhh,, how do I stop stuff like his other outfit and wings from showing up in the preview? I mean when I wear it they don't appear but I assume people who don't fully have it on see it with everything on at the same time
i believe the preview is the same as your avatar looks like in unity by default
screenshot the errors
Here's the problem though, it doesn't give me errors, it just gets stuck uploading, saying "BuildPlayerDataGenerator RuntimeInitializeOnLoads"
It sits there for hours, not moving, and if I force-close the process, it corrupts my entire project.
does your account have meet the requirements to upload?
can you try using a different wifi?
It has the requirements to upload yes. I can try using my phones hotspot, but that's all I got for different WiFi.
so when importing my avatar back from blender its somehow destroying the avatar? heres my export settings, any suggestions?
"destroying" how?
Details in #avatar-rigging
ah
i saww
i can suggest the same thing. Don't override, import as new and set up again (or use pumpkin tools to transfer all components)
hmm theres gotta be some way to prevent it from it causing this error other than start over
even without any editing just importing the fbx into blender and exporting it back out causes the issue
Im importing over the existing one to add more the project
something Ive done a million times but this avatar is giving me problems
if your prefab is unpacked that will cause this issue, solution = redo now and don't unpack again.
ok what about the avatars that are not unpacked in the scene that are having the exact same thing happen?
is the material set to something like 0% visible?
and can you send a full screenshot of that happening to a not unpacked avatar?
I figured out why my project wouldn't upload.
My computer's anti-virus program was blocking the process.
ugh
hey folks, my avatar doesnt seem to be moving vertically, if i move my playspace up or down, the legs appear to move instead of the head. (my avatar will crouch but the legs will come up rather than the body going down)
Anyone know what could be the cause?
Does anyone know how to create a toggle for an alt set of expressions on an avatars hands? I've used a lot of public avatars that can toggle a different set of alt and default expressions but im not exactly sure how id do that
how do i fix "fbx file not supported" in blender?
where's your fbx from?\
it's probably an ascii FBX file - yeah, where'd it come from?
^
you don't export from unity
you just take the file and import it
don't use the unity's export
it's pointless
unity export sucks unless you like spend hours perfecting its bs
how?
did the model originate as a prefab?
🙏 i owe you my soul i cannot find a tutorial anywhere for this
k
this is kinda something that came to my mind
have a toggle for each set with an int parameter
and have the expressions set up for each of the sets like normal
ty!
make sure to set it up in the fx layer as well dont use gesture layer
yes
should i leave the expressions in my guesture layer blank so it doesnt mess it up
gesture layer = hand gestures
you can leave it empty if you want your hands idle all the time
ok thank you!
How do i update a prefab when the fbx didnt do it already?
I have a booth avi i modified and added stuff to that would take forever to redo all over again, i used a avi prefab that is that same avi model with a small change and i wanna get it to recognize i changed the fbx and update it but im not seeing anywhere that knows what i mean or has the same issue as me
i have a trail renderer on my hand
when i use the avatar and look at a mirror, the trails are broken
when other users [sample size of 1 person] look at me, the trails work as intended
more over, when other users use the same avatar, the trails work as intended FOR THEM on my screen
i've tried:
reinstalling
clearing all the caches
logging in with another account
changing all the graphics settings [i tried them all]
updating my drivers
can anyone help?
trails and particles tend to use one-sided billboard renders by default, so they don't show in a mirror. Set your shader to be two sided - i.e. turn off backface culling.
where can i find this backface culling option
in the material settings for your trail renderer, depending on shader
i just use poiyomi. would you suggest i use another
because there's no backface culling option here
You can use whatever you want. For Poi, it's at the bottom, under "Rendering"
the issue shown isn't backface culling, the trails are supposed to just be a trail on their hand/finger, but in the mirror locally it looks like it's making lines up and down
would you be referring to this
yeah, and it's not making those lines on other people's machines
ah I didn't look very close at the video, just jumped to a very common conclusion
if they wear the avatar, they don't have the issue on their side?
at least this isn't also a problem.
no! that's why it's gotten me so confused
they don't see me having the issue on their side either
how is your trail attached to your hand? is it just parented to it directly?
yes
well this sux
unity issue in general
srry for re applying this but ive been having this isues for multiple days and im just trying to see if theres any way to fix it before starting over
You say it's a Unity issue but it's not happening for other people..
I had two friends look at my avi and say it looked normal
thats not how prefabs work
the trail rendering wrong can happen in the unity project itself
should i just start over then?
And... How can I fix that?
you drag what is in scene into the assets folder to create/update prefabs
prefabs are entirely disconnected from what was used to create them
If they're as "original" prefabs
which is what dragged in prefabs are
Don't they give you a choice to pick between a variant or original prefab
yea but they also dont really like when stuff gets overwritten
no clue as just refreshing the project fixed the issue
Does anyone have some good hair physbones tutorials?
physbones from one avatar wont really transfer well to another avatar
refreshing the project?
reopening
i've done that 3 times
bumping this because i am completely lost
animation or constraint or something wrong with the rig
can you give some tips on debugging please?
i added cloth physics to my scarf and it falls through me 😭
you'll need to use Unity colliders with "IsTrigger" checked and assign them to the cloth component
ty
or use phsybone limits
or physbone colliders
idk why you'd use unity colliders for that
k, ill do that instead
They're Unity Cloth physics
i see, I thought they used phsybones
cause that's usually what's used in those situations
I bought a new avi, put it into creator companion but for some reason its pc only I only have a quest i need help to make it into a quest and yes i have the quest file
reason for liltoon material turning pure white but keeping the outline?
you will need to attach the same blueprint id to the quest version and upload the quest version
i did doesnt work
Well the quest version is attactched but when im in unity and i try to change the platform instead of windows i cant cnage it
You need to install the android build of unity
and where can i find that
Build settings
if i do that will i be able to wear the avi with all its things on quest
If its quest compatible
it says it is
The quest is mobile hardware so its more strict than pc
let me find thsoe
im now downloading the andriod build
what should i do after that
attach the same blueprint ID to the quest avatar as the pc one has
and upload the quest avatar
the blueprint? where can i get the ID for it
Content manager in the sdk or from the pipeline manager component under the avatar descriptor on the avatar
how do i know if the andriod is downloading it just opened a new tab
what did it open?
you will need to probably press "download" on whatever it opened (probably the hub)
its giving me new templates?
?
you're at the download page
you need to get the android build module setup from there since your unity install is manual
exactly
i did and it opned that
yes, scroll to find the android build module setup
it says like vr core mobile core ect
this?
mine doest look like that
screenshot what you're seeing
screenshot
how
Windows Key + Shift + S, afterwards paste it in this chat
okay now the downloads are popping up looks like it will be a a while it says its 0 out of 9
It shouldn't be downloading that many things, should just be one module
i didnt select it
it says that something is compressing?
just wait
if you attached the blueprint id
you will need to upload the quest version
like this
that avatar's too big for quest
you can for example reduce the texture size
for that little I think it could work
how
select the texture and in the inspector you'll see "max texture size" or something similar
liindy has a good tut for how to lower texture res
ohhhh
hello! wondering if anyone could point me in the right direction here - on my model, the matcap looks super weird on the rings, not at all what it is supposed to look like + lots of black spots. on the ears, this is what it is supposed to look like. i've tried recalculating normals as i thought that's what it was, but it only appeared to make the issue worse /:
not sure where to go
click the texture. Lilpimpen sent a video
try clearing custom normals, although i'd be careful since it may mess up intentional custom normals. What I usually do is separate the objects that have messed up normals, clear the custom normals, then merge them back with the mesh they were originally part of.
this only should be an issue though if they are on the same mesh as the body and/or face, as typically those are the only parts of a model that have custom normals (although this isn't always true, just a good rule of thumb if you didn't make the model/customize the normals yourself)
hmm, i cleared custom normals and exported to unity, it didnt seem to work - i used ctrl + shift + n to recalculate the normals (inside box checked) and exported again and got this:
it's like almost where it needs to be but it's like a matte color instead of shiny gold like the armband for instance
any other ideas i could try? 😅
oh weird, it looks like your normals are all pointing the same direction
you can check your normal direction in blender
hold on i'll send a screenshot for where to find the setting
you have to be in edit mode to enable this, it will show you each individual normal
Sorry to bother you, but can we talk?
ah i see - this looks wrong to me but truthfully i dont know much about normals lol
should i bring the size down?
alright id did all that and it still wont let me put it on still says pc only
that's a message from last year...
i did what u said and it says it uploaded
I know, but I don't have other ideas how to ping him
Why
why what?
Why are you pinging the person here
their DMs perhaps?
closed
most of that stuff that's red probably should have its normals flipped so it's not red. Edit mode, select faces, alt+n, "flip"
well was it an avatar assistance question then, someone here might be able to help with that rather then waiting on them
he's creator of avatar, so only he can answer
Just because it uploaded doesnt mean its absolute dogshit in performance
source: 92% of avatars uploaded 🙂
that's not necessarily true.
source: avatar checks
yep
so what do i do
likely gotta optimize it a bit
most creators out there are asset bashers that dont care about making their content optimized so if it is a case of that + the model wasnt made/realeased recently they generally need a bit of manual fixing
do you have a screenshot of the SDK upload panel's stats? it'd be hard to pinpoint what needs fixing/optimizing without an idea on what you've currently got
i thought it was pretty
it is nice but not made well at all
that is complete ass
but i already spent the money
that is horrible
🤷♂️
haha wow
always look at stats before buying things
that's hilariously bad
i was told to get it
and if something doesn't have stats listed, don't buy it
it has stats listed and they are both absolute dogshit
have fun learning blender if you wanna use this 👍
damm
oh yeah
that is very bad
merge/remove some bones, merge some meshes and atlas+merge some material slots. Id also contact the creator and complain about the lack of actual ability to upload because yuck
not even the quest performance is even good for pc side
yeah I'd never see that, it'd be blocked by default.
yee
eh, you can upload much worse
i dont know what to do now..
you can upload it as is, if you really want. Where are you stuck?
its throwing security check fails at them
which isnt surprising
oh well that's - yeah
its uploaded.. just cant play on quest apparently
all of the avatars by this person are the exact reason why group instances ask you to use better performance avatars
yep
quickest solution might just be removing some toggles/outfits and such
remove the majority of what this avatar gives you cause its all just bloat
i just realized they show literal errors on the models stat image for both quest and PC 😭
thats so dumb
Any way to make a non-spatialized audio source on an avatar, that can only be heard within a few meters of the avatar? Everything I've tried leads it to be global, even with a linear rolloff set to 5 meters
you need to set the audio to 3d
That sounds counter-intuitive lol i'll give it a try
2d means it doesnt use any depth whatsoever leading to the global audio
it uploads fine
I have 12 of them on my account from testing, because I'm the creator
haven't security checked once
please be kind to one another
This was a charity avatar made for donating $1k to the pollinator conservation fund
I did not make this one scratch because it was a quicker project, my apologies
thank you
thanks
thanks
Yessir, one of my older avatars
well then.
m
I'm always going to say "you do you" but yeah.... that's quite a thing.
His stats?
Yes, he was a model which I kitbashed his head and body and hairs, only made the clothing and accessories, because it was made as a charity avatar, and the timeline was short.
I mainly am just sad that my customer was sent on a wild goose chase for five hours. Please, if someone needs help, direct them to where they can get help first :DD
thank you for being mindful of unoptimized avatars in the community, I do agree I have much to learn
heh, "mindful"
I mean that's an interesting choice of word.
I am trying to word things as to not insult you or others!
Likewise! It isn't the word I would use at all, but I'll be polite 🙂
hey sorry for the late reply, was out doing stuff - i flipped the normals but now it looks like this :<
"Please, if someone needs help, direct them to where they can get help first" thats what this chat is for though? 
I wasn't really following along, was just suggesting based on that one image. But that looks decent
Yes sir, however, I mean the avatar creator's server. This is a chat for developing avatars
It says so above the channel
Perhaps I am not understanding the title
ask a mod but this chat is for model assistance of any kind not just creating from scratch
Correct
Is there an upload help section here?
and if we told people to just go contact the creator/use the creators server that majority wouldnt get assistance and be stuck in upload lingo or be told to give money so the creator uploads it to their account
That might be true, I am not in many creator servers, only mine.
Id typically wouldnt aim for the very poor of very poor
@arctic ginkgo sorry for the ping, just wondering if you had any ideas regarding this 🙂
Right now I'm trying to upload my first generic rig avatar and I can't figure out how to get the menu to work. In game the menu is empty. Does anybody know how to make generic avatars?
"empty" how?
generic rigged avatars arent supported by vrchat
and kinda that yoo
just give it a blank humanoid rig
that's normal for generic
if you want more give it a fake humanoid
like Diven suggested
humanoid bones dont need weight painting
Do I have to build one in Blender? I have never made a skeleton in BLender
you could just use the example robot that the vrcsdk gives and just delete the mesh
since nonhumanoid rig stuff can just be slapped onto the humanoid rig stuff
Aight
guys, i'm trying to make my current avatar quest compatible but i ran into a problem with the transparency of the materials
is there a way i can fix that? it's looking quite bad
Quest can't really do transparency. Depending on what the part is there are some things you can do
For example take the knife tool in blender and cut around the mesh to fit
or if it's something like fishnets - out the skin colour under the fishnet texture
face and some parts of the clothes
You could use the knife for clothes
and some of the face texture overlay on top of the face or also use the knife (may not work with Shapekeys well so be careful)
Anyone know if there's a way to fix this? It only shows for one of the prefabs
we can't tell much from this
Oh my bad, I was importing a unity package and that appeared as a warning, would the full name of the prefab help or nah
Yeah if you're going to post an error, ideally show those around it and maybe even the window too, clipping like that gives us zero idea of any context and so probably you'll get no useful help
hey guys, i recently uploaded an avatar and it was working fine yesterday. so i compressed it into a unity package and sent it to another computer. things seemed fine and all of my plugins were seemingly working, but when i upload and test it out on vrchat, it immediately freezes and the screen turns blue/pink whenever it loads in. can anyone help :')
ive tried two separate optimizers on it and nothing
Why does it say I need my upper arms, legs, etc mapped when I already do? (Same thing with the upper arms error)
show the rig setup with the list
is your hierarchy alright? and show the rig setup
also get the right Unity
that too
It was fine until it wasn't and then the VRC Avatar Descriptor capsules disappeared
They were there before
probably remove the jaw bone unless you actually use it for speaking.
and what's "bust" there?
bust is chest
nintendo rig names idk
useless picture - is it actually in the hierarchy in order? hips -> spine -> chest -> upper chest (optional) -> neck -> head ?
Ah I see now
oh?
Now they are
ahh was that it?
yeah ok, that looks ok
unpacked avatar problems? maybe 🤔
I found something weird
I had put the original model up into the scene and it works just fine?
so i guess i'll just use this
without a humanoid rig it's not gonna work how you expect in game
It's humanoid though
The problem was the other model itself
This one actually registers feet, hands, and head for some reason
I must've changed something in the other one that just made it break entirely
I guess I'm not sure which you mean is which, but if you've got a solution, that's cool
Question, I added some teeth to an avatar I customized but the teeth won't move with the lower jaw, no matter what I do. I've already transfered the vertex data but the teeth only move when i move the Jaw bone in pose mode, not in the blendshapes that already exist
help why my avatar looks so squished like that but on the editor nothings wrong?
why does it look like that?
any help?
its literally supposed to look like this
these are the warnings
weight paint
you need to also edit the teeth in the blendshapes
oh - yeah and edit the blendshapes, sorry, I didn't read the whole thing
I really need to read the whole message before answering 🙂
i think i fixed it, I just had to hit reset and then make the t-pose
They're weight painted, teeth go with the lower jaw whenever I move it in pose mode but in the already existing blendshapes that move the lower jaw, teeth won't move
Ah okay, literally happened the same thing to me KJQhJKSAF
Thank you!
I'll see if it works
But I'd have to edit teeth by teeth, cause it's joined to the principal mesh
Isn't there an easier way? Whenever I joined objects and weight painted em to the body they would move even with already existing blendshapes
They're weight painted there but won't go down
I'm trying to make my Roblox avatar into a VRChat avatar, but when I imported it into Unity it was really shiny. How do I fix this?
the material
It won't let me edit the shaders
how do you get the game on Pc?
Does anyone know why two axis puppet menu closes itself?
extract the material from the fbx
gotta create shaders, u cant edit the base shaders
steam
materials*
the material is attached to the fbx so yes you can
oh, how do I do that
thanks
Really? I never tried to edit the fbx materials
either drag it off of the fbx in the assets folder to make a duplicate or in the inspector while the fbx is selected and go to material tab
And never could inside em
its just a material directly attached to the fbx you just need to extract it
Ahhh gotcha
aight
Also, I gotta edit every single teeth in order for em to work? Cause I'd have to edit all the vrc.v blendshapes and mmd ones
you know weight paint has nothing to do with shape keys, right?
what you can do though is make a (probably complex) armature you can pose and then apply that as a shape key - it's one way people make facial expressions, rather than just manipulating vertices directly.
yes
thats typically how blendshapes work
thats how the model was made in the first place to have those blendshapes
you can apply changes from one shape key to another though, that can help with some of the MMD ones
Ahhh I understand
In this case, I only got the jaw bones so for blendshapes like vrc.v. oh the vertices are manipulated directly, right?
there are lots of ways to do this
Really? So there's more options than posing bones or sculpt mode?
I don't know where to ask this, but say that i wanted to throw something with an attached rope, is there a way to get that rope to extend without stretching the texture?
you can just edit them in edit mode
blendshapes only mess with the mesh not the armature
I would but the problem is that the inside of the mouth is practically sealed and editing blendshapes that barely move the mouth is really complicated
That I know, but aren't the blendshapes made from moving the bones of the jaw and editing vertices?
moving bones no
Well posing
no
Then why does the jaw bone exist?
because you can use that for lipsync?
or expressions
or whatever you want to use it for
blendshapes/visemes are entirely mesh related
has nothing to do with bones
Ah, that is new
I've never made blendshapes for mmd and lipsync, so I don't know a lot about that exact topic
some models use blendshapes then have the jaw bone connected to your volume so it opens more the louder you are
some models have rigid mouths and so the jaw bone is useful
they are the same as any other blendshape
Yeah but they're hard to do entirely
about as difficult as any other blendshape
its just a tedious process of moving vertices
That, yeah
My problem mainly is that when i move the vertices from the outside, inside ones stay the same
you can have the teeth as a separate object to edit them then merge it after
just needs the same EXACT viseme names
That's why i mostly use sculpt mode but that messes up a bit other parts
then also edit the inside ones
you can select vertices inside a mesh
In that case it would be better to just move the teeth inside I think, i'll try it though
Yeah xray mode, i'll try it
I gotta say I am bad at it
is there a way to apply just one shapekey in blender instead of the "apply all shapekeys" option
select the basis shape key, edit the mesh, select which vertices you want to blend, then in the vertex menu, "blend from shape", select the source shape key and how much to apply it.
My avatar is below 20k triangles
probably you have not installed the quest build tools
tyty, did it :)
I do this very often, it's easy to make new shape keys from others
(yes there's also "new shape from mix" in the shape key list's menu)
if you already have textures, bake, atlas, or recreate them. There are lots of tutorials for all methods.
if not, just reassign the material slots to a single one in Blender.
Is anyone able to help me?
you could try tiling it along the axis it's stretching
My brain hurts
is there a way i can export my modified avi out of unity as a fbx instead of the original base one?
I am trying to do something similar to kais chain blades or kratos's blades of chaos
I can't figure it out
basically if you know how much it's stretched, you can animate the tiling to stretch equally
this can also be done with a shader
i believe there is a chain shader for this exact thing
Is this safe
https://github.com/Grim-es/material-combiner-addon
i am missing some of these on the avatar, i was hoping viseames would just work like, this i even asked chatgpt to help with which ones to use and i even filled the empty ones, i cant get the viseames to work ingame, and they reset back to -none- after uplaod
i only have these, cant fill every one
I'm still running into this on 3.8.1 :/
i used cats to generate viseames with those, lemme see if they look good
Hey ho 👋 I see you're looking for commissions.
You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. 😖
🚫 Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. 👮
If you seek a creator, check out VRCTraders and follow their protocols strictly 🥺
(You will get DM from bot to verify your account upon join.)
🌠 It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) 👀
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.
When in the slightest doubt, do not commission them and contact the moderators of the involved communities. 😱
Hey guys! I have a client who purchased a base from me from a long while back who reached out recently for some troubleshooting issues.
- They can't upload the avatar do to compiler errors
- for some reason the unity vrc builder says the avatar does not have an animator component.
- when i try to upload the avatar on my end i have no problems or issues
- this, as far as i can tell, is the first time this has happened to a client, there have been other bugs in the past but they were resolved years ago
attached is a list of compiler errors for the avatar
Please let me know if you have any ideas or suggestions. I can also answer any questions you may have or can send more images.
i need help i just started Vrchat but i dont know what kind of avatar to use i want a Wolf thats cool or something like that but i dont know anything?
Would you like a type of furry avatar or just ear and a tail type of avatar? I do recommend the prismatic world though, you’re able to look up many avatars for free! :))
yeah a furry and Tail
like something cool and also Cute
Definitely look up the prismatic world, look up things like “furry” or “wolf boy/girl” you should be able to find some cute skins 😄
thanku
Or if you’re more into a e-girl/e-boy type of look, look up e-girl/boy furries it will give you a wild range, I recommend an anime style though, goes adorably with the furry look :))
You can also click randomize and it’ll give you a bunch of options
Prismics and YAAS are good sometimes though generally filled with alot of ripped/pirated/not allowed to be pub models aswell 
you could make a post in #1138520828556890214 to find some just be descriptive like what platform,in-game links or paid models etc
Is there a Unity plugin that organizes shapekeys without needing Blender?
Let's say I want to do a radial to control the ears of an avatar. How would you do it, I can't figure it out :/
No. But for some specific use, maybe. You should explain what you're trying to do.
Wanting to move the ordering of Blendshapes around on a model. I was wondering if there was a Unity thing for it instead of going back to Blender for it
That is a no then.
I figured!
SDK complains that my avatar isn't set up correctly (non-humanoid avatar, no arms, no feet) but everything is set up correctly
the funny part is that everything was fine like an hour ago so it kinda made this one up
using the reference model's avatar "works" but it still complains that it's non-humanoid
i wanna make a new material which will copy from "face". but when i click plus it copies eyes. if i move the new material up it doesnt copy face no matter if the position is #1 or #2. help. i already tried tweaking stuff on the second screenshot and renaming materials by alphabet in blender and/or putting head as the last material in the list in blender. none works.
Because that isn't how it work. I'm not even sure what you mean to make new material that copies from "face".
more decal space i can toggle easier
Well no. That totally isn't how it work.
maybe not for you
One tri can have only one material. That mean you can't have 2 material assigned to a tri.
That's an invalid argument. The system isn't setup for that so that doesn't work for everyone.
Multi building my avatar for several platforms makes it build indefinitely and never finish.
Is anyone else experiencing this issue?
-# pls ping on reply ty
This is not entirely true
If you add a new material slot in unity it will always duplicate the last one in the index. You don't get to choose
For this to work the way you want it to (and I wouldn't recommend doing this at all, to be clear), you need to re-arrange the slots in blender and ensure the one you want to duplicate comes in last
does anyone know how to set the poiyomi shader outer outline so it looks like the picture on the Left (since the inside outline is diff from the outter outline)? since trying to figure it out comes out wrong (on the right) but it shows up fine in unity.
unless this isnt poiyomi and another shader or something
How about increasing outline width?
Guys idk why in solid mode and material preview mode color different, when I import on unity it show solid mode
Solid mode is just a preview and isn't final result. In unity, it's just lack of material texture or color because it can't translate material from fbx correctly.
you make and apply materials in unity
Alr thx
the material keepos turning up black and i dont know what the issue is
😭 not really what im asking
i want my avatar to have a silhouette outline (like the left pic) but everytime i try, it ends up wrong in the mirror (outlines whole body) or the outline fades out if you stand too far
There should be a setting about the width to be fixed or base on camera distance. I have no idea "wrong in the mirror" look like.
what do your shading settings look like?
i think its something to do with the UVs, ill try and come back if it doesnt work
wrong as in this
does anyone know how to make a body control radial menu? ie. one the taidum avatars have. See video for reference
Im trying using a toggle with vrcfury, but i cant only figure how to make a slider, not a radial
im getting crazy trying to figure this one out
Simple question!
I want this accessory to follow the avatar's head, so that it remains in place when I move around. I know it will just work if I drop it inside of the Head in the hierarchy, but is there a way to assign it to the head and keeping it where it currently is in the hierarchy? If so, how?
I swear there is a way, I just can't remember how it's done
you can use vrcfury armature link
i think thats what you mean
Isn't there a way to do it without VRCF?
no clue, i just use vrcf for convenience
I see, thanks 🙂
any time
To outline only the silhouette you need to use outline stencils. I'm not sure what you're trying to do right now to achieve this, but if you're moving the outline back it may have something to do with the issue you're having
You can place it directly under the head bone in the armature
Or use blender to weight paint it so you can also merge the meshes and materials
You have to do a claim within 3 months I believe
This is correct. Also doing this through your bank is generally a terrible idea unless you're ready to never use a service or store ever again because you will get banned from it. Always go to the service first and treat bank chargeback as a last resort scorched earth option
i tried everytime to get the clothes switch and does nothing
How did you do it?
Did you assign the menu in avatar descriptor?
Try get screenshot full screen instead.
Did you assign FX layer in avatar desciptor?
yep
Screenshot to confirm also.
Then provide detail how you did the animator controller. Also screenshot.
Screenshot the parameter file next.
The expression parameter file.
the one with the slider icon?
Yes.
Parameter name didn't match.
Create another menu file then assign it to submenu control of the main menu file.
i have a question about face tracking can someone help
You should eraborate your question.
yes sorry so i want to add face tracking to an avi i bought how do i do that
I have a dress with physbones, which I want to collide with my legs, but not my hands. The only place I've found to disable hand colliders is in the Avatar Descriptor. The problem with this method is it removes my hand colliders entirely, and therefore i can no longer interact wit other people's physbones.
tl:dr How does one remove collision for hands on a Physbone, all while being able to interact wit other people's physbones.
If your avatar didn't support face tracking by default, then you should find face tracking extension asset for your avatar.
oh ok thank you
My avatar has a couple long earrings that clip through her shoulders when I lean about. What'd be the easiest way to make them collide with the shoulders?
add shoulders capsule physbone collider, add it to physbone(s) for earrings, pray
So, on the earring physbones you have to add the collider you want them to interact with?
Thanks!
Exactly where do I tell the earring physbone to interact with said physbone collider?
colliders - size more than 0
Experiencing some weirdness with a rotation constraint where if the script is disabled or active is set to off it doesn't reset the object's rotation back to its parent but keeps the offset it last had. Is there something I missed?
It worked :3 Thanks
Hello i need some help with making a grable prop in unity i tried looking at a video but it doesnt work can someone help ?
whos grable prop
well its just a prop i want to make it Grabbable prop i tired following this video https://www.youtube.com/watch?v=eL9JmlpV79g
but it no work..
https://github.com/ThatFatKidsMom/Avatar-Prop thats most cross-avatar recommended prop package
oh okay
no idea how it deals with modern vrc constraints but since ive seen nothing broke, just fine
Hello. Can someone help me with my custom animation? I want to make a simple animation of the avatar holding his guitar. I made a new animation and put it in Action layer. Everything is working except the fact that this animation involve the body parts that is not on clip, so the character strikes the default pose (crouching or whatever, you see it on screenshot that is made in play mode with gesture manager). I tried to use masks in various configurations, but nothing seems to help. Does anybody have any idea?
There isn't really a good way for this cause hand colliders are put in natively and always can interact with any physbone.
You've already mentioned the only solution but also it's flaw
@slender grove you need separate pass for this one, check out how defsult anims are done and do same parallel stuff but with different animation override state behaviour
What's separate pass?
Can somebody help me?
@slender grove uh, slightly different flow from entry to exit state?
i mean, completely different but mostly the same
I don't know, i'd like some more specific instruction if that's not that complicated
nah, cant do those without pc or unity on hand
I have an avatar who's head is just not moving with the viewpoint vertically and I've genuinely tried everything to fix it but to no avail. The avatar still rotates on yaw and pitch fine. It's purely just the vertical axis
Just wanted to bump this to see if anyone had any ideas! :3
hello everyone im having a problem with replacing some materials out of a particle system in vrchat quest because theyre grayed out anyone can help please?
here a screenshot of the issue
i basically need to covert this grayed out material into vrchat standard lite material or another mobile material but the slot is just grayed out
you need to make a new material and assign it to that mesh
you can't edit this material
its a particle system though
not literally a mesh
can you not assign materials to particles?
if you're converting it to quest, you can make a copy of your avatar with Quest Tools and it will automatically convert everything to a quest version
and this is the bottom half
the thing is that im trying to convert a weapon prefab which if i use vrc quest tools it breaks it
thats the problem
because it has constraints
You can prevent that though - disallow your own default colliders and add back in ones you want to use.
use VRC Constraints
without seeing the first of the errors, there's nothing more we can really say except restart unity, try reinstalling the SDK, maybe try not installing some add-ons you have
so should i do the same with the other prefabds with similar structure?
I have no idea what you're working with, just saying that VRC Constraints work on Quest, Unity ones do not, so you'll want to convert those.
So, how do I combine multiple materials in Blender? I tried a tutorial but it didn't work.
for just albedo https://github.com/Grim-es/material-combiner-addon , otherwise no idea
Bake them, atlas them, or recreate them from scratch
do you have textures already?
It's just my Roblox character, so yeah I think.
well if you can recreate textures from scratch, and want to actually do that, this is easy
otherwise yup, atlas them, even if it's manually for any non-albedo textures
what are albedo textures?
albedo = base color
oh, how can you tell what kind of texture they are?
if it's the texture that gives your avatar color, then it's that one
the tool that TheLeastMost suggested can atlas those
I tried that last night I believe
The python failed to execute
probably for a different blender version than you have
I have Blender 2.8
.... why?
Idk what version it supports
that's ancient
idk, but it let me get this far
okay, well I wouldn't expect many addons to support that anymore. Which is why the "python failed to execute"
no idea, I'm using 4.4
was it cats? there's a version that runs on current blenders now too
you tried the wrong version of cats
I'm just gonna update blender rq
does anyone know how to convert a a pose into a t pose model in unity
I'd do that in blender.
i cannot import the avatar in blender
weird
Yeah that's best done in blender. Why do you need it to be in a t-pose?
because
i need to place a gun prefab to it
but doing it in a pose
is a disaster
the pose shouldn't be relevant really
I mean, you'd have to position the constraints/targets correctly either way
still
its easier on t pose to do
rather than a pose
which could mess up the positioning of the object
The only real difference is rotating the gun on one axis globally to line it up
it really is hard to do in on apose...tho
This would explain it
if you're planning to use cats I highly recommend upgrading your blender and getting the correct cats version for it
i read through some of the messages
yeah I'm updating it rn
Roblox automatically atlases avatars to save on texture usage, is this an avatar of a player you converted? or are you putting clothes textures on it yourself
I'm just updating to the most recent version
ok
it's my avatar from here:
https://www.roblox.com/users/247153982/profile
when was that added
from the start I think?
huh, it's not on their docs page, that figures. One sec, waiting for Unity to start
yeah fascinating. Under "Allow Collision" you can set it to "other" and uncheck "allow self", then add in your own custom colliders below
this is not listed in the docs on the website.
That material is embedded in the model file, it can't be changed. Make a new one, drag it into the right slot
Thanks, don't know why I couldn't figure that one out.
my eye material is being flipped upside down and I don't know why
Provide some detail, otherwise we're just guessing
oh wait now I see what happened
somehow it either rotated to the other side of the pupil or is just showing the back face instead of the front
I can just fix it in uv editing I think
check your normals maybe
I fixed it!
When you say first of the errors what do you mean? Like the errors that appear when you first open the package?
the ones at the top of the console - you're looking for the root cause, many errors in the console are side-effects of a previous error
just want to ask because I'm a bit scatterbrained
coming back to VRC for the first time in like 2 years and like.. I'm confused
is this saying that if I download this sdk file, my old unity uploads will break? or will it only apply to my general uploads after the timeframe?
A SDK install doesn't effect anything on VRChat's content servers previously
As recommended though you should use Creator Companion (or ALCOM which has a way better backend)
idk what either of those are
last time I played was like early 2023
(ngl only came back bc someone said about vrchat having webcam tracking for desktop so PC players can swing limbs and I went "oh shit fr?")
VRChat moved from using Unity Packages to their own format (VPM) which better supports upgrading and downgrading a lot easier, script creators can also integrate into it
VCC/ALCOM use that format
Think of them as Unity Hub but made for VRChat
ooooooh
well, what about all the unity packages I do have and have bought over the years?
are they now just.. obsolete?
Vcc is just a package manager
All it does is handle the official packages like the vrcsdk so if theres an update rather than manually deleting and reimporting you just update it there abd it does it automatically
I.. don't really get it ngl
Hope a screenshot can get the idea
you basically get a list of your packages in Unity Projects you added through ALCOM/VCC, are able to upgrade and downgrade them easily, and integrate 3rd party packages. Nothing much else has changed from the Unity workflow
you're usually just in here for like 10 seconds
..and does this mean I'll need to take up more space on my computer for this and the unity hub?
Do you have Unity hub installed
you can open Unity hub, and open the "Installs" tab and it'll show you the directory of where it is. Make sure it's Unity 2022.3.22, I'm guessing you have a fairly old version
yeah I do .w.
yeesh
2019.4.31 .-.
fair enough. can I just.. upgrade the one I have now?
you will need to install the correct editor, you can uninstall the one you have now
it won't break anything will it? I'm as technologically literate as a grandma .w.
break what?
Unity Projects are saved elsewhere from your editor installs
my projects and stuff
it shouldn't
so if I was to just
uninstall unity
I'd be fine?
I'm mostly asking bc I don't remember diddly squat on what I did with my older models/avatars, and knowing my luck at least 1 of them is gonna break from using a version that isn't the 2019 one .-.
why don't you do that and start there
✨ paranoia ✨
the other choice is doing nothing, so....
Uninstalling an Editor won't delete any projects
VCC supports a "Migrate" option which turns legacy projects into VCC projects
installing a second editor won't affect projects either
hopefully that works then .w.
generally it does