#avatar-help

1 messages · Page 129 of 1

arctic ginkgo
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right, and while there's an option for setting the origin to specific places through the menu, generally speaking the relationship between your mesh and your object is changed via edit mode

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which is what i'm trying to get you to understand

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so that you don't get as frustrated with blender

hollow rivet
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HOLY CRAP thank you

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ur layout was a bit different so i got kinda confused lol

arctic ginkgo
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oh sorry i'm in a slightly older version

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i use 4.0

subtle flicker
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hate to turn up unannounced but does anyone mind walking me through my first avi? ive tried following yt tutorials etc but i cant seem to get everything to work

violet cobalt
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so probably a really easy fix but how do I remove the eye shine? can't seem to find a way to do it

desert elk
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because it's a big task what you're asking

desert elk
subtle flicker
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ive got all the assets etc, put them all together following a yt tutorial but idk

desert elk
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you import the textures manually by dragging and dropping them into the assets folder

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then you need to make materials and assign them to the avatar

subtle flicker
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so the textures i have in blender automatically wont work?

desert elk
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automatically is not recommended

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you can export them from blender and assign them manually

violet cobalt
desert elk
desert elk
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on those textures

violet cobalt
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Erased both but neither worked. Don't see what else it culd be

desert elk
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i don't either

violet cobalt
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Ah well thanks anyways

subtle flicker
desert elk
desert elk
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if the model has textures in blender you should be able to export them

subtle flicker
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im so confused

desert elk
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this for example

subtle flicker
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no ive now somehow made the problem worse

desert elk
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?

subtle flicker
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where has he gone XD

desert elk
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the avatar's not in the hierarchy, is that what you mean?

desert elk
subtle flicker
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oh yerp mb

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so now how do i get the textures onto the specific clothes?

iron sage
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How do I get the default animations for my avatar if unity considers the rig a non humanoid

arctic ginkgo
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generic rigs need to be animated yourself

iron sage
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It’s not a generic rig that’s the thing

arctic ginkgo
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well those are the options

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humanoid or generic

iron sage
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I had to remap bones in the humanoid rig config

arctic ginkgo
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or no rig

desert elk
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if you have no errors, the animations should play

arctic ginkgo
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is there an issue with the humanoid rig configuration?

iron sage
desert elk
iron sage
arctic ginkgo
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this will show you any errors with the humanoid rig

desert elk
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but check the errors first

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like Sunshine/Peepymou said

iron sage
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Here I’ll have to show what I mean

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Gimme a sec

desert elk
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that'd be better

iron sage
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It was a model off of sketchfab if that helps

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ok so

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i clicked on apply humanoid rig

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and it does its thing just fine no errors

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everything looks fine

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but then when i go to build and test it

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which is why i was thinking it was a bone parent issue

desert elk
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well, can you show your rig set up and your hierarchy? and not a cut up screenshot

iron sage
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rig setup??

desert elk
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yeah, the configure

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right side

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bottom

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where you said you needed to correct the bones

iron sage
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do you mean under the person thing with the green dots

subtle flicker
desert elk
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i said

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a different shader may look different

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this is just the shader that I choose to use

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you can use whatever one you want to use

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Poiyomi, Liltoon, a vrc mobile shader... whatever you want

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you will need to download the shader you want to use if you want to use a custom one for the PC avatar

desert elk
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and your bone hierarchy

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that's on the left

iron sage
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like this?

violet cobalt
desert elk
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give me a minute to look at it

iron sage
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yeah like i said its a model off sketchfab i didnt make this

desert elk
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yeah, that's gonna need a lot of blender work

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to make this make sense

iron sage
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im not too good when it comes to blender

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i know how to do some basic stuff but thats about it

desert elk
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VRC Traders for commissions or good luck learning

iron sage
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is there a guide on yt or something that can help me unparent every bone without screwing up the actual rig

desert elk
iron sage
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maybe a generic rig would be better im not sure

desert elk
desert elk
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it would be immobile unless you learned how to make your own animations

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which imo is harder then making the rig work

iron sage
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so basically unless i reparent all the bones its impossible for this model to have a proper humanoid rig?

desert elk
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reparent and get rid of the unneeded bones, yes

subtle flicker
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any idea why the shoe seems to be like half missing?

desert elk
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turn backface culling off

night ember
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normals are inverted

desert elk
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or that

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whichever you want to do

subtle flicker
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i havent touched either of them

desert elk
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the normals could be something that the avatar creator/shoe creator forgot about

subtle flicker
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fixed

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thanks guys

celest stump
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can someone tell me why the past two avatars ive tried to upload stop at the end of uploading and says "failed to upload avatar?" i detached the blueprint before hand anf ive remade the projects like 4 times but i don't know what to do.

subtle flicker
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i present.... Le Asset Rip

desert elk
violet cobalt
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What difference does it make if I switch my rendering mode from opaque to cutout?

celest stump
iron sage
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welp time to try and reparent stuff

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if i remove all the parents from the bones is that gonna mess with the mesh itself or

violet cobalt
ornate stump
bright vapor
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Does this really matter?

iron sage
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i learned the hard way

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your avatar will fail validation otherwise

bright vapor
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how 😭

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theres no complaints about it in the rig section

iron sage
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chest is an optional bone but the sdk doesnt like it unmapped

bright vapor
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is that not a glitch?

iron sage
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no

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its normal

bright vapor
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gonna crashout

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i dopn wanna make a whole new bone it take sme a minute 😭

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then i have to reimport the model and readd the physbones

iron sage
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yeah im currently trying to reparent every bone on a model from sketchfab to actually work with vrc's humanoid rig option

bright vapor
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for the bones heads and stuff

iron sage
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no idea

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im not the one to ask

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i just know a few things since ive been trying to get this dang thing to work for the past like month

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on and off

celest stump
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i know what the blueprint is. and i detached it before i uploaded so i don't know why it gives that error after the fact

pulsar trout
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Hey is anyone here any good at weight painting? I've gotten almost everything done but am really stuck. I would really appreciate any tips

desert elk
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upper chest is optional

iron sage
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upper chest yes

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i mean the actual chest

desert elk
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yes

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it's not optional

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for unity, it is, for vrchat it is not

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unity ≠ vrchat

iron sage
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anyways would i be safe to remove all the vertex groups and parents from the bones

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or do i just remove parents

desert elk
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you'd need to weight paint everything all over again

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vertex groups hold your weight painting

iron sage
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oh

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ok

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so just parents

pulsar trout
iron sage
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ok Elliot does this parenting look good? would this be able to use the humanoid rigging properly?

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this is the same model i just renamed the bones and reparented them

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wasnt as much of a pain as i thought it wouldve been

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gonna test it

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do these errors mean much if im just using this for quest

hollow rivet
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hey uhh.. how do i fix this? lol

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this prob aint the best topology

gray zinc
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i fixed bone heat weighting failed problem, so this model was weird

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left arm wrong angel and face glitch

gray zinc
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i was rest position, now only face have pronlem

misty ridge
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Does using psd files as textures take up more texture space or smth and makes avis less optimized than using png files?

timber wharf
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@misty ridge no, any texture gets converted into internal gpu formats

ornate stump
ornate stump
gray zinc
ornate stump
hollow rivet
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But It probably shouldn’t look like THAT

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it should look more… organized in a way

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I guess

ornate stump
hollow rivet
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Well yeah but it’s got those jagged lines

gray zinc
hollow rivet
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Topology broken

ornate stump
hollow rivet
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Oh okay

ornate stump
wraith blaze
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if i were to make an avatar for a friend how do i even give it to them

ornate stump
wraith blaze
ornate stump
wraith blaze
ornate stump
gray zinc
ornate stump
half chasm
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can somebody help? i made a blendshape for my avatar for a diffrent body and face shape and there seems to be some messups/ weird atifacting, the texture is the same file

ornate stump
gray zinc
ornate stump
# gray zinc right?

Yes. If the face normals are still broken, that wasn't caused by auto weight paint. It's something else.

ornate stump
# gray zinc else?

No idea what did you do. You probably had no idea either because some command was used accidentally.

iron sage
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ok anyone with VRCFury knowledge, how do i add icons to my toggles?

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ive seen a ton of avatars with icons on the toggles so im trying to add one too

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wait nvm found it i think

wraith blaze
ocean badger
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im trying install the customizable eyelashes from bread expert on my quest avi but this keeps happening when i try to merge fx layers

junior void
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custom normals maybe?

ornate stump
dusky moon
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does anyone know how the cute dancer thing works

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ik its not poi but just curious

wraith blaze
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How do I change the location of a VRChat asset in the gesture menu? For example, I have a Minecraft cat asset with its own submenu that includes colors, toggles, and other options. It automatically appears in the default Expressions menu, but I want to move it into a custom Accessories submenu I created.

When I import an asset like the Minecraft cat with its own menu, it always gets added to the default Expressions menu, and I don’t know how to change that.

When I test my avatar in the Av3 emulator, I see the main menu with Options, Tools, Emotes, and Expressions. Clicking Expressions shows the four default menus that came with my avatar plus additional preset menus I have added. They all appear under Expressions by default and work fine.

My question is: instead of having these assets appear only in the default Expressions menu, how can I place them into the specific custom submenus I created, such as my Accessories submenu?

I have been stuck trying to fix this and I'm pretty new to what I'm doing so I'd love some help 😭

ornate stump
wraith blaze
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yes i use VRCfury

ornate stump
wraith blaze
ornate stump
ornate stump
wraith blaze
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wait im dumb sorry

wraith blaze
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i just was confused i added the component under the asset rather than on the avatar itself

radiant tree
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'sup dudes, I got a dilemma it's fine in blender, but not unity, any advice?

dusky moon
gray zinc
full harbor
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does anyone have an idea on why this happens with my outlines? thanks!

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only happens at the nails but anywhere around the body its pretty fine

ornate stump
# gray zinc

It shouldn't be doing that, and I can't remember what feature that causes it doing that.

small valve
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I guess thats the downside of using "VRC Animator Play Audio" because it only supports Integer, even if you only need a true or false / 0 and 1. But it doesn't support bool and using int will need 8 bits instead of one bits for every integer.

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I wish this "Parameter" would also support bools and not only ints. Last time I tried it, it did not work because he doesn't understand a 0 as a false or a 1 as a true.

still shuttle
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And all that was needed was a simple on/off toggle with a bool. Unless I'm misunderstanding what you're talking about

small valve
still shuttle
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Yeah that's what I used it for too. For example I have a bark button on an avatar, when you press it he barks, and there's like 3 or 4 different bark audios it cycles through randomly

ornate stump
small valve
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While 1 bool only claims one bit while 1 int claims 8 bit. int does work, but it waste so much synced bits space because I only take use of 0 and 1 of this entire 8 bit large int...

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Waht could help would be if the VRChat Team would make that a parameter in the "VRC Animator Play Audio" also can understand bools and translate a false into 0 and a true into 1 as long the clips List is not larger than 2.

ornate stump
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Since it's only for to play and not to play.

small valve
ornate stump
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How did you make this work if you have never set transition condition?

ornate stump
small valve
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Whats wrong with it?

ornate stump
# small valve Whats wrong with it?

You already have condition parameter the same as the one that make it play the audio, then you shouldn't set playing order in play audio behavior.

ornate stump
small valve
# ornate stump You should have only one clip and set order to random. There is no need for Empt...

But 0 is a disabled Item that should not play or atleast not be hearable, thats why Empty.mp3 is a mp3 file with no audio inside. Even if its playing, you wont hear it and the Array is happy because zero is not a unassigned value and only if you enable the item, it will change to one and play a this audioclip. and if it return to zero, it will play this empty audio that you will not hear but the VRC Animator Play Audio is happy because it got its assigned value "Empty.mp3"

ornate stump
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Just think that "when it's on, play that single audio clip" for that play audio behaviour.

ornate stump
small valve
# ornate stump Because when it's 0, the state would transition out from the "On" state into "Of...

turning the value to zero is not exiting this animation, it will stay play the animation of the disabled item as long you don't turn it on.
My issue is that I wish to use bool instead of it because a bool only take 1 bit instead of 8 and if you have multiple items like me, wasting for every item 8 synced bits gets very noticeable instead of only one with a bool.
But I need to use bool because "VRC Animator Play Audio" is not smart enough to also understand a bool parameter or to translate a false to zero and a true to one.

ornate stump
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That's the reason the play always active regardless of the state it plays.

pearl fable
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I've got a 3d head model which I would like to put on an avatar base and upload, what would be the easiest way to do this?

ornate stump
small valve
small valve
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I only hope the VRC Contact Receiver is also compatible with bools.

night ember
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2 of the contact settings is bool driven

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The other is float

small valve
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good, thanks.

timid kite
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why do people copy their avatar, unpack and then press play mode?

crisp rampart
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can someone help me in the vrc constraints
when i toggle it off and on it doesn't reset the position it just go back to where first time i toggled it

crisp rampart
pearl fable
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Why does the rig in my fbx correctly apply in unity but not in blender? Can I still edit safely in blender if the rig doesn't match the one in unity??

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I've tried using cats, still very different from the unity version

small valve
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What is "Unique Random" and "Roundabout" for?

And how different is Random vs Unique Random?

desert elk
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and if you imported the same fbx you had in unity, it should look the same

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how is it different?

pearl fable
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top is blender bottom is unity

somber sequoia
small valve
somber sequoia
somber sequoia
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it came up for me, but okay

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oh I see, I searched for VRC Animator Play Audio

pure cedar
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Can anyone help me? It's rigged correctly in blender, but when imported into unity the parts of the droid just go everywhere

somber sequoia
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you're missing a spine bone, you should have: hips -> spine -> chest -> neck -> head
Also in Blender, make sure all your humanoid bones have roll set to 0.

pure cedar
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It even looks weird in the small preview

somber sequoia
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oh and you need shoulder bones - there's a sample rig image pinned in #avatar-rigging

pure cedar
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But this is a robot character, how am i supposed to add a shoulder bone and stuff when its all just hinges?

somber sequoia
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you don't have to weight paint them but they are required if you want this to be humanoid in VRChat

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chest -> shoulder -> upper arm

pure cedar
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I see

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Do i need to set up IK in blender too?

somber sequoia
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nope. it's useful if you want to make animations there, but all you need is a valid armature for VRChat

pure cedar
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So how would i go about adding "fake" bones to my rig?

somber sequoia
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just extrude bones from the chest bone's tail and make them the parent of the upper arm bones

pure cedar
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I dont understand what you mean

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I added shoulders

somber sequoia
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that'll work

primal spruce
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cant drag stuff in hierchry?

pure cedar
somber sequoia
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what do you mean?

pure cedar
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You said i needed more spine segments

somber sequoia
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Yeah, I'd split the hips bone, and weight paint that hips segment to it, then the next mesh up to the "spine" bone

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though if you need that whole body to actually be rigid you could probably just make the bone and not weight paint anything to it.

pure cedar
somber sequoia
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if I recall correctly, select the bone, right click, "subdivide"

primal spruce
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anybody know why i cant move anything in my hierachy?

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i can open stuff, but i cant drag anything

somber sequoia
primal spruce
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I can open stuff and what not

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i can click on stuff

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but i can hold on a object/game object

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and drag it into the unity hiearchy

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it just wont work

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wont even show that im dragging it

pure cedar
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if the spine bends it bends weirdly and out of proportion

somber sequoia
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weight painting probably, though I'm not quite sure what you're indicating

pure cedar
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It has no weight painting because all the moving parts are separate

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But if the spine bends like this, it should limit the movement to only pivot from the hip bone

somber sequoia
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it must have weights if you want the mesh to move with the bones

pure cedar
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I have the parts directly parented to each bone

somber sequoia
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(clarifying because "painting" is the method to apply weight)

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ohhhh

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now I see why it's all weird in vrchat

pure cedar
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oh...

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tell me

somber sequoia
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Ideally you join all the body parts into a single mesh object, which is a child of the armature, and the parts are weighted to the correct bones. Even if the weight is just 1, so they only track a single bone.

pure cedar
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Is that really necessary

somber sequoia
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I'm not sure if you can make the method you've done work in vrchat but also it's way worse for rendering having each part being a separate mesh part

pure cedar
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I see

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Is there a quick way to do it?

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Because if i join it all into a single mesh it will be hell separating each part by weight painting

somber sequoia
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it isn't, but also you don't have to actually join them until you export, you can leave them separate to weight paint if you want

pure cedar
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Oh my god

somber sequoia
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you don't even have to weight paint - you could simply assign all vertices in a part to a vertex group named for the bone, then just set the weight to 1

pure cedar
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How do i apply the bone to the vertex group

somber sequoia
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you don't, vertex groups are on mesh objects and contain.... vertices.

pure cedar
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Im so confused rn

somber sequoia
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but those are matched to bones by the name itself - make the group's name the same as the bone's name

pure cedar
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OOohh

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So i just make a vertex group with all the verts per body part with the same name as the corresponding bone, then join it all into 1 mesh and export?

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But do i still need the extra spine bones

somber sequoia
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you must have that spine bone if you want it to be considered humanoid by vrchat

pure cedar
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is this enough?

somber sequoia
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sure

pure cedar
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i still have this issue though

somber sequoia
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I'm not sure how I'd weight that, I haven't really done a thing like this. Maybe someone else has a suggestion

pure cedar
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What if i just make the middle bone really small

pure cedar
somber sequoia
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nope, you don't need empty vertex groups

pure cedar
teal field
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hey, keep getting this error when trying to make an animation for a mat swap

echo spear
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This is probaby a simple fix, But i made a facial edit of my avatar in blender but it didnt export properly to Unity, so I intended on just copying the blendshape value, but as it turns it effected the entire Original avatar (Bounds and Bones and even anims were off) Is there a simple way to move over your edited blendshapes without back peddling to blender?

somber sequoia
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What I usually do for rigid things is select the armature, then shift-select mesh, go into weight mode. Then tab into edit mode, select the vertices I want, tab back to weight mode, select the right bone, turn on "paint mask" in the upper right, then in the menu: weights -> set weight, with "weight" = 1 at the top.
that sets the weights for all selected vertices to that weight.

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good luck, I'll bbl 🙂

small valve
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Well I guess I poisened my parameter, it causes c# errors after making a new one with the same name but int and then later deleting it again and making it bool.
Now I have to use a new name and that fixes the errors because it seems the old parameter name was poisened.

pure cedar
primal spruce
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I cant move stuff in unity
i can click, right click but i cant drag it anywhere

this includes the project tab, and the hierachy tab

somber sequoia
sweet geode
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hey quick question, for these fishnets im trying to add to the novabeast the intructions say "Thank you for purchasing the Partypunk Set for Novabeast!

I recommend using VRCFury to attach your asset: https://vrcfury.com/

Once you have VRCFury installed into your project, you just have to drop the included prefabs on the base avatar object.

To make the fishnet toggle work, select your body material in the inspector, enable "Main Color 3rd", drag one of the fishnet textures into "Color" and set its alpha to 0. (This only applies to lilToon shader)

Hopefully you'll enjoy using this asset as much as I enjoyed making it!

With love
Polycrow"

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im using poiyomyi toon and im not seeing main color 3rd, i added them as a decal and that worked but then i dont have a way to toggle them on and off

somber sequoia
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of course a different shader is not going to have the same options

echo spear
somber sequoia
echo spear
somber sequoia
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you can change the value but that's not "editing". I'm not sure I get what you're asking though

echo spear
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its more about it staying the same throught different duplications using the values set inside of blender

somber sequoia
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do you mean you want to set the default value?

echo spear
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I'm looking for a way to copy the default components id made by changing the values inside of blender, they were effective but When i make a duplicate avatar in unity to apply those changes it doesnt work. I'm just looking for a way to copy those blendshape component values to another skin mesh render. Sorry i dont know particular terminology

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exporting the edit to the unity package breaks it thats hwy i ask

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sorry "changes"

somber sequoia
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You could fix the export - usually it's just a matter of using the same export settings as before - probably setting "apply scalings" to "FBX All"

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but otherwise, I don't know if you can actually set the default value of a blendshape - you might try changing it, then right click on the blendshape name and "apply to prefab" might be in that menu

echo spear
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ive done all those fixes, none applied. ive exported it with every function necessary. I'm trying to change it from the default is my point! im trying to get the changes to persist without breaking anything so i figured with changing the mesh itself would be the easiest way. Is what your refering to inside of blender or unity ?

somber sequoia
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unity

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I haven't tried to apply settings to an avatar prefab, I have to other prefabs I've made.

echo spear
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no dice! but it did make me think of something, hold up!

somber sequoia
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I'd probably consider just redoing the avatar after exporting from Blender to a new filename, not being able to update from Blender would completely break my workflow.

split bone
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Trying to figure out why it's giving me this nonsense. I added a rather heavy asset, had to kill a grenades asset and a handguns assets to reduce the parameters limit. I don't recall deleting anything else

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Am I just screwed to having to restart all over again and hop eI don't accidentally delete something?

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It gives me another 60-80 of these same errors every time I click on the scene

somber sequoia
split bone
somber sequoia
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did you restart unity?

split bone
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I didn't. Lemme try that

echo spear
somber sequoia
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ah cool

split bone
somber sequoia
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also cool - sometimes it just gets in a weird state

agile birch
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why do i keep getting this error if my entire rig is properly mapped??

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I also have a pc version and quest version, both share the same avatar humanoid, the pc one doesnt have the issue however

somber sequoia
limpid cargo
agile birch
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also i just realised the entire armature is missing 💀

somber sequoia
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oh that's a problem

limpid cargo
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if the pc one works fine, please just duplicate it and it should stay the same…

agile birch
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i redid the quest tool thing and now i have the armature

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thanks for the help 🙏

sweet geode
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imm trying to get these stalkings to work with the nova beast but even though they look fine in the scene when i enter play mode and toggle them on they break, ive tried linking the blend shapes and arrmiture but its still broken, when i pose the avatar they dont move with it they stay stuck in an upright position

agile birch
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did you parent the bones of the stalkings to the matching bones of your avatar & did you weight paing the armature of the stalkings in blender accordingly to your avatar's ?

sweet geode
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ive tried parrenting them to both just the main body and the hips both of those still had them breaking so im not sure where they would go, the panties work just fine it only the talkings that are breaking but the panties and talkings are one in the same their not seperate assets

agile birch
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do you have modular avatar?

sweet geode
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i dont no, i think ive heard of that, im assuming that goes into the companion app then added to unity right?

mental estuary
agile birch
mental estuary
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You can see in the screenshot they're already using VRCFury for linking

agile birch
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oh

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say you have your amarture like this, with MA you can right click on the "SSMAYUCLOTHESfbx", find MA and setup outfit

sweet geode
#

Ok so i changed it and its broken in a different way now, it still sits to far forward when I toggle them on

mental estuary
#

Are they linked fine now? So they move with your legs?

#

Because the placement is likely just that they were modified incorrectly and so you need to disable the alignment in the advanced settings

#

If you want more help with VRCFury I'd suggest joining their Discord server

sweet geode
#

No they dont move with the legs i thought It might be in the wronf parent but even when thier under body or hips they wont follow the legs

mental estuary
#

I'd still recommend asking for VRCFury help in VRCFury's server

sweet geode
#

Yeah! Will do

tidal void
#

How can I know which hand gesture values correspond to each of the default gestures?

tidal void
#

Thanks!!!

somber sequoia
#

unless you mean which expressions they cause, in which case there is no standard and you'd have to look in your FX animator to see what happens.

tidal void
#

Yeah I wanted those exactly!

somber sequoia
#

excellent

mystic marten
#

I keep getting security check failed on a avatar i bought and the owner had said that they wouldn’t be fixing it as they recently made a v2 version vrcAevSip

How do i fix the quest version from doing that cause the pc version works fine

dusk pulsar
#

What compression method would be the best for body and face of booth model?
Should I also set body to 2K if I'm using better compression methods?

Thanks.

mystic marten
somber sequoia
#

right but there's Very Poor at 70,001 polygons, and then there's actually very very poor monstrosities.

#

usually the security checks get things that are egregious

mystic marten
#

Ohh yeh too many triangles

#

how do i reduce that?

somber sequoia
mystic marten
#

Alrighty well ill check that out then thanks

limpid cargo
#

(that’s such a cute profile picture …)

dusk pulsar
#

Should I use this for Face and Body? Face - 2K; Body - 4K.

somber sequoia
#

do you actually need 4k?

dusk pulsar
#

Everything else from 2k to 256, depending on how big the part is

somber sequoia
#

don't use 4k unless you actually need the detail

dusk pulsar
#

and masks - usually lower than those.

limpid cargo
#

please don’t use 4k.

dusk pulsar
#

Is 2K at best format same as 4K?

#

4K at Normal Quality compared to 2K with best compression algorithm and format.

night ember
#

there is never a reason you should be using 4k

#

also its based on the size of the image you are using since you cant go bigger than its max size

limpid cargo
balmy barn
#

oh no not 4k texture vrcAevSip , here is one that uses a 4k+2k texture ratl so scary , 4k baked texture on a 2k is a noticable quality loss

limpid cargo
somber sequoia
fluid star
#

Does anyone know how to fix this?

somber sequoia
narrow yoke
#

So, super simple question (That I don't have the time or ability to test rn):

If I have contact receivers on my avatar (That don't need to do anything visual for quest... Its for haptics) do I actually have to add those contact receivers to the quest version of the avatar or is it only necesarry for PC?

somber sequoia
#

you can have a completely different avatar for quest if you want

narrow yoke
#

Thats not the question I asked. What I meant is, will the contact receivers still receive contact from a quest user if the quest version of the avatar does not have them

somber sequoia
#

oh I see. A quest user will only see your quest version, so I would guess that those users wouldn't trigger the contacts on the PC one

narrow yoke
#

Guessing is not exactly what Im looking for lol... Also, setting them to 'Local only' does it still receive the contacts from others 🤔

#

if it does then I believe I only need to set up the contacts on the PC version

somber sequoia
#

iirc local only means that only you the wearer will have the variables set in your animator, which in the case of triggering personal haptics, sounds ideal

narrow yoke
#

Yeah, the docs for it are a bit vague... "Limit this contact to only work on the local client"
Just had to think through it I guess

somber sequoia
#

yeah - in the receiver you have other settings for "allow self" vs. "allow others"

narrow yoke
#

First time Ive ever worked with contacts

somber sequoia
#

the docs are a little vague in parts

tidal void
#

Can someone tell me where to find the animations at the bottom left so I can see them all and preview them?

They show up there on my other avi when I select the root on the hierarchy, but on this one I can't find them at all

limpid cargo
somber sequoia
tidal void
somber sequoia
#

you don't have the controller in question in the Animator component's controller slot

tidal void
#

Let me check

somber sequoia
#

I can see it in your initial image

#

or rather, not see it, since the slot is empty 🙂

tidal void
pure cedar
#

Is it in blender 4.4? im on 4.3.2

somber sequoia
#

it's been in every version I've used from 2.9something up

pure cedar
#

Oh

#

Its not there

somber sequoia
#

I'm guessing maybe you just clicked the armature and went to weight paint

#

whereas I clicked the armature and then shift-clicked the mesh I wanted to paint and then went to weight paint

pure cedar
#

Yeah, clicked armarure, then shift click mesh, then edit mode and select all, then back to weight

somber sequoia
#

does your mesh object have an armature modifier, with the armature in its slot?

#

oh - if you don't have that it wouldn't be moving in pose mode either

pure cedar
#

What

#

I have no modifiers

somber sequoia
#

ahhh

#

you must, this won't work otherwise

pure cedar
#

Why does bending the spine when joining the mesh together screw up everything?

somber sequoia
#

can't really tell from here but probably the answer is "weight painting" somehow

uneven whale
#

Please tell me how to set up avatar physics so that it is visible on android mobile? When I log in from PC, physics is visible, when I log in from mobile, physics is not visible

somber sequoia
uneven whale
somber sequoia
#

I cannot tell you this without having seen your stats

limpid cargo
uneven whale
limpid cargo
#

please consider scrolling to the bottom for Android stats.

uneven whale
#

I have another question. Sometimes the lighting on my avatar's meshes is different. On the head it's yellowish, on the body it's bluish. At the same time, the materials have the same settings. What is this and how can I deal with it?

timber wharf
#

in renderer settings override lightprobe anchor on every mesh to same bone like chest

#

so all meshes sample not their middle point but some specific transform for lighting

pure cedar
somber sequoia
#

I'd check what your rotation pivot point is, and make sure the hierarchy of the bones is correct. I can't see either in that

desert elk
#

pivot point

#

not origin

pure cedar
#

This is the hierarchy

pure cedar
somber sequoia
#

top middle of blender in edit mode or similar

#

SO useful to change, kinda suprised you haven't yet

pure cedar
#

Median point

#

Ah i knew about it just didnt connect in my head

somber sequoia
#

ok that's reasonable for when in pose mode

pure cedar
#

But do you see anything in the hierarchy that looks off?

somber sequoia
#

nope

pure cedar
#

The arms and legs move fine but its just the spine that fucks it all upo

#

like if i rotate the mid spine 90o the body rotates 180o in some weird way

#

It kinda doubles every transform

somber sequoia
#

bone rolls are all 0? origins of all parts are the origin and all transforms applied?

pure cedar
#

Still happens

#

Is something seriously wrong here or am i just stupid

somber sequoia
#

you think so?

pure cedar
somber sequoia
#

oh I didn't actually watch, I'm on my laptop and the resolution is such that I can't really make out any detail in your videos

#

oh

somber sequoia
#

but no, that's not what I asked about

#

not resetting bone transforms

#

in object mode, click on the mesh parts, and ctrl+a, apply all transforms.

#

do for all parts

pure cedar
#

But its all 1 part

somber sequoia
#

okay

pure cedar
#

When they are separated it works

#

But once i merged, it broke

somber sequoia
#

if you merged parts but didn't apply all transforms first, that can cause issues

pure cedar
#

Okay ill try that

#

I did it, and exact same thing :/

somber sequoia
#

I really don't know what's going on there

pure cedar
#

Could i hand you the blend file and you take a look at it?

somber sequoia
#

I don't normally for free but I've got me curious. Sure.

pure cedar
#

Thank you

#

Ill send in dms

civic cliff
#

just have a quick question that im not able to fix rn but i figured id ask ahead of time, why is it that whenever i put my avis on quest, it removes all of my physbones? is it just that i have too many so it just removes all of them?

civic cliff
#

shocked that i just guessed that

round comet
#

You should get vrcquesttools. I don’t use any other feature aside for their physbone remover

#

But it lists all physbones, contacts and colliders and you can pick and choose what to keep and delete

#

If its over the limit when you upload, quest doesn’t warn you and just uploads anyway

#

Which is frustrating but, is what it is

civic cliff
#

alright well ill write this down and do this when im home then probably

#

thx

round comet
#

Ofc! Best of luck :)

somber sequoia
#

@pure cedar going to reply here in case others want to learn or contribute.
I'm kinda curious how you did this now - a big part of the problem is the copy constraints on each bone, you don't want those

#

I mostly fixed it - deleted all of those, deleted the armature modifier, dragged the mesh to not be a child of the armature, dragged it back there, then re-added an armature modifier and mostly it works

pure cedar
#

Ohhhh

#

I didnt even realize i had that

somber sequoia
#

I don't like the shoulders though, they'll move weird as-is, you probably want to make some sort of pivot here because human-you will cause the shoulders to move a little

#

but that's more of a design thing

pure cedar
#

Is there a way to remove contstraints from all the bones at once?

somber sequoia
#

I didn't check, just went through them all

#

rigging the head is going to be fun too 🙂

#

and I'd be really tempted to do some crazy blendshape driver to make the arm pistons actually work

pure cedar
#

Wait, i removed the contstraints and its still broken, exactly what did you do?

#

Can you send the file back?

somber sequoia
#

I said exactly what I did

#

but yes, I can

pure cedar
desert sonnet
#

what do i do about this

desert elk
#

about what exactly?

desert sonnet
#

the windows stand alone support isnt here

somber sequoia
#

I was just going to say, I've got Blender 4.4.3 here, it can be picky about going backwards

desert sonnet
pure cedar
somber sequoia
desert elk
#

?

pure cedar
#

Yeah but you said something about the shoulders

desert sonnet
somber sequoia
surreal salmon
#

kazin is one of the best people in the community

somber sequoia
#

nah, I'm just a jerk that's occasionally helpful to people who seem to actually want to learn

desert elk
#

reall

surreal salmon
#

whats the difference

somber sequoia
#

I'm not gonna hold your hand, I'm going to tell you to read the docs 🙂

desert elk
# desert sonnet no

what happens when you press Open Download Page? And did you try reinstalling unity?

surreal salmon
#

fair

desert elk
#

are you on the correct version?

#

of unity

desert sonnet
#

yes

desert elk
#

hm

#

i don't see why reinstalling wouldn't work

#

i don't have other ideas

desert sonnet
#

is it the unity or compainion app causing issues

#

bc i installed unity though the compainion app

desert elk
#

consider uninstalling it and installing it through the unity hub

desert sonnet
#

ok

#

idk how to delete it

#

idk what im doing

#

can u talk me through it

desert elk
#

how did you reinstall it if you don't know how to uninstall it?

desert sonnet
#

im confused

desert elk
#

"And did you try reinstalling unity?"
"yes i did"

desert sonnet
#

oh

#

i missread that then

desert elk
#

and know you're saying you don't know how to delete unity

desert sonnet
#

i didnt

desert elk
#

ye

#

uninstall it and install it again

desert sonnet
#

how

desert elk
#

like this

#

:)

desert sonnet
#

rudee

desert elk
#

well, i'm not gonna tell you everything

desert sonnet
#

then stay quite

#

if i ask for help no reason to be rude about it

desert elk
#

XD

#

i don't even know what you're on

desert sonnet
#

shut

desert elk
#

do you want me to tell you how to uninstall apps on every single operatins system that exists? XD

#

cause i can

#

XDDD

#

but it would be kinda pointless

solar tapir
#

Hey does anyone know how to make a Blender model into a Vrchat Model?

desert elk
#

you will need to rig it if it's not rigged already (or modify the rig if it's not correct for vrchat) check #avatar-rigging pinned messages

#

and you'll need the correct unity version + vcc/alcom

desert sonnet
#

ok i reinstalle the hub its launching now

desert elk
#

and an official vrc account + rank new user or higher if you want to upload

#

avatars

desert sonnet
#

still nothing i dont know what to do

desert elk
#

did you reinstall the hub only or the editor as well?

somber sequoia
desert sonnet
#

only the hub

desert elk
#

you need to reinstall the editor

#

cause that's what's not working

desert sonnet
#

where do i find the editor ik im asking dumb questions and im sorry im new to this

unkempt marsh
#

Does anyone know what causes this issue? When my avatar is in the air, it's not visible unless you're looking at where it would be on the ground, it's visible for other players too. My only theory is it's something to do with the bounds but as seen in the video another avatar with the same size doesn't have it

desert sonnet
desert elk
#

yes

dusk pulsar
#

How should I deal with Modular Avatar (MA)?

I made toggles for underwear and hoodie. Hoodie shrinks body parts, turns it on and off. How do I make a condition where hoodie turns off, but underwear enables instead and if I want to I can disable underwear? I can do it through animator but wondering on how to do it with MA instead.

desert elk
desert sonnet
#

its not letting me remove it from the hub

desert elk
#

must've not installed properly

#

so remove it from your computer

desert sonnet
unkempt marsh
desert sonnet
desert sonnet
#

your u can just call me on here

desert elk
# desert sonnet

navigate to that location and delete it from your computer
delete the old unity too if you don't need it

unkempt marsh
#

I don't see a VC in here so I'll just call

limpid cargo
somber sequoia
#

I always set it, yeah

pure cedar
#

Got everything imported but get this error

solar tapir
somber sequoia
#

uh.... ok?

solar tapir
#

So I didn't know that if it mattered if it was a .rar file or a .zip file

limpid cargo
somber sequoia
solar tapir
#

Yes

#

So basically just what my overall understanding is that 1. Check it. 2. See if its rigged and if not just rig it. 3. Just test it out after and pray

#

That's basically what imma try I mean... its worked in the past for me so why not? XD

unkempt marsh
desert sonnet
silk turtle
#

So I want to make an asset in my avatar that plays a Kabong sound when it comes into contact with someone's head. I've followed a guide, but I can't get the sound to play when I bring the contacts together. Could there be something I'm missing? Could there be something else in the avatar disrupting this?

desert elk
limpid cargo
timber wharf
#

@limpid cargo ye, not much reason have those different for avatars, vrcf i believe sugessts you to autofix it

limpid cargo
#

but thank you very much 🙇🏻‍♀️

full compass
#

anybody have this weird issue with Animator Play Audio where none of the settings actually work except for Random?

#

Random Unique, etc all just clear out the audio clip property in the sound and dont play anything when using av3 emulator

#

in-game they basically dont work at all regardless of my setting, so idk whats up with that

#

if i play audio the old-fashioned way it works fine but i have to make several audio sources just to randomize something

pure cedar
#

Why is it completely black when viewed ingame? It looks good in the editor and in the preview

late heath
#

does anybody know how much of a problem this will cause if i keep it as is? everything is parented as it should be (i think) but i think the reason why this error is showing up is due to the fact that the charm of the bracelet has a bone inside of it that i'll be making into a physbone

half chasm
#

so i imported my fbx into unity again and its a wee bit messed up any idea how to fix it?

desert elk
#

how is it messed up? always assume people don't know what your avatar is supposed to look like

somber sequoia
#

also what exactly did you do that caused the messed up thing

white sundial
#

say I'm sculpting some new faces for my avi

#

between the left and right, which do yall think it's better?

delicate orbit
somber sequoia
#

not sure I'd use a matcap for hair, probably I'd be looking at the anisotropics section instead.
Also probably a better question for the Poiyomi discord

barren slate
#

Can anyone remember which layer afk goes on?

#

Action, right?

arctic ginkgo
barren slate
#

Does anyone know why this action AFK pose will not work? (gif)

limpid cargo
# late heath

ensure that the wrist is parented to the lower arm.
the bracelet bone can be also parented to the lower arm, but the error is telling that you have parenting issues caused by:
A. wrist is not parented to lower arm or
B. lower arm is not parented to upper arm

late heath
#

its parented no differently than my other rigs, just an extra bone for the bracelet
it works fine on controller but it follows the physbone when not connected to anything/on desktop which i am fine with

heavy zephyr
#

Using one of those.

shrewd spruce
#

Hi, I'm have trouble with making specific objects on my avatar invisible when in first person view, the scarf on my character makes it impossible to look down properly and I've been fiddling with the headchop thing for awhile but nothings worked, does anyone know how I could make it disappear in first person?

It's connected to the chest bone instead of the head bone, but I don't want my entire chest to be invisible in first person.

barren slate
#

Sounds abit backwards, idk why they changed that :/

heavy zephyr
heavy zephyr
heavy zephyr
barren slate
#

I swear it wasn't like that when I last did an avatar :/ maybe that avatar already had an FX AFK Action Layer Controler ig

#

I tried it and it worked

shrewd spruce
heavy zephyr
shrewd spruce
winged ivy
#

so, im havin an issue with a sword asset rn, i bought robos katana and followed his steps but the sword doesnt work properly

heavy zephyr
# shrewd spruce No it's weighted to the upper arms and chest

Then that's your issue, headchop can only affect a bone, not any transforms. You would need to give it it's own bone.

Alternatively, use the poiyomi feature to only show the object in mirrors and combine it with the built-in IsLocal parameter so that it only applies to you.

shrewd spruce
#

Thank you for the help!

heavy zephyr
high frigate
#

how do i import textures (they png)

#

wait

#

they alr are there?

#

why cant i see them then

uneven whale
#

is it possible to make eyebrows and eyelashes visible through hair on a quest avatar? I know that transparency is not supported, but maybe there is something?

somber sequoia
high frigate
#

yeah u right i found them

#

now he needs bones

young bear
#

why does my avi's neck snap when i jump

gray zinc
#

why left arm pose position wrong

#

It should be this

ornate stump
# gray zinc

Try clear transform for all bone in pose mode.

ornate stump
# gray zinc

Then you have to make sure all bones are symetric in edit mode.

young bear
#

@ornate stump any ideas on what my be causing my issue?

gray zinc
#

I get it

gray zinc
#

Renfrew, which bones part are need weight painting for roblox model

ornate stump
gray zinc
#

Oh ok

ornate stump
#

Try something that seems make sense to you.

gray zinc
#

Alr

high frigate
#

yeah i have no idea what im doing

formal sparrow
#

does anyone know why i cant upload, keeps giving me this error no matter what i do.

somber sequoia
formal sparrow
#

so its not anything i can fix right

prisma frigate
#

Nope

#

Just gotta wait it out

formal sparrow
#

rahhh alrighttt

prisma frigate
#

Felt... I was on vr getting comfort and giving comfort to my friend- I'm still upset man. Anyway.. Hope they fix this issue soon-

gaunt arrow
#

its suppose to be on shon on both sides but i dunno why the front is invisible

#

not sure how to fix it

wraith blaze
#

are you able to delete vrc avatars i accidentally got rid of my blueprint ID and now it have 2 it’s a little annoying

#

i found it!!

ornate stump
# gaunt arrow

In your material, change culling mode from back to off.

spark walrus
#

Anyone know how i could fix this?

gray zinc
timber wharf
#

yes, it says that head bone is not an immediate child of neck bone, like theres smth inbetween

spark walrus
#

what would i even be missing??

#

is there a way ffor me to be able to make it a child?

somber sequoia
#

or the spine hierarchy is incorrect

somber sequoia
timber wharf
#

if head bone is child of some other bone, but neck is made/weightpainted properly you can just use that other bone

full harbor
#

Does anyone have an idea on why this happens with the outlines? it happened after i reimported an avatar after headswapping it in blender

#

thanks!

small valve
#

How can I make a fake-Player in my Unity scene, where i can test my VRC receivers on it to see if my bool parameter even gets triggered by it?

thorn tendon
#

can anyone help me make a avatar for my charather?

desert elk
timid kite
#

when i move with my quest version (toon lit shader) eyebrows sometimes get black outlines. why? i tried other shaders and its still the same

#

tis is the eyebrow part of the texture

desert elk
#

transparency issues? you could extend the texture a bit more, so it's a bit bigger than the UV map

timid kite
#

i dont know how to work with textures or uv map. so if i can at least get an answer that this is a shader/vrc issue or texture issue id be happy

desert elk
#

it could be

#

take the eyebrow texture to a photo editor and make it a bit bit bigger, a pixel or teo

timid kite
#

ok

#

<3

desert elk
#

it could fix it

gray zinc
ornate stump
gray zinc
ornate stump
# gray zinc

What? I don't understand what you're trying to convey.

gray zinc
#

in edit mode i was symetric, but still not fix in pose mode

ornate stump
ornate stump
#

Google should yield has the first result, didn't it?

#

The one from github.

next citrus
#

hey

#

I'm having trouble with the blueprint_id

#

my avatar didn't have it since it was a free base but I'm getting this error

desert elk
#

if you mean the error that's usually a side effect of a different error

next citrus
#

this is my first time doing this

desert elk
#

it's too blurry, look at the top 2-3 errors

next citrus
#

and retexturing an avatar

#

better?

desert elk
#

you didn't install something that your avatar needs

next citrus
#

?

desert elk
#

your avatar probably came with instructions or a list of things needed

#

missing script = you didn't install all of the things

#

vrcfury or a shader are two of the most often missed things

next citrus
desert elk
#

online?

#

and try getting it from the Gumroad instead

#

the model I mean

next citrus
#

I did?

desert elk
#

you didn't send the link to the gumroad so I assumed you didn't

#

I never used that website you sent, idk how it works

#

I'm just throwing ideas

desert elk
#

i think I know what happened

#

it's an old avatar

#

dynamic bones aren't used for avatars anymore

#

that one may still try to use them causing issues

#

it's my theory

balmy barn
crystal whale
#

I need help with modular avatar. I'm trying to fit an outfit to my avatar using modular avatar, but i needed to bring it into blender to delete some vertices. The bone structure is all good, but whenever i enter play test mode, the shirt completely disappears. The unedited shirt shows up in playtest mode, just not the edited one.

dry root
#

guys I'm new to this stuff so I just need some help, how do I put my avatar into vrc from vroid studio?

spark walrus
#

anyone know how i could fix this?

#

I was doing a headswap now something is wrong and i have no idea what

desert elk
#

read the pinned comment first though

desert elk
spark walrus
desert elk
#

what mesh?

#

the problem is the bones

spark walrus
#

i dont understand this

#

incredibly confusing

desert elk
#

see how you have Head separate from Hips

#

it shouldn't be like that

spark walrus
#

how should it be then?

desert elk
#

vrc rigs need a specific order

#

look, it goes Hips > Spine > Chest > Upper Chest (optional) > Neck > Head

#

you should have the same order

spark walrus
#

So would head go here?

desert elk
#

yes

#

it needs to be a child of the neck bone

spark walrus
#

omg that fixed it thank you youre an angel

desert elk
#

heh

spark walrus
#

unity is the most confusing software i think ive ever used

desert elk
#

Try Blender

#

xD

spark walrus
#

now i have annother issue

#

wtf!

#

now its givinng me hand errors even though i dont have any? qwq

desert elk
#

first try enforcing tpose

spark walrus
#

but every time i go in to mess with the config it moves my head back out of my neck and makes it seperate from the hip again

desert elk
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I'm guessing you'll need to parent the bones properly in Blender instead of doing experiments in Unity, because that's not recommended (I'm assuming that's what you did)

spark walrus
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every time i go to open it

desert elk
#

yeah

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Blender

spark walrus
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sigh

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how tf do i even do that

desert elk
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import the fbx > join the armatures (ctrl J) > ensure that the head is parented properly in the green bone menu

desert elk
#

yeah, in relations

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you need to be in edit mode

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and click the head bone

spark walrus
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would i parent it to the spine? @desert elk

frigid glade
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It’s much easier to just click on the bones in edit mode and just parent them that way by selecting the bones you need to work with

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I never really touch the side menu because it confuses me too much 🥲

spark walrus
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im not really sure what i even need to be parenting here

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thats the thing

frigid glade
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Wasn’t it parenting neck to head??

spark walrus
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I think so?

spark walrus
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i was moving it

frigid glade
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Cuz you don’t really wanna have multiple armatures. It’s best to have them all as one

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Yeah so you need to parent the neck to the head

spark walrus
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so for my head i want my neck as the parent?

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Okay

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after i select that do i do anything else?

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Or do i just re-export and replace the current fbx i had

frigid glade
#

After you’ve parented them just like check in pose mode that everything works and bends the way it should

small valve
#

How can I make a 3d sphere that fakes the collider of another player, so that I can test my vrc receivers on it in the unity scene?

spark walrus
frigid glade
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Wdym?? Are you in pose mode??

spark walrus
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nvm now it did

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my head moves around fine still so is it good to export?

frigid glade
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I think so!!! Just be careful if you’re exporting over your previous model in unity because it could break the model you already have in the scene

spark walrus
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im keeping the original

desert elk
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i find menus easier

frigid glade
#

Oki doki, it could be better to make a separate fbx

desert elk
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but that's also an option

spark walrus
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Also

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Would i need to change any of this?

desert elk
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fbx all instead of all local

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and disable leaf bones under armature

spark walrus
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before in unity for the original fbx it was saying the scale was 1m to 1m and the new one i had was like 1cm to 0.001m or something

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would this make it 1 to 1 and fix it?

desert elk
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yea

spark walrus
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yay okay

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so good to export now yes?

desert elk
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should be

spark walrus
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alright ill try it with this one and see how it goes

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@desert elk everything seemed to work fine but how do i get all the textures from my existing avatar onto my edited fbx?

desert elk
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add them to materials and drag the material onto your avatar

spark walrus
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wait huh

desert elk
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kinda like this

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different shader will look different!

spark walrus
desert elk
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yes

spark walrus
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theres no way theres nnot an easier way to do that

spark walrus
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@desert elk ive run into an issue where i cant put more than 1 shader on an object

desert elk
#

wdym

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?

spark walrus
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well materials

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it wont let me put more than just this one

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it wont let me add materials

desert elk
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try dragging directly on the avatar

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and maybe you only have one material on that mesh?

spark walrus
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cause the existing head has 6

desert elk
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I don't know

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it's too late for me

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maybe someone else knows

spark walrus
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this shit is so complicated for genuinely no reason

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unity fuckin sucks

somber sequoia
#

why are you trying to add a material slot?

spark walrus
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but now i have some like black bar over my face and my eyes look weird

somber sequoia
#

is that something that should be transparent, but isn't because you're using quest shaders?

somber meadow
#

definitely blendshape expressions that use alpha transparency effects

spark walrus
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oh holdon

spark walrus
somber meadow
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is that appearing outside of play mode?

spark walrus
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let me load up play mode holdon

somber meadow
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look at the head mesh for any active blendshapes or any blendshapes that have names that could match this

spark walrus
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theres an expressions and overlay

somber meadow
#

is this an avatar for quest?

spark walrus
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No

somber sequoia
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hmm, maybe the base color texture files don't have "alpha is transparency" set?

somber meadow
#

then if that's the case I'd experiment with the materials like expressions, templash, and overlay. Unlock those materials, and try setting the render preset to transparent (even if it's already selected)

crystal whale
#

How do i activate physbones? like the outfit moves fine in playtest mode but when uploaded, none of the physbones work...

somber meadow
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even if they're already on transparent still attempt it, Poiyomi updates can change render presets

somber meadow
crystal whale
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So i can see which bones need deleting and which i can keep

somber meadow
#

VRCQuestTools helps a lot with that process

gray zinc
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idk why my head move also

spark walrus
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wtf is this lol

somber meadow
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most likely an effect that uses transparency, go into mesh edit mode and click a face of it to see what material it's on

somber meadow
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go into face mode by pressing 3, open the materials tab on the bottom right (you'll need to scroll down), and select a face apart of the mesh

spark walrus
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Mind you this is a headswap, should i maybe get the expressions texture from the other head and put it on this one ?

solemn wyvern
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hey I was trying to fix the hands of my avatar in unity and I keep getting this error

somber sequoia
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are those the only two errors?

solemn wyvern
#

yeah

solemn wyvern
somber sequoia
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you want to look at the first 2-3, at the top.

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so if that top one isn't the actual first one, go scroll up

solemn wyvern
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the one at the top

true flower
#

OK, dumb question: Occasionally I'll buy an avatar from Gumroad or Booth and there will be multiple models in the scene, usually labelled along the lines of Full Version, PC Good version, Quest Version, Quest Super-Basic-As-Bare-Bones-As-We-Can-Make-This-And-Still-Be-Functional version, etc., all lined up in a row, neat and tidy. I've been hiding all the models except the one I want to upload, and everything works fine, but it's occurred to me to wonder: am I supposed to upload the whole scene and (hopefully) have all the different versions load into their correct places? Or at least, is this part of an easier way to upload a PC and a Quest avatar rather than having to create a whole new VRCC Project for each and every one?

uneven whale
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I managed to achieve partial transparency of materials on the quest avatar. I don't know if it works on the quest platform, but on a mobile phone there are no problems

somber sequoia
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only one avatar will be uploaded (see the dropdown at the top of the build console window), so it doesn't really matter.

somber sequoia
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if you have multiple versions in the same scene you can use the new SDK feature to upload them at the same time too