#avatar-help
1 messages · Page 129 of 1
which is what i'm trying to get you to understand
so that you don't get as frustrated with blender
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
so probably a really easy fix but how do I remove the eye shine? can't seem to find a way to do it
just explain what part you're stuck on
because it's a big task what you're asking
if it's a separate texture you can just set it to be invisible or erase it
as far as i know ive done the avi up to importing it to unity. i cant seem to get the textures to import tho. but honestly i feel like ive messed up at some point allong the way.
ive got all the assets etc, put them all together following a yt tutorial but idk
you import the textures manually by dragging and dropping them into the assets folder
then you need to make materials and assign them to the avatar
so the textures i have in blender automatically wont work?
automatically is not recommended
you can export them from blender and assign them manually
Well as far as I can see, these are the only two textures for the face/head. Tried editing both to no avail
something like here (it'll look different for a different shader)
#avatar-help message
did you locate the eye shine part?
on those textures
i assumed it was the white bits in the top right or the left side
Erased both but neither worked. Don't see what else it culd be
i don't either
Ah well thanks anyways
the .fbx i used seems to have came with the texture built into the model but i cant find the .png
maybe delete the mesh of that part in blender?
You can export them from blender manually
if the model has textures in blender you should be able to export them
im so confused
no ive now somehow made the problem worse
?
where has he gone XD
the avatar's not in the hierarchy, is that what you mean?
How do I get the default animations for my avatar if unity considers the rig a non humanoid
you can't
generic rigs need to be animated yourself
It’s not a generic rig that’s the thing
I had to remap bones in the humanoid rig config
or no rig
that's still humanoid
if you have no errors, the animations should play
is there an issue with the humanoid rig configuration?
Yes but the thing is I’m thinking it may be a bone parenting issue
so parent it correctly?
I’m not the one who rigged it how am I supposed to do that
look in the FBX import settings. Under the "rig" tab there should be a "configure" button. If there were any issues during the configure process, there should be a dropdown underneath this button. Look to see if there is something there
this will show you any errors with the humanoid rig
import the model into blender
click the armature
go to edit mode
parent the bones
but check the errors first
like Sunshine/Peepymou said
that'd be better
It was a model off of sketchfab if that helps
ok so
i clicked on apply humanoid rig
and it does its thing just fine no errors
everything looks fine
but then when i go to build and test it
which is why i was thinking it was a bone parent issue
well, can you show your rig set up and your hierarchy? and not a cut up screenshot
rig setup??
yeah, the configure
right side
bottom
where you said you needed to correct the bones
do you mean under the person thing with the green dots
how do i get YRM/Mtoon into unity? im guessing its a 3rd party addon?
i said
a different shader may look different
this is just the shader that I choose to use
you can use whatever one you want to use
Poiyomi, Liltoon, a vrc mobile shader... whatever you want
you will need to download the shader you want to use if you want to use a custom one for the PC avatar
yes
and your bone hierarchy
that's on the left
like this?
I could try. Just not too savvy in blender
yeah like i said its a model off sketchfab i didnt make this
im not too good when it comes to blender
i know how to do some basic stuff but thats about it
VRC Traders for commissions or good luck learning
is there a guide on yt or something that can help me unparent every bone without screwing up the actual rig
basically you need to get it to have a VRC ready rig #avatar-rigging has pinned messages explaining what it looks like. Or you can look at this photo #avatar-help message
maybe a generic rig would be better im not sure
it all depends on how your avatar's armature looks like. There's not one guide for everything. You could look into the unofficial cats plugin and their merge weights function
then it wouldn't do any animations
it would be immobile unless you learned how to make your own animations
which imo is harder then making the rig work
so basically unless i reparent all the bones its impossible for this model to have a proper humanoid rig?
reparent and get rid of the unneeded bones, yes
any idea why the shoe seems to be like half missing?
turn backface culling off
normals are inverted
i havent touched either of them
the normals could be something that the avatar creator/shoe creator forgot about
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.
i present.... Le Asset Rip
are there any other errors than that?
What difference does it make if I switch my rendering mode from opaque to cutout?
let me run it again so i can screen shot it.
welp time to try and reparent stuff
if i remove all the parents from the bones is that gonna mess with the mesh itself or
asking cause i managed to remove the shine from the eyes but if i leave it on opaque it leaves a hole where the shine was, but if i change it to cutout it's fixed
Cutout means don't render certain part of surface if alpha value is less than cutoff value. Opaque always renders surface whole.
Does this really matter?
yes
i learned the hard way
your avatar will fail validation otherwise
chest is an optional bone but the sdk doesnt like it unmapped
is that not a glitch?
gonna crashout
i dopn wanna make a whole new bone it take sme a minute 😭
then i have to reimport the model and readd the physbones
yeah im currently trying to reparent every bone on a model from sketchfab to actually work with vrc's humanoid rig option
is there any way to copy transforms?
for the bones heads and stuff
no idea
im not the one to ask
i just know a few things since ive been trying to get this dang thing to work for the past like month
on and off
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
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
optional in unity doesn't mean optional in vrchat
upper chest is optional
anyways would i be safe to remove all the vertex groups and parents from the bones
or do i just remove parents
you'd need to weight paint everything all over again
vertex groups hold your weight painting
hey sorry to bother you with a ping, but if it's not much trouble could you help me with weight painting? All I have left is a torso piece and a skirt on my model
ok Elliot does this parenting look good? would this be able to use the humanoid rigging properly?
this is the same model i just renamed the bones and reparented them
wasnt as much of a pain as i thought it wouldve been
gonna test it
do these errors mean much if im just using this for quest
i fixed bone heat weighting failed problem, so this model was weird
left arm wrong angel and face glitch
i was rest position, now only face have pronlem
Does using psd files as textures take up more texture space or smth and makes avis less optimized than using png files?
@misty ridge no, any texture gets converted into internal gpu formats
What did you do before it became like that?
How is it supposed to be?
automatic weight paint
The face normal broke because of automatic weight?
Well.. I’m not sure how to explain
But It probably shouldn’t look like THAT
it should look more… organized in a way
I guess
It's already organize in some way.
Well yeah but it’s got those jagged lines
is by distance
Oh what the fuck
Topology broken
Try google for "blender circle face fill" and see what you actually need.
Oh okay
No.
What does it do if you disable armature modifier?
if i were to make an avatar for a friend how do i even give it to them
Send them the unity project and have them upload.
and if they don’t have a computer?
Probably upload to your account as public and have them clone. Otherwise I can't really tell.
dang, really thought there was some official way to do it… that’s really dumb. thanks though
how do i disable armature modifier
The blue monitor button on the modifier.
this
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
Yes.
right?
Yes. If the face normals are still broken, that wasn't caused by auto weight paint. It's something else.
else?
No idea what did you do. You probably had no idea either because some command was used accidentally.
ok anyone with VRCFury knowledge, how do i add icons to my toggles?
ive seen a ton of avatars with icons on the toggles so im trying to add one too
wait nvm found it i think
do you still need help?
im trying install the customizable eyelashes from bread expert on my quest avi but this keeps happening when i try to merge fx layers
is smooth but why edge showed
custom normals maybe?
Can you show wireframe mode?
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 😭
Is your asset using vrcfury or modular avatar?
yes i use VRCfury
What is the cute dancer thing?
bump
but how do i edit that? im kinda dumb like under the asset where do i go to find that input to change
It's the component you have to add on anywhere in your avatar.
Proceed as the message said.
wait im dumb sorry
it works tysm i was so lost
i just was confused i added the component under the asset rather than on the avatar itself
'sup dudes, I got a dilemma it's fine in blender, but not unity, any advice?
It's like a prefab with a script that sets up dances and sounds i figured it out tho it was just the format my audio was in
does anyone have an idea on why this happens with my outlines? thanks!
only happens at the nails but anywhere around the body its pretty fine
It shouldn't be doing that, and I can't remember what feature that causes it doing that.
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.
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.
I've used an animator play audio with a bool before. I've used it to make buttons that play sound when you touch them.
And all that was needed was a simple on/off toggle with a bool. Unless I'm misunderstanding what you're talking about
My use is it to avoid to many audio sources so I dont get very poor ranked for having over 8 and with this, I always can take the same audio source because the sound effects dont need to play all at once.
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
You could just create another state with a different audio clip to play and transition into that state with bool condition.
There is a list for clips, "0" is a empty audio file, with no audio, but its a mp3 so I dont get an error for not putting something into element 0 in this list and "1" is a specific sound that does play, if my animation does enable my item by turning a int to one, because turning a bool to true doesen't seem to count as one.
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...
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.
You could just add that bool into the transition condition though.
Since it's only for to play and not to play.
What do yyou mean by "transition condition though"?
Where can I find it?
That arrow from "make transition", and see "conditions" field.
How did you make this work if you have never set transition condition?
That condition.
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.
You should have only one clip and set order to random. There is no need for Empty.
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"
Because when it's 0, the state would transition out from the "On" state into "Off" already and audio would no longer be touched.
Just think that "when it's on, play that single audio clip" for that play audio behaviour.
I just saw the problem: you added the play behaviour on the layer itself which is incorrect. You should add the behaviour on the state instead.
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.
You misunderstood the whole process, it's using int because you tell it to play in order according to parameter, which order must be certain kind of number. And I already point out what you're doing it incorrectly: you put the play behaviour in the wrong place.
That's the reason the play always active regardless of the state it plays.
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?
Might be easy as putting the head into the base's head bone. But there would be some minor details on that.
You mean like this?
and I use a bool for the arrow?
Yes.
I only hope the VRC Contact Receiver is also compatible with bools.
It already is.
good, thanks.
why do people copy their avatar, unpack and then press play mode?
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
no idea some people do that just so they can adjust it in play mode and make a prefab since it doesn't save what u did in the play mod
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??
I've tried using cats, still very different from the unity version
What is "Unique Random" and "Roundabout" for?
And how different is Random vs Unique Random?
using cats for what exactly?
and if you imported the same fbx you had in unity, it should look the same
how is it different?
these are clearly explained in the documentation
which I happened to just read because I somehow missed that Parameter was a valid option, that's a cool feature.
But where can I find thd pdf or the website with that specific information?
not sure why a web search or search in VRChat's documentation wouldn't work for you, but here, this one's on me 'cause I have it open in a tab:
https://creators.vrchat.com/avatars/state-behaviors/#animator-play-audio
Thats why.
Can anyone help me? It's rigged correctly in blender, but when imported into unity the parts of the droid just go everywhere
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.
It even looks weird in the small preview
Ohh what?
oh and you need shoulder bones - there's a sample rig image pinned in #avatar-rigging
But this is a robot character, how am i supposed to add a shoulder bone and stuff when its all just hinges?
you don't have to weight paint them but they are required if you want this to be humanoid in VRChat
chest -> shoulder -> upper arm
nope. it's useful if you want to make animations there, but all you need is a valid armature for VRChat
So how would i go about adding "fake" bones to my rig?
just extrude bones from the chest bone's tail and make them the parent of the upper arm bones
Sorry what
I dont understand what you mean
I added shoulders
that'll work
cant drag stuff in hierchry?
How do i do the spine thing
what do you mean?
Yeah, I'd split the hips bone, and weight paint that hips segment to it, then the next mesh up to the "spine" bone
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.
Might be a dumb question, but how do i "split" a bone?
if I recall correctly, select the bone, right click, "subdivide"
anybody know why i cant move anything in my hierachy?
i can open stuff, but i cant drag anything
you'll have to give us more context?
lIKE
I can open stuff and what not
i can click on stuff
but i can hold on a object/game object
and drag it into the unity hiearchy
it just wont work
wont even show that im dragging it
Thanks, now i have this problem. Im not sure what is the exact cause/solve for this but do you see?
if the spine bends it bends weirdly and out of proportion
weight painting probably, though I'm not quite sure what you're indicating
It has no weight painting because all the moving parts are separate
But if the spine bends like this, it should limit the movement to only pivot from the hip bone
it must have weights if you want the mesh to move with the bones
I have the parts directly parented to each bone
(clarifying because "painting" is the method to apply weight)
ohhhh
now I see why it's all weird in vrchat
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.
Is that really necessary
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
I see
Is there a quick way to do it?
Because if i join it all into a single mesh it will be hell separating each part by weight painting
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
Oh my god
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
How do i apply the bone to the vertex group
you don't, vertex groups are on mesh objects and contain.... vertices.
Im so confused rn
but those are matched to bones by the name itself - make the group's name the same as the bone's name
OOohh
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?
But do i still need the extra spine bones
you must have that spine bone if you want it to be considered humanoid by vrchat
is this enough?
sure
i still have this issue though
I'm not sure how I'd weight that, I haven't really done a thing like this. Maybe someone else has a suggestion
What if i just make the middle bone really small
Do i have to add a vertex group for EVERY bone or just the ones that i "need"
nope, you don't need empty vertex groups
I did a test and it doesnt deform with the bones
hey, keep getting this error when trying to make an animation for a mat swap
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?
are you in pose mode? if so, it's not weighted. if not, that's why
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.
(see also the history in #avatar-rigging for more tips)
good luck, I'll bbl 🙂
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.
I can't find Paint mask?
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
left-most of those 3 icons there, not sure why it didn't grab my pointer
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"
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
of course a different shader is not going to have the same options
Any advice on this? Thanks in advance
you can't edit blendshapes in unity, not sure what you did there
they're already in the asset, you absolutely can, but that really what I'm asking here..
you can change the value but that's not "editing". I'm not sure I get what you're asking though
its more about it staying the same throught different duplications using the values set inside of blender
do you mean you want to set the default value?
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
exporting the edit to the unity package breaks it thats hwy i ask
sorry "changes"
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"
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
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 ?
unity
I haven't tried to apply settings to an avatar prefab, I have to other prefabs I've made.
no dice! but it did make me think of something, hold up!
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.
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
Am I just screwed to having to restart all over again and hop eI don't accidentally delete something?
It gives me another 60-80 of these same errors every time I click on the scene
always show the first 2-3 errors, many of the others are likely side-effect.s
They're all showing up exactly the same
did you restart unity?
I didn't. Lemme try that
I managed with your advice, I found a way to copy the component inside unity. Thank uuu
ah cool
Seems to have fixed it so far. Uploading now
also cool - sometimes it just gets in a weird state
why do i keep getting this error if my entire rig is properly mapped??
I also have a pc version and quest version, both share the same avatar humanoid, the pc one doesnt have the issue however
show the hierarchy from armature root to head
how did you create the quest version?
did you just duplicate the game object of pc
i used the quest tool thingy
also i just realised the entire armature is missing 💀
oh that's a problem
if the pc one works fine, please just duplicate it and it should stay the same…
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
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 ?
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
do you have modular avatar?
i dont no, i think ive heard of that, im assuming that goes into the companion app then added to unity right?
You've put the wrong object into the armature link's "Link From" section. For those clothes it should likely the hips of the armature, and you choose Hips in the dropdown below
yeah but you can also have it as a package, it's really good for linking armatures to clothes
You can see in the screenshot they're already using VRCFury for linking
oh
say you have your amarture like this, with MA you can right click on the "SSMAYUCLOTHESfbx", find MA and setup outfit
Ok so i changed it and its broken in a different way now, it still sits to far forward when I toggle them on
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
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
I'd still recommend asking for VRCFury help in VRCFury's server
Yeah! Will do
How can I know which hand gesture values correspond to each of the default gestures?
Thanks!!!
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.
Yeah I wanted those exactly!
excellent
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 
How do i fix the quest version from doing that cause the pc version works fine
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.
is it Very Very poor?
Very poor it just says
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
post stats (probably in #avatar-optimization ), maybe we can guess
Alrighty well ill check that out then thanks
(that’s such a cute profile picture …)
Should I use this for Face and Body? Face - 2K; Body - 4K.
do you actually need 4k?
idk, I've been told to use 4K for body in general
Everything else from 2k to 256, depending on how big the part is
don't use 4k unless you actually need the detail
and masks - usually lower than those.
please don’t use 4k.
Is 2K at best format same as 4K?
4K at Normal Quality compared to 2K with best compression algorithm and format.
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
just don’t use 4k.
oh no not 4k texture
, here is one that uses a 4k+2k texture
so scary , 4k baked texture on a 2k is a noticable quality loss
and, addition what they said ^
Yeah, I do sometimes also. It's why I said "unless you actually need"
Does anyone know how to fix this?
did you restart unity and try again?
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?
you can have a completely different avatar for quest if you want
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
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
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
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
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
yeah - in the receiver you have other settings for "allow self" vs. "allow others"
First time Ive ever worked with contacts
the docs are a little vague in parts
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
you may find the animation clips in the avatar’s relevant folder.
You need to select an avatar with the animator containing animations you want to edit in its Animator component, then you can pick them from the dropdown there and work on them
Yeah I can find them in project, but I can't preview them when I open them straight from their file. I meant something like this, where I can select the dropdown
you don't have the controller in question in the Animator component's controller slot
Let me check
I can see it in your initial image
or rather, not see it, since the slot is empty 🙂
I'm blind. Thank you very much 🙂
I dont see that icon
Is it in blender 4.4? im on 4.3.2
it's been in every version I've used from 2.9something up
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
Yeah, clicked armarure, then shift click mesh, then edit mode and select all, then back to weight
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
Do you see the issue im having
Why does bending the spine when joining the mesh together screw up everything?
can't really tell from here but probably the answer is "weight painting" somehow
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
if you read the stats report when building for android, see if it says you have too many physbones and so it removed them all
do i need to reduce the amount of physical bones? i just have no physics at all when i log in from android
I cannot tell you this without having seen your stats
as he said, check the warnings when you are uploading to the android sdk. if you see “physbone components …. removed at runtime” you have too many physbones and must remove some physbone components. (not bones, the vrc physbone components you add to the bone in unity to give it physics)
please tell me, do you know the approximate limit of physbone? Where can I read about it?
for android, it is 8. more and 8 and it will be removed.
you can check the full performance guidelines here:
https://creators.vrchat.com/avatars/avatar-performance-ranking-system/
please consider scrolling to the bottom for Android stats.
Thank you!
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?
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
This is the weight painting so far, obviously havent finished it but the parts that should be correct just isnt working
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
The origin point? Is at the feet
This is the hierarchy
Aaand where do i change that
top middle of blender in edit mode or similar
SO useful to change, kinda suprised you haven't yet
ok that's reasonable for when in pose mode
But do you see anything in the hierarchy that looks off?
nope
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
bone rolls are all 0? origins of all parts are the origin and all transforms applied?
i think so
Still happens
Is something seriously wrong here or am i just stupid
you think so?
In the video you saw me apply all transforms and reset pose transforms
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
Ohh okay my bad ill raise it
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
But its all 1 part
okay
if you merged parts but didn't apply all transforms first, that can cause issues
I really don't know what's going on there
Could i hand you the blend file and you take a look at it?
I don't normally for free but I've got me curious. Sure.
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?
Yep!
That is the exact reason
shocked that i just guessed that
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
Ofc! Best of luck :)
@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
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
Is there a way to remove contstraints from all the bones at once?
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
Wait, i removed the contstraints and its still broken, exactly what did you do?
Can you send the file back?
No need, I fixed it!! Thank you so much!!!
what do i do about this
about what exactly?
the windows stand alone support isnt here
oh good!
I was just going to say, I've got Blender 4.4.3 here, it can be picky about going backwards
Do you have any advice as to how to make the mesh deform better and more human-like
it's a robot, it shouldn't really deform, right?
Yeah but you said something about the shoulders
no
yeah if you rotate those, it doesn't move very well because they aren't really designed with shoulders in mind
kazin is one of the best people in the community
nah, I'm just a jerk that's occasionally helpful to people who seem to actually want to learn
reall
whats the difference
I'm not gonna hold your hand, I'm going to tell you to read the docs 🙂
what happens when you press Open Download Page? And did you try reinstalling unity?
fair
404 and yes i did
yes
is it the unity or compainion app causing issues
bc i installed unity though the compainion app
consider uninstalling it and installing it through the unity hub
how did you reinstall it if you don't know how to uninstall it?
im confused
"And did you try reinstalling unity?"
"yes i did"
and know you're saying you don't know how to delete unity
i didnt
how
rudee
well, i'm not gonna tell you everything
shut
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
Hey does anyone know how to make a Blender model into a Vrchat Model?
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
ok i reinstalle the hub its launching now
still nothing i dont know what to do
did you reinstall the hub only or the editor as well?
Export as FBX, set "Apply Scalings" to "FBX All" and uncheck "use leaf bones" under Armature. Then follow one of the many basic avatar setup tutorials
only the hub
where do i find the editor ik im asking dumb questions and im sorry im new to this
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
you mean the unity version?
yes
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.
its not letting me remove it from the hub
its hard to explain but if u can screenshare it to me i can explaion
I can, I'm not able to talk though
ok meet me in a vc
your u can just call me on here
navigate to that location and delete it from your computer
delete the old unity too if you don't need it
I don't see a VC in here so I'll just call
is this a general helpful setting something should be set for every single model, even if seems like it not have an issue at first?
I always set it, yeah
Got everything imported but get this error
I mean I dont really know what's on the files or what it looks like due to my pc being broken at the current moment however I did get the pure Rar files from the avatar creator
uh.... ok?
So I didn't know that if it mattered if it was a .rar file or a .zip file
i will correct them incorrect to be aware, and that the SDK does warn you when you have too many physbones over the amount. it will say “physbone component… removed at runtime” somewhere there in your warning/errors. so please be wary of it 😊 but it does tell you, along with every other exceeding warning!
those are archive files, one assumes that you would open that up and extract the actual data files from them?
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
issue was not resolved in the VC
i deleted it but its still stuck in the hub
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?
install it again, for example herehttps://unity.com/releases/editor/whats-new/2022.3.22
he’s very cool, i want to be his friend
@limpid cargo ye, not much reason have those different for avatars, vrcf i believe sugessts you to autofix it
i never know what it means…
but thank you very much 🙇🏻♀️
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
Why is it completely black when viewed ingame? It looks good in the editor and in the preview
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
so i imported my fbx into unity again and its a wee bit messed up any idea how to fix it?
how is it messed up? always assume people don't know what your avatar is supposed to look like
also what exactly did you do that caused the messed up thing
say I'm sculpting some new faces for my avi
between the left and right, which do yall think it's better?
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
yes
Does anyone know why this action AFK pose will not work? (gif)
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
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
The action layer has it's weight set to 0 by default. If you want to use it, have a state on your FX layer turn it's weight to 1 then back to 0 when you're done using it.
Using one of those.
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.
So I have to add a whole new FX layer changing the action layer weight to 1 with the AFK detection on the FX layer?
Sounds abit backwards, idk why they changed that :/
You could do the AFK detection, tracking control and layer weight control on FX if you wanted. But at the very least, you gotta do the check for AFK and change the weight yes.
It's always been like that for avatar 3.0 iirc
Show me the settings you used for the headchop component please ^^
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
I tried setting it to the object of the scarf instead of a bone, but nothing I've tried has really worked (The component is also in the object of the scarf mesh since it's separate)
Does your scarf have it's own separate bone?
No it's weighted to the upper arms and chest
so, im havin an issue with a sword asset rn, i bought robos katana and followed his steps but the sword doesnt work properly
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.
I'll have to go the bone route then, since I have everything all in a single material 💀
Thank you for the help!
My pleasure ^^
how do i import textures (they png)
wait
they alr are there?
why cant i see them then
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?
are you in the wrong shading mode? upper right of the 3D view, little bubbles
why does my avi's neck snap when i jump
I added subdivision surface
why left arm pose position wrong
It should be this
@ornate stump any ideas on what my be causing my issue?
I get it
No idea.
Renfrew, which bones part are need weight painting for roblox model
I can't answer that. I don't do roblox.
Oh ok
Try something that seems make sense to you.
Alr
yeah i have no idea what im doing
does anyone know why i cant upload, keeps giving me this error no matter what i do.
possibly network issues, see in #announcements
so its not anything i can fix right
rahhh alrighttt
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-
its suppose to be on shon on both sides but i dunno why the front is invisible
not sure how to fix it
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!!
In your material, change culling mode from back to off.
Anyone know how i could fix this?
Are you connecting to the wrong bones?
yes, it says that head bone is not an immediate child of neck bone, like theres smth inbetween
i have no idea
what would i even be missing??
is there a way ffor me to be able to make it a child?
or the spine hierarchy is incorrect
sure, re-parent it in Blender
if head bone is child of some other bone, but neck is made/weightpainted properly you can just use that other bone
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!
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?
can anyone help me make a avatar for my charather?
you'll get scammers here, go to VRC Traders #1204490664637890580
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
transparency issues? you could extend the texture a bit more, so it's a bit bigger than the UV map
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
it could be
take the eyebrow texture to a photo editor and make it a bit bit bigger, a pixel or teo
it could fix it
in edit mode i was symetric, but still not fix in pose mode
You have to clear transform for all bones.
i fixed
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
if you mean the error that's usually a side effect of a different error
this is my first time doing this
it's too blurry, look at the top 2-3 errors
you didn't install something that your avatar needs
?
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
where can I download them?
I did?
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
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
change the dynamic bones to phys or convert and hope it doesnt do wierd things - the stub https://github.com/VRLabs/Dynamic-Bones-Stub
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.
guys I'm new to this stuff so I just need some help, how do I put my avatar into vrc from vroid studio?
anyone know how i could fix this?
I was doing a headswap now something is wrong and i have no idea what
Like this (there's a shorter version of the tutorial on the channel too)
https://youtu.be/lxL5TxNc6MA?si=MFoHsj-bMnyrWV_K
read the pinned comment first though
well, your head should be properly parented. Not separate from the hips
thx :))
So for my head would i select my new head mesh and use that?
how should it be then?
vrc rigs need a specific order
look, it goes Hips > Spine > Chest > Upper Chest (optional) > Neck > Head
you should have the same order
omg that fixed it thank you youre an angel
heh
unity is the most confusing software i think ive ever used
I was in it for a little
now i have annother issue
wtf!
now its givinng me hand errors even though i dont have any? qwq
first try enforcing tpose
okay that fixed the hands
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
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)
every time i go to open it
import the fbx > join the armatures (ctrl J) > ensure that the head is parented properly in the green bone menu
here?
what from here?
would i parent it to the spine? @desert elk
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
I never really touch the side menu because it confuses me too much 🥲
Wasn’t it parenting neck to head??
I think so?
Cuz you don’t really wanna have multiple armatures. It’s best to have them all as one
Yeah so you need to parent the neck to the head
so for my head i want my neck as the parent?
Okay
after i select that do i do anything else?
Or do i just re-export and replace the current fbx i had
After you’ve parented them just like check in pose mode that everything works and bends the way it should
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?
it wonnt let me select the head to move it now??
Wdym?? Are you in pose mode??
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
im keeping the original
i forgot you can do that tbh
i find menus easier
Oki doki, it could be better to make a separate fbx
but that's also an option
this all good now?
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
would this make it 1 to 1 and fix it?
yea
should be
alright ill try it with this one and see how it goes
@desert elk everything seemed to work fine but how do i get all the textures from my existing avatar onto my edited fbx?
add them to materials and drag the material onto your avatar
wait huh
so i have to do that for every single material?
yes
theres no way theres nnot an easier way to do that
@desert elk ive run into an issue where i cant put more than 1 shader on an object
well materials
it wont let me put more than just this one
it wont let me add materials
try dragging directly on the avatar
and maybe you only have one material on that mesh?
how do i have it so i have more than one?
cause the existing head has 6
why are you trying to add a material slot?
i figured it out for the materials
but now i have some like black bar over my face and my eyes look weird
is that something that should be transparent, but isn't because you're using quest shaders?
definitely blendshape expressions that use alpha transparency effects
oh holdon
how do i make it so its gone?
is that appearing outside of play mode?
let me load up play mode holdon
look at the head mesh for any active blendshapes or any blendshapes that have names that could match this
theres an expressions and overlay
is this an avatar for quest?
No
hmm, maybe the base color texture files don't have "alpha is transparency" set?
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)
How do i activate physbones? like the outfit moves fine in playtest mode but when uploaded, none of the physbones work...
its all on transparent already
even if they're already on transparent still attempt it, Poiyomi updates can change render presets
What platform are you testing it on? Quest (Android) limits max physbone components to 8 and deletes every component if you exceed it
Android. But i need to figure out how to access them in the first place.
So i can see which bones need deleting and which i can keep
VRCQuestTools helps a lot with that process
idk why my head move also
I just checked my fbx in blender and its there too
wtf is this lol
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
where would it tell me?
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
Says its expressionns
Mind you this is a headswap, should i maybe get the expressions texture from the other head and put it on this one ?
hey I was trying to fix the hands of my avatar in unity and I keep getting this error
are those the only two errors?
yeah
oh wait my fault I just checked
you want to look at the first 2-3, at the top.
so if that top one isn't the actual first one, go scroll up
that was the first one I'm p sure
the one at the top
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?
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
only one avatar will be uploaded (see the dropdown at the top of the build console window), so it doesn't really matter.
re: quest/PC, you can have them in the same scene, or not, that's just a question of how you prefer to work. no need for multiple projects, especially if they share assets, there's little reason to duplicate stuff
if you have multiple versions in the same scene you can use the new SDK feature to upload them at the same time too