#avatar-help
1 messages Β· Page 130 of 1
yet to actually use it , but its in avatar descriptor at the bottom
Hi people, im trying to upload an avatar but its not letting me. its telling me to check the logs but im not sure what to look for in there
Same answer as I gave just above - you have 31 errors, look at the first 2-3, at the top, not the last ones.
Those warnings about cyclic dependencies are weird though...
scroll up
π for the first red errors , last red ones caused by the ones above it causing the entire thing to fail
the number of times I say this per day....
im sorry π
Used to just plonk a image down when i saw those, but it got excessive
oh if you're new, it's fine, it's more that I find the situation kinda frustrating rather than the people π
this is the first one
its a store bought one but i added outfits and other stuff
if so, find the "pipeline manager" component on your avatar root and detatch the blueprint ID
(then try to upload again)
That was what I needed to know, and apparently I need to update my SDK. So yes, very profitable answer, thank you. π
its already like this
ah then that's a side-effect error and not the root cause.
my expressions still wont go transparent and its really starting to confuse me
is it something in blender i need to fix?
so on to the next red error? those are all about the outfits
Unless you paste the first few, I have no idea what to suggest
possibly you have one that says "missing script"?
yep
that's the problem then
you didn't install some package that's required
ohh, like shaders or something?
shaders wouldn't do that, but similar idea, some requirement package. Maybe VRCFury?
no i got vrcfury, thats how i set them up in the first place
hmm is this a really old avatar base?
nope
well check the creator's website or documentation, perhaps there's a clue there
let me try to upload it without the outfits first
yep, that worked. i think i know what to do now then, ty for your help! π«Ά
thats what the outfits reccomend yeah π thought i could do it with vrcfury as well
some use both
but you could do it all with one
just need to remove the script from the things it said it was on
and remake it with vrcfury
oh modular would make sense there, yeah
poiyomi's discord server uploads the most recent versions to download.
re export and reimport every time you make a blender change.
and in poiyomi, the transparent option is the first option near "colors" and you should see a dropdown of "opaque, transparent, fade", etc.
and find your texture file for the expressions and check "alpha is transparency" on it.
note that checking "Alpha is Transparency" is not necessary to make transparent shaders work -- but it does have two useful effects:
- It makes the texture's preview transparent
- It fills in transparent pixels with colors from nearby non-transparent pixels, which can prevent weird artifacting
(you might have nonsense colors in the transparent areas, which would bleed into the fringes of the non-transparent areas)
I already figured it out
literally just the texture order was complete wack and my textures were assigned to the wrong stuff
you have so beautiful profile by the way
could be lots of things. No weight paint. No armature modifier on that mesh. Different armature in the armature modifier than the one you're moving.
I just check the armature
It doesn't have problem, I think is weight paint
Might be draw wrong bones
Or not weight painting on arm
My materials are scattered
only right arm have issue
defaults you can change in the parameters list if they're toggles already
if it's VRCFury, idk how it works
Can some1 here who also uses standeble vr maybe help me out? There is smt wrong w mine cuz my standeble vr tracking is on the ground glitching and idk how to fix it
Hi! I'm experiencing a weird "burned-in image" effect while trying to capture an image from the screen while building my avatar. Dose anyone have any suggestions on why this is happening?
Hello can some know what's this problem recently I been having 2 times this error idk how to fix, it call me something about a clone maybe could be for vrcfury but idk, glad if anyone have a idea about it π₯Ί(it';s a avi I buy to upload , I just change some texture)
If I add something to my fbx, how do I get it on my avi in unity?
Can I redrag the fbx into the hierarchy and move the objects onto the "active" avi and reassign the bones?
Anybody know how to make that arrow thing?
i'm having an issue with a direct blendtree. Unless I'm not understanding correctly, I thought the speed of the animations should be the weighted average of all the animations playing. All of the animations inside of my blendtree are the exact same length, same sample rate, no speed multiplier, but each time i add another animation it halves the speed that the blendtree plays at, does anyone know why this is?
As long as you haven't unpacked the model prefab, you'll see new objects in the scene automatically
you should see this package icon
ah okay it is unpacked
It is possible to reconnect the prefab. It can be fiddly if you aren't comfortable with Unity, since you'll probably need to fix materials
and if you've been rearranging your hierarchy in Unity, that's not possible when the prefab hasn't been unpacked
an unpacked prefab can cause a lot of weird issues
notably, the SkinnedMeshRenderers will have their meshes update properly (they reference the mesh assets that are imported from the FBX), but their list of bones won't update
i'M trying to do a world constraint that spawns on my character instead of world spawn, how should i do it? everytime i use this, the item goes to the world spawn instead of near my AVI
this will cause random vertices to start flying all over the place
the VRLabs system?
so you're just animating the "Freeze to World" property on a VRCParentConstraint, then?
yuh
in that case, make sure the constraint is active for at least one frame before you turn on "Freeze to World"
otherwise, it won't have any time to actually move
Are you activating the game object that the constraint is on at the same time that you turn on "Freeze to World"?
yeah it's all been rearranged and i'm trying to avoid redoing all the materials
so I can add bone to new things, but I cannot change existing bones?
there is no such thing as ¨Freeze to world¨ in what i got
that's a outdated unity constraint, convert it to a VRC constraint
fuuuck
The new VRCParentConstraint makes this really easy
More or less -- but if anything causes the order of your geometry to change, it could screw up the skinned mesh renderers
under advanced setting
that doesn't really help
gotcha i'll keep that in mind, i take it there isn't a way to make folders in blender so I don't have to reorganize my hierarchy?
what should i tick here
just remember to have a element source , even if you dont point it to anything or it wont reset back to wherever it was orginally after a drop
just animate 'freeze' to world, anything under it stays (seperate objects course)
my god i might be braindead
is there a way you could just
send me a working one where i just put my object under container and all will work
vrcfury has a "Drop to world" component which automates most of this for you if that's what you use
can you show what you want to achieve?
I want to sort items by type
You can parent each mesh object to an Empty in Blender. I'm not sure if the armature will work right when you do that.
i don't think it will either, the empties appear outside the main hierarchy. I had added an fbx with empties and anything in them appeared on the model but weren't attached to anything
have used empties for grouping things and easier disabling a bunch of meshes, but its been awhile
(years)
help my toggles wont turn off //// NVM
You'd need to parent those empty objects to the armature in Blender.
2~ ish years ago
OOOOOH I think i see how to do it, dammit i'm gonna have to redo my materials again
but this is peak!

so I can add things onto prefabs without unpacking? or should i make a point to add everything in blender?
which would suck cus i have a pair of glasses i can't figure out how to fit in blender
is there a way to quickly copy phys bones and colliders from one avatar to another? cus i just finished doing that for my outfits and omg i do not want to do it again
how do i open a fbx file in blender WITHOUT exporting it from unity
like i already have a fbx already with all toggles and all
i dont really feel like redoing them all on the new model especially with how much things i imported to it
This might work, it is intended for copying between the exact same rig https://github.com/rurre/PumkinsAvatarTools
If you are trying to work on an avatar that has been assembled in Unity in Blender then don't.
Just open the fbx for the part you want to work on in Blender, exporting an fbx from Unity is not worth it.
the problem is that i already like imported the fbx in the scene applied the toggles and all but now i wanna modify some mesh parts of the fbx without every toggle literally going to waste because of it, i spent like DAYS to make those and im not ready to spend more...
import fbx in blender , do stuff, export and save over one you have in unity - if you unpacked it wont work , but should not affect any of your toggles (*depends if you rename stuff that is used in them)
Or less destructively
Import the fbx into Blender anyway, do your changes, export with same settings as a separate fbx, setup rigging again (or copy from the originals avatar definition) and replace the mesh used in the skinned mesh renderer with the modified mesh
bump, sorry i think this got missed with my other question
so i modify the fbx, and then how do i replace the mesh used?
Skinned mesh renderer component, there is a slot for the mesh, drag the mesh from modified fbx (click the right pointing arrow) into that slot.
Depends on how the avi was exported originally, they should not try exporting from unity
if i have the blend file of the fbx same model but different file would there be a better solution?
this is for exporting from blender
This is as easy of a solution you can get.
It isn't hard
.
remember different files
the fbx is one
the blend is another
And if replacing original mesh then it needs the exact same export settings.
oh i see
is there a way to tell the difference, because i exported without doing it once and my colliders and bones were huge
Just overwrite the fbx in Unity then I guess, it is a bad solution if you don't export right or accidentally break it, but you can do it if you are confident.
so i basically export the fbx edit it then replace it?
as in importing the edited one
Nope, you don't export anything.
Anything imported into Unity exists in a folder in its original form, you just import that fbx into Blender, nothing to do with Unity.
Don't think so, you just learn.
Armature scale is 100, then local only, is it 1 the fbx all.
Does it have end bones, then keep leaf bones turned on, otherwise don't.
when i double click the fbx blender shuts down .-.
good to know thanks!
Double click where?
Inside of Blender's import window?
why wont the new toon shader work in game? if i add it to a avatar uplaod it i see it in the avatar menu but then when i equipe the avatar its just using the old shader still
ive restarted the game multiple times and nothing seems to work the new shader only shows up in the avatar menu and nowhere else
if i make other changes to the avatar they show up
but the shader still does not ever update it just continues to be the old shader
is this a bug with the game?
Double clicking the fbx there won't do anything.
Right click the asset window "show in explorer" or something and it is from there you want to import in Blender from.
is there a possibility to delete mesh parts in unity without blender...........
I know someone who does that but I don't really know how they do it
Something more common with booth avatars I am guessing, lemme check
cause i have to do to the model is remove few mesh parts from it
Blender would be easier
i cant
use blender for that..
its a fbx
is not like a blend file where i can modify it
so the one item (blue) shows up in the Empty parented to the armature, but the other (red) shows up outside the hierarchy, i added them the exact same way am I missing something?
you can import fbx to blender
how so?
i don't see why it would
mhm
oh
break...
yeah you have to redo it all
yeah no..
is vrcfury really like that? @_@
i aint doing that π π
you just have to copy the setting afaikk
I'm glad to be manual wow that sounds annoying
what settings
No. Kay probably just unpacked the avatar
ah I see
i'm learning to manual, MA and VRCF always messed things up
theres literally no chance for me..npw
i think it can
now
2022 lets you attempt to repack to an FBX
Doesn't matter with the way I described first you know.
Just replacing the mesh in the skinned mesh renderer
every single turtorial says unpack the avatar you're not an idiot
it'll reset any chances you made though
i tried to replace the body mesh with the new fbx one the head went bye bye
godamn it..
fuck yt tutorials
Didn't have the exact same settings then when exporting from Blender.
Pretty sure it keeps overrides
fr
its the same model???
same fbx origin??
it didn't for me (I also used to unpack avis when I first started)
it reset everything
Blender has default export settings that aren't great.
i exported with a different fbx export plugin
than blenders
Which you know was the same one that was used when it was originally exported from Blender?
how could i know??
If you don't know then don't use it
given the recent announcement about deprecating fallback avatars, i went to generate an imposter of my avatar
on the imposter variant of my avatar, parts of the skirt mesh on my avatar disappear, thus exposing the undergarments underneath my avatar; this doesn't occur on the avatar itself nor with fallback shaders being used
is there any way for me to fix this, and if so, how?
You should try matching the original export settings, and likely they used the default fbx exporter
Imposter settings can be used depending on how your skirt is set up
You can use the component to make your skirt a different sprite
i was actually wondering myself how those skirts work
But only if your skirt has its own root bone that can be used
I have the same problem but never knew how to fix it
Imposter settings component
if they didn't modify it, it doesn't
il try..
Idk anything about this avatar so I wouldn't know if they do or don't
it's a VRoid, that's why I said that
VRoid skirts don't have their own toots
roots*
Yeah you'd have to redo the rigging a little bit
Most commonly people export with these settings.
ah, unfortunately the skirt doesn't have its own root bone; the bones are parented to the hips, left leg, and right leg
yup
Okay, try duplicating those bones and rename them for the skirt. On the skirt rename the vertex groups accordingly. Then in unity you can add rotation constraints to the skirt leg bones with the leg bones as the source. Now the skirt hip bone can have an imposter settings component that sets it as its own sprite
@pine valley sorry to ping would you have any idea why this is happening?
where do i even find this info
that's when you click export fbx
on the right side of the screen where you pick the location to save
aint there really a fricking way to edit vertexes in unity??
most people export with FBX All, instead of All Local
there's, but it's paid
wdym paid
ok whats the name
Polytool doesn't do selective editing like that
I don't actually know what the convo is about, I was just answering the question
but yeah, that's what I thought about
Editing mesh
Unity isn't designed for it. The tools that exist that can modify meshes are limited. Use a software that's designed for this, it's easier than trying to use the wrong tool for the job just because you're more comfortable with it. Blender is free and a great tool, try using that to edit your mesh.
Why?
because again
You can install unity but not blender?
no?
I think the problem is the export from Blender part and import to unity
thataint the problem
they seem to not get that part
because they unpacked the avatar
unfortunately
and don't want to copy the components over
π€·
that's what I understood at least
Swapping the mesh still works :P
Unpacking doesn't mean nothing can be done.
Oh just use pumkins avatar tools
i didn't know anything about mesh, I thought overriding fbx
It copies components and stuff for you
that's what I suggested too
does it?
yeah
Swapping the mesh (in the mesh renderer component) or overwriting the file will do the same thing, but with the former you don't loose your original file.
-# Assumign armature is the same
like does it do it from a fbx scene model to a lets say .blend scene file avi?
Yeah, I would duplicate the fbx file so you don't have to set it up again, then overwrite that file when you export from blender
it's a unity addon
Pumpkin Tools I mean
Then drag that into your scene and use pumkins avatar tools to copy your components over
so i edit the fbx drag it into the scene
then make pumkins avatar tools copy the things
from the old fbx
to the new one?
ofc edit it in blender
Yep
that could work....does it copy vrc fury settings?
whats up guys, im new to this discord server and to avatar creating, i would appreciate any tips on how things work with avatar creation, i am currently using VroidStudio to make my avatars and unity to export them to vrchat.
I believe so
so the one item (blue) shows up in the Empty parented to the armature, but the other (red) shows up outside the hierarchy, i added them the exact same way am I missing something?
hopefully well thats my best shot...wish me luck...
This channel is usually more for specific questions, so I don't think you're likely to get a response, but if you run into any trouble feel free to ask here!
i do have one question, when i try to publish my vrchat character it says i have to spend more time in the software or vrchat, i just made a new account on pc because i felt like it would be easier than quest so starting on a fresh account was what i thought would be the best thing to do and now it pops up an error message saying i cant publish anything until i spend that required time. im not sure if i did something wrong or if its being serious and i just need to spend time to learn about it more before publishing any of my creations.
why does it not do anything
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
like it didnt copy anything
i had like the new and old fbx together
TLDR you need to reach the blue rank (new user) to get upload perms, if your "quest" account was already a vrchat account then use that but if it wasnt then you'll need to play in-game for a few hours (and add people + afking doesnt count towards hours) to be able to upload
theres also a one-time boost to your rank if you purchase vrchat+ on that account but its not 100% that it'll make you go up a rank
okay i appreciate it man, i think im visitor still so i gotta play a bit more often ig..
wtf is this
i will not chill!!!!!
ive been making and uploading avatars for over a year now
i even have my own avatar world??
what do you mean i need to spend more time on your app
thats all i do
im finna burn the world
im gonna cry
f you
I need some help with the "normalized blend values" option in a direct blendtree. I do not want to use this option, as I want every animation to play with full weights, but this is the only option that plays the animations at the correct speed. I have no idea why DBTs would work like this, but without having this option enabled, the duration of animations gets extended for some reason...
each clip is the same length π
i feel like there was an error
an object can be parented to an object in a different collection; that could be why they're showing up inconsistently
make sure that all of the clips have the same playback speed
Theyre all in the same collection AFAIK π€
they do
that's not the issue
it's an issue with how DBTs handle duration
I've checked everything:
- playback speed
- clip duration
- clip weights
- speed multiplier
i was just pulling up that page
so if you have 10 clips of length 1 and they all have a speed of 1, the resulting length is actually 10
the only things that fixed the duration issue were setting the blendtree to a different type (anything but DBT) or enabling normalized blend values
this is an annoying math problem
you need to solve for a speed such that the length doesn't change
it's an annoying problem because even if you know how it works you still have to manually change the speed every time you add a new clip
i have a workaround for this specific case, i'm just going to animate these in another layer
but it's stupid i have to do that
im back π just made a new model and im tryna add some acessories but idk how to (once again still using Vroid)
what this is for is a bag of chips that you can eat. I have toggles for a sound effect and particles when you eat the chips, and all 3 animations were in a direct blendtree so that when the animation state was transitioned to i could have the toggle inside a blendtree. I could have just made extra animation states, extra layers, or an animation to account for every case, but this seemed like the simplest solution until i ran into that duration problem
i have stuff in other layers that's dependent on the state the chip logic is in though, so i already have them changing a local parameter with parameter drivers, i'm just going to use that in my main dbt layer that i have most of my toggles in
I'm trying to build my avatar for windows but Unity keeps returning this error:
Library/PackageCache/com.unity.collections@2.1.4/Unity.Collections/NativeList.cs(837,24): error CS7036: There is no argument given that corresponds to the required formal parameter 'safety' of 'NativeArray<T>.ReadOnly.ReadOnly(void*, int, ref AtomicSafetyHandle)'
I looked through the server, searched it on Google, and I can find people with the problem (very few people) but no real fix. One fix I saw reported was to remove the Library folder and re-open Unity to regenerate it but this also hasn't worked the few times I've tried it.
Anyone else having an issue with the avatar package not updating in VRC? SDK uploads without error, the 'updated' date gets set in game and on the website, but the avatar itself doesn't update. If I upload the same avi as a new avi (allow to generate new ID) it's fine, and I can upload again to the new ID and it'll update normally - but for some reason uploading to my old avi ID doesnt work.
Is there a shader that has an option for affine texture mapping?
I'm trying to make a psx style avatar. I found that poiyomi toon has a ps1 vertex snapping option. I couldn't find an affine texture option tho
Did you ever fix this?
my vrchat compaion idk what to do
its not letting me do anythin is there a fix
or do i have to renistall the editior
that's not companion, but probably if you remove Gesture Manager that'll all work again.
ok
possibly you just have that or the SDK out of date
This has never happened to me before
Something can always happen first time. If that's a mistake, you should open vrchat support ticket and have them resolve #vrchat-support .
yes, which is why I think it's a random error
does anyone know how to fix my avatar hands looking stiff? I reuploaded an avatar and my gestures work, but now my hand looks unnaturally straight and stiff instead of the relaxed position it used to have. I also can no longer do the "rock" gesture, it's turned into a middle finger. Nothing has changed except me making a new unity project.
Anyone know how to fix armature/everything under the model, scale being set to [100 100 100]. I've tried importing to blender and exporting at 1 scale on FBX all and FBX Units scale but both cause the avatar to fold in on itself when going into play mode after being reimported into unity.
You'd have to set export Apply Scaling to FBX All. The avatar collapsed because of your avatar in the scene has been unpacked which cause it to no longer update with the fbx.
How do you make it not collapse on itself? It appeared to still be packed when I imported it given that the option to unpack it is still there and everything is still blue like normal
my previous message didnt seem to send on my side so if it did im sorry for the double ping.
I exported with those settings and it doesnt appear to unpack the avatar in the scene because the option to unpack is still there
If it's packed original prefab, the icon is solid blue cube, that is also unlinked from fbx prefab which cause it to break. You'd have to start with the new fbx file into the scene.
yeah its still blue, its fine until i click play
and the scale changed itself to 1 when I imported
instead of being at 100
Is it solid blue cube or blue cardboard box?
uhh cardboard box
thats how it always is for me
its grey on the left side, blue on top and on the right side.
That's how it should be. If the scale didn't update correctly, that mean you had changed the scale of the objects in unity scene at some point. You have to revert scaling in the scene objects, or just start with a new fbx file into the scene.
sorry can you see the image? My messages are not appearing on my end when I send images but you replied to an attachment
everything in the scene was previously set to scale 100 100 100 I believe, it seemed to automatically make everything to to 1 1 1
I saw only the prefab icon image you sent and the blender export settings.
Ah ok. I'm trying to edit this avatar, I didn't make it I had purchased it and so I'm unsure exactly what they had scaled. It was at 100 100 100 from the beginning.
while the meshes all appear to be scaled correctly, the bounding boxes as well as phys bone colliders are all really tiny
If you want to keep it 100 then you just have to set apply scaling to local.
I'd like to put it to scale 1 because when I tried to add an asset it was absurdly massive
but it seems to just not want to do that at all.
Didn't you say it got scale to 1 already?
yes it says scale 1, but if it is going to crush itself then it isn't useable
nothing seems to stop it from crushing itself
Is scale on every bone 1 as well?
some are 0.9999999 in one of the xyz or like 1.00000001 but all rougly 1 yes
would the fact that they are not PERFECTLY 1.0 matter?
you could try redoing the humanoid rig setup, or well, drag a new copy of the avatar into the scene and migrate stuff from the old
Not necessary. What if you put the new fbx in the scene? Also try reseting fbx rig as Kazin suggested.
putting the new FBX in scene (so 2 cardboard boxes) makes the original still crush itself, but the other one seems to be fine? However it is still stuck in t-pose and is not affected by gesture manager
so it may crush itself
1 sec
Then set rig to generig, apply, and set humanoid again for the fbx.
normals. where do i change the setting to render faces on both sides of said normals
bottom of your shader
thank you
does anyone have an idea on how i can make so that the blendshapes dont affect the outlines on poiyomi? this for some reason only happens after i merge armatures on blender and import it back into unity
poi renders the shape of the mesh as it is, I don't see how you'd do that
Do parameters and animations only compile for the specific object uploaded?
For example, if I have a very expensive avi with lots of toggles and an alternate copy with no toggles in the same project, will it impact performance?
you only upload one at a time, that shouldn't be a problem
thanks (:
is it fine if I DM you a picture? I don't want to flood this chat
if you put it here, others may also help
its ok I was previously talking about it. This is just something related to their response
im not even sure how im managing to cause that problem as well lol. for some reason the outline seems to stretch along with the blendshape. im not sure whats causing it but it onlt seems to happen whenever i merge an armature to the model like the head im attempting to attach with cats in blender
how do your outlines work?
may you elaborate?
.. explain how you created these outlines or show an image of them
could I send u the pic as well? u previously mentioned the same thing
well i used the normal way of creating them i guess?
using the poi thingy
as I said, in here works
ok can you show an image of what's wrong then?
can you see it? images dont seem to show up for me here when I post them
no
ill send a recording thingy to show you what happens when i mess with the blendshapes of the body
Could be your normals?
maybe?
im honestly not sure anymore though
ive been racking my brains since last night over this
go look at your fbx import setting , my guess you didnt set or whatever it is (got a import default setting ages ago i dont look at it much anymore
You could try setting it to calculate instead of import on the fbx
huh this is weird, haven't seen this. But I don't tend to use outlines.
alrightyy!
thanks yall ill try these out!
shouldnt sdk yell at you if they were off 
Thank you @pine valley & @balmy barn for showing me the way! It's beautiful
nope D: i havent even tried uploading the avatar i was so focused on trying to fix it i didnt even attempt to upload it
its honestly my first time editing a non booth avatar though
oh thanks btw! setting it to legacy fixed it
sorry for being so dumb and being a bother :p
thanks alottt! ive been racking my brains on this since last night
Quick technical question - Is the child of a bone that has a physbone still have physics if it is only a child through a parent constraint? Simpler terms, if I have a physbone, lets say a tail, and have a different bone unattached, then add a parent constraint to the end of the tail, will the other bone (when parented to the tail) have physics, and if so would it stop having physics when unparented?
afaik constraints are applied after physbones. so constraining an object to a bone, affected by physics would work, tho ofc that bone itself or its children wont get any physics. ie you should be able to constrain and unconstrain a rigid bow onto a tail
@barren slate
i am trying to make it so i can make a radial slider in vrc fury to like add a charge all the way up to 98% to where its max but for somereason it only changes to the Lvl 2 animation at 50% how do i fix this?
Ah, so the bow would remain rigid but follow the bone it is parented to?
@barren slate afaik, yes.
can someone help me fix this so that the radial slider doesnt affect my tiling, the tiling should stay at one but instead on animation it just goes to 13 when im trying to use offset
im not sure what im doing wrong here, are particles supported on quest or can quest just not have particles?
Thats a world shader, not an avatar shader
how is pmx format different from fbx? its a body base i want to work with. whats different?
i c, is there any shader i can use that is available for avatars for particles or is there none for avatars?
pmx is model format for MMD, while fbx is industry standard format for 3D model.
so usually used for animation?
fbx can contain animation, while MMD have to use another format (probably vmd) for animation.
Anyway to move paramaters on a diffrent paramater? or sum?
i got this and i wanna move some of the stuff in it to another one, anyway how?
If you meant copying or merging parameter list then use Avatar3Manager to do so.
Yes, the multiply and additive should work
Otherwise, not really
I am in need of help, my avatar keeps falling through the floor
I added a physbone to my models and all of its variants post upload and even though I used copy component, the network IDs for the PhysBones are different. The model variants were duplicated from each other and this allows the pre existing phys bones to sync properly. How would I go about fixing this? I do not fancy the network ID utility as I'd have to export all of my variants and cross reference which would be an absolute pain
I checked the debug view and even the yaml for the scene and I didn't see a way to manually assign a network ID
How does VRC even track this and why can't we just edit individually
ah tysm lol, i guess i chose the only wrong one in the list
silly times
Wy me phisboens breaking for quest despite ebertign not exceeding quest limits 
can you screenshot the sdk window where it says it's not above the limits?
I have an avatar that is in a zip file but when i open it fully it doesn't have a unity package it just has this, what do i do???
looks like that's actually a .unitypackage file - just rename it from .zip and try to import it
Question to people who edit their avatars using Substance painter
Whats your workflow? any add-ons u use to make the experiance and transfer from one program to another easier?
I simply export textures in the format I need for VRChat. Poiyomi has a nice export template on their website, though I've made custom ones for each kind of thing I need to do.
(i.e. I have substance do my channel-packing)
mhm i see
so far im in awe at how easy it is already. but i am curios if there are things like auto-set for the materials and such
or ways to use the shaders from unity in Substance for accurate recoloring
what does the poiyomi template differs from the normal unity export?
I have no idea what the normal unity export does without looking, sorry
dis one
yes, I know which you mean, I just don't know what it does without looking at it
Poiyomi doesn't have fixed channel map, so you could select anything and set channel in poiyomi.
can someone help me rq with this error?
You have to create new materials and change what you had in the scene.
I fixed it dw!
Can i get some help?
You just have to elaborate what you need.
Avatar keeps falling through the ground
Can't you move it up? With move tool.
This is the only picture i have
set the mesh objects' origins to the world origin, 0,0,0
I did
I'm not sure how that relate to you can't move it up.
okay, can't tell from that pic
Ill get a new one once im done witj something
also im having trouble with unity
the scale is locked and doing this
cant pan the camera
hellooo, i recently bought an avatar and when i reinstalled creator companion it was stuck on this white screen, i've tried everything i could think of to get it to actually open and i've had no luck. does anybody know what to do?
fixed this
Nvm its just my project not saving xd π₯² weird
need to fix your origin, need to be near your 'feet'
not going to work as a humanoid, or just add empty bones to fake one
what would you do, just so i can get an idea
there's a diagram of the humanoid armature pinned in #avatar-rigging
thanks
anyone have/know a good exporter preset for substance painter for liltoon? I have been generating for Poyomi for a long time, but the smoothness/roughness maps are apparently different?
it's really easy to make one that does what you need... so what do you need?
ive never dove in to the specifics of how each map is made, ive just relied on programs to generate them. I need to generate a smoothness map liltoon understands, but the one I get generated is seemingly inverted
roughnes is the opposite of smoothness, perhaps that's the issue?
Might be, but The option is called smoothness on Liltoon and I dont see any inputs on substancep ainter for smoothness, just roughness.
Poyomi has a nifty invert checkbox that liltoon lacks.
Every internet userβs worst nightmare lol.
I'm going to keep messing with it, but I was hoping someone had already made a custom liltoon export preset, woulda just been easier. I will keep trying to generate an inverted roughness map from substance
I know, it's so hard
just trying to save myself some time
hmm is Substance's "Glossiness" in the "converted maps" section actually just inverted roughness?
I can try to generate a glossiness map and see what it does
oh there's glossiness in the input too, probably not
yeah it didnt work, its super glossy now though π
yeah I'm not sure how one would do this, interesting.
I mean, directly with substance
fine, no gifs, but its just me being sad π
Trying to upload avatar to quest
But i tried to add a toggle where i can drop a clone of myself
and to do so i used Rotational Constraints for that but i cant upload, any other ideas or tips?
(And if i click auto fix im very sure itll just remove all constraints)
Hey so was wondering whats a good addon for vrchat avatar making?Besides the kat one or i think its cats plugin
Blender add-on? Whatever you find you need, none are required really.
Robust Weight Transfer is nice, and I like SimpleBake and ZenUV...
Oh and Feilen's Tuxedo for doing twist bones easily.
blender ? matcombiner, cats, robust weight transfer , copy mmd to shapekeys (makes mmd compitable shapkeys stuff) , immersive scaler
fyi, tuxedo has an unofficial version now, official has bugs
oh I forgot about the MMD shape keys one, that's useful too
These all sound like some very good finds appreciate tons
I'm on 0.4.1, seems ok I guess?
Quick question: Does anyone know if there's a parameter used by the game for when you grab an object? I know there's parameters for the Velocity of the avatars, but idk about the grabbing.
i used it mostly for decimation and that feature is broken in official
so i needed to use unofficial
oh I only use it for twist-bone making, but good to know
yup
clicking these things in scaler tells you % and stuff about the avatar , love when i see 60-70% legs
hah, i like long legs
I wanna make a grabber effect where this line will appear when I grab an object, but idk how to make the line stop at the hand. Could someone help me with that? (I already have the Aim Constraint done, I just can't find a way to make the line end where the hand is.)
Thankl you, that helps
but also
to make my clone freeze in place,. that would be position not rotation right?
and if thats the case any way i swap all the scripts easily or do i gotta restart
iirc in the "3 dots menu" for a Unity constraint there should be a way to convert it to a VRC constraint. or in the SDK build window.
To give more context, this is what I mean. (The arrows im moving is the hand constraint.)
On my PC avatar I have a shirt and a hoodie, but on Quest only the shirt due to poly limits. I am wondering how best to make the Quest shirt show when either of the PC assets are toggled on?
I thought to make the Quest shirt toggle when either parameter is enabled/disabled, but this breaks the menu toggle button in Quest: the menu toggle will be disabled because shirt parameter is off, but shirt is shown bc hoodie parameter is on. This also creates the problem of not being able to disable the hoodie parameter while in Quest so the shirt can not be toggled off at all.
I then thought to use Parameter Drivers to swap the parameters (if hoodie enabled, disable hoodie and enable shirt) which works from the Quest menu's perspective, but not sure it would work when the parameters are driven from the PC side - if PC says hoodie on, and the Quest version trys to disable hoodie and enable shirt instead... seems like Quest might get stuck in a loop because it cannot disable the hoodie parameter?
Just use a different animator for the quest and make two transitions for the shirt - multiple transitions are basically an OR, whereas one transition with multiple conditions is AND
no real need for parameter drivers.
You'd still have the issue of your shirt appearing even though the shirt parameter is off
^
eh, seems like basic logic, draw it out if you have to.
For some reason, it doesn't allow me to use a Transform to set the position of the end point of the line, it only takes fixed values. I can't find where to change that...
I didn't think those could be point-to-point
I wanna use it as a "Grabber" for my drone, but for that I need it to stop at where my hand is.
The root one is in your avatar descriptor
Right click in your Assets > VRChat > Create > Avatar > Expression Menu
(Edit because I forgot to add one of the options.)
thanks
any idea how to make a toggle where i can drop my avatar that stays in place postiton and everything?
Depends, if you just wanna disable locomotions you can simply do it in the Animator. But if you wanna freeze the avatar while moving, I think you'll have to use a duplicate, which will take some performance.
At first it seemed like a really simple proposition, but after playing with this for a while I'm not sure it's possible to do. The hang-up is the Quest radial menu toggle button: if you 'OR' the Quest controller transition with the hoodie parameter this means the shirt can be enabled without the Quest menu button being toggled-on. This breaks the button in Quest and results in the shirt being stuck, can not be disabled.
oh I see what you mean
I keep getting the error vrchat attempt to build an avatar we do not own everyone I try to upload an avatar. it clears the blueprint and I never attached one is there a way to fix this
post the first 2-3 errors from the console, this is probably a side-effect of a different error.
that is not the console
oh the second one is
By "first" I mean scroll to the top.
Also don't clip the image so we can see the entire error.
perfect
that last one - missing script. It means you didn't install some package the avatar requires, you'll need to do that.
I removed it but Iβm using another version of the avatar and that one to isnβt oworjng
hey can I have some help rq
my fingers look weird in unity and idk what is causing it
if it's the same message I have the same answer. If not, you'd have to post more error logs
I looked into the logs I think I found it
Does anybody know what could possibly cause this?
I have what it should look like in Unity in the first image, and in the 2nd image, it's what it becomes in VRChat.
So it was already like that and it didn't show up to import it but i was asking about it and someone said something about .gz? And like I'm confused
uh... okay?
Idk it just doesn't work π«
I'm not sure what doesn't work?
hi
i got one problem i have a avater on right now what is way to big so i can`t do anything not even reset my avater and i dont know what to do
Hold down your power off and volume down button till the screen goes black and then go to the vrc website click avatar and theres a button to put you into the robot
personally I'm not a Windows user and don't have this avatar package, so I'm not really sure what else to tell you here.
Do you know someone who knows?
this is a reasonable place to ask
Then let someone else answer idk what to say
Yes, that's what I was going to do, just didn't want to leave you hanging expecting me to answer further.
it dosnt work at all:(
Select the FBX, go to rig, and be sure it isnt importing settings from another avatar
It wasn't even set to humanoid! O_o
Lemme set that and try again.
quite awkward!
it looks like that and i cant do anything
Sadly...that didn't fix the issue though.
oh, weird. im not sure then, as this fixed it for me when this happened. could someone else know?
Actually...you might be onto something still.
I went to look at the VRC Descriptor and it was pulling the animation controller form another FBX. Gonna try again.
I've got a very specific issue and I'd love it if someone could help.
I have a hair material for which I've added many parameter shiftes to my menus (such as hue/brightness/emission, rim color, etc)
I found a combination of all these that I love, and I'd like to just make the material with those values itself, and get rid of all the material property shiftes I originally added to my menu.
My issue is that I don't know how to get those specific values from the shift wheels to the material itself. Editing it on play mode doesn't edit the material values in realtime...
How could I get the exact values for this?
Second picture shows the percentages that make up my desired combination. First one is just showing the hair material with some of the animated properties that do not change their value as I play with them in play mode
@snow goblet That was the cause! Thank you SO much! This bunny really appreciates your help! 
the animations would have the low and high values, and your float basically does a linear interpolation (lerp()) between them, so you could do some math if you know those numbers.
anyone know how to make an arm or limb stretch without distorting it, like I think it has something to do with constraints but I have no idea. I have been trying to figure something like this oout for months
All that sounds alien π₯Ί
yeah, math is like that sometimes
if low = 0 and high = 5 then if your slider (which goes 0-1) is set to .5, math says the value would be 2.5 π
I will try to math things, somehow
I frequently try to math things. Sometimes with success.
Try inspecting your body object (or whatever the relevant object is) and copying the material properties
e.g.
I'm not sure if this will actually include the properties that are being changed by the animator
but it's worth a shot
you'd then paste them all onto the material asset using another magical triple dot menu
Will try. It just seems like that during play mode, the material that is being modified (located in temp files) isn't being visually changed. The sliders remain on their default values (the one shown on my first picture above)
So doing what you say would probably copy the defaults no?
dose anyone know why i am getting this error when trying to upload the avatar
50 errors, show the first (at the top) 2-3, the last ones are often side-effects.
there you go - install whatever requirement you missed. Check the avatar creator's docs or webpage.
I'm guessing that's the Final IK stub, as I know what that avatar is like and the names of those imply it
Missing scripts can be a bit of a pain
Unity does not know what they're named; it only stores an ID
(i've googled the GUID to figure out what i need to install more than once)
imagine reading instructions
π₯
what? Never...
bell curve meme goes here
My SDK is permanently stuck like this
So far ive tried updating the SDK, but it thinks i installed it using the VCC so it's just saying no
I dont use the VCC, as im on linux which is unsupported by the VCC
Does anyone have any ideas?
I've had a similar problem when trying to build and test a world, becauase it errors out when it tries to start vrchat
I haven't seen this on avatars...
Are there any errors in the console?
yes, a lot of errors
I have seen the SDK window get into a bad state (no errors displayed, but the upload button doesn't work) when exceptions were being thrown in the SDK itself
Clear the console and see if more stuff is being spammed
in my case, it was caused by a niche physbone bug
a physbone pointing at another avatar with no physbones on it would break the SDK
I was able to resolve it by logging out and logging back in again, which is odd since i had to log in to get it to work in the first place, weird
thanks for telling me to clear console, wouldnt have seen it otherwise
hi guys .. I'm new to vrchat .. i tried to make an avatar with ready player me .. but it dont appear in vr chat .. cant find out why , any idea? tx in advance
can someone help me find where this white line is on the avatar, it seems to be there the avatar thinks the bottom of the avi is and her feet are always in the floor when uploaded like this any help locating it is appreciated
thats model's origin (and front direction, but that one is fine), you need to edit it in blender so after applying transforms orange dot is at the floor level
Anyone got a video guide of how to make the hue shifts work with the new quest shaders and have them sync with pc?
Is this correct?
To upload multiple versions of the same avatar I would detach the ID in the pipeline manager to upload a new version and if i want to reupload a version i would get the ID from the SDK content manager and attach it in the pipeline manager
or is there a better way?
well, thatd work. but if theyre different version, just uuuh, copy og one in the scene and detach id on copy, then you can edit and upload both whenever. or if you need to replace fbx etc having a copy of the whole project sounds like safer idea
anyone else having this issue?
I've already tried relogging into my sdk and emptying cache
I've also tried detaching my blueprint ID and allows me to put in the info but it gets stuck on Avatar Built
anyone know how to add acessories to Vroid?
same as you would to any other avatar
you'd need to convert your VRoid to a vrchat format in Blender first
and depending on what accessory it is attach it in blender or unity
I went to test it in vr chat and this is all I see
the legs are all messed up too\
maybe a camera photo or mirror screenshot can help?
I'm trying to it's really hard
I have a contact added and I have it all set up and I wnana test it w gesture manager by clicking but its only selecting the model
am I doing anything wrong here?
add gameobject sender and move it into that
I recommend taking a look at the console for more details
ok so I got it to upload but the legs and body still have the same problem
@somber sequoia is this a good image that could help at all? it's literally all I can see
I'm sorry, I haven't been paying any attention
so I've been trying to upload this avatar to vr chat and idk why but the viewpoint isn't isn't in the eyes despite putting it there, it's behind the shoulders and the back is all I see
why is my avatar blue when i swap to quest ππ₯
ive checked vertex colors and they seem clear
Skybox loading issue maybe
Try opening another scene and then opening this one again
Or changing the skybox
You tried changing the skybox?
Maybe try switching the platform again?
It's when you switch the platform, right? Not when you switch to a quest shader?
yeah
Okay, I'm not really sure what else to try other than what I suggested or maybe just closing and reopening the project, but it looks like an error with loading the skybox to me
Some help with VRC Animator Play Audio.
I've added it to the animator, I see the state getting played in unity but I don't hear the sound...
thank you for trying to help me out, i might come back in here later and try to ask again. or maybe keep searching google a bit deeper if i can
I don't mind screen sharing.
these are my settings
these are my audio source settings
I can't seem to figure it out...
So, whenever I go to record an animation it just likes plays the animator in the avatar turning off and on and it won't record anything does anyone know how to help me fix this?
You also have to add vrc spatial audio source component to the audio source object, and control audio range from there.
Animator getting disabled is a normal behavior when recording animation. You might have to take a screenshot of what you're doing.
still nothing
Can you screenshot how you added?
Gain is to low which make volume very low. Usually it should be 10. Also increase near range.
Still nothing
How did you test? That's rather too quick for a proper test.
pressing the play button in unity and triggering the state with the VRC Animator Play Audio
Are you using gesture manager or av3emulator?
not currently. It's not triggered with a gesture.
but with a physbone
Gesture manager isn't just for the gesture, but it also simulate your whole avatar in unity to make sure all the animator is working properly.
If you wanted to test in unity, use it with gesture manager.
Yep. That solved it. Thanks
is anyone else having issues changing the picture of an avatar, every time I have tried, on several different project files for the same blueprint, I have gotten an API Error thrown
otherwise I can modify a pre-existing avatar, IE uploading changes to the model and such without name or picture changes, without issue
I am simply turning an object off and on and it won't record the keyframe same thing for any object in my projectidk why
Take a screenshot while you're doing it to provide some clues.
I don't think a screenshot will do much I am doing a simple animation and doing it 100% right but it will not record the keyframe no matter what I do I just don't see how a screenshot will do anything nor do I know what to screenshot lol it's just me making an animation of an object turning off and on and then the object doesn't record
Screenshot will give more context that you left out to get more clue of what you're actually doing, and the current state of unity.
Just screenshot the whole unity screen.
one thing I seen that was weird maybe was for some reason the controller words are highlighted?
Bold text mean the field has been changed from its original prefab state.
would that mess up the animater or nah?
No.
also noticed that when I press record my avatar doesn't like crouch at all like normal
its like the animation thing is not working at all
Just screenshot the whole unity at this point.
idk what you want to me ss everything looks normal to me lol
And what object that you're trying to record the animation?
the object that's on the avatar right there the clothes
You should be showing the inspector and hierarchy tree to that object as well.
okay? I am just lost on how this helps lol
It's not the object I've said that
it's the same for every object
nothing with record
I know there is vrcfury toggles on it but I need the keyframe of the (off/on animation)
Click enable recording right on there and screenshot again.
ok like press record?
Yes.
Click on Add Property and see what show up there.
Open Animator panel and see if it's locked.
its just a bunch of default animators that come with the avatar
Screenshot again.
this I mean nothings really there
I mean the Animator window panel.
oh
This is why I require you to take a screenshot; to really make sure that you're looking at the correct thing.
you mean this?
The panel that you open from Window > Animation > Animator
does anyone know how to fix this? ive been stuck here and it wont do anything past this
Can you expand the Main Camera VRCFT object in the hierarchy?
See errors in the console panel.
it's a face tracking camera
So the recording context in animation didn't update correctly because it only shows the PizzaMuzzle object and no other object. Try restart unity once and see if the recording change.
I will be afk for minutes.
I've restarted this project a few times
nothing has changed
ummmm so I deleted the pizza muzzle thing and then all the other objects appear in the recording context in animation no idea why that is though
nvm I am dumb π I found out the issue thanks
im trying to copy the phys bone form the base and do a custom setup of the chimera and it wont do all the bones in the tail when i paste the component
What was the issue?
the muzzle had it's own animator on it I think that was what was wrong
That would be it. It would be strange if it's still showing all the animation in the fx, unless you also assigned the fx controller in the animator of the muzzle.
trying to upload a fighting game model with texture toggles but its over 1gb uncompressed what can i do
Hi, does anyone know why my physbones aren't lining up? they seem fine in blender and works ok in unity, but once in VRC they vibrate.
anyone know why when importing an fbx to unity some of my shaders get messed up like this, theyy dont have the mornal textures on them or something this is what its supoposed to look like
but then this happenes to other parts
and its the same 3 materials i just dont know why they do that
paste your settings. maybe turn up immobile
what here is messed up?
Use Thry VRAM Evaluator to inspect what take the size.
does anyone know if it's possible to have scale affected constraints other than a scale constraint?
i'm trying to find ways to manipulate scale, rotation, and position using just constraints based on other constraint types
the aim and look at constraints serve as a bridge for getting position to affect rotation
scale constraints can affect position and rotation
but i don't think position or rotation can affect scale at all
if there was an equivalent to blender's stretch to constraint that would work
Do u have a link to it? And i know with the older sdk I wouldnt have that issue with it as ive uploaded a model with just as many colors and just as many toggles
From the same game
I don't have a link to it. Try google. Older sdk doesn't have check for the limit, which will cause uploaded avatar to failed at security check on the server.
Its the one before the new layout
Its pc only tho and my old models still work
Im able to upload it with the new sdk if i do build test model just not as a actual model
"Build Test" isn't uploading.
How does thry vram evaluator work
So there is no serverside check.
figures out what's attached to the avatar and calculates sized from that
It checks for uncompressd size for your assets.
Mb size wise?
Of course.
MB usually, but yeah
you could just try it
Ill try it in the morning when im on PC
Its weird tho that i was able to upload from the game in the past
Similar but Thry have more functionalities. You could just use build size viewer as well.
If you got 1 GB uncompressed size that means something went really wrong with your procedures.
wow yeah
Idk if its the sdk bugging out
Last time i uploaded a model from the same game i was on sdk version 3.7.4 or 3.7.5
Theres so the weapon has 16 color swap material toggles same with outfit
When i uploaded it in text build it said its only 18.25 mb
Which is weird
Just check with the evaluator first. Saying "it works in the past" is pointless.
Ok
so im tryna upload an avatar
and im getting the pesky blueprint error
tried duplicating the avatar tried overiding it with another avatar on my list to see if that would make it upload ect
Also you don't have to ping me. Everyone can answer that.
sorrrryyyy
..ye thats where we are..
It's a link to an instruction.
You have to look for other errors above that.
Any more above the AssetBundle was not built?
Keep in mind, the error at the bottom usually is sideeffect of error that happen before.
oki doki
Prefab with missing script means you're missing some script that requires by the avatar or asset. Which usually means you didn't import all the package states by the assets.
Ignore that.
i'll reupload the other stuff
No. You didn't import all the require packages.
Of course.
That mean you have to go figure out what you haven't import by reading instruction of the asset, and import what you missed.
but when i go to upload just says the blueprint id is why it wont upload :c?
i'll reload and see if i still get the asset issue
As I said before, the error at the bottom usually is sideeffect of error that happen before.
Hi, I wanted to shoot an ask in here because I'm wondering how i could go about making these two float values work on a toggle, like some kind of parameter that controls these two and their ability to do stuff. They work off OSC, and I just wanted to be able to turn them on and off without having to disable all my other OSC stuff. (Sorry if I used any of those terms wrong I'm really new to avatar making)
I already tried making a bool value and using a transition from Any State to the Blend Tree and regardless what I did it would stay enabled instead of disabling when the toggle is disabled
They work using blend trees and are for specifically shifting Hue and Value (I have no idea if thats important to making them toggleable or not π )
Hi, having this strange behaviour wheneven I name a gameobject a specific name, it disappears, if i name it something else it reappears, anyone have this happen before and know how to fix?
i guess i could just use a diff name but would prefer not to as it will break animations
It's just being controlled by animation.
but it's not in play or preview mode?
im using toon standard and particle additive, does anyone know why this is happening :(
You have a material still using Standard shader, put t:renderer in the hierarchy search and look through each object
Can you screenshot what actually happened?
I mean it will just be a shot of it there and then it not. I named it in Blender, one of the fbx updates it just disappeared, there's no outline of the object but there is a gizmo to move it. I deleted it and readded it in blender with a different name and it reappeared in the updated fbx. Changed the name in blender again to the original name, updated the fbx and it disappeared again. The object is still in the hierarchy it just visibly isn't there. Nothing changes in the skinned mesh renderer. It's not a transparent material but i still tried changing render queue.
it is a prop btw so it's not attached to the armature, dunno if that makes a difference
this is with a diff name
it's the cane
What kind of object prefab is in the scene? Scroll up and screenshot in the hierarchy.
It's a prefab variant. Click on the v1.5 and screenshot the inspector.
Just the "Prefab" slot at the top, what does it lead you to when you click on the prefab slot?
See the "Variant Parent" slot at the same location again, where does that lead you to? Also you might have to keep following it until it's nolonger have the parent slot.
So select the object that disappear, on skinned mesh renderer component right click the component header and select Revert.,
Is this right for the VRC Avatar Descriptor foot colliders? I've never done these and idk if it looks right. Can't seem to make it a capsule collidor either
i don't see revert but i see reset, that set the bounds to 0
I toggled on update when offscreen and it came back
Screenshot the unity screens with that menu open again.
Weird I never have to actually configure those myself, it usually does it automatically. Have you configured a humanoid rig??
if the bounds are not set to 0 it does not appear when toggleing on update when offscreen
I mean it should be "Revert" button. The "Reset" does the different thing.
Since you had Reset, you should be able to Revert.
yeah that brought it all back
Does the object appear?
yup yup
Good.
thanks so much, now i know what to do if that happens again π
It's a deeper reason why it causes this. It's a bit too complicate for me to explain.
update while offscreen is disabled in vrchat
course its nearly impossible to find that info - so here is the old image of it
keep stuff in one mesh to avoid wierdness (pc easy mode)
aaah gotcha gotcha
I have lots of meshes just going to put them in editoronly tag when not uploading them with the outfits i want on that version
It would be better to use Modular avatar to manage avatar objects.
how so?
I've been trying to avoid using MA and VRCF when possible
not sure if someone could help but im running into an issue between blender and unity. im trying to scale my avatars arm bones so that my arms arent always strait while in fbt and having them at my sides. im scaling the upper arm with inherent scale turned off for the hand so it doesn't get longer along with my arms. but when i overwrite my armature in unity the arms get longer but my hands are locked in position seemingly unchanged even though in blender they are longer along with my arms. any idea on whats holding my hands back?
if you scale one already in scene - change to generic and back might stop the warnings at least, i tend to drop a new fbx in instead
immersive scaler is handy to resize arms
MA can act as a self-contained asset and will automaticcally merge animator, parameters, and menu into your base avatar when it exists inside of avatar hierarchy. So that you could add and remove the item just by add and remove the object.
I think I did yeah. I coppied the avatar descriptor from the unedited motineko fbx which is probably what made me have to re-do them
this just fixed an error for me lol ty
What's the component called?
It isn't a single component. You have to compose them to make a complete item.
That was my thought until I learnt about automation.
I avoid modular / vrcfury and do it in blender , uv discards = 1 mesh / 1 bound
,course wont work for a quest
pretty obvious you can optimize alot more in blender like materials
I like the idea so i don't have a million layers and parameters, to have it all seperate, but i already get turned around in unity
so far i've just used default materials on import and add the materials from the assets, i don't know how to bake them into the fbx
my big learn today was making blendshapes
embed is texture is a option in blender but can miss some if path changed , never seen anyone use the materials in a fbx thats embeded - since they are standard, only handy to extract texture & materials so you dont have to drop the texures in manually
anyway learning blender is handy for other things then vrchat even tho they love changing their keybinds
i'm just learning them i don't want them to change! lol Hoping to eventually learn to the point i can make my own avi from scratch but i don't see me getting there anytime soon
Tf is this bullshit!? Because of this security bs I canβt free up space on my avatar list because of this fuckin update
So in the intrest of optimisation, I added all my clothes to the same skinned mesh and made shape keys to "toggle" the clothes where it would shrink them very small inside the body. This has made some weird issues when the mesh follows other bones. In this example gif, the pyjamas create weird wing things coming out my back when the arms are moved. Does anyone know a way of fixing this or what I can do?
do you think pumkin tools is able to take phys bones and colliders from asset prefabs and put them on my avatar armature?
Pumpkins Avatar Tools has a thing to transfer all compennts of an avatar to another. Physbones, physbone colliders, audio sources, extra objects, everything
never really done this , seen some that has it they shrink at each bone near them, not inside the av - it will still follow the bone its weighted to
pc uv discard it away, otherwise toggle the mesh is a easy way - but you end up in medium on a quest
Yeah, its perfectly fine for PC (gonna use Poi's disolve for a fancy toggle) but Quest is the problem :/ All I can think of is putting the "toggled off" bits far away down under the floor. This way they shouldn't get seen since they would mostly be outside the bounds
it didn't work to copy phys bones from my asset prefab sadly
medium would still be 99% better then quest avatars ive seen people use
very poor should never been allowed as a public avatar 
Yeah, I've had the same issues in the past. I personally overwrite the original avatar when exporting from blender. That way it keeps everything mostly the same (although you need to ensure you keep the same export settings the original avatar had or it will cause rigging and animation issues (this is usually FBX Units Scale)). Just be aware that doing so is risky and could corrupt the avatar or files. If you go with this option, do make frequent backups
100% agree. Its a personal avatar anyway. Its PC medium which unfortunatley will be very poor :/ still pretty okay optimisation wise
You could make them invisible when toggled off with a new material.
I always aim for PC Medium or better, but quest just ain't in it for me unfortunately
any one know what happend ? (i already try loging out and in again )i think maybe dns problem? but i dint not know how to fix pls tell me
Would anyone by chance have audio sound for star wars blasters? I can't find any that are full auto
Hii, i come seeking help.
Im using VRCfury to merge a FX controller with the main controler of the model, normally this isnt an issue, done it a hundered times.
But when i check if it all works with the gesture manager i get the warning in the debug that one of my layers has "No valid animations". Its a really simple recorded parent contraint animation that im using. I dont understand why it wouldnt work. Does anyone know what could have caused this?
Its for a PC avi, and im running it through creater companion on unity version 2022.3.22F1
My goal is to make a hat i can pick up off my head and hold in my hand, and then place back. As far as i can see in the gesture manager everything but the animations work.
Ok, so I know there's a limit, memory wise, to how many functions and gimmicks one can put on an avatar. (Clothing options, Gogo Loco, weapons, magic systems, etc., etc.) What is the name of that limit, and where can I find the meter for it in Unity? I've seen it, but didn't pay attention to where it was, and now I think I've pushed an avatar I was customizing a shade too far, so I want to see what I'm doing and what I can do about it.
documented limits are here:
https://creators.vrchat.com/avatars/avatar-performance-ranking-system/#pc-limits
Ah, thanks... That should do it. π
ah ha... found some useful information already: "All GameObjects and Components, including those that are currently disabled, count towards the Avatar Performance Rank."
It's not enough to just "turn them off", they still count. I did not realize this.
How I can keep certain blendshape done in Unity and not in VRchat?
I read that you're suppose to keep your blendshape, but this is not happening my case. They keep reverting back to default every time I enter new world π€ + I like to have the option to quickly able to switch between shapes
Must be that you've got a animation causing that, and don't have "saved" checked on the parameter that enables it
if the blendshape is controlled by your action menu, then yes, you need to mark the relevant parameter as Saved
so the base problem solution is to check my parameters then?
alright thank you and Kazin for the tip - idk if I can have multiple saved states then, but can still save time with multiple blendshapes
I keep getting the error "Oh no! We tried, but we could not generate an impostor version of the avatar "(name here)" " error
hi i used to do this,
to get it to work correctly it still needs to follow the bones, just make it a very very skinny line inside the body, but still following the armature
(i tried to show example π¦π¦, in this case the purple is how you should sculpt to reduce it INSIDE into body while still following the armature, using smooth and trim brush tools are helpful.)
My unity is only typing in japanese all of a sudden...what did I do and how to i change it back to english??
can someone help walk me through the process of adding outfits to models in unity as i have multiple outfits for a single model and lack the experience adding them onto it properly
there are lots of video tutorials - what kind of assets do you have? are they made for the avatar base? are they already rigged? do they come with VRCFury prefabs or similar?
i have a maid, succubus bikini and frill bikini for rindo and i don't like doing things on my own when it comes to these things
I'm right here, I saw it π
and they should be rigged and vrcfury compatible
You can use VRCFury armature link and stuff, or use pumpkin
or just do it in blender
hi, just joined because i'm completely losing my mind. i made an avatar a few years ago, made a new version of that avatar that was quest compatible, and after getting an actual headset i saw the local axises on my fingers were totally off. fixed that, and now it feels like i have to fistfight unity to get anything working???
getting the correct version of unity installed was already a hassle. and then i try to export my avatar and it crashes while building. i'm literally reinstalling unity this is such a nightmare
sorry i mean compiling/publishing
the first time it was failing i was like "surely this is because i tried to use my old project" and made a NEW one and then making a NEW project from the companion app, unity is all "hey this is starting up with errors"
like what do you MEAN unity is starting with errors?!?? im using the suggested packages from the sdk!!!
always feel free to paste errors in here if you want help with them. Ideally the first ones in the chain π