#avatar-help

1 messages Β· Page 130 of 1

true flower
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Oooooh, I think that's what I'm looking for... What search terms do I look for to research that? Something like SDK VRCC upload multiple versions? Google is notoriously unhelpful sometimes when I don't know the words I'm trying to look up... πŸ˜…

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Also thank you, that's exactly what I needed to know

balmy barn
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yet to actually use it , but its in avatar descriptor at the bottom

orchid creek
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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

somber sequoia
balmy barn
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scroll up ratl πŸ‘ for the first red errors , last red ones caused by the ones above it causing the entire thing to fail

somber sequoia
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the number of times I say this per day....

orchid creek
balmy barn
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Used to just plonk a image down when i saw those, but it got excessive

somber sequoia
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oh if you're new, it's fine, it's more that I find the situation kinda frustrating rather than the people πŸ™‚

orchid creek
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this is the first one

somber sequoia
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that is very much a surprise

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is this the first upload for this avatar?

orchid creek
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its a store bought one but i added outfits and other stuff

somber sequoia
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if so, find the "pipeline manager" component on your avatar root and detatch the blueprint ID

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(then try to upload again)

true flower
orchid creek
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its already like this

somber sequoia
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ah then that's a side-effect error and not the root cause.

spark walrus
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my expressions still wont go transparent and its really starting to confuse me

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is it something in blender i need to fix?

orchid creek
somber sequoia
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Unless you paste the first few, I have no idea what to suggest

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possibly you have one that says "missing script"?

orchid creek
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yep

somber sequoia
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that's the problem then

orchid creek
somber sequoia
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you didn't install some package that's required

orchid creek
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ohh, like shaders or something?

somber sequoia
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shaders wouldn't do that, but similar idea, some requirement package. Maybe VRCFury?

orchid creek
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no i got vrcfury, thats how i set them up in the first place

somber sequoia
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hmm is this a really old avatar base?

orchid creek
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nope

somber sequoia
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well check the creator's website or documentation, perhaps there's a clue there

orchid creek
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let me try to upload it without the outfits first

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yep, that worked. i think i know what to do now then, ty for your help! 🫢

frigid knoll
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was it modular avatar by any chance ;p

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that was missing

orchid creek
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thats what the outfits reccomend yeah 😭 thought i could do it with vrcfury as well

frigid knoll
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some use both

frigid knoll
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but you could do it all with one

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just need to remove the script from the things it said it was on

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and remake it with vrcfury

somber sequoia
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oh modular would make sense there, yeah

frigid knoll
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i import those as a standard xd

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even if i dont use it

limpid cargo
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poiyomi's discord server uploads the most recent versions to download.

limpid cargo
pine valley
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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
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(you might have nonsense colors in the transparent areas, which would bleed into the fringes of the non-transparent areas)

spark walrus
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literally just the texture order was complete wack and my textures were assigned to the wrong stuff

limpid cargo
gray zinc
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What going on☠️

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Did I connected head either?

somber sequoia
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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.

gray zinc
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I just check the armature

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It doesn't have problem, I think is weight paint

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Might be draw wrong bones

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Or not weight painting on arm

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My materials are scattered

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only right arm have issue

gray zinc
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fixed it

desert elk
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defaults you can change in the parameters list if they're toggles already

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if it's VRCFury, idk how it works

timber veldt
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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

shut parrot
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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?

final rivet
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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 πŸ₯Ί(it';s a avi I buy to upload , I just change some texture)

polar dawn
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the eyes on my avatar revert to a previous state but i don't know why?

rigid hemlock
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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?

primal spruce
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Anybody know how to make that arrow thing?

arctic ginkgo
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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?

pine valley
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you should see this package icon

rigid hemlock
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ah okay it is unpacked

pine valley
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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

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and if you've been rearranging your hierarchy in Unity, that's not possible when the prefab hasn't been unpacked

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an unpacked prefab can cause a lot of weird issues

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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

drowsy mica
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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

pine valley
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this will cause random vertices to start flying all over the place

drowsy mica
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No

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i'm using parent constraints

pine valley
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so you're just animating the "Freeze to World" property on a VRCParentConstraint, then?

drowsy mica
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yuh

pine valley
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in that case, make sure the constraint is active for at least one frame before you turn on "Freeze to World"

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otherwise, it won't have any time to actually move

drowsy mica
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i uh

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don't get it

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what

pine valley
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Are you activating the game object that the constraint is on at the same time that you turn on "Freeze to World"?

rigid hemlock
drowsy mica
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there is no such thing as ¨Freeze to world¨ in what i got

somber meadow
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that's a outdated unity constraint, convert it to a VRC constraint

drowsy mica
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fuuuck

pine valley
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The new VRCParentConstraint makes this really easy

drowsy mica
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this?

pine valley
balmy barn
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under advanced setting

drowsy mica
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that doesn't really help

rigid hemlock
drowsy mica
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what should i tick here

balmy barn
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just animate 'freeze' to world, anything under it stays (seperate objects course)

drowsy mica
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my god i might be braindead

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is there a way you could just

send me a working one where i just put my object under container and all will work

somber meadow
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vrcfury has a "Drop to world" component which automates most of this for you if that's what you use

drowsy mica
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i do have vrcfury

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wow

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that was

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so easy

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Thank you people on the internet

pine valley
rigid hemlock
pine valley
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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.

rigid hemlock
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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

balmy barn
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have used empties for grouping things and easier disabling a bunch of meshes, but its been awhile ratl (years)

teal field
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help my toggles wont turn off //// NVM

pine valley
balmy barn
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ratl 2~ ish years ago

rigid hemlock
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OOOOOH I think i see how to do it, dammit i'm gonna have to redo my materials again

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but this is peak!

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so I can add things onto prefabs without unpacking? or should i make a point to add everything in blender?

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which would suck cus i have a pair of glasses i can't figure out how to fit in blender

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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

dense fractal
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how do i open a fbx file in blender WITHOUT exporting it from unity

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like i already have a fbx already with all toggles and all

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i dont really feel like redoing them all on the new model especially with how much things i imported to it

indigo compass
indigo compass
dense fractal
balmy barn
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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)

indigo compass
rigid hemlock
dense fractal
rigid hemlock
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that's the fun part

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you don't

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make sure you do this when you export

indigo compass
indigo compass
dense fractal
rigid hemlock
dense fractal
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like how do i make the blend file affect the fbx's mesh

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since is the same model

indigo compass
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It isn't hard

dense fractal
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remember different files

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the fbx is one

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the blend is another

indigo compass
rigid hemlock
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oh i see

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is there a way to tell the difference, because i exported without doing it once and my colliders and bones were huge

indigo compass
dense fractal
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as in importing the edited one

indigo compass
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Anything imported into Unity exists in a folder in its original form, you just import that fbx into Blender, nothing to do with Unity.

indigo compass
dense fractal
indigo compass
dense fractal
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no

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when im on unoty...

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unity..

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double click

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then nothing

solemn drum
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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

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ive restarted the game multiple times and nothing seems to work the new shader only shows up in the avatar menu and nowhere else

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if i make other changes to the avatar they show up

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but the shader still does not ever update it just continues to be the old shader

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is this a bug with the game?

indigo compass
# dense fractal double click

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.

dense fractal
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is there a possibility to delete mesh parts in unity without blender...........

indigo compass
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Something more common with booth avatars I am guessing, lemme check

dense fractal
rigid hemlock
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you could alpha mask them

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so they're invisible

dense fractal
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huh?

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how to?

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mind you

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they're the same mesh

dense fractal
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i cant

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use blender for that..

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its a fbx

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is not like a blend file where i can modify it

rigid hemlock
rigid hemlock
dense fractal
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is not possible tho that will mess up all my toggles..

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thats the fear point

rigid hemlock
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how so?

desert elk
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i don't see why it would

dense fractal
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well

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because if i export the model then re import it...

desert elk
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mhm

dense fractal
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the toggles on vrc fury

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and all

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ill just

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bam

rigid hemlock
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oh

dense fractal
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break...

rigid hemlock
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yeah you have to redo it all

dense fractal
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yeah no..

desert elk
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is vrcfury really like that? @_@

dense fractal
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i aint doing that 😭 πŸ™

rigid hemlock
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you just have to copy the setting afaikk

desert elk
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I'm glad to be manual wow that sounds annoying

dense fractal
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what settings

mental estuary
desert elk
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ah I see

rigid hemlock
dense fractal
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yes

desert elk
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i see

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pumpkin tools?

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can it copy vrcf components?

dense fractal
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theres literally no chance for me..npw

desert elk
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i think it can

dense fractal
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now

mental estuary
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2022 lets you attempt to repack to an FBX

indigo compass
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Just replacing the mesh in the skinned mesh renderer

rigid hemlock
desert elk
dense fractal
dense fractal
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fuck yt tutorials

indigo compass
mental estuary
rigid hemlock
dense fractal
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same fbx origin??

desert elk
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it reset everything

indigo compass
dense fractal
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than blenders

indigo compass
dense fractal
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how could i know??

arctic ginkgo
worldly hollow
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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?

dense fractal
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dude

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i have to tho

arctic ginkgo
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You should try matching the original export settings, and likely they used the default fbx exporter

arctic ginkgo
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You can use the component to make your skirt a different sprite

desert elk
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i was actually wondering myself how those skirts work

arctic ginkgo
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But only if your skirt has its own root bone that can be used

desert elk
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I have the same problem but never knew how to fix it

arctic ginkgo
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Imposter settings component

desert elk
arctic ginkgo
desert elk
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it's a VRoid, that's why I said that

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VRoid skirts don't have their own toots

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roots*

arctic ginkgo
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Yeah you'd have to redo the rigging a little bit

indigo compass
worldly hollow
desert elk
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yup

arctic ginkgo
rigid hemlock
dense fractal
desert elk
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that's when you click export fbx

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on the right side of the screen where you pick the location to save

dense fractal
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..................

desert elk
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yeah, bere

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here

dense fractal
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aint there really a fricking way to edit vertexes in unity??

desert elk
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most people export with FBX All, instead of All Local

desert elk
dense fractal
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wdym paid

desert elk
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the tool

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add on

dense fractal
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ok whats the name

desert elk
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that's used to reduce vertex count in unity

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it's paid

indigo compass
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Polytool doesn't do selective editing like that

desert elk
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I don't actually know what the convo is about, I was just answering the question

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but yeah, that's what I thought about

indigo compass
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Editing mesh

arctic ginkgo
dense fractal
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i cannot do thst..

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thats the issue

arctic ginkgo
dense fractal
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because again

arctic ginkgo
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You can install unity but not blender?

dense fractal
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no?

desert elk
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I think the problem is the export from Blender part and import to unity

dense fractal
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thataint the problem

desert elk
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they seem to not get that part

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because they unpacked the avatar

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unfortunately

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and don't want to copy the components over

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🀷

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that's what I understood at least

indigo compass
dense fractal
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swapping the mes

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mesh

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doesnt do

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anything

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but break

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the model

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/:

arctic ginkgo
desert elk
arctic ginkgo
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It copies components and stuff for you

desert elk
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that's what I suggested too

dense fractal
desert elk
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yeah

indigo compass
dense fractal
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like does it do it from a fbx scene model to a lets say .blend scene file avi?

arctic ginkgo
# dense fractal does it?

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

desert elk
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Pumpkin Tools I mean

arctic ginkgo
dense fractal
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so i edit the fbx drag it into the scene

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then make pumkins avatar tools copy the things

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from the old fbx

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to the new one?

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ofc edit it in blender

arctic ginkgo
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Yep

dense fractal
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that could work....does it copy vrc fury settings?

nocturne hill
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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.

arctic ginkgo
rigid hemlock
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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?

dense fractal
arctic ginkgo
nocturne hill
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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.

dense fractal
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why does it not do anything

left gull
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?upload

flat muskBOT
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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

dense fractal
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i had like the new and old fbx together

left gull
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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

nocturne hill
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okay i appreciate it man, i think im visitor still so i gotta play a bit more often ig..

lucid surge
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wtf is this

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i will not chill!!!!!

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ive been making and uploading avatars for over a year now

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i even have my own avatar world??

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what do you mean i need to spend more time on your app

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thats all i do

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im finna burn the world

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im gonna cry

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f you

arctic ginkgo
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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...

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each clip is the same length πŸ™ƒ

pine valley
pine valley
pine valley
rigid hemlock
arctic ginkgo
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that's not the issue

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it's an issue with how DBTs handle duration

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I've checked everything:

  • playback speed
  • clip duration
  • clip weights
  • speed multiplier
pine valley
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i was just pulling up that page

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so if you have 10 clips of length 1 and they all have a speed of 1, the resulting length is actually 10

arctic ginkgo
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the only things that fixed the duration issue were setting the blendtree to a different type (anything but DBT) or enabling normalized blend values

pine valley
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this is an annoying math problem

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you need to solve for a speed such that the length doesn't change

arctic ginkgo
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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

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i have a workaround for this specific case, i'm just going to animate these in another layer

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but it's stupid i have to do that

nocturne hill
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im back πŸ™‚ just made a new model and im tryna add some acessories but idk how to (once again still using Vroid)

arctic ginkgo
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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

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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

placid rock
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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.

white jungle
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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.

civic hornet
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Is there a shader that has an option for affine texture mapping?

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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

delicate orbit
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Did you ever fix this?

wet condor
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my vrchat compaion idk what to do

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its not letting me do anythin is there a fix

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or do i have to renistall the editior

somber sequoia
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that's not companion, but probably if you remove Gesture Manager that'll all work again.

wet condor
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ok

somber sequoia
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possibly you just have that or the SDK out of date

lucid surge
ornate stump
pine valley
slow lintel
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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.

crimson trout
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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.

ornate stump
crimson trout
crimson trout
ornate stump
crimson trout
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and the scale changed itself to 1 when I imported

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instead of being at 100

ornate stump
crimson trout
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uhh cardboard box

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thats how it always is for me

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its grey on the left side, blue on top and on the right side.

ornate stump
# crimson trout

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.

crimson trout
#

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

ornate stump
crimson trout
#

while the meshes all appear to be scaled correctly, the bounding boxes as well as phys bone colliders are all really tiny

ornate stump
crimson trout
#

but it seems to just not want to do that at all.

ornate stump
crimson trout
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nothing seems to stop it from crushing itself

ornate stump
crimson trout
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would the fact that they are not PERFECTLY 1.0 matter?

somber sequoia
ornate stump
crimson trout
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so it may crush itself

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1 sec

ornate stump
crisp trail
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normals. where do i change the setting to render faces on both sides of said normals

somber sequoia
#

bottom of your shader

crisp trail
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thank you

full harbor
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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

somber sequoia
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poi renders the shape of the mesh as it is, I don't see how you'd do that

oak crest
#

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?

somber sequoia
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you only upload one at a time, that shouldn't be a problem

oak crest
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thanks (:

crimson trout
somber sequoia
#

if you put it here, others may also help

crimson trout
full harbor
somber sequoia
#

how do your outlines work?

full harbor
somber sequoia
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.. explain how you created these outlines or show an image of them

crimson trout
full harbor
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using the poi thingy

somber sequoia
somber sequoia
crimson trout
#

can you see it? images dont seem to show up for me here when I post them

somber sequoia
#

no

crimson trout
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great

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love discord

full harbor
night ember
full harbor
#

im honestly not sure anymore though

#

ive been racking my brains since last night over this

balmy barn
#

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

night ember
#

You could try setting it to calculate instead of import on the fbx

somber sequoia
#

huh this is weird, haven't seen this. But I don't tend to use outlines.

full harbor
#

thanks yall ill try these out!

balmy barn
#

shouldnt sdk yell at you if they were off ratl

rigid hemlock
#

Thank you @pine valley & @balmy barn for showing me the way! It's beautiful

full harbor
#

its honestly my first time editing a non booth avatar though

full harbor
#

sorry for being so dumb and being a bother :p

#

thanks alottt! ive been racking my brains on this since last night

barren slate
#

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?

timber wharf
#

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

hollow forge
#

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?

barren slate
timber wharf
#

@barren slate afaik, yes.

hollow forge
#

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

vast pendant
#

im not sure what im doing wrong here, are particles supported on quest or can quest just not have particles?

quasi briar
timid kite
#

how is pmx format different from fbx? its a body base i want to work with. whats different?

vast pendant
ornate stump
timid kite
ornate stump
primal spruce
#

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?

ornate stump
quasi briar
#

Otherwise, not really

little rivet
#

I am in need of help, my avatar keeps falling through the floor

balmy lantern
#

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

vast pendant
#

silly times

misty ridge
#

Wy me phisboens breaking for quest despite ebertign not exceeding quest limits vrcTupCry

desert elk
#

can you screenshot the sdk window where it says it's not above the limits?

candid thorn
#

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???

somber sequoia
tawny shell
#

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?

somber sequoia
#

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)

tawny shell
#

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

tawny shell
somber sequoia
#

I have no idea what the normal unity export does without looking, sorry

somber sequoia
#

yes, I know which you mean, I just don't know what it does without looking at it

ornate stump
solemn wyvern
#

can someone help me rq with this error?

ornate stump
solemn wyvern
#

I fixed it dw!

little rivet
#

Can i get some help?

ornate stump
little rivet
ornate stump
little rivet
#

This is the only picture i have

somber sequoia
#

set the mesh objects' origins to the world origin, 0,0,0

ornate stump
somber sequoia
#

okay, can't tell from that pic

little rivet
#

also im having trouble with unity

#

the scale is locked and doing this

#

cant pan the camera

mild oracle
#

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?

little rivet
misty ridge
little rivet
balmy barn
#

need to fix your origin, need to be near your 'feet'

little rivet
#

noted

#

what about the rig...

#

do i just use generic since its not humanoid?

balmy barn
#

not going to work as a humanoid, or just add empty bones to fake one

little rivet
#

what would you do, just so i can get an idea

somber sequoia
little rivet
#

thanks

spark kernel
#

how do i get the avatar expression menu on my avatar

hallow epoch
#

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?

somber sequoia
#

it's really easy to make one that does what you need... so what do you need?

hallow epoch
#

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

somber sequoia
#

roughnes is the opposite of smoothness, perhaps that's the issue?

hallow epoch
#

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.

somber sequoia
#

here's where I learn to read πŸ™‚

#

I'm starting up substance, give me a moment

agile niche
hallow epoch
#

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

somber sequoia
hallow epoch
#

just trying to save myself some time

somber sequoia
#

hmm is Substance's "Glossiness" in the "converted maps" section actually just inverted roughness?

hallow epoch
#

I can try to generate a glossiness map and see what it does

somber sequoia
#

oh there's glossiness in the input too, probably not

hallow epoch
#

yeah it didnt work, its super glossy now though πŸ˜„

somber sequoia
#

yeah I'm not sure how one would do this, interesting.

#

I mean, directly with substance

hallow epoch
#

fine, no gifs, but its just me being sad πŸ˜„

primal spruce
#

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)

balmy barn
#

vrc constraints, not constraints ( this is unity ones )

spark walrus
#

Hey so was wondering whats a good addon for vrchat avatar making?Besides the kat one or i think its cats plugin

somber sequoia
#

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.

balmy barn
#

blender ? matcombiner, cats, robust weight transfer , copy mmd to shapekeys (makes mmd compitable shapkeys stuff) , immersive scaler

desert elk
#

fyi, tuxedo has an unofficial version now, official has bugs

somber sequoia
#

oh I forgot about the MMD shape keys one, that's useful too

spark walrus
#

These all sound like some very good finds appreciate tons

somber sequoia
soft cedar
#

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.

desert elk
#

so i needed to use unofficial

somber sequoia
desert elk
#

yup

balmy barn
#

clicking these things in scaler tells you % and stuff about the avatar , love when i see 60-70% legs

desert elk
#

hah, i like long legs

soft cedar
#

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.)

primal spruce
somber sequoia
white jungle
#

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?

somber sequoia
#

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.

pine valley
#

You'd still have the issue of your shirt appearing even though the shirt parameter is off

white jungle
#

^

somber sequoia
#

eh, seems like basic logic, draw it out if you have to.

soft cedar
#

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...

somber sequoia
#

I didn't think those could be point-to-point

soft cedar
#

I wanna use it as a "Grabber" for my drone, but for that I need it to stop at where my hand is.

spark kernel
#

anyone know how to get the xpression menu?

#

ive completley forgot

somber sequoia
#

The root one is in your avatar descriptor

soft cedar
primal spruce
#

any idea how to make a toggle where i can drop my avatar that stays in place postiton and everything?

soft cedar
white jungle
# somber sequoia eh, seems like basic logic, draw it out if you have to.

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.

somber sequoia
#

oh I see what you mean

spark kernel
#

anyone know hot to fix this?

#

how*

#

nvm

desert elk
#

that warning shouldn't cause issues

#

if it does, it's fixable in blender

severe crown
#

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

somber sequoia
severe crown
somber sequoia
#

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.

severe crown
somber sequoia
#

perfect

#

that last one - missing script. It means you didn't install some package the avatar requires, you'll need to do that.

severe crown
#

ohhhh

#

gotcha

#

thank you!

severe crown
solemn wyvern
#

hey can I have some help rq

#

my fingers look weird in unity and idk what is causing it

somber sequoia
solemn wyvern
severe crown
bronze sinew
#

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.

candid thorn
somber sequoia
#

uh... okay?

candid thorn
#

Idk it just doesn't work 🫠

somber sequoia
#

I'm not sure what doesn't work?

fathom glen
#

hi

candid thorn
#

Hold on

#

(The read first is just warnings about the avi but nothing on this)

fathom glen
#

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

candid thorn
#

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

somber sequoia
candid thorn
#

Do you know someone who knows?

somber sequoia
#

this is a reasonable place to ask

candid thorn
#

Then let someone else answer idk what to say

somber sequoia
#

Yes, that's what I was going to do, just didn't want to leave you hanging expecting me to answer further.

snow goblet
bronze sinew
snow goblet
#

quite awkward!

fathom glen
#

it looks like that and i cant do anything

bronze sinew
snow goblet
#

oh, weird. im not sure then, as this fixed it for me when this happened. could someone else know?

bronze sinew
tidal void
#

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

bronze sinew
#

@snow goblet That was the cause! Thank you SO much! This bunny really appreciates your help! vrcLove

somber sequoia
#

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.

short ferry
#

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

somber sequoia
#

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 πŸ™‚

tidal void
#

I will try to math things, somehow

somber sequoia
#

I frequently try to math things. Sometimes with success.

pine valley
#

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

tidal void
#

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)

tidal void
young osprey
#

dose anyone know why i am getting this error when trying to upload the avatar

somber sequoia
somber sequoia
#

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

pine valley
#

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

#

πŸ’₯

somber sequoia
pine valley
#

bell curve meme goes here

gaunt bear
#

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?

pine valley
#

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?

gaunt bear
#

yes, a lot of errors

pine valley
#

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

pine valley
#

a physbone pointing at another avatar with no physbones on it would break the SDK

gaunt bear
#

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

atomic sail
#

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

gilded vector
#

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

timber wharf
#

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

placid mica
#

Anyone got a video guide of how to make the hue shifts work with the new quest shaders and have them sync with pc?

rigid hemlock
#

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?

timber wharf
#

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

gloomy glen
#

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

nocturne hill
#

anyone know how to add acessories to Vroid?

desert elk
#

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

solemn wyvern
#

I went to test it in vr chat and this is all I see

#

the legs are all messed up too\

wispy orbit
#

maybe a camera photo or mirror screenshot can help?

solemn wyvern
#

I'm trying to it's really hard

glass solar
#

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

balmy barn
#

add gameobject sender and move it into that

solemn wyvern
#

tried to fix my model and now I keep getting this error

somber sequoia
#

I recommend taking a look at the console for more details

solemn wyvern
#

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

somber sequoia
#

I'm sorry, I haven't been paying any attention

solemn wyvern
#

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

livid yarrow
#

why is my avatar blue when i swap to quest πŸ˜”πŸ₯€

ive checked vertex colors and they seem clear

arctic ginkgo
#

Try opening another scene and then opening this one again

#

Or changing the skybox

livid yarrow
#

thats not changing anything

arctic ginkgo
#

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?

arctic ginkgo
#

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

tame iris
#

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...

livid yarrow
#

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

tame iris
#

these are my audio source settings

#

I can't seem to figure it out...

solar wasp
#

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?

ornate stump
ornate stump
ornate stump
ornate stump
# tame iris

Gain is to low which make volume very low. Usually it should be 10. Also increase near range.

ornate stump
tame iris
ornate stump
tame iris
#

but with a physbone

ornate stump
# tame iris 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.

tame iris
elfin dagger
#

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

solar wasp
ornate stump
solar wasp
# ornate stump 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

ornate stump
#

Just screenshot the whole unity screen.

solar wasp
ornate stump
solar wasp
ornate stump
solar wasp
# ornate stump 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

ornate stump
solar wasp
ornate stump
solar wasp
ornate stump
solar wasp
#

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)

ornate stump
solar wasp
#

ok like press record?

ornate stump
solar wasp
ornate stump
ornate stump
solar wasp
ornate stump
solar wasp
ornate stump
solar wasp
#

oh

ornate stump
#

This is why I require you to take a screenshot; to really make sure that you're looking at the correct thing.

solar wasp
ornate stump
nimble chasm
#

does anyone know how to fix this? ive been stuck here and it wont do anything past this

ornate stump
# solar wasp

Can you expand the Main Camera VRCFT object in the hierarchy?

ornate stump
nimble chasm
solar wasp
ornate stump
# solar wasp 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.

solar wasp
#

nothing has changed

solar wasp
queen trail
#

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

solar wasp
ornate stump
dark jay
#

trying to upload a fighting game model with texture toggles but its over 1gb uncompressed what can i do

vast olive
#

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.

formal sparrow
#

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

somber sequoia
#

paste your settings. maybe turn up immobile

ornate stump
arctic ginkgo
#

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

dark jay
#

From the same game

ornate stump
dark jay
#

Im able to upload it with the new sdk if i do build test model just not as a actual model

ornate stump
dark jay
#

How does thry vram evaluator work

ornate stump
#

So there is no serverside check.

somber sequoia
ornate stump
dark jay
#

Mb size wise?

ornate stump
somber sequoia
#

MB usually, but yeah

dark jay
#

Ah

#

I was using vrchat build size viewer

#

Is it like that

somber sequoia
#

you could just try it

dark jay
#

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

ornate stump
ornate stump
somber sequoia
#

wow yeah

dark jay
#

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

ornate stump
dark jay
#

Ok

bright jewel
#

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

ornate stump
bright jewel
#

sorrrryyyy

bright jewel
#

..ye thats where we are..

ornate stump
bright jewel
#

oh okay

#

ty

#

..

ornate stump
bright jewel
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i dont think they're an issue but heres the others

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idk im not good with unity

ornate stump
bright jewel
ornate stump
bright jewel
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oki doki

ornate stump
# bright jewel

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.

bright jewel
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and no its not attached

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i usually get asked that one

ornate stump
ornate stump
bright jewel
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ou.

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well i uploaded the av package and the other files it said it needed?..

ornate stump
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That mean you have to go figure out what you haven't import by reading instruction of the asset, and import what you missed.

bright jewel
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but when i go to upload just says the blueprint id is why it wont upload :c?

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i'll reload and see if i still get the asset issue

ornate stump
shrewd spruce
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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 😭 )

rigid hemlock
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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?

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i guess i could just use a diff name but would prefer not to as it will break animations

ornate stump
rigid hemlock
bold glacier
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im using toon standard and particle additive, does anyone know why this is happening :(

somber meadow
ornate stump
rigid hemlock
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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.

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it is a prop btw so it's not attached to the armature, dunno if that makes a difference

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this is with a diff name

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it's the cane

ornate stump
ornate stump
# rigid hemlock

It's a prefab variant. Click on the v1.5 and screenshot the inspector.

rigid hemlock
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do you want the whole thing?

ornate stump
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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.

rigid hemlock
ornate stump
# rigid hemlock

So select the object that disappear, on skinned mesh renderer component right click the component header and select Revert.,

barren slate
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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

rigid hemlock
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I toggled on update when offscreen and it came back

ornate stump
frigid glade
rigid hemlock
ornate stump
rigid hemlock
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oh i did not see revert one set

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found it

ornate stump
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Since you had Reset, you should be able to Revert.

rigid hemlock
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yeah that brought it all back

ornate stump
rigid hemlock
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yup yup

ornate stump
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Good.

rigid hemlock
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thanks so much, now i know what to do if that happens again πŸ˜„

ornate stump
balmy barn
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update while offscreen is disabled in vrchat ratl course its nearly impossible to find that info - so here is the old image of it

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keep stuff in one mesh to avoid wierdness (pc easy mode)

rigid hemlock
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aaah gotcha gotcha

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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

ornate stump
rigid hemlock
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I've been trying to avoid using MA and VRCF when possible

lyric pagoda
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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?

balmy barn
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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

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immersive scaler is handy to resize arms

lyric pagoda
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rig is already set to generic

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before the overwrite at least

ornate stump
# rigid hemlock how so?

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.

barren slate
rigid hemlock
ornate stump
rigid hemlock
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I think I'll just stick to manual

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i have no idea where to start

ornate stump
balmy barn
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I avoid modular / vrcfury and do it in blender , uv discards = 1 mesh / 1 bound ratl ,course wont work for a quest

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pretty obvious you can optimize alot more in blender like materials

rigid hemlock
rigid hemlock
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my big learn today was making blendshapes

balmy barn
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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

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ratl anyway learning blender is handy for other things then vrchat even tho they love changing their keybinds

rigid hemlock
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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

brittle tree
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Tf is this bullshit!? Because of this security bs I can’t free up space on my avatar list because of this fuckin update

barren slate
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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?

rigid hemlock
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do you think pumkin tools is able to take phys bones and colliders from asset prefabs and put them on my avatar armature?

barren slate
balmy barn
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pc uv discard it away, otherwise toggle the mesh is a easy way - but you end up in medium on a quest

barren slate
rigid hemlock
balmy barn
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medium would still be 99% better then quest avatars ive seen people use

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very poor should never been allowed as a public avatar ratl

barren slate
# rigid hemlock it didn't work to copy phys bones from my asset prefab sadly

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

barren slate
still shuttle
crimson pilot
snow jacinth
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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

azure crown
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Would anyone by chance have audio sound for star wars blasters? I can't find any that are full auto

hidden ridge
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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

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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.

true flower
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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.

true flower
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Ah, thanks... That should do it. πŸ˜…

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ah ha... found some useful information already: "All GameObjects and Components, including those that are currently disabled, count towards the Avatar Performance Rank."

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It's not enough to just "turn them off", they still count. I did not realize this.

spark walrus
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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 πŸ€” + I like to have the option to quickly able to switch between shapes

somber sequoia
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Must be that you've got a animation causing that, and don't have "saved" checked on the parameter that enables it

pine valley
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if the blendshape is controlled by your action menu, then yes, you need to mark the relevant parameter as Saved

spark walrus
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so the base problem solution is to check my parameters then?

spark walrus
cinder pulsar
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I keep getting the error "Oh no! We tried, but we could not generate an impostor version of the avatar "(name here)" " error

limpid cargo
frozen sparrow
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My unity is only typing in japanese all of a sudden...what did I do and how to i change it back to english??

stoic igloo
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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

somber sequoia
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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?

stoic igloo
somber sequoia
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I'm right here, I saw it πŸ™‚

stoic igloo
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and they should be rigged and vrcfury compatible

cinder pulsar
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You can use VRCFury armature link and stuff, or use pumpkin

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or just do it in blender

upper valve
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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???

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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

desert elk
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export?

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from what to where

upper valve
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sorry i mean compiling/publishing

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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"

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like what do you MEAN unity is starting with errors?!?? im using the suggested packages from the sdk!!!

somber sequoia
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always feel free to paste errors in here if you want help with them. Ideally the first ones in the chain πŸ™‚

desert elk
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exactly

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if you send the errors here, we may be able to figure out what's wrong