#avatar-help
1 messages · Page 131 of 1
completely fresh unity install with windows&android&ios
fresh 2022 avatar project didn't even click any additional settings
no "there's errors on startup!" from unity so i think i'm in the clear
i try to compile&publish my avatar. and i crash while compiling. again
okay NOW i'm getting a log error after i reopened unity to try again
this is an avatar i already used on quest before i just fixed his janky fingers
so you want the top of the log right
i'm getting some kind of "all pipe instances are busy"
rn idk if I should wait till ur done explaining ur issue or if I can already send mine cuz ive been having this issue for days and im about to cry 
just expalain it
I keep getting this for no reason w some avatar projects and others seem fine. Ive reinstalled unity and the cc. My c drive has 1tb and my other one has 3tb left what else can I try to fix this? im getting so annoyed at this
ive also reinstalled the avatar files too but im the only one gettung this issue w those avatars
ive also so far made like 10 projects they all do this
i keep googling and other people have had this issue and it always goes unanswered 💔
and again some avis upload fine while others just do not and it fucks up. A avi using the exact same stuff uploads fine but this one does that every single time
oh okay current known issue 
This usually means the package file you're trying to import is corrupted.
ive reinstalled the avis files from their shop like 5 times now and it does it each time but for everyone else it uploads fine wtf 
So I think I know the answer, but is there any way to make audio link react to an audio source on your own avatar?
I want to make my avatar have a piece of music built in but have part of the avatar animate to the beat of the music
my hands are WORSE i can't believe it
can i get an example avatar to look at the hand rig i need to figure out what the deal is with my local axises because they looked PERFECTLY FINE in blender
no, but you can animate something yourself
Yeah figured
there's a blender plugin that can turn soundwaves into animation data if you want to use that, then import it into unity
Just wanted to avoid having to keyframe to the beat of music
Ooh that sounds much better
you can probably only use that for transforms or blendshapes though
Transform is fine
I wanted to have a ring around something that expands or contracts depending on the volume of the music
Do you know if this sort of plugin exists for Maya? I don’t do much animation in blender and am much more proficient in animating in Maya
like is there a way to export the sample robot to FBX
oh I'm not sure, I only use blender 😅
Gotcha, may as well try and learn blender animation lol
I used to use Maya for modeling stuff but now I do all of that in blender, animation is the only thing keeping me tied to Maya lol
i was thinking "maybe my fbx export settings are wrong" but i export it with the correct settings and now it's saying my shapekeys don't have smoothing groups :D
ok no wait look at this
my fbx in blender vs what shows up in unity
why did unity screw up my fingers
what's weird is the axis on that pinkie looks correct in the t pose screen
Having a weird issue with my avatar. I added two Springjoint balls but I'm having an issue where sometimes they show up on the avatar and sometimes they don't. It seems to be completely random. Like, I just uploaded my avatar and only the black hole was showing. I uploaded it again and only the star was showing. Idk what's going on.
how do you make a double sided material for quest? I seen avali with their bottom portion of the wings not invisible for the quest version.
usually with the basic quest shader, the bottom portion of the wing or inside the clothings become invisible
I am pretty sure Quest doesn’t support Two-Sides stuff, same with Transparency. I tried to do it an avatar of L. Corp Angela as well but couldn’t due to the Quest restrictions.
I seen few quest avi with it so it's possible
we just doing it wrong somehow
hence why I asked
True, may also be that they are using a modded sdk.
Just an idea though.
anyone else who knows how they maybe doing it?
new quest shader have backface culling option
If I had to think, it could be a separate Inner Shirt model.
It does, which Shader?
the new "Toon Standard" that's in the updated SDK
Ah, tbh, there is way too many Shaders now lol. I can’t keep track.
Especially for PC.
no cutout tho
oh wow there's even an outline shader?
haven't touched Quest stuff in a while, but this is pretty good
Looking for someone to make an avatar. if anyone available can dm me me with details in regards to their development, it would be greatly appreciated
VRChat/Mobile/Toon Standard, if you don't have that shader update your SDK to the latest in VCC
sdk 3.8.1
dont have theat
only toon lit
if you don't have that shader update your SDK to the latest in VCC
also have this thing
Is anyone in here familiar with the VR Rotation Constraint? I'm trying to lock my entire avatar's rotation to play an animation without it wiggling around with my tracking.
you don't need a rotation constraint, just use the VRC Tracking Control state behavior.
https://creators.vrchat.com/avatars/state-behaviors/#animator-tracking-control
Good way to get scammers DMing you around here. Instead go to the VRC Traders discord. Link is in #1204490664637890580
thank you
Is it enable/disable hip tracking? :O
hip is an option in it, yes
last thing i would need is a wasted investment
My intended steps are:
1- Turn in the direction I want to lock into by turning my body in physical space
2- Toggle the parameter to initiate the rotation constraint
3-Avatar now faces that direction only
4-Toggle the parameter to deactivate the rotation constraint
5-The avatar can now rotate to match my body rotation in physical space
Would I only need to lock tracking on the hip?
I updated it to new version and still not have the option
I'm not sure I understand the goal here, but animator tracking control lets you disable IK (i.e. your body tracking) from moving the avatar so you can animate it.
Here is a description of the intent, when still trying to use Rotation Constraints
Hi there guys, I'm trying to lock the direction my avatar is facing using a rotation constraint:
Intended steps:
1- Turn in the direction I want to lock into by turning my body in physical space
2- Toggle the parameter to initiate the rotation constraint
3-Avatar now faces that direction only
4-Toggle the parameter to deactivate the rotation constraint
5-The avatar can now rotate to match my body rotation in physical space
I'm able to animate the rotation constraint to lock my armature's rotation, but it always faces "virtual north" (does not face the direction I am looking). The parameters I'm animating are...
On lock request:
IsActive = true
Lock = true
Freeze Rotation Axes: x = true, y = true, z = true
Freeze to World = True
On unlock request:
IsActive = true
Lock = false
Freeze Rotation Axes: x = false, y = false, z = false
Freeze to World = false
I haven't specified a source, but I don't know how to specify "the world" as my reference, if thats even what I have to do. The rotation constraint is attached to my armature.
What parameters do I need to set in the animation to start and the animation to stop my avatar's rotation?
nvm got it to work
no I mean, I don't get what you're actually trying to do here
use fewer textures
trying to get all the game colors on it
use hue shifting if you just want to change color
its done by textures its a guilty gear model
no idea what that means, but the answer is still "use fewer textures" if you want that size to be smaller.
u havent heard of the game guilty gear
I want my avatar to face a wall, click lock, and then continue facing the direction of that wall even if I rotate my physical body. Then click unlock and have my avatar face the direction I am actually facing.
things don't have to all be toggles
ive seen models on vrchat of the same character with all the colors
nope
Oh oops, maybe you were talking to someone else. Sorry for the confusion aaah
also you're using a really bad compression algorithm for all of those textures even compared to BC7
rgba32?
okay, I get it now. Where are you getting the reference for the wall? World drop or something?
i hit bc7 but it doesnt do anything
it didnt seem to work can i have help
That's the part I think I don't understand. How do I specify to lock with respect to world coordinates? I'm definitely locking rotation, but it's not to the direction I am facing when I click it right now.
what compression algorithm should i use then
You could drop a prefab and then use that as the source for a rotation constraint
Just to make sure I'm being clear, the wall was just an example. I don't actually want to do constrain to target. I'm trying to constrain to world.
Yes, the direction should be "current direction the armature is facing". So maybe "head" direction?
@toxic dagger if its an humanoid animation, it should use proper rotation afaik
ok so then start over - you simply want to lock your avatar so it doesn't rotate?
if its world spawn prop with world constraints it should be constrsined to hip bone and not the root
in order to spawn in front in fbt etc
The whole gimmick is, I get punched, and play a falling animation. To minimize my body spinning around on the floor as a result of active tracking, keep the orientation (not position) of my body stationary on the floor until I disable the animation, at which point I stand upright and am facing correctly with tracking.
Anyone knows why my avatar could be doing this when imported from blender to unity, weightpainting and posing works fine in blender
he a little sleepy it's alright
whats wrong with my local axises 💔
Right now, I get punched and I violently rotate away from the punch, and then the animation plays. Which is wrong.
there's a whole punchable system you could get to do this, if you want
lmao
I don't, I just want to lock my animation
I tried adjusting bone locations but can't figure it out
but in that case I'd simply lock the hips until you want to release it.
Lock hip tracking
Have you already tried Pose > Reset in the inspector (visible when you scroll down)
Ok I will give that a shot!
It says "character not in T pose" but works i guess
with the new shader, I can make him BLACKER! YES
you can enforce T-Pose from the same pose menu
thank you that fixed the issue
stupid question but its been a minute since ive done this: im uploading an avi for my friend. it came with 2 seperate unity files, one for pc and one for quest. i just uploaded the pc one, how do i make the quest one (completely seperate project file) attached to the pc one so its one cross compat avi and not 2 seperate one quest one pc avi's?
bet ill check it out, thanks!
Whats the best compression algorithm should i be using
ooh that's better than the one I was going to link
Im not using poiyomi on this
it's just a blog post about texture settings
ok so some world lighting effect or smth is able to maek my avi go from looking flat to looking like this, how do i replicate this effect?
Ah ok
that looks like ambient occlusion to me
although it's covering your entire face
I'm using png unless i should use another format for a pc only model
the format on-disk is not relevant here
you could use a jpeg, a png, an uncompressed bitmap, etc.
(you still probably want png)
(well, a jpeg would have some quality loss baked in)
the linked article talks about the texture importer settings
this determines the format that Unity actually stores the texture in
do you have japanese IME keyboard installed at pc?
How do you set hand gesture triggers? I have a knife that I want to change animation for. Every time I open my hand, it flips the knife between forward grip and icepick grip. A fast method to flip the knife between motion.
trigger based on GestureLeft and GestureRight:
https://creators.vrchat.com/avatars/animator-parameters/#built-in-parameters
I'm updating my Mono, the modern Ninja avatar with more robust but intuitive weapon system
I got fbt so I'mma optimize it for that
is it togglable? like ever time I open my hand, it simply switch between the two animation
? This is just the parameter VRChat sets when you make gestures, how you use it is up to you
so I'm not sure I understand what you are asking.
I want to keep it simple, Everytime I fully open my hand, it switches grip
cause I need a fast hand gesture that I can pull during a swing
ok so do a thing when GestureRight (or left) is 2
To keep it from getting out of sync, I would use a parameter driver to set a synced "Flipped" parameter to true/false
Each time GestureRight equals 2, you transition to one of two states (depending on whether it's currently flipped)
this layer would have no animations; its only job would be to toggle that parameter back and forth
this would also make it easy to flip it from a menu
sounds great
make sure that the parameter drivers have "Local Only" checked
you don't want remote users trying to change the parameter
it'll get wonky
Parameter drivers let you change a parameter when you enter an animator state
super useful for building complex systems
Parameter drivers are great
i use them for things like presets quite a bit
Yep, I do that too
plus lots of local-only "detector" layers that set synced parameters
and some fun random things like furry ear twitching
is there a way to add contact to the blade so when I stab something, it will stabs with particle effects?
is there an animation activated that changes the blendshape?
most likely that
or it's on by default
theres a torso collider?
I have seen hands arms, head, legs, but not torsos
nvm, im just blind lol
Hey, I don't know where to ask this but I've seen avatars where they have action menu icons right in the middle of the menu, I'm trying to find a screenshot for reference but if anybody knows what I'm talking about, I'd like to know how to do that in Unity
one trick is to add a large vertical space to the label for a menu item
ohhh so it's gonna push the icon so it doesn't overlap?
i dunno about images -- i'm thinking of an asset that has a piece of text in the center of the action menu
ohh ok
I just wanted to follow up on this. I attempted to use the "VRC Animator Tracking Control" to lock my head and hip tracking when this animation plays. It does not actually prevent rotation of my avatar after these settings (shown in the attached image) are specified.
After the animation plays, turning my body causes the avatar to rotate on the floor.
Is there something I'm doing wrong or should I go back to attempting to use the VRC Rotation Constraint to lock my avatar from rotating after the animation play? (See original message regarding using VRC Rotation Constraints: #avatar-help message)
Where would I see this on unity because I’ve tried fixing it but still nothing
you didn't put this in the FX animator, did you?
'cause that's not where you do full-body animations.
Hello! I just literally today got into avatar creation as I'm trying to make something of my own. I'm currently trying to figure out how to delete the feathers on the Rexuium avatar, but I cannot seem to figure out how to do that. I'm on unity. I've been at this for over an hour looking at the different tabs and options.
Blender
Ohhhhh..
Oh hang on, you're right. This is on the FX Layer, one sec while I move it over to the Action layer
Alright, thank you!
Unless there's an actual object you can delete.... probably you'll have to re-model it. (I don't know the model)
No, that still didn't have a favorable outcome. Moving it to the Action Layer creates no change.
Is there something I'm doing wrong with these settings? This is the correct added behavior right?
Well, there were many different opotions. I would pull one up and it would spawn a whole new model inside of unity and when I deleted the feathers on the one that did have that option it didn't carry over
They are like different rigs
uh... not really sure what you're referring to
read up on how the action layer should work, especially the bit about masking and using Playable Layer Control:
https://creators.vrchat.com/avatars/playable-layers#action
oh well there are feathers! Though you'd need to unpack the avatar to mess with those... I still say "blender" is the right answer.
If I was to get rid of the feathers in blender, I would just be able to import the "default setup" thats highlighted in blue back into here?
you could probably just overwrite the .fbx file, yep.
Yep this is definitely the right layer then according to both you and the documentation. So maybe the behavior is the wrong behavior to specify for this animation? Were you sure this is the right behavior to prevent rotation tracking?
I'm not actually working with your project or following along very closely, so.. probably? But you still should use masks and blend that layer up from 0 weight. I'm sure there are tutorials for this, I learned it somewhere but can't remember where
I think it might be best to review the VRC rotation constraint approach again then, because the issue does not seem to be rooted in blending. Especially since I am able to trigger the locking of rotation using it, I just can't specify the direction in which the rotation lock happens.
If there is anyone out there who is pretty familiar with the VRC Rotation Constraint, could you reach out to me? I'm just trying to stop my avatar from rotating around on the ground like a break dancer when it should be sitting still and facing one direction XD
Use animator locomotion control
this stops you from moving entirely
if you just want to stop rotation though, try using an aim constraint targeting an empty that's in front of your avatar and parented to your armature with a parent constraint.
Normal locomotion should disable "freeze to world" on the parent constraint and disable the aim constraint.
For freezing the rotation, on the first frame, enable "freeze to world", then on the second frame enable the aim constraint.
I'm gonna investigate this, thanks!
what is going on with VRC SDK it will not let me upload any avatars at all or even change any thing on it or even get the blueprint ID for my avatars that i want to update
did you try logging out and in again?
yes
k, had to ask 🙂
aim constraints can be used as better rotation constraints if you use the "world up type" feature correctly
at least 5 times
Blendshapes Help
Hello, I need a little help with the blendshapes on my avatar (Specifically Milltina model) every time I test the avatar with new clothing I’ve added in unity my upper half strinks which is not what I want is there away to fix this?
Any help is appreciated
How do you upload a duplicate of you avatar?
I thought you just added a new pipeline, but it keep uploading over my original
you'd have to provide some more detail here
so what is wrong with VRC SDK as i am not the only one having this issue
detach the blueprint ID and it'll make a new one
I don't work for VRChat so have no idea if anything is wrong with the servers
don't add a new pipeline, just clear the blueprint ID
it is working now after leaving it for a good 5 mins
See the top material light thing, like the materials look right. But on the bottom things there’s no like normals or any texture at all it’s just shiny and black
..i always leave that blank... So i tried to add something and it still uploaded over
did you add the normal textures into your material?
it should not be blank if you've already uploaded the avatar
detaching the blueprint ID still uploads over the original
are you looking at the correct object?
yes, like i said before you can see them working on the top object but not on the bottom ones
looks like the creator made blendshapes to shrink the body when clothing is on. You probably would have to edit those or perhaps make different ones if you want them to work with different clothing.
I duplicated the avatar, then uploaded one. Maked changes to the second and tried to upload
Is this the same material though? Or different and you have one set right and the other not?
its the same material
I do not know how this is possible
I'd close the control panel and reopen it. Make sure that it's seeing two different avatars.
i see... okay i'll figure something out then thanks for the response
How do i make sure its seeing different ones?
There should be a dropdown control that lets you pick which avatar you're trying to upload
Oh yes, its showing different one
Hey so i have an issue with vrc sdk when i creat a project then the first time i launch the project the sdk works just fine but when i wanna reopen the project again the sdk brakes meaning i see the VRChat sdk in the top but in the drop down menue there is only the option to reload sdk so meaning i cant open the controlpanel to upload anything. The things i have tried to fix it is reinstalling companion/sdk update everything sdk packages etc. tried diffrent versions of unity i have been uploading avis and worlds for quite a while but this is the first time i have had this happening
Do you see any errors in the console?
ohhh my god please help me
heres the finger rotations i spent hours fixing even more
nope
this is what unity thinks its supposed to look like
what settings do i need to export fbxs from blender without it screwing up my armature
always show the first 2-3 errors, at the top of the console. But yes, this is why the SDK control panel is not loading.
Unfortunately, the ones that were used the last time. A good guess is to set "Apply scalings" to "FBX All" and uncheck the option about leaf bones under "Armature" unless you actually require them.
i always uncheck leafbones all my homies hate leafbones
restarted and now im getting "avatar validation failed"
are you sure none of these first three need to be changed!?!?!
i've never messed with those axis settings
cuz ive already tried fbx all
@somber sequoia do you have any idea why my materrials are doing this 😭
please don't ping me directly for new questions
its not a new question 🥀
oh then reply, I have no idea which message you mean
bruh
it's a busy channel and I'm trying to model something
yeah because I don't have answers or don't have enough information to continue
or like, other life happened?
omg bro literally just tell me what to show u 😭
i get that but yk u were talking to other people im not tryna start smth yk
give me a link to a message then, I have no idea where it is in the scrollback
to what message?
like the original question or
still ba dwith fbx all
while configuring the humanoid avatar, there's an option at the bottom -- Pose > Reset
have you done that yet?
u got an idea how i can fix it 🤞
You appear to have two copies of the gesture manager in your project
You may have a turducken scenario here
where you've accidentally copied the entire project into itself
try upgrading dependencies, GestureManager often causes issues if it's out of date
ohh - that's it, remove one
You have a folder called "Dave" in your Assets. That contains a folder called "Packages".
Does that have a bunch of folders in it?
i could but then it puts him back in his A pose
and i dont know how to get exact mirrored poses in unity
theres no little thing with number values telling me how much im rotating
You can just enforce a t-pose and see what you get
Or does that give you the weird fingers?
I see
that was the original enforced t pose the screwed up hands
Your fingers appear to be rolled weirdly
and the inexplicably screwed up axise son the finger bones
i know! like it rotates them all 45 degrees
well not the fingers but the bones
so the fingers will always be screwed up
bc they screw up the bones
but the rolls here look reasonable
YES
it is IMPOSSIBLE for me to get that in unity
it REFUSES to show me that in unity
I wonder if it's getting confused by the splaying of the hand
but that doesn't involve rolling the fingers at all
no no no
that was me showing a splayed hand in blender
how its SUPPOSED to look splayed
ah -- what does the rest pose look like?
reset all positions/rotations/scales for the pose bones
this skeleton is from GTA IV which is basically 1:1 with the unaltered old industry standard autodesk biped
Oh, I wonder if it's because of the roll on the hand bone
or, moreso, the roll on the arm bones
this is baseless speculation though
i guess i'd try rolling the arm bones so that the rolls are consistent all the way down to the hand
roll ought to be 0 in most cases though
they FEEL pretty consistent all the way down though
the arm bones are all over the place
notice how my arm bones have the same roll all the way down
Hey there, anyone willing to help, I'm wondering what type of potential conflicts or issues I might have adding Dread scripts (https://vpm.dreadscripts.com/) to my unity projects.
Alot of their addons seem useful, but is there any knowledge that they are problematic with other addons or similar?
well that foretwist isnt even being ued right now and its parented to the one above
I noticed that the fingers are gray here -- aren't they supposed to be yellow (or green?)
Ah, okay
sorry im running bakc to back all the way across the house bc i have to use unity on my gaming pc which is literally only comfortable for gaming and not actual working
how do i make/morph clothes for my model?
if you have donor clothes from a donor model you can start by using pose transforms to get it mostly right
lining up the most important things like elbows and shoulders and mroe or less the correct spine bones
you could use blender's sculpting. That's what I do, after I size it up the best it can be
and then apply the armature, start using proportional editing
i sculpt it to fit better
and remember to use local rotations when doing the arms
the roll on this arm seems correct though... thats the way this A pose is
The roll is checked in the side menu (when you press N)
is that where you're checking? cause I can't see it on the screenshot
okay, but for VRChat avatars it's preferable to have roll set close to 0 and it could cause issues like the ones you're having
Like Kazin and Fen said before me.
how would i get these close to 0 then without changing the way that this is supposed to bend
roll -135 problems guaranteed
what happens when you put it at 0?
first, I'd check if putting it as 0 helps with the problems you had in unity
alright. I unfortunately do not have any other advice
Oh yeah ofcause haha Thanks! i have been looking at this so much that i couldnt spot it 😂
well to correct i posed it 45 degrees forward so its equal to 0
but. now i cnat apply the armature
because
you know
shapekeys
um
applying transforms has nothing to do with shapekeys?
I don't understand how Shapekeys would be a problem
unless I'm misunderstanding what you're trying to do
its very useful
and like, you gotta
you can apply the armature to create a new resting pose, yes
if youre making a new rest pose
yeah i uninstalled cats it'd just screw everything up for me 👎
depends which one you used
official? very broken, unusable
unofficial? stable, works well, bugs are fixed regularly
ya this was back in 2020, then 2021, then 2022
also had patrons with crazy characters in their names being credited
which led to bugs
doubt it supports 2.9
ya
why do you use such old blender? 😭
because selection Felt Different in 3.0+
and now 4.2 i just straight up can barely run
i use 4.2 and it works 🤷 maybe that's just your specs or something
freezes for 30 seconds every time i click on an object and im in the materials tab
of course its my specs im on an intel
i see
and 16gb ram
i get a decently long hang the first time it has to render a material
presumably due to shader compilation
which is not an issue in 2.90 obviously
i also heard they totally screwed up eevee
anyways i dont see how my unusual rest pose has anything to do with my fingers getting screwed up in a way that doesnt even seem to make sense
it's not the rest pose (the A pose) it's most likely the bone roll, which you refuse to change. That's why I asked you to check the model with bone roll 0 in unity, to see if that fixes the issue.
ok ill try
wish there was a way to set them to 0 all at once
its not gonna look good regardless though
almost identical results
lol
i solved the not being able to applyt he armature thing because its not like the clothes have shapekeys
soooo
im just going to have to pose this guy until he has no roll
OR
im going to purposeflly screw up the roll on the fingers so it DOES bend correctly
i just have to figure out by How Many Degrees unity has messed up my bone roll
would be helpful if we had the actual animations unity uses for the muscle rig testing
the arm elbow and even the hand seems to have the correct roll this is why its especially infuriating
Heya um I need help lol
Best to explain your issue for faster responses
Hey @somber sequoia since I talked to you here more than anyone else, mind I ask you something about shaders?
Does the toon standard shader work on PC? like will it show up as just an error texture, or can i keep using it for pc and quest?
in #shaders sure, though lots of people know way more than me
any shader works on PC
Okay. Update had me scared for a second because it said it wasn't available on pc
I must have completely missed where it said that
all im asking for is ONE example where the bones are behaving the exact same way in blender & unity
and to see an fbx of it
so i can figure out what i could possibly be doing wrong
ive been trying to fix this for the past 10 hours
i have wasted my entire day on these fingers
I'm having a bit of trouble with trying to do some math with parameters, does anyone know if it's possible to divide a parameter by another parameter that is between 0-1?
The issue I'm running into is that division using blendtrees works by animating two animations in a direct blendtree, the one that doesn't do anything will get the weight of the input, but the weight of the other animation is added too, since it relies on normalized blend values
so that means you can only divide by input+1
if you try to account for this by subtracting 1 from the input beforehand, this works, until you get below 1. Then the weight used is negative, which just ends up setting the weight to 0 instead
so trying to divide by a number between 0-1 always provides an output of 1
i'm trying to use ratios to calculate the length of one side of triangle in order to get coordinates where a line intersects with another line (i'm doing this on two axes so i'll get the coordinates for it intersecting with a plane)
basically i'm just trying to project onto a plane
without final IK since this is for quest
I am trying to edit my avatars animations but it doesn't appear when I click the animation tab and I'm so confused >~>
it's for a wii-type menu
Thank you so much! Been super tired recently so my dumb brain forgot about it lol
well you don't have your avatar selected
Well now I do just not in the screenshot
is the animation controller in your animator slot in the avatar?
that is not your animator
that is your avatar descriptor
check if it is in your animator's controller slot
I uh don't have an avatar controller
?
in your avatar's animator
it says "animator" on it
above the avatar descriptor
it's not in the controller slot, so put it in there
no
i didn't say fx
controller slot
unless you mean the fx controller
then yes
or no
idk
Yeah that's what I ment
whatever controller you're trying to edit animations on
if that happens to be the one named fx then yes
and you don't need one in there for the avatar to work
just to edit animations
it's how unity knows what animations are on the avatar
So like this OwO
It fixed it
So when I finish the animation do I remove that after?
Anyone has faced an Issue with VRCSDK where the "review alerts" part before the upload of an avatar is not showing anything?
i did today and just relaunched the application
doesn't really matter
if u lose the sdk i reccomend reimorting everything (the sdks and related files in the vcc
Ive releaded it and nothing, hell ive reinstalled the VCC
Might just start from scratch something mightve gotten corrupted at some point
maybe
or export ur scene or something
anyone know how to fix this importing error?
did you restart unity ?
srry
i’m catching up
ive tried i keep getting this error
oops
mobile
Could not resolve type with token 010000ff from typeref (expected class 'ImageMagick.Drawing.IDrawablePoint' in assembly 'Magick.NET.Core, Version=14.6.0.0, Culture=neutral, PublicKeyToken=2004825badfa91ec') assembly:Magick.NET.Core, Version=14.6.0.0, Culture=neutral, PublicKeyToken=2004825badfa91ec type:ImageMagick.Drawing.IDrawablePoint member:(null)
keeps shooting this on repeat
huh, ImageMagick, didn't realize that was involved here
did u add anything to ur vcc package recently?
the imagemagick is what’s breaking it
that’s not VRCSDK related imo
if there is a pen on the avatar
delete it
a Pen?
Ah i think i might have an idea
“ImageMagick.Drawing.IDrawablePoint' in assembly 'Magick.NET.Core,” is the thing it’s detecting/erroring out, so if you added something w that file name, it’s that >w<
where is the fbx coming from
unity
well obviously it’s not
bc ur importing it
right?
or am i misunderstanding
from unity to blender
ohhh sooo i’ve had this issue before
what vers of blender are you using
and when is the FBX/Avatar made
does anyone knoa how to fix this issue? it's on all avatar\
is this FBT?
4.2 and today ig forthe fbx
did you export from Unity with some export tool? Blender doesn't do ASCII FBX files, this will never work. You might be able to convert it with Autodesk's tool, but better, just don't export from Unity.
yes
Probably there's a model file already in your project - simply import that into Blender as it is.
wdym today for the FBX, what project is this?
ill try that
i just brought it lol
this isn’t a #avatar-help question this is a #full-body-tracking issue if it’s all of your avatars
if it's all avatars, it's not a problem building avatars, and probably you want another channel
thank you
can u link it i think im mistaken as to what im looking for
link what?
autodesk , never heard of it
oh the autodesk converter? I'd do a search, I've never used it, I just know it existed at some point
oooh
autodesk is the company that makes Maya and owns the FBX format, they have a converter tool
oooh cool
but either way, if you created this FBX file by exporting from Unity, you are doing it wrong
Except in really strange cases, there should already be a model file in your Unity project. Just import that into Blender.
got sent the file in a weird format
wdym? this makes no sense to me, i want to help but my brain died on that
if anyone can figure this out, that would be great, but for right now I think i'm going to just use an animation with motion time and try to match the function for 1/(frame/cliplength) with the values/curves and use motion time as an input
ofc i can only get so much precision before i get to 0, since you can't divide by it
you can easily pull an FBX from unity for blender though,..? no? or am i speaking about something else
That is literally what I suggested they do
srry idk anything abt smooth anims
what did they do? your not explaining
yes
that's not what my issue is, i'm trying to do math inside of an animator. More specifically i'm having an issue with dividing by numbers between 0-1
I'm really not sure what you are asking me
.meta and .asset
so i was editing a avatar and after importing it back into unity from blender keep in mind i did not touch the armature at all, i get this error with the left hand layer. in unity i tried to reset the pose and enforce the T pose but it did not help and the hand is still saying that. i have not messed with any of the animations either, literally all i did was sculpt a few meshes reimport the fbx and transferred everything over with pumpkin but somewhere something broke
good luck with that.
I'm opting to use an animation as a lookup table for dividing 1 by an input between 0-1 so i can multiply by the output
thats a rip file?
since a/x = a(1/x)
almost certainly
how is ASCII format in play
dang
i can just solve for 1/x and then multiply by a
I read the error message in their blender. Did you not?
still is just not my category of expertise
okay, i did, you don’t need to be rude bro i’m literally just asking
you have an attitude w every person you interact w
lmfao
where did you get said file from?
I'm just not clear why you keep asking me questions that don't make sense, wasn't trying to be rude.
yeah i'm pushing animators beyonf what they are intended to be used for, but the concept is pretty simple, i'm just comparing ratios of similar triangles to solve for an unknown length
freind sent it to me
k
i fear that’s is against TOS and leaking 🫶🏻🫶🏻🫶🏻
that's like elementary/middle school geometry, but it's not as easy to apply it when you're not really supposed to be doing math in animators lol
so i dunno how to help ya there
well i aint gonna use it
at that’s sick!! i’m learning something completely dif so
I really try to not do math in animators.
BUMP
really not clear what the issue is from here. But curious - you use Pumkin's tools, so you didn't have luck just overwriting the .FBX? Or was the avatar unpacked or something?
waaait, I just read that error, at a guess you exported with some settings different from the previous time... or somehow you rotated the avatar in Blender maybe?
So did you do the full humanoid rig setup after re-importing into Unity? You probably have to
unrelated note do yall hink this is a animation error?
normals are good for the models eyes
tho the iris and pupils become see through
or shader?
Is this your ripped avatar?
I have no idea what you are showing in that video, it jumps around
yes i did do that
basically eyes on first phrame have a visible iris and 2nd onward dont
like a alpha mappin problem secluded to the iris
i do not like overwriting the fbx i always have poor luck and i end up lookin like those inflatable tube men LOL
oh I always do, it's easy to setup
asset rip from fortnight they say
HELP
... what?
So my models head is still showing clear in unity. I checked the face orientation and it’s all correct but it’s still all messed up
do you have front-face culling on in your shader or something?
I don’t think so?
Would it be something on poyomi?
Bottom of the shader. It really does look like the face orientation is backwards.
I’ve had this issue with curves so many times but the orientation is correct
huh
It’s so weird I’ve had this issue ever time I’ve used curves
I've used curves a bunch but I mostly convert them to mesh before exporting
Same
There all converted
weird
OK DID DIGGING so my object was not to full scale causing the normals to export incorrectly
I’ll make sure to pay attention next time
ahhh that'd do it
Yup XD thank you anyway
I have an avatar wich nameplate is spawning like a whole avatar above the head anyone know what could be causing this? i googled it and tried a few of the things that i found but i had no succes so far
yeahh i wanted to stay away from it but i'm not really sure how else I could do this
and this was the simplest solution i could come up with so far
i've been at it for a while
i'm trying to make a menu that allows you to select with a "laser" (the laser doesn't have to be visible) like the VRC menu itself, or like the Wii menu
I'd prefer it to be quest compatible, so no Final IK
I tried my best with constraints, but I just couldn't figure out how to get the correct spot for the collision, so instead I'm using constraints to do as much of the work as possible, and then using a few different values to calculate X and Y coordinates for the cursor
oh interesting
The idea was that if you create a triangle with the angle the "laser" is pointed, you can cut it off at a fixed distance, measure the distance from the plane to the pointer, and measure lengths of the corresponding sides of the triangles, you'd have two similar triangles where the knowns for one match with a known and the X (or Y depending on the angle) coordinate for the cursor
a/b = x/y, solve for x, so y(a/b) = x
since you can't directly divide two parameters, i reformatted it as ya(1/b) = x, but since b is at least sometimes going to be between 0-1, I couldn't figure out how to divide by it
so i'm trying to recreate the function y=1/x in an animation that's setting the value of the output for 1/b, and using b as the input via motion time
b will always be between 0-1 since i'm getting the input from a proximity contact anyways
it's not perfect but it should be close enough
The partical effect isn't working and no clue why
if I hit play, it does something but otherwise, it's not on by default
You should screenshot the whole screen without cropping. And show the material settings of the particle.
I have 4 monitors, kinda hard to do
also, fixed it, looked closer at the settings, found out play on wake was toggled off
before ya freak out ive deleted all the ripped assets
and wont be using em
new problem! my grip is reversed and not synced with other players
If I have my knife forwards, other see it was reversed and vice versa
animation isn't sync with what I see and what they see
I have an avatar that seems to be to big for my disk so if anyone can upload it for me that would be so awesome! 😭
what model?
cause if its a purchased model file-sharing it would likely break its TOU and get you into some trouble (and if you're asking someone to upload it to your account thats another issue aswell as its not safe + just not allowed)
unfortunately i just could not give less of a fck
but props to you !
can anyone help, when I try to use the blendshapes, it looks like this. 
I didn't edit the face on blender, but idk what happened.
struggling to figure out how to reduce material slots
Atlas textures onto a single sheet and merge those seperate materials together
1 mesh helps
I have a small avatar that doesn't fit in chairs. I can't find any tutorials for av3 or any documentation regarding changing the sitting animation. I tried utilizing the sitting animation controller, changed the sitting animation to a custom edit that fits in the chair and put that in the sitting special playable layers slot, but that didn't seem to do anything. Any hint that could lead me to changing the sitting animation would help if anyone knows.
make avi bigger in game using the settings in your radial menu thingy
It's for a client. I would like the small avatar to be able to sit in the chair in it's small size
what's the sitting anim and what chair are you testing it on
I'm so close to being finished, but this last bit has me scouring for help.
i mean if its just that list shown you could merge 3 of those fur slots togther and what's "invisible"? if its just to actually make something entirely invisible you could delete the mesh its used on
no idea
same with merging both the "body sfw 1"s
I'm testing in a copy of the default chair prefab. I'm using a modified version of Proxy Sit 1
the model was already a mess to start with and I feel like I've been going downhill from there
if it's quest then invisible wont exist correctly
if he's invincible why can i still see him
why is blender easier than unity
As a Maya user, it's not, lol
lots of furry models arent made to be optimized sadly, i think the literal worst optimized model ive seen was a furry one (rexioum iirc?)
this model was horrible before I combined and decimated it
from over 90k triangles to 20k with very little loss in visual quality
and that was already after I deleted all the bs like clothing and some other cosmetic options
and I literally know nothing btw
I've only accomplished anything through fumbling around and basic tutorials
so.. i joined this world and apparently its lighting or smth made my avi look like this and i liked it so muchh so like is it possible to replicate whatever effect they had to my avi in normal lighting
my mayu has a gesture that when i put my finger on top of my right joystick it blinks, i just need that to go away because sometimes if im moving my finger on it a lot my avi ends up spamming blinking
mayb set lighting to realistic
only works if you have the unity file for the avi and not from an avi search world
someone answered you earlier already
it's ambient occlusion
how can I merge them? Also I realized 'invisible' was actually the tongue but I had it set to the wrong shader
material
i mean like i wanna make it go to the avi under normal lighting since thats bc the world makes it look like that
yeah i have the avi
okay so bake ambient occlusion or use a shader that has it (but using a shader for this effect is not very performant)
you can bake ao in blender
ah okii tyy
currently figuring out shaders in blender I guess
merge the meshes together, atlas the textures onto a single sheet (or 2-3 if the image is too big/blurry with 4k since vrchat doesnt actually use higher then that despite the option to in unity) and remove the extra mesh slots
is there a video somewhere to explain how to do that to me, and the meshes are already merged
also the textures are all masks
Could I ask something about an issue related to trackers on every avi here? I tried posting to the user help and no one responded and when I asked on the subreddit it got auto deleted. I genuinely don't know how to fix this problem and ive had it for months
if its not related to adding something onto a model then it'd go in #full-body-tracking but its a bit hard to know the correct channel w/o knowing the actual question
Oh thank you, I didn't even see that channel before
I was gonna ask here since i thought this was the only other support place and even though it isnt related to avatar making I just am that desperate lol
you could try looking on youtube but not too sure what part you're struggling on to suggest any specific videos
the materials exist only in unity so I just have no idea how to combine them
that’s not true at all 💀
blender mats?
you have a mat on it?
that's just what the model came with
you need textures
and i highly suggest understanding how mats/textures work before rematerializing something
the only textures I have are colormats, normal maps, specular maps, and ao
on the model?
in unity
show me
bc this 100% looks like it has a text
those have nothing to do with what the model actually uses
they are unused
idk how I'd use them
are you trying to add something to it? what is the end goal?
the model is medum, all I need to get it to good is reduce mat slots from 11 to 4
you would need to probably retexture/uv the model entirely and make new textures
imo
ffs I hate furry model designers
because those maps are from substance painter
i assume
so in order to change the materials to a smaller amount, you’d need to combine the UV’s which will break the texture, so you’ll prob have to retexture it yourself
optimization is a bitch, but unless someone else has a better idea idk
that’s just how i’d approach it
idk why they did it like this
me neither
there was another model I was using that was much simpler and easier to work with, but I used this instead because it looked better
i understand needing other masks to make it looks nice, but having a base color text is kinda important </3
idk why they just used masks and stuff, it's so annoying
it’s more of the fact there’s no good base color text, but yeah i agree
I have issue with my world constraint rather then sticking to the area I drop, it teleport to the center of the world instead
still having this issue. ive reinstalled unity hub , the unity version , the creator companion. I have 1tb on one ssd and 3tb on the other. Ppl are telling me to clean wipe my pc but no way in hell well I do that for unity so if someone knows actual fixes for this please ping me Ive already struggled w this for way too many hours yesterday
it started off only happening w 2 avatars and every other one is fine but now every avi does this which is confusing me
I have told you that the package file itself is corrupted. You'd have to download the package file again.
I have redownloaded the files about 5 times and im the only one of like 100 ppl having this issue
is my pc just corrupting them after downloading / unzipping or what?
and tried another avi that ive downloaded before with no problem which still does it
said it here too
Does this mean you are unable to import any package file at all?
yes
no poi , no vrcfury no nothing
at all gives me a error if I add it inside unity
ive closed nordvpn fully to see if that maybe caused it but no
Have been downloading a few things to stress test my pc and than that started happening
I saw someone here had this issue in January I think but they never mention fixing it so
I may just contact unity but ive tried all their tips on how to fix this
This is my first time using blender..
I made a custom blendshape for an already existing piece of clothing, but now I can't figure out how to get it back into unity WITH the blendshapes
When I tried to import it, it was just the mesh :(
I'll test some stuff including checking it on my old pc but not now cuz work in a bit
can somone help me with my clothing
(perferbly call because im stupid)
That looks like either a weightpaint issue (its not weightpainted to the rig properly) or you've got two armature sets (one as the body one as the shirt which isnt meant to be the case)
were would i weight paint it im a lil new
i know what i did
i axadently deleteted the skeleton
pose shirt so its close to a T , save as rest , delete bones / vertex groups on it - weight transfer from body ( robust weight transfer handy )
I've got a voice activated effect on my avatar setup but I want it to only blend between 0% or 100%
how do I do this? I've got a blend tree for the animation
this is what I've setup for now
what do you mean by this? that it's only 0% or 100% and nothing in-between?
I want it to basically toggle between the two animations
when the voice reaches a certain volume
it should switch to the on animation
okay, that's best not to do in a blendtree then
just make a normal toggle
the voice parameter can be a toggle?
?
no
you can't affect the voice parameter
but you can use the voice parameter in a transition condition
voice + motion time ( have to use broken & constant on animation if you want to avoid it gradually changing and just go to it instant , well for this exsample on colors )
3 different voice tests ive done
, one move between 3 states, one just scale something , another 0 or 100 nothing in between
easymode , only require 1 animation
it don't say any issues when I go to check
this is worse than when I bought Miz's new Loona and went to make a personal edit of it and the toggles were broken
for info this is GraveTeeths new Emily, just bought the bundle of Sera and Emily
all the Sera's and the Casual Emily are fine for upload but the other three Emily's do this
Hei can I ask someone to help me out I swapped out a few face textures but with each face texture the eye lashes and eyebrows are blocky I’m at a complete lost
make sure they are in here as well
Did you assign the same parameter file in avatar descriptor?
mh, the only other thing i can imagine, is VRC descriptor shenanigans.
How do I make a constraint allways point the same direction globally
Currently it just stays where you turn it on at
if i understand this correctly, you'd want to make sure the constraint is parented to the bone you want it to follow.
I'm trying to have a compass allways point
Currently you will have to zero it every time the Avi loads
Pointing to arbitrary direction or to a reference object?
That wasn't in given choices.
World X Axis is north for me
Then you meant arbitrary direction.
Arbitrary is the wrong word
It rather means picking a certain direction without any other reference.
Reference is the world Axis
As it is for all my other compasses
World axis already is absolute.
Therefore it's not Arbitrary
Anyways is there way to do?
Because having to sync your compass to the True ones every time you load the Avi is a Pain
Try rotation constraint with freeze to world enabled.
That locks to Load direction
Then try aim constraint.
I'm trying to take somethiing into blender to decimate it with cats, but whenever i try to click "quick decimate", it's telling me no meshes found. How do i fix this so i can decimate things properly?
just decimate it in edit mode
select the part of the mesh you want to decimate, go to mesh > clean up > decimate and set the amount you want it decimated by
and, if you want, enable X symmetry
where do i find mesh?
this doesn't seem to be doing anything
Only works in Editor
How it didn't work?
Avi Load direction is zero
In Editor its world
Hi i need help 😦 when i have my newly made avi in unity and when i'm rigging it to humanoid it says it's not in t pose, can someone help me fix it?
enforce t pose
At the bottom of the inspector, look for Pose -> Enforce T-Pose
It looks like you're very close to the correct pose
yeah
I'm also unclear on the consequences of not having it in the perfect t-pose
Quick question, anyone know what causes these two stats to desync, and which is considered the 'True' overall performance stat?
- All performance breakdown stats are Medium or better
- Shows Poor on avatar selection.
- Haven't yet tested how the 'Block Poorly Optimized Avatars' setting treats the avatar, I'll do one if a bug report is needed.
one showing breakdown is broken , you will appear as medium for others - mine says very poor but its good 
cheers
tested it with a new blueprint id and it behaved, overwrote a older one and it got it wrong
ahh gotcha
hmm, fresh blueprint ID for this one didn't fix the issue. The only pre-hook the avatar has is a gogoloco vrcfury prefab.
and yet, green stats all around
i'd compare it to a manually-merged gogologo
it shouldn't matter!
but "shouldn't" is not "doesn't" 😉
(it really shouldn't matter)
I dont use vrcfury , gogo or modular, but i can make the stats all sort of wrong in the breakdown
not even constraints on mine 
ok, fixed it by removing gogo module, removing all animators from the avatar descriptor, on a fresh blueprint
think its the new multi upload component doing wierd things , bottom of the new sdk
but breakdown is server side checks
so far managed to whittle it down to 7 material slots aaaagh
this is like pulling teeth
I wonder if your animator has any "orphaned" assets in it
it's possible for things to remain in the animator controller asset even though they aren't referenced by any layers
I'd expect for these to get stripped during build (because nothing references them)
You're probably right about something there. I finally narrowed it down now to - placing the animator's FX controller in the FX slot in the avatar descriptor triggers the issue after an upload.
Irrsepective of whether or not the vrcfury prefab is there, ruled that out
it doesn't, thats the strange thing. the animators count is always at 1
This wouldn't change the number of animators
But it could cause extra assets to be pulled into your avatar
hmm ill count before and after uncompressed size
notably, if your animations reference other materials, it could cause your VRAM usage to go up
(if those materials reference textures that are otherwise not used by your avatar)
beyond that, there isn't much that they could actually do to change your performance rank
Before: Uncompressed Size 36.13 MB && Texture Memory 61.54 MB || After Uncompressed size 51.11 MB && Texture Memory 61.54 MB
yep you're probably right
well that's interesting
texture memory didn't change, but the uncompressed size went way up
I wonder if it's calculating texture memory inconsistently
If we naively asume that 15MB of uncompressed size equals 15MB more texture memory, that'd push you past the "Good" threshold
(which is 75MB)
Any clue what might be causing this?
I have definitely seen weirdly low texture memory values in-game
Try using Thry's VRAM checker
Do you have any earlier errors?
this is often a red herring, but it usually shows up as an info message, not an error message
I for sure own the avatar lol and I haven't had issues before. Though the pc's been on for the past 24+hours with unity running, been running overtime last second for furality
Nooo not even close to my first upload
Okay, so that's definitely a red herring
That error comes up basically every time an upload fails, for some reason
.. Yep, good catch
Ah, should I restart unity?
ha, there's your bug!
So Thry's is actually seeing the correct values which aren't showing in game
I'd be surprised if there wasn't a report about this already on the Feedback site
there's https://feedback.vrchat.com/sdk-bug-reports/p/vram-shown-in-avatar-details-does-not-coincide-with-actual-vram-use, but this is a different problem
It's always worth trying that
Trying once more, I'm wondering if a sketchy shader I found might be causing it, swapped it out to check
I'll add a comment to that as its similar enough/shows more information as to whats causing the issue.
It's certainly the same family of problems
vram being counted incorrectly
It looks like the in-game count is not correctly including textures referenced by materials in animations
K wasn't the shader, I'll relaunch. I really hope I don't need to make a new project cuz omg I've crammed so much work into this one over the past 2 days xD runnin on 2 hours of sleep as is
found this, will leave comment here https://feedback.vrchat.com/sdk-bug-reports/p/vram-misreporting-due-to-material-swap
oh, you've managed to perfectly crop out the actual problem :p
the second error message is the relevant one
Basically every other message in the console just says "it failed"
huh I didn't realize that was flagged as an error now
you need to fix the importer settings on one of your models
It's always been a build-blocker
has it? I must not have noticed then
I'm guessing you have a script (e.g. something using Modular Avatar) that's adding a model to your avatar during build time
I thought it was just a warning
This wouldn't show up in the control panel, since the model isn't being used until that script runs
You mean the upper bit of this?
no, the second error down
The blendshape normals?
yes
oop
I've always seen that though xD
I guess it just is less of a problem most times then?
where were you seeing that..?
Usually on upload, especially after making new materials and stuff
It's never stopped my till now though so I just saw it and thought nothing of it
Huzzah it uploaded
Lol
i am pretty sure it's a blocker, but i just checked in a random project and it's letting me click the upload button..
Nodders
I wonder if the latest SDK release is incorrectly letting you try to upload
If the button clicks it usually works
Probably
Once again Thank you for the help!
I shall now get ready to hop on
ah, yep, avatar validation failed
This may be a deliberate change, like how they no longer block you from trying to build if you have too many parameters
yeag
Anything with a red stop-sign icon is a blocker
i downloaded an asset that uses unity constraint.
is there a tool to convert to vrchat constraint before upload?
the SDK can do that, yeah
check in the "3 dots" menu for the constraint, or iirc in the build window
ahhh i see it! thank you 💗
Bro I asked for avatar help a bunch of people just sent a friend request and shit I don't trust any of em
I made a smoke bomb that is supposed to drop where I stand, and after 15 seconds, it will dissipate and reset back to where I am standing for next deployment.
yeah use VRC constraints and toggle the "lock to world" checkbox (I forget the exact name of it)
Issue is, it starts off where I stood, but then it moves to the world center instead
I changed vrc constraint and now its stuck to me desipite dropping it
I used this video https://youtu.be/pknSS56Abkk?si=1W2_3foSZoSZdfQW
Anybody know how to make a invisible toggle where it makes my body and my vrchat name tag dissapear?
i thought maybe if i move the amature to -600 in Y level it would work
but then the problem occurs where im not sure if that would work even, and i cant test it either cause im not sure how to do so
hiding your name tag is against ToS, but body is easy, just disable your mesh renderers or swap to a discarding shader
i was going to say that, but i can't actually find it anywhere
