#avatar-help

1 messages · Page 131 of 1

upper valve
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did it again

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completely fresh unity install with windows&android&ios

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fresh 2022 avatar project didn't even click any additional settings

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no "there's errors on startup!" from unity so i think i'm in the clear

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i try to compile&publish my avatar. and i crash while compiling. again

desert elk
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any errors in the console?

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and what are your avatar's stats?

upper valve
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okay NOW i'm getting a log error after i reopened unity to try again

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this is an avatar i already used on quest before i just fixed his janky fingers

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so you want the top of the log right

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i'm getting some kind of "all pipe instances are busy"

wicked meteor
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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 vrcTupCry

desert elk
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just expalain it

wicked meteor
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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

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ive also reinstalled the avatar files too but im the only one gettung this issue w those avatars

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ive also so far made like 10 projects they all do this

upper valve
wicked meteor
upper valve
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oh okay current known issue vrcBlush

ornate stump
wicked meteor
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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 vrcTupCry

cinder frost
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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?

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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

upper valve
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my hands are WORSE i can't believe it

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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

arctic ginkgo
cinder frost
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Yeah figured

arctic ginkgo
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there's a blender plugin that can turn soundwaves into animation data if you want to use that, then import it into unity

cinder frost
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Just wanted to avoid having to keyframe to the beat of music

arctic ginkgo
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you can probably only use that for transforms or blendshapes though

cinder frost
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Transform is fine

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I wanted to have a ring around something that expands or contracts depending on the volume of the music

arctic ginkgo
cinder frost
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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

upper valve
arctic ginkgo
cinder frost
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Gotcha, may as well try and learn blender animation lol

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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

upper valve
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ok no wait look at this

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my fbx in blender vs what shows up in unity

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why did unity screw up my fingers

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what's weird is the axis on that pinkie looks correct in the t pose screen

wide canyon
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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.

lost umbra
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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.

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usually with the basic quest shader, the bottom portion of the wing or inside the clothings become invisible

agile niche
lost umbra
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we just doing it wrong somehow

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hence why I asked

agile niche
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Just an idea though.

lost umbra
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anyone else who knows how they maybe doing it?

balmy barn
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new quest shader have backface culling option

agile niche
agile niche
somber meadow
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the new "Toon Standard" that's in the updated SDK

agile niche
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Especially for PC.

balmy barn
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no cutout tho

somber meadow
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oh wow there's even an outline shader?

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haven't touched Quest stuff in a while, but this is pretty good

lost umbra
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which version is it?

frosty glen
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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

balmy barn
somber meadow
balmy barn
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sdk 3.8.1

somber meadow
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if you don't have that shader update your SDK to the latest in VCC

balmy barn
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also have this thing

toxic dagger
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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.

somber meadow
somber sequoia
frosty glen
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thank you

toxic dagger
somber meadow
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hip is an option in it, yes

frosty glen
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last thing i would need is a wasted investment

toxic dagger
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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?

lost umbra
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I updated it to new version and still not have the option

somber sequoia
toxic dagger
# somber sequoia I'm not sure I understand the goal here, but animator tracking control lets you ...

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?

lost umbra
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nvm got it to work

somber sequoia
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no I mean, I don't get what you're actually trying to do here

dark jay
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what should i do

somber sequoia
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use fewer textures

dark jay
somber sequoia
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use hue shifting if you just want to change color

dark jay
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its done by textures its a guilty gear model

somber sequoia
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no idea what that means, but the answer is still "use fewer textures" if you want that size to be smaller.

dark jay
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u havent heard of the game guilty gear

toxic dagger
somber meadow
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things don't have to all be toggles

dark jay
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ive seen models on vrchat of the same character with all the colors

somber sequoia
toxic dagger
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Oh oops, maybe you were talking to someone else. Sorry for the confusion aaah

somber meadow
# dark jay oof

also you're using a really bad compression algorithm for all of those textures even compared to BC7

somber sequoia
dark jay
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i hit bc7 but it doesnt do anything

dark jay
toxic dagger
dark jay
somber sequoia
toxic dagger
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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.

somber sequoia
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oh

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so is it a specific direction?

toxic dagger
timber wharf
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@toxic dagger if its an humanoid animation, it should use proper rotation afaik

somber sequoia
timber wharf
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if its world spawn prop with world constraints it should be constrsined to hip bone and not the root

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in order to spawn in front in fbt etc

toxic dagger
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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.

warm basin
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Anyone knows why my avatar could be doing this when imported from blender to unity, weightpainting and posing works fine in blender

lost umbra
upper valve
toxic dagger
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Right now, I get punched and I violently rotate away from the punch, and then the animation plays. Which is wrong.

somber sequoia
warm basin
toxic dagger
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I don't, I just want to lock my animation

warm basin
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I tried adjusting bone locations but can't figure it out

somber sequoia
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but in that case I'd simply lock the hips until you want to release it.

somber meadow
toxic dagger
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Ok I will give that a shot!

warm basin
lost umbra
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with the new shader, I can make him BLACKER! YES

somber meadow
lost umbra
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before

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wasnt quite black enough for his name Mono

warm basin
balmy plover
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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?

desert elk
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attach the same blueprint id

balmy plover
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bet ill check it out, thanks!

dark jay
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Whats the best compression algorithm should i be using

somber sequoia
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ooh that's better than the one I was going to link

dark jay
somber meadow
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it's just a blog post about texture settings

misty ridge
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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?

dark jay
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Ah ok

pine valley
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although it's covering your entire face

dark jay
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I'm using png unless i should use another format for a pc only model

pine valley
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you could use a jpeg, a png, an uncompressed bitmap, etc.

somber sequoia
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(you still probably want png)

pine valley
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(well, a jpeg would have some quality loss baked in)

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the linked article talks about the texture importer settings

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this determines the format that Unity actually stores the texture in

dark jay
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Ok

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Imma try bc7 fast compression

limpid cargo
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do you have japanese IME keyboard installed at pc?

lost umbra
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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.

desert elk
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use the gesture parameters

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i think

somber sequoia
lost umbra
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I'm updating my Mono, the modern Ninja avatar with more robust but intuitive weapon system

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I got fbt so I'mma optimize it for that

lost umbra
somber sequoia
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? This is just the parameter VRChat sets when you make gestures, how you use it is up to you

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so I'm not sure I understand what you are asking.

lost umbra
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I want to keep it simple, Everytime I fully open my hand, it switches grip

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cause I need a fast hand gesture that I can pull during a swing

somber sequoia
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ok so do a thing when GestureRight (or left) is 2

pine valley
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To keep it from getting out of sync, I would use a parameter driver to set a synced "Flipped" parameter to true/false

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Each time GestureRight equals 2, you transition to one of two states (depending on whether it's currently flipped)

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this layer would have no animations; its only job would be to toggle that parameter back and forth

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this would also make it easy to flip it from a menu

somber sequoia
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sounds great

pine valley
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you don't want remote users trying to change the parameter

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it'll get wonky

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Parameter drivers let you change a parameter when you enter an animator state

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super useful for building complex systems

somber sequoia
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Parameter drivers are great

pine valley
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i use them for things like presets quite a bit

somber sequoia
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Yep, I do that too

pine valley
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plus lots of local-only "detector" layers that set synced parameters

somber sequoia
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and some fun random things like furry ear twitching

lost umbra
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is there a way to add contact to the blade so when I stab something, it will stabs with particle effects?

somber sequoia
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Sure, contact receiver

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probably just use the default collision tag Torso

desert elk
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is there an animation activated that changes the blendshape?

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most likely that

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or it's on by default

lost umbra
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I have seen hands arms, head, legs, but not torsos

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nvm, im just blind lol

versed silo
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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

pine valley
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one trick is to add a large vertical space to the label for a menu item

versed silo
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ohhh so it's gonna push the icon so it doesn't overlap?

pine valley
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i dunno about images -- i'm thinking of an asset that has a piece of text in the center of the action menu

versed silo
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ohh ok

toxic dagger
# somber sequoia but in that case I'd simply lock the hips until you want to release it.

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)

halcyon wolf
somber sequoia
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'cause that's not where you do full-body animations.

kindred nacelle
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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.

kindred nacelle
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Ohhhhh..

toxic dagger
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Oh hang on, you're right. This is on the FX Layer, one sec while I move it over to the Action layer

kindred nacelle
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Alright, thank you!

somber sequoia
# kindred nacelle Ohhhhh..

Unless there's an actual object you can delete.... probably you'll have to re-model it. (I don't know the model)

toxic dagger
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Is there something I'm doing wrong with these settings? This is the correct added behavior right?

kindred nacelle
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They are like different rigs

somber sequoia
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uh... not really sure what you're referring to

somber sequoia
kindred nacelle
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Some of them have tail meshes

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Not meshes, but options

somber sequoia
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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.

kindred nacelle
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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?

somber sequoia
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you could probably just overwrite the .fbx file, yep.

toxic dagger
somber sequoia
toxic dagger
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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

arctic ginkgo
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this stops you from moving entirely

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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.

toxic dagger
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I'm gonna investigate this, thanks!

young osprey
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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

somber sequoia
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did you try logging out and in again?

young osprey
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yes

somber sequoia
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k, had to ask 🙂

arctic ginkgo
young osprey
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at least 5 times

halcyon wolf
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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 appreciatedvrcAevSlap

frozen sparrow
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How do you upload a duplicate of you avatar?
I thought you just added a new pipeline, but it keep uploading over my original

somber sequoia
young osprey
somber sequoia
somber sequoia
arctic ginkgo
young osprey
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it is working now after leaving it for a good 5 mins

formal sparrow
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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

frozen sparrow
somber sequoia
pine valley
frozen sparrow
pine valley
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are you looking at the correct object?

formal sparrow
somber sequoia
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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.

frozen sparrow
somber sequoia
formal sparrow
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its the same material

somber sequoia
pine valley
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I'd close the control panel and reopen it. Make sure that it's seeing two different avatars.

halcyon wolf
frozen sparrow
pine valley
frozen sparrow
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Oh yes, its showing different one

lilac flare
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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

pine valley
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Do you see any errors in the console?

upper valve
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ohhh my god please help me

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heres the finger rotations i spent hours fixing even more

frozen sparrow
upper valve
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this is what unity thinks its supposed to look like

upper valve
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what settings do i need to export fbxs from blender without it screwing up my armature

somber sequoia
# lilac flare

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.

somber sequoia
upper valve
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i always uncheck leafbones all my homies hate leafbones

frozen sparrow
upper valve
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are you sure none of these first three need to be changed!?!?!

pine valley
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i've never messed with those axis settings

upper valve
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cuz ive already tried fbx all

formal sparrow
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@somber sequoia do you have any idea why my materrials are doing this 😭

somber sequoia
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please don't ping me directly for new questions

formal sparrow
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its not a new question 🥀

somber sequoia
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oh then reply, I have no idea which message you mean

formal sparrow
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bruh

formal sparrow
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u just stopped responding lol

somber sequoia
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it's a busy channel and I'm trying to model something

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yeah because I don't have answers or don't have enough information to continue

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or like, other life happened?

formal sparrow
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omg bro literally just tell me what to show u 😭

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i get that but yk u were talking to other people im not tryna start smth yk

somber sequoia
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give me a link to a message then, I have no idea where it is in the scrollback

formal sparrow
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like the original question or

upper valve
pine valley
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while configuring the humanoid avatar, there's an option at the bottom -- Pose > Reset

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have you done that yet?

pine valley
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You appear to have two copies of the gesture manager in your project

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You may have a turducken scenario here

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where you've accidentally copied the entire project into itself

somber sequoia
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try upgrading dependencies, GestureManager often causes issues if it's out of date

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ohh - that's it, remove one

pine valley
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You have a folder called "Dave" in your Assets. That contains a folder called "Packages".

Does that have a bunch of folders in it?

upper valve
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and i dont know how to get exact mirrored poses in unity

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theres no little thing with number values telling me how much im rotating

pine valley
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You can just enforce a t-pose and see what you get

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Or does that give you the weird fingers?

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I see

upper valve
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that was the original enforced t pose the screwed up hands

pine valley
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Your fingers appear to be rolled weirdly

upper valve
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and the inexplicably screwed up axise son the finger bones

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i know! like it rotates them all 45 degrees

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well not the fingers but the bones

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so the fingers will always be screwed up

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bc they screw up the bones

pine valley
upper valve
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YES

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it is IMPOSSIBLE for me to get that in unity

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it REFUSES to show me that in unity

pine valley
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I wonder if it's getting confused by the splaying of the hand

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but that doesn't involve rolling the fingers at all

upper valve
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no no no

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that was me showing a splayed hand in blender

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how its SUPPOSED to look splayed

pine valley
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ah -- what does the rest pose look like?

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reset all positions/rotations/scales for the pose bones

upper valve
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this skeleton is from GTA IV which is basically 1:1 with the unaltered old industry standard autodesk biped

pine valley
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Oh, I wonder if it's because of the roll on the hand bone

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or, moreso, the roll on the arm bones

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this is baseless speculation though

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i guess i'd try rolling the arm bones so that the rolls are consistent all the way down to the hand

somber sequoia
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roll ought to be 0 in most cases though

upper valve
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they FEEL pretty consistent all the way down though

pine valley
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notice how my arm bones have the same roll all the way down

proud wolf
#

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?

upper valve
#

well that foretwist isnt even being ued right now and its parented to the one above

pine valley
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Oh, that's part of a twist bone

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Check that unity has found the correct bones

pine valley
upper valve
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well no thats fduring the muscle testing

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not on the t pose screen

pine valley
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Ah, okay

upper valve
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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

stiff brook
#

how do i make/morph clothes for my model?

upper valve
#

lining up the most important things like elbows and shoulders and mroe or less the correct spine bones

desert elk
upper valve
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and then apply the armature, start using proportional editing

desert elk
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i sculpt it to fit better

upper valve
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and remember to use local rotations when doing the arms

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the roll on this arm seems correct though... thats the way this A pose is

desert elk
#

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

upper valve
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no when i say correct i mean

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thats the way its supposed to bend

desert elk
#

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.

upper valve
#

how would i get these close to 0 then without changing the way that this is supposed to bend

desert elk
#

roll -135 problems guaranteed

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what happens when you put it at 0?

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first, I'd check if putting it as 0 helps with the problems you had in unity

upper valve
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bad.

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not remotely the way its supposed to bend

desert elk
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alright. I unfortunately do not have any other advice

lilac flare
upper valve
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but. now i cnat apply the armature

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because

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you know

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shapekeys

desert elk
#

um

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applying transforms has nothing to do with shapekeys?

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I don't understand how Shapekeys would be a problem

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unless I'm misunderstanding what you're trying to do

desert elk
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ah, apply the armature modifier

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i have never applied that in my life

upper valve
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its very useful

desert elk
#

it just exists, vertex groups exist

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and it works

upper valve
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and like, you gotta

pine valley
#

you can apply the armature to create a new resting pose, yes

upper valve
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if youre making a new rest pose

desert elk
#

m

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i see

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I used cats for that, so 🤷

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didn't know the official blender way

upper valve
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yeah i uninstalled cats it'd just screw everything up for me 👎

desert elk
#

depends which one you used

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official? very broken, unusable
unofficial? stable, works well, bugs are fixed regularly

upper valve
#

ya this was back in 2020, then 2021, then 2022

desert elk
#

ye

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that would be official

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it's been abandoned basically

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unofficial took over

upper valve
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also had patrons with crazy characters in their names being credited

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which led to bugs

desert elk
#

ye

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here's unofficial

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in case you're interested

upper valve
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doubt it supports 2.9

desert elk
#

...

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it doesn't

upper valve
#

ya

desert elk
#

why do you use such old blender? 😭

upper valve
#

because selection Felt Different in 3.0+

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and now 4.2 i just straight up can barely run

desert elk
#

i use 4.2 and it works 🤷 maybe that's just your specs or something

upper valve
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freezes for 30 seconds every time i click on an object and im in the materials tab

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of course its my specs im on an intel

desert elk
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i see

upper valve
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and 16gb ram

pine valley
#

i get a decently long hang the first time it has to render a material

#

presumably due to shader compilation

upper valve
#

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

desert elk
#

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.

upper valve
#

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

spark walrus
#

Heya um I need help lol

somber meadow
upper valve
#

makes no earthly sense to me!

lost umbra
#

Hey @somber sequoia since I talked to you here more than anyone else, mind I ask you something about shaders?

crystal whale
#

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?

somber sequoia
crystal whale
#

Okay. Update had me scared for a second because it said it wasn't available on pc

somber sequoia
#

I must have completely missed where it said that

upper valve
#

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

arctic ginkgo
#

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

gentle goblet
#

I am trying to edit my avatars animations but it doesn't appear when I click the animation tab and I'm so confused >~>

arctic ginkgo
barren slate
#

Thank you so much! Been super tired recently so my dumb brain forgot about it lol

gentle goblet
#

Like down here my avi isn't appearing >~>

#

In the animator

arctic ginkgo
#

well you don't have your avatar selected

gentle goblet
#

Well now I do just not in the screenshot

arctic ginkgo
#

is the animation controller in your animator slot in the avatar?

gentle goblet
#

Yep

arctic ginkgo
#

that is your avatar descriptor

#

check if it is in your animator's controller slot

gentle goblet
#

I uh don't have an avatar controller

arctic ginkgo
#

?

#

in your avatar's animator

#

it says "animator" on it

#

above the avatar descriptor

gentle goblet
arctic ginkgo
#

it's not in the controller slot, so put it in there

gentle goblet
#

~> I don't know how it has been working but it has

#

The fx?

arctic ginkgo
#

no

#

i didn't say fx

#

controller slot

#

unless you mean the fx controller

#

then yes

#

or no

#

idk

gentle goblet
#

Yeah that's what I ment

arctic ginkgo
#

whatever controller you're trying to edit animations on

#

if that happens to be the one named fx then yes

arctic ginkgo
#

just to edit animations

#

it's how unity knows what animations are on the avatar

gentle goblet
#

So like this OwO

#

It fixed it

#

So when I finish the animation do I remove that after?

thin wolf
#

Anyone has faced an Issue with VRCSDK where the "review alerts" part before the upload of an avatar is not showing anything?

surreal salmon
arctic ginkgo
surreal salmon
#

if u lose the sdk i reccomend reimorting everything (the sdks and related files in the vcc

thin wolf
#

Might just start from scratch something mightve gotten corrupted at some point

surreal salmon
#

or export ur scene or something

#

anyone know how to fix this importing error?

mighty kestrel
#

srry

#

i’m catching up

thin wolf
#

ive tried i keep getting this error

mighty kestrel
#

don’t answer that

#

lol

#

could you show me said error?

thin wolf
mighty kestrel
#

i can’t click that

#

😋

thin wolf
#

oops

mighty kestrel
#

mobile

thin wolf
#

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

somber sequoia
#

huh, ImageMagick, didn't realize that was involved here

surreal salmon
mighty kestrel
#

that’s not VRCSDK related imo

#

if there is a pen on the avatar

#

delete it

thin wolf
#

Ah i think i might have an idea

mighty kestrel
#

“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<

mighty kestrel
surreal salmon
mighty kestrel
#

bc ur importing it

#

right?

#

or am i misunderstanding

surreal salmon
#

from unity to blender

mighty kestrel
#

ohhh sooo i’ve had this issue before

mighty kestrel
#

and when is the FBX/Avatar made

main gyro
#

does anyone knoa how to fix this issue? it's on all avatar\

mighty kestrel
surreal salmon
#

4.2 and today ig forthe fbx

somber sequoia
# surreal salmon from unity to blender

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.

main gyro
somber sequoia
#

Probably there's a model file already in your project - simply import that into Blender as it is.

mighty kestrel
mighty kestrel
#

OH

#

srry

#

i reread

#

nvm

main gyro
#

i just brought it lol

mighty kestrel
somber sequoia
surreal salmon
somber sequoia
#

link what?

surreal salmon
#

autodesk , never heard of it

somber sequoia
#

oh the autodesk converter? I'd do a search, I've never used it, I just know it existed at some point

surreal salmon
#

oooh

somber sequoia
#

autodesk is the company that makes Maya and owns the FBX format, they have a converter tool

surreal salmon
#

oooh cool

somber sequoia
#

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.

surreal salmon
#

got sent the file in a weird format

mighty kestrel
somber sequoia
#

what?

#

there are tools to export a model from unity, they suck

arctic ginkgo
#

ofc i can only get so much precision before i get to 0, since you can't divide by it

mighty kestrel
somber sequoia
mighty kestrel
mighty kestrel
arctic ginkgo
somber sequoia
surreal salmon
#

.meta and .asset

somber sequoia
#

ohhh

#

So you've got a rip

thorny token
#

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

somber sequoia
#

good luck with that.

arctic ginkgo
surreal salmon
#

thats a rip file?

arctic ginkgo
#

since a/x = a(1/x)

somber sequoia
mighty kestrel
surreal salmon
#

dang

arctic ginkgo
somber sequoia
mighty kestrel
mighty kestrel
#

you have an attitude w every person you interact w

#

lmfao

mighty kestrel
somber sequoia
arctic ginkgo
surreal salmon
mighty kestrel
arctic ginkgo
mighty kestrel
#

so i dunno how to help ya there

surreal salmon
#

well i aint gonna use it

mighty kestrel
somber sequoia
somber sequoia
#

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

surreal salmon
#

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?

somber sequoia
#

Is this your ripped avatar?

surreal salmon
#

no

#

different project

somber sequoia
#

I have no idea what you are showing in that video, it jumps around

surreal salmon
#

basically eyes on first phrame have a visible iris and 2nd onward dont

#

like a alpha mappin problem secluded to the iris

thorny token
somber sequoia
#

oh I always do, it's easy to setup

surreal salmon
mighty kestrel
somber sequoia
spare gust
#

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

somber sequoia
#

do you have front-face culling on in your shader or something?

spare gust
#

Would it be something on poyomi?

somber sequoia
#

Bottom of the shader. It really does look like the face orientation is backwards.

spare gust
somber sequoia
#

huh

spare gust
#

It’s so weird I’ve had this issue ever time I’ve used curves

somber sequoia
#

I've used curves a bunch but I mostly convert them to mesh before exporting

somber sequoia
#

weird

spare gust
# somber sequoia 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

somber sequoia
#

ahhh that'd do it

spare gust
#

Yup XD thank you anyway

open topaz
#

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

arctic ginkgo
#

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

somber sequoia
#

oh interesting

arctic ginkgo
#

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

lost umbra
#

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

ornate stump
lost umbra
#

also, fixed it, looked closer at the settings, found out play on wake was toggled off

surreal salmon
#

and wont be using em

lost umbra
#

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

drifting coral
#

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! 😭

left gull
#

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)

mighty kestrel
teal temple
#

can anyone help, when I try to use the blendshapes, it looks like this. vrcRat
I didn't edit the face on blender, but idk what happened.

runic spade
#

struggling to figure out how to reduce material slots

left gull
#

Atlas textures onto a single sheet and merge those seperate materials together

compact dust
spark karma
#

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.

runic spade
#

I feel like I've combined about everything I can with my knowledge

compact dust
spark karma
compact dust
#

what's the sitting anim and what chair are you testing it on

spark karma
#

I'm so close to being finished, but this last bit has me scouring for help.

left gull
# runic spade

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

runic spade
#

no idea

left gull
#

same with merging both the "body sfw 1"s

spark karma
runic spade
#

the model was already a mess to start with and I feel like I've been going downhill from there

compact dust
#

if it's quest then invisible wont exist correctly

#

if he's invincible why can i still see him

runic spade
#

why is blender easier than unity

spark karma
left gull
#

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?)

runic spade
#

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

misty ridge
#

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

gilded apex
#

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

compact dust
arctic ginkgo
#

it's ambient occlusion

runic spade
#

material

misty ridge
arctic ginkgo
#

you can bake ao in blender

misty ridge
#

ah okii tyy

runic spade
#

currently figuring out shaders in blender I guess

left gull
runic spade
#

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

sturdy narwhal
#

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

left gull
#

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

sturdy narwhal
#

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

left gull
runic spade
#

the materials exist only in unity so I just have no idea how to combine them

mighty kestrel
#

blender mats?

runic spade
#

no I mean like

#

there just isn't anything there

#

idk how to recreate them

mighty kestrel
runic spade
#

that's just what the model came with

mighty kestrel
#

you need textures

#

and i highly suggest understanding how mats/textures work before rematerializing something

runic spade
#

the only textures I have are colormats, normal maps, specular maps, and ao

mighty kestrel
#

on the model?

runic spade
#

in unity

mighty kestrel
#

show me

runic spade
mighty kestrel
#

bc this 100% looks like it has a text

runic spade
#

those have nothing to do with what the model actually uses

#

they are unused

#

idk how I'd use them

mighty kestrel
#

are you trying to add something to it? what is the end goal?

runic spade
#

the model is medum, all I need to get it to good is reduce mat slots from 11 to 4

mighty kestrel
#

you would need to probably retexture/uv the model entirely and make new textures

#

imo

runic spade
#

ffs I hate furry model designers

mighty kestrel
#

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

mighty kestrel
runic spade
#

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

mighty kestrel
#

i understand needing other masks to make it looks nice, but having a base color text is kinda important </3

runic spade
#

idk why they just used masks and stuff, it's so annoying

mighty kestrel
lost umbra
#

I have issue with my world constraint rather then sticking to the area I drop, it teleport to the center of the world instead

wicked meteor
#

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

ornate stump
wicked meteor
#

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

ornate stump
wicked meteor
#

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

placid mica
#

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 :(

wicked meteor
stiff brook
#

can somone help me with my clothing
(perferbly call because im stupid)

left gull
#

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)

stiff brook
#

were would i weight paint it im a lil new

#

i know what i did

#

i axadently deleteted the skeleton

stiff brook
#

can sombody dm call me and help me with this

#

im braindead

balmy barn
#

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 )

stiff brook
#

i got it ty

jade falcon
#

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

arctic ginkgo
jade falcon
#

I want it to basically toggle between the two animations

#

when the voice reaches a certain volume

#

it should switch to the on animation

arctic ginkgo
#

just make a normal toggle

jade falcon
#

the voice parameter can be a toggle?

arctic ginkgo
#

?

#

no

#

you can't affect the voice parameter

#

but you can use the voice parameter in a transition condition

jade falcon
#

where do I find the transitions?

#

o wait nvm I think I found it

balmy barn
#

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 ratl , one move between 3 states, one just scale something , another 0 or 100 nothing in between

#

easymode , only require 1 animation

jade falcon
#

ok I think I've got it now

#

thanks yall

plain comet
#

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

brisk zinc
#

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

queen trail
#

just forwarding this to save time

sudden violet
plain comet
#

they are

#

thats the funny thing

ornate stump
sudden violet
#

mh, the only other thing i can imagine, is VRC descriptor shenanigans.

plain comet
#

I did not know I had to check that

grizzled drum
#

How do I make a constraint allways point the same direction globally
Currently it just stays where you turn it on at

sudden violet
grizzled drum
#

I'm trying to have a compass allways point

#

Currently you will have to zero it every time the Avi loads

ornate stump
grizzled drum
#

World

#

I have a partical and shaders that do it but not a flat compass

ornate stump
grizzled drum
#

World X Axis is north for me

ornate stump
grizzled drum
ornate stump
grizzled drum
#

As it is for all my other compasses

ornate stump
grizzled drum
#

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

ornate stump
grizzled drum
ornate stump
grizzled drum
#

Set how?

#

Abuse Up vector?

crystal whale
#

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?

wind skiff
#

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

crystal whale
#

where do i find mesh?

crystal whale
grizzled drum
ornate stump
grizzled drum
primal pasture
#

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?

desert elk
#

enforce t pose

pine valley
#

At the bottom of the inspector, look for Pose -> Enforce T-Pose

#

It looks like you're very close to the correct pose

desert elk
#

yeah

pine valley
#

I'm also unclear on the consequences of not having it in the perfect t-pose

primal pasture
#

ommg thank you

#

i was sittin lookin aat it for past 10 minutes

spark walrus
#

How do I get certain avatars

#

When I search up asta I dont get anything asta

bitter girder
#

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.
balmy barn
#

one showing breakdown is broken , you will appear as medium for others - mine says very poor but its good ratl

bitter girder
#

cheers

balmy barn
#

tested it with a new blueprint id and it behaved, overwrote a older one and it got it wrong

bitter girder
#

ahh gotcha

balmy barn
#

not sure if its on canny 🔨 ratl

bitter girder
#

hmm, fresh blueprint ID for this one didn't fix the issue. The only pre-hook the avatar has is a gogoloco vrcfury prefab.

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and yet, green stats all around

pine valley
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i'd compare it to a manually-merged gogologo

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it shouldn't matter!

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but "shouldn't" is not "doesn't" 😉

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(it really shouldn't matter)

balmy barn
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I dont use vrcfury , gogo or modular, but i can make the stats all sort of wrong in the breakdown

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not even constraints on mine ratl

bitter girder
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ok, fixed it by removing gogo module, removing all animators from the avatar descriptor, on a fresh blueprint

balmy barn
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think its the new multi upload component doing wierd things , bottom of the new sdk

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but breakdown is server side checks

runic spade
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so far managed to whittle it down to 7 material slots aaaagh

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this is like pulling teeth

pine valley
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it's possible for things to remain in the animator controller asset even though they aren't referenced by any layers

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I'd expect for these to get stripped during build (because nothing references them)

runic spade
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I DID IT

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lets gooo

bitter girder
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Irrsepective of whether or not the vrcfury prefab is there, ruled that out

pine valley
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What performance stats can that affect?

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It could change VRAM usage

bitter girder
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it doesn't, thats the strange thing. the animators count is always at 1

pine valley
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This wouldn't change the number of animators

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But it could cause extra assets to be pulled into your avatar

bitter girder
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hmm ill count before and after uncompressed size

pine valley
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notably, if your animations reference other materials, it could cause your VRAM usage to go up

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(if those materials reference textures that are otherwise not used by your avatar)

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beyond that, there isn't much that they could actually do to change your performance rank

bitter girder
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Before: Uncompressed Size 36.13 MB && Texture Memory 61.54 MB || After Uncompressed size 51.11 MB && Texture Memory 61.54 MB

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yep you're probably right

pine valley
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well that's interesting

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texture memory didn't change, but the uncompressed size went way up

bitter girder
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.. uncompressed size is grey

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hidden performance stat

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I see

pine valley
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I wonder if it's calculating texture memory inconsistently

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If we naively asume that 15MB of uncompressed size equals 15MB more texture memory, that'd push you past the "Good" threshold

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(which is 75MB)

remote quail
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Any clue what might be causing this?

pine valley
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I have definitely seen weirdly low texture memory values in-game

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Try using Thry's VRAM checker

pine valley
remote quail
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Um just one out of teh ususal

pine valley
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this is often a red herring, but it usually shows up as an info message, not an error message

remote quail
pine valley
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mildly interesting

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Are you uploading an avatar for the first time?

remote quail
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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

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Nooo not even close to my first upload

pine valley
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Okay, so that's definitely a red herring

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That error comes up basically every time an upload fails, for some reason

remote quail
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Ah, should I restart unity?

pine valley
bitter girder
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So Thry's is actually seeing the correct values which aren't showing in game

pine valley
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I'd be surprised if there wasn't a report about this already on the Feedback site

pine valley
remote quail
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Trying once more, I'm wondering if a sketchy shader I found might be causing it, swapped it out to check

bitter girder
pine valley
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It's certainly the same family of problems

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vram being counted incorrectly

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It looks like the in-game count is not correctly including textures referenced by materials in animations

remote quail
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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

remote quail
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Still doing it

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I do not wanna rebuild this dumb thingaaaa

pine valley
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oh, you've managed to perfectly crop out the actual problem :p

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the second error message is the relevant one

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Basically every other message in the console just says "it failed"

somber sequoia
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huh I didn't realize that was flagged as an error now

pine valley
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you need to fix the importer settings on one of your models

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It's always been a build-blocker

somber sequoia
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has it? I must not have noticed then

pine valley
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I'm guessing you have a script (e.g. something using Modular Avatar) that's adding a model to your avatar during build time

somber sequoia
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I thought it was just a warning

pine valley
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This wouldn't show up in the control panel, since the model isn't being used until that script runs

remote quail
somber sequoia
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no, the second error down

remote quail
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The blendshape normals?

somber sequoia
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yes

remote quail
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oop

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I've always seen that though xD
I guess it just is less of a problem most times then?

pine valley
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where were you seeing that..?

remote quail
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Usually on upload, especially after making new materials and stuff

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It's never stopped my till now though so I just saw it and thought nothing of it

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Huzzah it uploaded

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Lol

pine valley
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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..

remote quail
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Nodders

pine valley
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I wonder if the latest SDK release is incorrectly letting you try to upload

remote quail
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If the button clicks it usually works

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Probably

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Once again Thank you for the help!

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I shall now get ready to hop on

pine valley
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ah, yep, avatar validation failed

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This may be a deliberate change, like how they no longer block you from trying to build if you have too many parameters

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Anything with a red stop-sign icon is a blocker

limpid cargo
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i downloaded an asset that uses unity constraint.
is there a tool to convert to vrchat constraint before upload?

somber sequoia
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the SDK can do that, yeah

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check in the "3 dots" menu for the constraint, or iirc in the build window

limpid cargo
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ahhh i see it! thank you 💗

lost umbra
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My world constraint isnt working right, what's the issue?

somber sequoia
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why use a Unity constraint?

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Also probably explain what you want it to do

spark walrus
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Bro I asked for avatar help a bunch of people just sent a friend request and shit I don't trust any of em

lost umbra
somber sequoia
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yeah use VRC constraints and toggle the "lock to world" checkbox (I forget the exact name of it)

lost umbra
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Issue is, it starts off where I stood, but then it moves to the world center instead

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I changed vrc constraint and now its stuck to me desipite dropping it

primal spruce
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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

somber sequoia
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hiding your name tag is against ToS, but body is easy, just disable your mesh renderers or swap to a discarding shader

pine valley
somber sequoia
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huh

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I thought it was in there