#avatar-help

1 messages · Page 132 of 1

primal spruce
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oh it is? intrestign
I did not know sorry

somber sequoia
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yeah I must be misremembering or just repeating what others have said, I can't find it anywhere.

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closest I can find is a thing in the creator guidelines that says you should not "disrupt [the user's] usage of basic VRChat systems"

ebon hull
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how should i make animations fow paw fingers? I made bones for it, and should i use gestures, or fx layer?

somber sequoia
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if these are hands and you want to do hand gestures (i.e. moving humanoid bones), that's the Gesture layer.

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FX is where you make things trigger on IRL hand gestures, such as facial expressions.

ebon hull
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So i just add animation for this bones on gesture layer, thanks

crystal whale
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How do i add time to an animation in unity? like make it longer.

somber sequoia
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edit it, drag whatever keyframe you want longer.
Or add a speed multiplier variable to the animation state, set to something less than one

crystal whale
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how do i drag it?

somber sequoia
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you can drag keyframes in the animation clip editor

crystal whale
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But how and where?

prime hinge
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idrk where else to go but could someone provide this model textures and a rig? im trying to get those so i can give the completed model to a friend of mine to make an avatar with and i have been completely unsuccessful in attempts to make a rig and textures for this😭

somber sequoia
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go to the VRC traders discord if you want to commission someone, you'll just get scammers messaging you here.
Link is in #1204490664637890580

lost umbra
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@somber sequoia Continuing from ealier, this is what the bomb does. Only thing that's broken about it is that world constraint doesn't stay put. I even used the VRC Fury version instead but still doens't work.

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And yes, it's quest compatible since I optimized it with quest in mind

somber sequoia
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ah wireframe shader, interesting

crystal whale
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If i'm making an animation that has the avatar disappear, Do i have to have the clothes in the animation as well or do i select the armature to disappear too?

somber sequoia
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I do each mesh object, leaving the armature in place

pine valley
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"Disappearing" means that your renderers are no longer rendering

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maybe by switching to a transparent material

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Your armature is not visible -- it's just a collection of game objects in the shape of a skeleton

crystal whale
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Whenever i try to click on a piece of clothing, it forces me to leave the animator. Doesn't let me add it to the animation

pine valley
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That means that the clothing object is not parented to whatever object has the animator on it.

lost umbra
pine valley
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Are you attaching that clothing with VRCFury?

lost umbra
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the new toon shader on quest is quite versitile

upper valve
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okay, SO!

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im getting somewhere with these fingers but i will maintain hat unity sucks and shouldnt work like this

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i enforced a slightly better T Pose where the hands are concerned and its a lot better

upper valve
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so

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now MY only question is

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is how to make it symmertrical

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because i think ill go crwazy trying to write down every transform i made

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actually ive already screwed up the good result i had on that side trying to improve it further

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this is torture

lost umbra
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I got 2 more things I need to fix and my Mono will be so nicely updated.

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One, Fix the world constraint issue

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two, fix the sync issue with the knife flip animation

crystal whale
pine valley
crystal whale
pine valley
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Does the clothing have its own Animator object on it, perhaps?

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If so, that's going to hijack control of the animation window

somber sequoia
upper valve
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is there anyw ay to get Number Values so i can edit my t pose symmetrically

pine valley
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if you right click on a Transform, you can copy its local position, rotation, and scale. That's often something you can paste onto the other side to mirror it

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but sometimes, the bones are off by a 180 degree rotation

azure crown
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I only added 2 weapons idk what i could do here and textures compressed for quest

pine valley
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well, you'd better start by figuring out how large your assets are

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the VR World Toolkit can show you your latest build report (it works for avatars and worlds)

azure crown
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its something with the two weapons as when i took them off it uploaded fine
But when i upload with one of them it goes back up to 40mb and theres hardly anything there that could make it that high

pine valley
pine valley
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stargate mentioned ? ?

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check RuskGymClothes and the Shirt object -- neither should have an Animator on it

crystal whale
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neither of them have an animator

pine valley
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in the inspector -- you can right click the "Transform" header

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i'm not sure that'll help you here, though

upper valve
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OH its at the bottom thank you

pine valley
# crystal whale

so if you start recording an animation with "Stargate (1)" selected, then click on "Shirt", the animation window exits recording mode?

pine valley
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what's attached to RuskGymClothes?

crystal whale
primal pasture
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Can I do somethin' so my shirt and hoodie wouldn't clip that way?

pine valley
crystal whale
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Modular avatar. Thats it.

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Should I delete that and install the shirt directly in the avi with vrc armature link?

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Hopefully that might fix it

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Also, how do I get VRCFury to play the animation only once then stop, and not constantly repeat it?

hexed flame
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I have "this avatar uses visemes but the face mesh is not specified" error but I have all the meshes applied?

austere bay
primal pasture
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ooh

austere bay
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if you've just merged armatures I'd reccomend trying automatic weights

primal pasture
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did that

austere bay
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but honestly armpits are pretty annoying to weight paint correctly

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most joints are

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so you'll have to fix them manually </3

primal pasture
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i did some sculpting and now it's not so bad

pine valley
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it has a Loop Time checkbox

pine valley
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this is just eye control

hexed flame
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ohh i see the lip sync has the facemesh

crystal whale
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removing modular avatar has done nothing...

crystal whale
pine valley
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But you can change the import settings for the model

crystal whale
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I'm making the animation from scratch. No import

pine valley
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ah, okay, then just inspect the animation clip

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it'll have a Loop Time checkbox

crystal whale
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Okay. So that works.

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Now just to fix the freaking shirt somehiw.

pine valley
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I don't have any ideas there. Try adding a cube or something and see if you can animate that

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just parent it directly to your avatar

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you could also try resetteing your Unity layout (top right corner -- the Layout dropdown)

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i had a very weird inspector problem that got fixed that way

crystal whale
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I'm probably gonna see if i can just reimport the shirt and reattach to the avatar. Just have to figure out how to get my avi back to T posing so i can add it.

pine valley
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oh, you're stuck in that "bike pose"?

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that randomly happens after previewing/recording animations

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one issue here is that you've unpacked your model prefab

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note that there isn't a little package icon by the root of your avatar

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this means you can't just reset your pose back to the default

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if at all possible, don't unpack the prefab

somber sequoia
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As far as I can tell, it's not really random, it happens if you do an animation then don't reset it by picking another animation after.

crystal whale
pine valley
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Pumkin's Avatar Tools can reset your pose -- I'm not sure if they depend on the prefab connection

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they also might read the pose from the animator's avatar, i dunno

ruby basin
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Hey! I’m having a really frustrating issue with the VRCSDK. Every time I import the latest SDK3 (avatars), I get this error:

Because of it, PhysBones don’t show up when I try to add them to my avatar, and I’m unable to use any contact-related features. I’ve already tried:
• Using Unity 2019.4.31f1
• Running Unity Hub as admin
• Deleting all VRCSDK, Library, Temp, and cache folders
• Re-downloading the SDK from the VRChat website
• Restarting my PC

Nothing has worked so far, and I really just want to get PhysBones working. Does anyone have a fix or maybe a working older SDK version (like 3.7.x) that doesn’t give this error?

pine valley
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Do not run the hub as an admin.

somber sequoia
pine valley
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There should also not be a VRCSDK folder in there at all

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you shouldn't be downloading the SDK from the website either 😉

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it sounds like you're following some very old instructions

ruby basin
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i’m VERY new to all this and i’m just following instructions i got off the internet tbvh😭

somber sequoia
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The correct Unity is 2022.3.22f1.

ruby basin
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someone told me i should be using unity 2019 (idk why tbh lol)

pine valley
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well, they're wrong

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the information may just be very old

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i guess the avatar could have some weird custom editor tools that break in 2022, but that's one heck of an edge case

pine valley
somber sequoia
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It'd likely be easier to just update it rather than deal with 2019

ruby basin
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sigh, thank you everyone!! 💗

pine valley
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(you can't reparent the a prefab's objects)

desert elk
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that wasn't to you

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and there's a no advertising rule vrcAevSip

pine valley
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ignore and move on

somber sequoia
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yeah they're DMing me right now, I've got enough to report them.

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do not message this person

pine valley
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already did!

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now, you can DEFINITELY buy an avatar from me. here is an example

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very optimized

somber sequoia
pine valley
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did you try sticking a cube on and animating it?

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trying to figure out if this is a propery of the shirt object or not

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You know, there is one bonkers edge-case: there IS an animator, but it's hidden from the inspector

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i have no clue why that would be done

primal pasture
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i'm so proud how it turned out

rose edge
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im having difficulties trying to assign a head bone to my roblox avatar- help

crystal whale
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Okay so new question: I've duplicated the animation and want to edit it, but the record button is greyed out...

arctic ginkgo
somber sequoia
rose edge
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unless im misunderstanding something here

arctic ginkgo
crystal whale
arctic ginkgo
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It has requirements that need to be met in order for it to be considered humanoid. In order:

Hips, spine, chest, neck, head
Chest, shoulder, upper arm, forearm, hand
Hips, thigh, shin, foot

somber sequoia
arctic ginkgo
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Also obviously last two chains are doubled, one for left and one for right

crystal whale
rose edge
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mostly because i used an IK rig in Blender

arctic ginkgo
somber sequoia
arctic ginkgo
# rose edge so far it has those

The bones with a solid line are necessary, the ones with a dashed line are optional (except for the chest, which is needed for VRChat)

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Also check in the "head" tab to assign the neck, head, jaw, and eye bones

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Jaw and eye bones are optional

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Neck and head bones are required

rose edge
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well, it doesn't really need a jaw nor eye bones, so neck, head and chest are my main concern

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oh there's the head-

wraith saffron
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Like frfr?

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Like actually factually?

arctic ginkgo
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Yeah I think they're frfr

somber sequoia
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They claimed they created from scratch a number of popular avatar bases.

somber sequoia
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but I mean, it's literally drag from the Project window into the animation layer you are working with.

wraith saffron
somber sequoia
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oh huh, I should look for that

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they're usually very obvious by 1-2 messages anyway

crystal whale
somber sequoia
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I can't tell you much more unless you show a screenshot of the whole window, have the animator open in the middle, and the avatar descriptor in an inspector window

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but it sounds like you missed a step along the way

pine valley
crystal whale
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I got it figured out

pine valley
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It needs to be used by the animator controller that's assigned to your avatar's animator

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that's why you get all those random states in your base layer if you use the "add new clip" button in the dropdown

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they've gotta go somewhere

somber sequoia
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I never use that 'cause I don't like cleaning them up 🙂

rose edge
pine valley
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unity found the wrong bones

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try manually assigning the appropriate hip/spine/chest bones

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...or maybe it found the right bones, and your bones are very wonky (:

rose edge
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yeah looks like it-

pine valley
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unity is going to be extremely confused by a roblox skeleton

somber sequoia
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sometimes it isn't so good at the guessing.... but also that looks quite wonky

rose edge
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yeh- i did use a Blender IK rig as a base to make it possible

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when it's normally used for animations-

pine valley
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There may be a zero-length Torso bone in between "HumanoidRootPart" and some other bone

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Unity only needs a hip and spine bone

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so you could skip over that bone

rose edge
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it doesn't need a spine?

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oh-

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im stupid ahdfsuh
it doesn't need a chest- is what i meant

pine valley
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Yeah, the humanoid animation system can deal with having just two bones

somber sequoia
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it needs a chest but not an upper chest

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.. I thought?

rose edge
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oh i see

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well roblox skeletons normally don't have hips-

pine valley
somber sequoia
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ohh right but unity requirements are not the same as VRChat's

rose edge
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actually- i got an idea
i'll assign the arms to the lower parts of the arms since i normally see roblox avatars have arms like that

arctic ginkgo
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@rose edge if you don't have 3 torso bones then you don't have enough

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You need a bone for the hips (where the legs are attached), the spine, then the chest (where the neck and shoulders are attached)

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Like I said, all the optional bones are in dashed lines, but this is unity's standard. VRChat also requires that you have a chest bone

rose edge
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ohhh

pine valley
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Oh!

rose edge
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i see i see-

pine valley
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I forgot about VRC wanting a chest bone

rose edge
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like these ones for example?

arctic ginkgo
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Uhh

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Are these search results?

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I just mean bones in your torso, not bones with torso in the name

rose edge
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yeah
also, i did some messing around and the bones look like this now

rose edge
arctic ginkgo
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They don't need to be named that way btw

rose edge
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im guessing through blender-

somber sequoia
crystal whale
somber sequoia
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well that's not bad at all

pine valley
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they'd just need to exist and be connected together in the right order

rose edge
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well uhh
im taking the easy way out and using a base i found-

brisk zinc
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Hi does anyone know a fix to this? Should I swap out the textures? I can’t fix the eyebrows and eye lashes for the life of me llol 🤣

naive bough
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Does anyone know where to find an assless chaps and a leather harnes set with the gun holsters assets?

crystal whale
somber sequoia
brisk zinc
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But has anyone else ever had this issue before or is it the version of Blender im in not sure if it’s a Alpha problem 😭😭

brisk zinc
somber sequoia
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Likely they have transparency

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That looks like a vroid?

brisk zinc
somber sequoia
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That's one way, but it's not quest-compatible.

brisk zinc
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loll

pine valley
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oh yeah, you're probably meant to paint the eyelashes/etc. onto those meshes

brisk zinc
brisk zinc
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or just set the eyebrows and lashes to transparency or the whole face texture to transparency?

tropic gyro
agile niche
# crystal whale

Still better than my dumbass lol. I am still learning how to animate Firearms and Props.

brisk zinc
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Or should I just sculpt the eyebrows and lashes bc I never ran into an issue like this before 😳

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hm yea no shader I just imported the head lol 🤣

tropic gyro
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just to lyk for blender i dont know how to use their material settings, im talking solely unity.

brisk zinc
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its the texture that came with the head but I know a way to fix it in unity I think… but Im not sure if its a unity issue or just a Blender issue I’m new this issue I’ve never seen blocky eyebrows and eyelashes before and wanted to know is there a fix to this in Blender before I transport it over to Unity idk

pine valley
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I believe this is just an artifact of how Blender renders the model.

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In Unity, you will use materials that make those meshes look less weird

somber sequoia
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quite possibly your blender material does not have alpha blending enabled

pine valley
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there are different settings for viewport display vs. the actual behavior when rendered

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i've never gotten too good of a handle on those

brisk zinc
quasi crypt
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i got a question so my boyfriend is having trouble with avatar uploading its fine when he uploads his avatar on pc but when he uploads it for quest the pc side becomes an error bot for him so im not sure if there some way to fix that or not

brisk zinc
brisk zinc
somber sequoia
quasi crypt
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nevermind he fixed it he just had to update his vrchat creator companion

brisk zinc
merry holly
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quick question: does physbones squash and stretch rely on more than 1 bone?

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because I have these bones for my draw strings and it's just 1 bone for the physbone components, but I can't seem to squash ot stretch them

agile niche
dense juniper
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Anyone know what this public shark avi is?

cedar grail
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wich unity versions is best for Uploading Avatars. i know there was a 2022 one. and a 2019 one?

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or can i just use the newest one?

timber wharf
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current one is 2022.3.22f1

small valve
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How bad is it for a PC medium rank avatar, to have 3x 4096 and 1x 8192 materials?

night ember
small valve
dry orbit
quasi crypt
gritty temple
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Question!

I’ve gotten a few outfit files for a particular model but there’s three Unity files and I can’t translate the ‘readme’ correctly — One file is named SSPD, but it’s a Unity file. Does anyone know why it would be named that way?

pine valley
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I do not recognize "SSPD"

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oh wait, that's the file's name

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A .unity file is a scene

dense fractal
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How to add chest and neck bone to vrc avatar that doesn't have one

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Help?

gritty temple
# pine valley A .unity file is a scene

That’s what confuses me, haha. The seller gave me several files — Some SSPD, another PSD, and then the Unity scenes. But one Unity scene is named as SSPD which makes me think I need one of the actual SSPD files but I’ve no idea what it would be for 😅

pine valley
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"SSP" would be a Substance Painter file. I do not know what .sspd would be

mint mango
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Hey Yall! This is more of a character design question, but I'm thinking of remaking my model. There's several issues with weight painting, and i think the mesh is a little bit messy. But now i get the opprotunity to re-design it. Does anyone have any cool ideas or suggested changes when it comes to remaking her design?

Her model is supposed to be a reference to the weird liminal parts of old PSX games, as well as late 90's graphics (like worlds.com).

pine valley
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i helped a friend set up a "low framerate" effect

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the model's skeleton is constrained to the skeleton that actually gets controlled by your pose

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and the constraints freeze/unfreeze rapidly

daring viper
pine valley
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no, but i do have a package i need to finish working on that automates most of the work

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it constrains one armature to another

pine valley
keen crystal
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Okay gonna ask here too- I need help setting up an animation for a toggle anyone who knows unity a lot better than me help ;-;

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Pls ping or dm me

clever dirge
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I just migrated all my avatars to the newest unity 2022 version from the previous 2022 version, Worked perfectly, then i tried to update my vrchat sdk and i keep getting these errors everytime

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i really want to fix this before furality starts...

pine valley
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a Unity package, in particular

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open the Package Manager -- it's in the Window menu up top

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You're missing either "Custom NUnit" or "Test Framework"

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Switch the Package Manager to "Unity Registry" and install Test Framework

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i believe the latter has the former as a dependency

slate shuttle
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how do you make it so your animations on the action layer still allow you to walk instead of gliding around

clever dirge
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i was just confused because all i did was update unity versions then update sdk versions

pine valley
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(The layer in the animator, I mean)

clever dirge
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That fixed it!

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thanks!

slate shuttle
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i tried applying a mask but not only did it not work it made one of the props in the animation not move correctly

pine valley
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I have actually done very little “normal” animation, so I don’t know too much there

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(It’s all wacky FX stuff)

merry holly
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It seems I am running into a problem where my animations are overlapping?

I am using UV tile discard to hide parts of my mesh, but I have multiple materials. I have two separate sets of animations that toggle the uv tile discard + decals on each material. Here's some attachments to hopefully help explain.

Just a bit lost. I'm not sure how my top animations are conflicting with my bottom animations when they are not accessing the same variables (they are all on the same mesh though).

[solved]: It seems like Unity Animations are not able to distinguish specific materials on a single mesh

wind iron
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so for some reason im having this issue to where the thumb is fine on one side but its sticking out the whole time on the other one both are on the fist gesture

spark walrus
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how the heck am I meant to fix this??? I've tried but I can't find anything that could fix it
this is a premade avatar btw. one of Miz's

gilded vector
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my avi's physbones are disabling when i upload it (2019 unity) idk why bc they show up right on unity during playmode but they freeze like they dont exist on gesture manager whats causing this?

pine valley
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It logs that message every time an avatar upload fails

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Look for another error in the console

pine valley
gilded vector
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the premade avi im using is in 2019 and idk itll break updating it

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had it happen before

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but if somethime will work in 2019 i wanna try to fix it there first pls

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ill update in on the side

gilded vector
tall dock
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In substance painter the way I'm facing turns transparent, any help?

gilded vector
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its basically inside out lol

tall dock
limpid cargo
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or, just “Flip”

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either may work depending on use case.

somber sequoia
spark walrus
pine valley
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You have at least one more error; scroll up

spark walrus
pine valley
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You are missing VRCFury.

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(probably)

spark walrus
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ooh

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lemmie fix that in a bit

slender jewel
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Hi, is there a way I can mirror or flip a humanoid animation I made in unity's engine?

mint mango
pine valley
mint mango
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I was also thinking of doing a pixelation filter. I've also wanted to add jittery PlayStation polygons, but all models that implement this use a filter to kinda "simulate it" but imo it doesnt look great and i wish there was a way to do more faithfull jittery polygons

spark walrus
pine valley
mint mango
arctic ginkgo
pine valley
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One of its modes can round the position of each vertex a little bit

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Which gives you that jittery psx look, yea

arctic ginkgo
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yeah that should look pretty accurate

mint mango
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awesome!!

arctic ginkgo
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otherwise i think there's a way to abuse floating point errors with constraints but i'm not sure

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i've seen it done for minecraft blocks that abuse it to snap them to the world grid

mint mango
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there's also texture warping in psx games

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dunno if poiyomi has that

arctic ginkgo
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hmm

mint mango
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if not its not a huge deal tbh

arctic ginkgo
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it looks like it comes from linear interpolation rather than perspective interpolation

pine valley
lost umbra
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So why is my world constraint not working?

mint mango
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i might do that or i might quit half way through lol

pine valley
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That’s a bit more advanced; you’d need to modify a shader a bit

mint mango
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nvm im dumb :)))

lost umbra
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this animation should do something right?

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then animation starts off on my avi, but then it shoots back to the center of the world rather than just dropping it

spark walrus
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anyone know how to add custom stuff to VRC models?

somber sequoia
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Lots of people do, yes.

spark walrus
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can you tell me then?

somber sequoia
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that's such a huge topic that all I can tell you without knowing anything about what you have so far is to watch video tutorials, there are lots.

spark walrus
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okay

somber sequoia
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This channel works best for specific, detailed questions

lost umbra
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Hey Kazin, you think you can take a crack at why my world constraint still isn't working?I tried eiditing both vrc parent constraint weight and also the element source weight

mint mango
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does poiyomi have a pixelation effect as well?

somber sequoia
lost umbra
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What ends up happenig is, it start off where my avi is then quickly shoot back to the center of the world rather than dropping where I am

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I assume based on the error that world constraint itself is jacked and not so much the containers in it

somber sequoia
mint mango
somber sequoia
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I'm not sure exactly what you mean, so I'll take your word for it

lost umbra
arctic ginkgo
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there's this shader

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it doesn't work 100% as you'd expect it to, it masks where the avatar has already rendered and then pixelates it, meaning some pixels get cut off and some of the background gets pixelated as well

somber sequoia
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Yeah I was going to suggest other shaders

lost umbra
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Here is the world constraint settings itself

mint mango
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theres a way to enable 2 shaders at once right?

arctic ginkgo
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no not really

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i mean

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you can have two material slots i guess

mint mango
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i see

arctic ginkgo
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but that usually only works with transparent materials

mint mango
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cause I want to use poiyomi effects while pixelating it

arctic ginkgo
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what you could do is frankenstein the shaders together

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the pixel shader is literally just an unlit shader with a grabpass

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so you could always just add the grabpass to the end of the locked poiyomi shader

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I wanted to have parity with quest and PC outside of that effect so I just copied the mobile shaders and replaced the unlit shader code with it in the pixel shader

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you could do the same with poiyomi

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I'm having a strange problem right now with creating animations, where my valid animation paths are no longer working and showing as invalid, and any attempt to add properties with the record button does not work

lost umbra
idle narwhal
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hey i accidentally closed evv erything somehow

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can someone help?

lost umbra
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is my animator settings wrong?

ornate stump
lost umbra
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Can anyone please help me with this world constraint issue?

arctic ginkgo
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does anyone know why this might be happening?

#

my animations are invalid and I can't record new ones

#

the properties don't get added when i change things

#

this is clearly the correct path

lost umbra
#

figured it out

#

one issue left, how do you properly sync the animations?

#

I have issues with my knife flip desync on servers

#

like if I hold the knife up, some people see it down

#

and vice versa

#

so do I just make a bool version as well?

#

This is what I have setup right now and it goes out of sync

#

I assume that's what you meant @pine valley

gritty temple
#

Real quick — How do you make a copy of an Unity avatar project that was already uploaded to VRChat’s SDK but not have it rewrite the already uploaded project? Do I just detach the blueprint?

#

Totally not asking because I overwrote my own avatar with it’s copy vrcTupStare

ornate stump
#

Also your terminologies are off:
"Avatar project" should refer to unity project with vrc avatar sdk installed.
Uploading is not to "VRChat's SDK" but to just "VRChat". The sdk is to built your model to be uploaded to VRChat.

static herald
#

Heyyyy!! So I recently commissioned someone and im their first Quest commissioner, and so basically.. they AND I wanna know how we can make the Right one look like the Left?

somber meadow
#

on Quest that'll be Toon

static herald
#

Elaborate?

ancient oriole
#

Does anyone know why this mesh wont appear when I apply it?
For context: I exported it to blender to adjust a shapekey then back into unity—and now the imported version doesn't work.

ornate stump
ornate stump
ancient oriole
#

Strange, because i've always done it this way and it usually works.

#

Will try though.

arctic ginkgo
#

I'm having trouble with avatar audio, it was working perfectly fine, and then I updated the avatar with no changes to the audio and it doesn't work. Trouble is, it's working compeletly fine using gesture manager, and since I didn't edit the audio source whatsoever, it wouldn't be the audio source settings

#

I always seem to have issues with avatar audio for some reason

fallow grail
#

in reference to an armature link, anyone know?

#

i cant seem to find what they mean

arctic ginkgo
glacial vale
#

getting this error when trying to upload to andriod build, tried a bunch of things cant figure out how to fix it

cinder pulsar
#

You're on build and test?

cinder pulsar
sudden violet
# lost umbra so do I just make a bool version as well?

If you want to sync something, without understanding how syncing works, the easiest way is to put a parameter driver with a boolean between the two animations that gets set to true/false, and make a second transition between the two that's driven from said parameter.

Furthermore, make sure to add the parameter <IsLocal> set to <True> on the transition that utilises the logic (Contacts, Physbones) to make it even more sync-proof.

#

I'll grab a screenshot to show you what that looks like from a gun i made

#
  • these are the two transitions, with the boolean value i'm talking about. It's set to local-only because it's synced in the parameters tab already
#

1st image: The logic. This is done locally, and is done with IsLocal: True
2nd image: The syncing itself. This only moves with the boolean we've set.

vernal moss
#

Sooooo I wanna add face tracking to an avatar... How would I go about doing that???

#

I wanna do it the good ol fashioned way (so blendshapes and pain) My only question would be how to set it up into Unity? Is there an extra step I might've missed??

still shuttle
vernal moss
#

Will it work on ANY avatar?

#

Or just furries, cuz thats where I saw it-

ornate stump
# vernal moss Will it work on ANY avatar?

Only the avatar that has face tracking blendshapes. If it doesn't have face tracking blendshape, you have to either find face tracking extension for that avatar, or create blendshapes yourself.

vernal moss
#

Are there FT guides I could follow???

#

If so that would be INSANELY helpful

#

If not, ehhhh I'll be fine

#

Could someone send the prefabs? 👀

pine valley
#

This will break if you change the number/order of bones, notably

ancient oriole
#

ohhhhhhhhhh

#

That's really good to know.

pine valley
#

The SkinnedMeshRenderer contains information about which bones it uses

#

That doesn’t get updated if you switch out the mesh

ancient oriole
#

So don't remove unweighted bones with cats, noted.
TY

pine valley
#

well, ideally, you'd just stop swapping out the mesh asset!

#

update the FBX and let Unity reimport it

#

as long as you don't unpack the model prefab, your avatar will update correctly

#

(if you do unpack, you'll run into the exact same issue -- the SkinnedMeshRenderer's list of bones gets stale)

south kraken
#

you dont need all of them, just make however many or few you want.

#

vrchat also doesnt really have eyebrow tracking, or at least not really anything good, nor does it have nose tracking so i just skip those or make the eyebrows move with the eyelids

#

PS and before people say its possible to track those though if you have the hardware, yes i know thats technically true.

south kraken
pine valley
#

Oh, I forgot that you can do that on the animator state, too!

#

I was thinking strictly about importing the animation

#

good catch

ancient oriole
pine valley
#

You may have the wrong scaling mode selected in Blender.

#

The two meaningful choices are "All Local" (the default) and "FBX All"

#

I prefer the latter. It gives you an armature with a scale of [1, 1, 1]

#

rather than the wacky [100, 100, 100] scale you get from All Local

#

You choose this in the FBX export window

#

If your export settings don't match what was originally used, then the humanoid avatar can wind up being very wrong

#

unity thinks that a bone belongs at [0, 0.01, 0] when it should really be at [0, 1, 0]

#

and you get exploded

prisma frigate
ancient oriole
#

because I have zero clue what this avatar is meant to export on

pine valley
#

No, those should probably be left untouched

#

If you drag a new instance of the model into the scene, does it look correct?

ancient oriole
#

yeah it just messes up in play mode

pine valley
#

Check that the Mesh field isn't overridden on your body's SkinndMeshRenderer

#

there should not be a blue bar next to it

#

If it blows up just when the animator is running, you may need to reset the humanoid avatar configuration

#

you'd click the model asset, go to the "Rig" tab in the inspector, and hit Configure

#

see if it looks exploded in that configuration screen

#

you can reset it by going to the bottom of the inspector and doing Pose > Reset

#

(or Pose > Enforce T-Pose if unity complains the model isn't in a t-pose after doing that)

#

The humanoid avatar tells Unity which part of your body is which, and what the rest positions + rotations of your bones are

pine valley
pine valley
ancient oriole
#

okay so reapplying the huamnoid rig kinda fixed it but the hair and top shoulder bones still are messed up

pine valley
#

Is the hair a separate model?

#

i.e. a completely separate FBX

ancient oriole
#

Yes

pine valley
#

You may need to do the same process to it

#

Export a new FBX, then reset the humanoid avatar pose

#

assuming it's attached with VRCFury and has an entire humanoid skeleton, that is

#

if it's just a few bones and you parent it to your head, then it may just need to be rotated

#

I do think your model was exported with some kind of non-standard bone orientation

#

i love coordinate spaces!!!

ancient oriole
#

Thanks for the help so far!

pine valley
#

Is the hair parented directly to your head?

ancient oriole
#

Yep

pine valley
#

Ah, okay, you may just need to rotate it around

ancient oriole
#

the root of the object is where an avi's feet would be though, so I can't just rotate it back on

pine valley
#

can you show me the hierarchy?

ancient oriole
pine valley
#

okay, so you have a Ponytail.fbx, and you've parented an instance of it to your head

#

hold alt and expand the Ponytail object so that all of the children are shown

ancient oriole
#

idk how useful this is but for reference this is what happens when i reset it to 0,0,0's

pine valley
#

You may be able to rotate Ponytail_Root or Ponytail_main

ancient oriole
#

Horrah

pine valley
#

If you've attached any other objects to your avatar, you should check that they aren't now rotated wrongly

ancient oriole
#

the clothes are still broken but I wasn't gonna use them anyways so i can just ignore it

pine valley
#

You might just need to set blendshapes

#

The clothing looks to be oriented properly

ancient oriole
#

nah they're munted lol

pine valley
#

whoops

ancient oriole
#

as I said though, aint gonna use em--planing on fitting another models clothes on anyways

pine valley
#

Make sure they don't have overridden mesh references tho

#

and even if you can't see anything, still consider right clicking on their SkinnedMeshRenderers and doing Modified Component > Revert

#

I have seen a few cases where, despite not being displayed in the inspector, the bone list somehow gets an override on it

#

which means the renderer is now using the wrong bones

#

this causes the model to go all over the place

#

If the clothing looks fine on a new instance of the model prefab, then you definitely have an override somewhere on your avatar

ancient oriole
#

Ah well atleast it actually works now, thanks again!

#

Classic avi work--3 million hoops just to add a blendshape

wicked meteor
#

If anybody ever has this error on unity after stress testing ur pc try redownloading ur drivers program(adrenaline, nvidia ). Its what fixed it for me <3

timid kite
#

why is this happening with the hair? i did move some strands around in blender if that matters

night ember
#

do you have multiple physbone components

sudden violet
#

could also be physbones being too close to colliders

agile niche
agile niche
slender jewel
#

Having a weird issue where I can't see through my avatar, I have backface culling on, I'm using Poiyomi. Any ideas?

somber sequoia
#

you want to see through it?

slender jewel
#

Like I physically can't see myself in the mirror from my viewball because the texture is on the inside of my mesh. I see now it's because I have outlines on and they have front face culling on. I'm trying to figure out a way to keep my outlines and be able to still see myself.

somber sequoia
#

is your rig weird? Maybe your view ball is in a weird place?
VRChat by default should shrink the head and anything attached to it so you can see

slender jewel
#

I have the viewball in the neck a little because the head is big, but that's always worked for me.

somber sequoia
#

that's probably what's blocking you

slender jewel
#

Yeah, that was it. I don't know why that changed, that never happened to me before.

slender jewel
#

I did something stupid and I'm wondering if there's an easier way to fix it.
The default position of the avatar I'm doing has it's mouth open, and then I have a closed state for SIL, but all the other mouth shapes are built from the open mouth state so it's pretty distorted when using them on the closed mouth state.
How I'm fixing it right now is making all the mouth shapes relative to the closed mouth instead of the basis in blender, but is there a better way to do that? I usually make the default closed mouth, I don't know why I didn't this time.

crystal whale
#

When using pumpkins avatar tools thing, how do i get my avatar to go back to a T pose?

limpid cargo
#

using vrc rotation constraint,
twist bone should check “solve in local space”?

mint mango
#

okay this is a fun issue ive never had before. the shading on the hair looks like flipped normals. despite the normals being perfectly fine. Any guesses?

#

or is it just smooth shading acting weird with a low poly model?

pine valley
#

The normals are bending really far across a single triangle

pine valley
#

Splitting the outer edge will help a lot

#

the left side has split edges; the right side doesn't

#

you can mark edges sharp and then use an Edge Split modifier to split just sharp edges

mint mango
#

ah yeah that fixed it! makes sense lol. I wasnt using auto smooth because it split some edges i didnt want to be split but fine tuning the modifier worked!

nocturne estuary
#

Perchance does anybody know how to attach a nightbeast head to a novabeast body?

#

Dm or ping me to lmk you responded

desert elk
#

take it to blender, delete one head, attach the other

#

ctrl j

dusk pulsar
#

Yes, Blender, you might need to do some manual weight paint fix or seamless connection or at least to look a bit natural

desert elk
#

yup

#

exactly

dusk pulsar
#

Oh right...
How do I check physbone collisions? Do I add an empty object, add collider to it and then add that "empty object" into colliders for the physbone, after -> play mode and move it around to check?

limpid cargo
primal spruce
#

How can i make my avatar world drop?
where do i make the toggle and do i make the world drop on amature? or what?

analog plover
#

The shitting fucking shit is a world drop

dusk pulsar
pine valley
dusk pulsar
#

Yes, or... do it manually if you have patience

#

VRCFury is easier to do

pine valley
#

I haven't actually thought about what happens if you just freeze your armature in place

analog plover
pine valley
#

i've done this before by creating an extra copy of my armature

#

my physical body's armature follows the copied armature

#

and i can then freeze those constraints to lock myself in place

limpid cargo
#

no vrc constraint tutorial for twist bone,
should i use “solve in local space” ?

languid swallow
#

A friend of mine is struggling with an avatar and has asked me to ask here for help

primal spruce
languid swallow
#

"My avatars mouth isnt moving even tho the lip sync is on and looks correct"

limpid cargo
pine valley
#

The object name doesn't matter

#

That looks okay, but make sure that "Head" is actually the right object

#

double clicking on the "Head (Skinned Mesh Renderer)" field will select the Head object

#

you can then mess with the blendshapes on its SkinnedMeshRenderer

languid swallow
#

I'll send them your replies and wait for a response from them

true flower
#

I really just need someone to say "yes, stripping that avatar to the bones and rebuilding it is probably your best option"

pine valley
#

that's probably unity warning you about having too many pixel lights, rather than VRChat

#

note that you can't even use lights on mobile avatars

#

that basically just means Light components

#

your avatar should not have any of them at all if it's meant to be a Quest avatar

#

(perhaps you have a demo scene open that has lights in it?)

vagrant kindle
#

Keep getting these errors that prevent me from uploading my avatar
The errors dont seem very useful to me I cant really tell whats going on.

Its either "Clearing blueprint ID"
Or just failed to upload file with no other red errors

somber sequoia
somber sequoia
vagrant kindle
#

let me try again and clear

somber sequoia
#

yeah clear then retry.

vagrant kindle
somber sequoia
#

and that blueprint ID is cleared?

vagrant kindle
#

yep! this is a fresh avatar
ive made 5 different new project files as well

somber sequoia
#

weird, no idea then

vagrant kindle
pine valley
#

the "clearing blueprint ID" message is almost always just a red herring

#

it gets printed every time an upload fails

#

even if you aren't trying to update someone else's avatar

somber sequoia
#

yeah but it's not printing other reasons, unfortunately

pine valley
#

unhide warnings and make sure there's nothing funny in there

vagrant kindle
#

whats weird is i only got the blueprint id issue after i reopened the project
otherwise it was just the first error

pine valley
#

and info messages, too

vagrant kindle
#

oaky

pine valley
#

it looks like you mostly have shader warnings, and those won't stop an upload

vagrant kindle
#

yeah almost all of them are poyoimi warnings

tough void
#

where do i suggest avatars?

wooden nova
#

how would i prevent the hands on my avatar from disappearing

tough void
#

guess i suggest them here

somber sequoia
#

suggest?

tough void
#

yea

#

if anyones bored

#

i cant model for crap

#

this beauty

#

he's already been a thing for 2 days and he doesnt exist

left lotus
#

Hello, so im having a bit of a problem trying to upload a quest version of a test avatar I had created for a friend, I'm not sure exactly what I am doing to cause errors. I can upload it fine to my PC, but when i try to upload it through the "android" selection it tells me theres an error and build has failed.

#

I'm extrmely new to this and I'm just worried ill mess something up because youtube isnt helping

tough void
#

bruh

#

its THESE kinds of servers

#

the ones where you need a certain level to send gifs

left lotus
#

I-

somber sequoia
#

because this is a technical discussion channel rather than gif spam?

tough void
#

could be a gif of a character you want to use for reference

#

but im not willing to argue

somber sequoia
#

sure, that'd be fine. difficult to police that though

tough void
#

you can just, open the link

#

but i deleted it already

somber sequoia
#

it didn't really add any value anyway

tough void
#

ok

#

anywayss

vagrant kindle
#

People are trying to ask for help with their avatars problems here. If you want to discuss getting work on a model your interested in that's probably more suited to be posted in #1139216499123437668 or #avatar-general.
Not here.

tough void
#

assuming none of you are willing to model this so im just gonna wait for some creative deltarune fan to make a model of da Roaring Knight

#

Sorry i wasted ur alls time

vagrant kindle
#

Something must be actually wrong, I can upload the test model just fine but if i try to build and publish i get the same error.
I tried this again with a model I know works and for some reason its no longer uploading. These are the only two errors I get.

#

The rest are Poiyomi warnings with one animation exit time warning.

pine valley
#

See if there is any interesting text when you select the "Failed to upload" log entries

#

(try both of them)

#

the bottom half of the console displays the full text of the log message

vagrant kindle
#

I suppose I dont know what im looking at but nothing looks too crazy.

pine valley
#

nothing immediately obvious

#

i was hoping for some extra descriptions

#

oh, but check the other "Failed to upload" log entry

#

you only clicked on one

#

i'm looking around the SDK source to see if it gives any hints

vagrant kindle
#

Im on 2022.3.22f1 and these are my packages im using btw

#

I should always be using the newest SDK right?
when i make a new project file thorugh vcc its always a version or so behind and i need to update it

pine valley
#

I was talking about the first message, that says "Failed to upload avatar!"

vagrant kindle
#

ah

pine valley
#

however, i just saw that it's logged immediately before the first error

#

so, not needed

tall dock
#

Im so confused on how to change the standing motion by default from GogoLoco, this ain't working and my brain stopped working right, help! QwQ

vagrant kindle
#

I heard that if a preview image file is too big it can cause unexplaind issues so lemme retry using the scene capture

pine valley
#

I see no way for a simple upload to log "Failed to upload file" without logging another error message. However, I do see ways for a multi-part upload to do that.

#

e.g. the upload getting cancelled (for whatever reason)

vagrant kindle
#

im not even sure how do do that so id assume pc only
it says windows in the bottom right corner
yeah windows only

#

the blue loading bar on the SDK gets to like 80% uploaded then it fails

pine valley
#

exciting; i crashed unity by messing with the platform picker

#

can you screenshot the control panel?

vagrant kindle
#

the whole thing after a upload?

#

its like 147 warnings ahaha which is a lil strange

pine valley
#

That's probably just a big pile of shader warnings

vagrant kindle
#

yeh

pine valley
#

you can get a lot of them from Poiyomi because of all the unique shader versions created by locking

vagrant kindle
#

right yeha exactly what they are

languid swallow
rigid hemlock
#

i made a dumb, how do i get back bones i deleted off a prefab without having to readd the whole fbx?

night ember
#

ctrl z

rigid hemlock
#

i did it a while ago

#

didn't know it was dumb

night ember
#

you cant

rigid hemlock
#

D:

warped yew
#

Yo wsp

night ember
rigid hemlock
pine valley
#

is this actually stopping you from uploading?

#

show me what you're actually seeing

#

a screenshot of the console would be good

vagrant kindle
pine valley
#

This is not why it’s failing validation. Look at the error messages further up

#

(Although it may be related 😉 )

somber meadow
#

2 more errors aren't visible in that screenshot

cinder frost
#

Okay is there a way to keep children of physbones always pointing up in world space without gravity

pine valley
#

VRChat used to let you (ab)use the particle shader to get transparency on Quest avatars

#

I believe that changed a few months ago

#

For the label on this can, you can just fill the background of the image with the same color as the can

frigid glade
#

Or u can use particles multiply shader. It’s not the best but it works well for some things

tall dock
#

I can't put physbones on the toes, whenever I do on unity they won't move, help qwq

pine valley
#

yeah, Multiply darkens the existing color with the new color

#

white doesn't do anything at all

pine valley
#

if so, you need to set a non-zero value for "Endpoint Position"

#

(particularly if you aren't exporting end bones)

#

otherwise, the physbone only has one bone to work with, and it can't actually do anything

#

Blender is a bit unique in how its bones have a head and a tail

#

as far as Unity is concerned, your toe bones are single points

tall dock
pine valley
#

look at the physbone component

pine valley
#

i think you want to try setting the Y component to some small number

pine valley
#

No, on the Endpoint Position.

#

it is a property of the VRCPhysbone component.

tall dock
#

Would it help if i create a random bone with no weights and just attach it?

pine valley
#

It would, but you don't need to

tall dock
#

it's all in 0

#

so the y component i should modify?

weary imp
#

please help this is literaly my avatar and first time i want to upload there is no blueprint. its driving me crazy

pine valley
#

the math is pretty much just

#

red1 * red2
green1 * green2
blue1 * blue2

#

hence, multiply

#

It's similar to how the tint color on your materials work

#

you multiply that with the color from the texture

#

if your tint color is white, nothing happens

steep meteor
#

Heya guys, coming here with a slight confusion. I've followed this persons tutorial about world contraints: https://www.youtube.com/watch?v=pknSS56Abkk and they work. But only i am able to see them, I am using VRCFury on my avi, added the custom controller as FX etc etc. Is there maybe something i have to check for it to be shown to others?

somber meadow
#

VRCFury also just has a world drop component which will make this really easy

steep meteor
#

Got it, thanks for the info

somber meadow
#

if you want to do it manually animate the "Freeze to world" toggle in the advanced options on vrchat constraints

steep meteor
#

Got it working with VRCFury, thanks!

vernal moss
#

Where do I get JUST the prefabs for Jerry's Face Tracking?

#

Not an avatar, JUST the prefabs

vernal moss
#

Much obliged

#

🫡

slender jewel
#

What's the max amount of tris a Quest-Compatible Avatar can have?

surreal salmon
#

tho no hard limit

left lotus
#

Hai, slightly new user here, im trying to upload my own vrchat avatar for my own personal use but im not sure if im doing it right, i did what I was supposed to do in blender, but now im not sure how i would load it up in unity, im extremely new to this and would appreciate ant tips and tricks you all are willing to give.

somber meadow
tepid oyster
#

I'm confused on why one of the hand paw bean thingamajigs dont move with the finger it's supposed to be attatched to

I tried weight painting yes

and i check to make sure it was aight but still

can someone tell me why and how to fix this?

(im using blender btw)

naive moth
#

Hey! could someone help me on why my avatar body is so bright?

#

the emmisions are set to 0.1

#

on both the head and body

naive moth
#

poi toon

somber meadow
#

screenshot the material settings responsible for emission

naive moth
#

body

somber meadow
#

is that initial screenshot from a world with AudioLink?

naive moth
#

the audiolink works so i think so

somber meadow
#

cause your strength is either 1 or 2 with audiolink

naive moth
#

thats the head

#

oh well I set them to zero to test but it did not change anything

night ember
#

the audiolink settings kinda override the emission strength

bright grotto
#

is anyone else experiencing issues logging into the SDK?

naive moth
#

can you explain what that means?

bright grotto
#

nvm seems as tho i just forgot to update the sdk files

somber sequoia
naive moth
#

so what should audiolink be set to minium

#

0?

somber sequoia
#

what do you want it set to?

naive moth
#

not suure?

somber sequoia
#

probably figure out what you want it to look like then

#

there's no right or wrong answer here

worn kiln
#

generally, 0 is fine. as most not want emit when nothing.
but like keep minimum brightness to 0,04 kind for at least visible even complete darkness kind of world.

So it is how you want to be visible when nothing going.
If you want to be just follow how bright world be, 0 is answer.

naive moth
#

yeah i don't want it to do anything without sound

somber sequoia
#

well... for multiply you want that to 1 for "don't react to audio"

#

Add you want to be 0.

#

you know, because math.

pine valley
#

perhaps the emission color is a very bright HDR color

#

oops, I was scorlled back

somber sequoia
#

Yeah - good to note though, if that emission color is super bright, it'll be noticeable at low levels

#

it's a whole bunch of math on the colors, base * emission * audiolink multiplier + audiolink add

worn kiln
#

yeap

somber sequoia
#

(I don't recall the order of operations though, so that ^ may not be accurate)

worn kiln
naive moth
#

ty

#

tthat did it

#

the head is a slighty different tint than body though , ill make sure the hdr matches i suppose right?

somber sequoia
#

I merge the meshes, easier that way 🙂

naive moth
#

is that in blender or something?

somber sequoia
#

yep, blender or something similar

#

but you can probably make it look the same in Unity - use the same shader settings and have the same object in the anchor override slot on the mesh renderer - I use the chest bone.

naive moth
#

ok ill try

whole lark
#

Does anyone know what was going on with this model. It's supposed to be belle from zenless zone zero. I found it in a world and it looked fine for me and my other quest using friend. However, it looked incorrect for my friend using his pc.

wanton surge
#

does anyone know how to log into the cc because i havent made avis in quite some time and i cant seem to upload it and im a trusted user on vrchat

vast geyser
#

so there is this headchop thing to show stuff from your head in first person, is there also the inverse for generic rigs? i kinda wanna hide some bones as if it were a humanoid head

somber sequoia
somber sequoia
vast geyser
#

huhh is that scale factor thing new? never noticed it before

somber sequoia
#

I suspect you just ignored it until someone pointed it out.... like I did 🙂

#

I mean, I also ignored it until someone mentioned it

vast geyser
#

could be 😅

sudden tendon
#

Question... how does VR chat respond to non humanoid rigs, ie a full animal?

night ember
#

you need at least a humanoid rig to have a properly supported avatar even if the bones arent actually weighted to anything

sudden tendon
#

So... not worth it I guess?

surreal salmon
sudden tendon
#

hmm?

surreal salmon
#

like u can have a taur but its likely gonna have constraints mirror puppiting hind legs or something

sudden tendon
#

Yeah... that seems out of my league...

surreal salmon
#

or u can have no mesh tied to leg bones and just a phys bone on ur tail

#

for like a naga

sudden tendon
#

I might just make some more standard models for the time being then

#

Thanks for the insight

surreal salmon
#

ye i dont mess with constraints myself much yet

sudden tendon
#

Well, I've also never modelled humanoids either so... that's why I was attempting to start with animal

#

You can probably guess the animal

surreal salmon
sudden tendon
#

It just doesn't sound simple or fun, especially for having never rigged before

#

Maybe after I make a few more standard models

surreal salmon
#

have fun, hope it goes well

sudden tendon
#

Ty for the help

surreal salmon
#

np

ripe pond
supple cloud
ripe pond
supple cloud
#

yeah so your tail dont get stiff and freely moves while you moving

supple cloud
#

yw

carmine bridge
#

the scarf isnt scarfing...

#

so a bit of context, I got the base robot model off of gumroad, but got the scarf from a gmod addon that I edited to be just the scarf, however, whenever I put into unity to port to VRC, it breaks and flips itself

#

i've tried switching to parenting it from the chest to the neck, tried using parent constraints, tried rotating it the other direction, but nothing seems to fix it

#

nvm... its fixed

sly stone
#

Anyone know how to make it where in vrc her tail wont disconnect when shes moving? Anytime I go to root it it makes her all messed up

wraith blaze
#

After using a bunch of VRCfury components to "Move or Rename Menu Item" iim getting loads of BlendTree and Controller errors where they say the perameter 'FXWeight" does not exist/ or does not exist in controller. does anyone know why this be? or how to fix it?

#

TF?

trim jacinth
#

For some reason my gestures stop working on my avi when I open it in unity

#

Like my clothes switching and stuff can someone help?

somber sequoia
#

in play mode? or just edit mode

azure crown
#

Any idea why my avi is in the ground?
Viewpoint is correct and configure is fine I enforce t pose and works fine (despite the werid viewpoint)

And if I move it down more the model itself it still half in the ground

somber sequoia
#

is your avatar's origin at the avatar's feet, and actually at 0,0,0?

azure crown
somber sequoia
#

that first one doesn't look like the avatar is standing on the world origin

#

oh you have 'center' selected

azure crown
somber sequoia
#

that's a weird armature scale too

azure crown
#

it was tall if i kept it normal

clever dirge
#

ive been trying for ages to figure out how to pair these bones i had to hand make to move each individual strand of hair and im about to lose it

#

does anyone know how to parent each individual bone to each strand of hair?

trim jacinth
rigid hemlock
amber gull
#

hello can someone please help me why sometimes when i export my fbx file into unity sometimes the clothes looks lil wonky or weird but on blender it looks fine?

graceful pilot
#

trying to upload my avi but i jsut see this

night ember
graceful pilot
#

the thing is i think i have literally everything i could idk what im missing

night ember
#

Something about face tracking apparently

#

Whered you even get the model

graceful pilot
night ember
#

Thats not telling me anything

graceful pilot
#

gumraod

night ember
#

And which one on gumroad?

graceful pilot
#

nvm i fixed it

primal spruce
#

anyway to make a toggle where You cant see it but other people can?

ashen yarrow
#

could anyone make a quick tutorial on how to add custom blinking to a avatar? i’ve looked through so many and there either to old or they add the toggle version i just want it where its just the blinking ive rarely used the animator so im genuinely struggling to to much with figuring this out and even if i follow the tutorial with the toggle it doesnt work

sudden violet
primal spruce
sudden violet
#

oh, i can't help you there, i don't use these.

primal spruce
sudden violet
#

nope, i do everything without these plugins. I remember trying to edit things with VRCfury / Modular, but it was more of a head-ache than simply merging the controllers with AV3 avatar manager, and doing it the normal way

primal spruce
#

So you used AV3 avatar manager, and thats where i can make the local stuff?

sudden violet
#

you'd need a basic understanding of controllers, but yes.

primal spruce
sudden violet
#

if it helps, i will guess you can simply edit the controller in question, and still use VRCfury.

#

i'll get a few images for you, 1 min

primal spruce
sudden violet
#

step 1: Open your controller, hit parameters, create a new BOOLEAN parameter named "IsLocal", case sensitive
step 2: find the toggle in question, add this parameter set to false to both transitions

#

You'll have to do it for all of them.

#

i'm not 100% sure that this works, but try it out with one toggle, it should

sleek cove
#

how can i fix this?

mossy nacelle
#

There's no camera preview shown for the thumbnail and if I click capture it turns blank.
I've tried using different cameras, restarting unity.. no luck so far..

snow goblet
#

is there a rate-limit to updating avatars? im about to mass update around 10 avatars and wanna make sure i dont get 403'd

small valve
#

I have a dance animation that uses fingers and everything works, only the finger works if I put the animation straight to the Avatar in Unity and hit Play. but in VRChat / GestureManager its animated but not the fingers.

I checked multiple times and its the same animation. I used in "Action" and "FX" Controller.

bold shoal
#

I got a paid avatar and I want to remove some toggle options. I figured out how to delete the actual toggle in unity but the option in the menu wheel still comes up, how do I remove it?

somber sequoia
#

edit the menu, delete the item.

#

the main menu is under "Expressions" in the Avatar Descriptor - you may have to follow the trail down to sub-menus though.

pearl pumice
#

Uuuuhhh why can't I see the alerts???

somber meadow
dim cloak
#

Hello, can anyone create and model avatars? I need help

somber sequoia
#

lots of us in here can, ask your questions

somber meadow
#

This server has 319k members, there's definitely someone for that

sacred shadow
#

hello, would anyone here be willing to sanity check how i have audiolink set up? i think i messed up somewhere

somber sequoia
#

If it works how you want, it's correct. Otherwise, explain what you did and why it's not right.

sacred shadow
#

so i set the emmission map to include both the eyes and markings on the avatar in poiyomi, and set audiolink to multipy emission strength based off the bass

#

but only the eyes are reacting

somber meadow
#

screenshot the entire emission settings section

sacred shadow
#

here ya go

somber sequoia
#

You probably don't need the same texture in mask and map

sacred shadow
#

just map then?

somber sequoia
#

... what version of poi is this?

somber meadow
#

seems fairly older

somber sequoia
#

yeah quite old, guessing 7?

sacred shadow
#

7.3.050

somber sequoia
#

interesting.

somber meadow
#

yeah I'd update

sacred shadow
#

one sec, switching to 9.2.43

somber meadow
#

it's not one click though

sacred shadow
#

switched

somber meadow
#

only v8 has a one click upgrade option when going up to v9

#

you'll need to follow this upgrade guide if this material was already fully setup for v7

sacred shadow
#

ill take a look, im using the deira base so theres a lot thats aging

true flower
#

So I have an animation included with my (apparently older, apparently using broken components) avatar. The Properties in the scrrenshot are all greyed out (kinda hard to tell in that image) as are the Paly button and the Record. Could there be a lock somewhere in the program that I need to release, or is this file borked and I'd be better spending my time making a whole new one? (this is after fighting with it for several days, on and off)

snow goblet
# sleek cove how can i fix this?

sorry for the late reply.
when you upload an avatar, it will ask if you are allowed to upload it in the first place. simply click "yes". if this pop-up doesnt appear, make sure you have the VRChat SDK up to date and reload the SDK

somber meadow
true flower
#

.................................................................... (Gears turning, math symbols float in midair)
Ok, let me repeat that back to make sure I got it: You're saying the animation has come 'detached" from the object it's meant to be animating, something like a cord having come unplugged. What I need to do is to trace the 'cords' back to their assigned places and reconnect them. Yes?
I'm trying to learn, so doing it the hard way is something I'm deliberately aiming for before scrapping it and starting over with a whole new animation file. 😅

sudden violet
tepid oyster
somber sequoia
tepid oyster
somber sequoia
#

Right but did you rotate the bone around in Blender and observe the mesh moving properly?

vernal quarry
#

Is there a way to add a material swap toggle on a quest avatar? or is that only possible on pc?

true flower
#

OH! I see now, NOW I can edit the animation... Awesomesauce, thank you!

tepid oyster
somber sequoia
#

Is that a separate object? If so, does it also have an armature modifier and is weight painted?

sacred shadow
somber sequoia
sacred shadow
#

cool, so i should make seperate textures rather than how it was set up using the same

somber sequoia
#

I don't know what effect you want so can't really tell you exactly what to do

sacred shadow
#

i just want it to do something

#

since earlier it wasnt doing anything at all

#

this should be enough, thanks

true flower
arctic drift
#

Dumb question here maybe
Is it possible to avoid having to re do all the avatar physbones, materials and that after modifying the mesh and adding a couple bones in blender?
I added this 4 bones and I thought that just by re-importing the model with the same name they'd be added to the hierarchy
I've done this before but I think I just modified the meshes, not the bones

somber sequoia
#

You should be able to just overwrite your FBX. Objects on bones that got changed or removed will probably disappear though. I do my best to not bury stuff in the armature hierarchy - I put my physbones separate under their own game object and then drag bones into the "Root transform" slot to help prevent this.

#

There's a limit though - sometimes you'll have to redo the rig setup, even switching it to generic and back to fully reset.

vernal quarry
somber sequoia
arctic drift
somber sequoia
arctic drift
somber sequoia
#

Yeah you can get away with some level of bone changing before it's too much

vernal quarry
somber sequoia
#

are you editing a prefab or something? I've never seen this.

vernal quarry
#

nope

#

i tried doing it all from scratch, but it still gives me the same error

sleek cove
lament ivy
#

should i merge rings to my body in blender to keep them in place? or is it good enough to generate verts, add deform for armature and weightpaint them to the bone they are on

somber sequoia
#

You have to weight paint them either way, but combining them means fewer mesh objects

lament ivy
#

okay, thanks

hushed bough
#

Can any artist make my some avatars for me and my friends pls

somber sequoia
hushed bough
#

Oke, thanks

crystal whale
#

How do I go about syncing a world drop between users?

true flower
#

So it turns out the reason the Hue Shift I was trying to fix wasn't working NOT because of the coding-- well, it was, I had to start from scratch with that-- but because the texture itself was wrong for that specific function. Changed to a different texture and Zip Zop Zam, works like a charm now.

#

Only took me two weeks to figure that out.

arctic drift
somber sequoia
magic yarrow
#

does anyone in here know how to make emission maps in Substance Painter? I've exhausted the internet for tutorials and i still can't find any helpful tutorials. I want to make the things i've already drawn glow, but i don't know how these silly anchor points work

somber sequoia
#

Are you trying to just make a map from an existing layer?

#

Basically are you trying to make a mask or map and if map, do you want it to be the same color as some other layer?

magic yarrow
#

im trying to make a currently existing layer an emissive map

somber sequoia
#

Ok if you want to use anchors, put the anchor on the existing layer then use it in the new layer.

#

you can also just add an emissive property to that layer and later use that in your export template to create a new texture for just that