#avatar-help
1 messages · Page 132 of 1
yeah I must be misremembering or just repeating what others have said, I can't find it anywhere.
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"
how should i make animations fow paw fingers? I made bones for it, and should i use gestures, or fx layer?
if these are hands and you want to do hand gestures (i.e. moving humanoid bones), that's the Gesture layer.
FX is where you make things trigger on IRL hand gestures, such as facial expressions.
So i just add animation for this bones on gesture layer, thanks
How do i add time to an animation in unity? like make it longer.
edit it, drag whatever keyframe you want longer.
Or add a speed multiplier variable to the animation state, set to something less than one
how do i drag it?
you can drag keyframes in the animation clip editor
But how and where?
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😭
go to the VRC traders discord if you want to commission someone, you'll just get scammers messaging you here.
Link is in #1204490664637890580
@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.
And yes, it's quest compatible since I optimized it with quest in mind
ah wireframe shader, interesting
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?
I do each mesh object, leaving the armature in place
"Disappearing" means that your renderers are no longer rendering
maybe by switching to a transparent material
Your armature is not visible -- it's just a collection of game objects in the shape of a skeleton
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
That means that the clothing object is not parented to whatever object has the animator on it.
the shader is toon actually
Are you attaching that clothing with VRCFury?
the new toon shader on quest is quite versitile
^ replying for a ping
okay, SO!
im getting somewhere with these fingers but i will maintain hat unity sucks and shouldnt work like this
i enforced a slightly better T Pose where the hands are concerned and its a lot better
finger, hats, finger hats?
so
now MY only question is
is how to make it symmertrical
because i think ill go crwazy trying to write down every transform i made
actually ive already screwed up the good result i had on that side trying to improve it further
this is torture
I got 2 more things I need to fix and my Mono will be so nicely updated.
One, Fix the world constraint issue
two, fix the sync issue with the knife flip animation
How do i get it properly parented so it can work?
is this clothing something you've added to the scene completely separately from your avatar's model?
No. It's on the avatar, and attached to it with modular avatar.
Does the clothing have its own Animator object on it, perhaps?
If so, that's going to hijack control of the animation window
oh cool, I haven't looked at it yet
is there anyw ay to get Number Values so i can edit my t pose symmetrically
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
but sometimes, the bones are off by a 180 degree rotation
I only added 2 weapons idk what i could do here and textures compressed for quest
well, you'd better start by figuring out how large your assets are
the VR World Toolkit can show you your latest build report (it works for avatars and worlds)
i dont believe so
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
Show your hierarchy with the avatar's root and the clothing object both visible
stargate mentioned ? ?
check RuskGymClothes and the Shirt object -- neither should have an Animator on it
neither of them have an animator
where would i do that...
in the inspector -- you can right click the "Transform" header
i'm not sure that'll help you here, though
OH its at the bottom thank you
so if you start recording an animation with "Stargate (1)" selected, then click on "Shirt", the animation window exits recording mode?
what's attached to RuskGymClothes?
Just the armature and the shirt itself.
i mean, what components are on that object?
Modular avatar. Thats it.
Should I delete that and install the shirt directly in the avi with vrc armature link?
Hopefully that might fix it
Also, how do I get VRCFury to play the animation only once then stop, and not constantly repeat it?
I have "this avatar uses visemes but the face mesh is not specified" error but I have all the meshes applied?
if you've used automatic weights you probably still need to manually weight paint a little bit
ooh
if you've just merged armatures I'd reccomend trying automatic weights
did that
but honestly armpits are pretty annoying to weight paint correctly
most joints are
so you'll have to fix them manually </3
i did some sculpting and now it's not so bad
that's a property of the actual animation clip
it has a Loop Time checkbox
ohh i see the lip sync has the facemesh
removing modular avatar has done nothing...
And how do i get that to stop?
If the animation clip comes from a model, it'll be a sub-asset that you can't directly edit
But you can change the import settings for the model
I'm making the animation from scratch. No import
I don't have any ideas there. Try adding a cube or something and see if you can animate that
just parent it directly to your avatar
you could also try resetteing your Unity layout (top right corner -- the Layout dropdown)
i had a very weird inspector problem that got fixed that way
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.
oh, you're stuck in that "bike pose"?
that randomly happens after previewing/recording animations
one issue here is that you've unpacked your model prefab
note that there isn't a little package icon by the root of your avatar
this means you can't just reset your pose back to the default
if at all possible, don't unpack the prefab
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.
So.... its just broken now?
Pumkin's Avatar Tools can reset your pose -- I'm not sure if they depend on the prefab connection
they also might read the pose from the animator's avatar, i dunno
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?
Do not run the hub as an admin.
That version of Unity is not supported at all
There should also not be a VRCSDK folder in there at all
you shouldn't be downloading the SDK from the website either 😉
it sounds like you're following some very old instructions
i’m VERY new to all this and i’m just following instructions i got off the internet tbvh😭
start with official docs: https://vcc.docs.vrchat.com/guides/getting-started
The correct Unity is 2022.3.22f1.
someone told me i should be using unity 2019 (idk why tbh lol)
well, they're wrong
the information may just be very old
i guess the avatar could have some weird custom editor tools that break in 2022, but that's one heck of an edge case
follow these instructions to get things set up
It'd likely be easier to just update it rather than deal with 2019
sigh, thank you everyone!! 💗
you can reattach the prefab, although you'll probably have to fix material assignments afterwards
and if you've been rearranging the hierarchy, this won't work
(you can't reparent the a prefab's objects)
ignore and move on
yeah they're DMing me right now, I've got enough to report them.
do not message this person
already did!
now, you can DEFINITELY buy an avatar from me. here is an example
very optimized
oh nice, then I won't bother
Shirt still isn't working
did you try sticking a cube on and animating it?
trying to figure out if this is a propery of the shirt object or not
You know, there is one bonkers edge-case: there IS an animator, but it's hidden from the inspector
i have no clue why that would be done
i'm so proud how it turned out
im having difficulties trying to assign a head bone to my roblox avatar- help
Okay so new question: I've duplicated the animation and want to edit it, but the record button is greyed out...
Your rig isn't humanoid, you need to have all of the correct bones
Make sure the Animator you are working with is in the Animator component on the avatar root, select the avatar, and you'll find the dropdown in the Animation window lists the animations in that animator.
i did set the rig to humanoid though
unless im misunderstanding something here
Right, but humanoid is a standard, and your armature's structure needs to conform to that standard
So just drag and drop the new duplicated animation into the avatar slot?
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
no, an animation controller goes there.
It needs to have these bones in that order, duplicate names just show where different chains are attached to (so there isn't two chests, just that the shoulders and neck are both attached to it)
Also obviously last two chains are doubled, one for left and one for right
I'm confused now. Where do i drop this animation?
so far it has those
mostly because i used an IK rig in Blender
You're missing your lower arms, hands, and chest
if it's an animation clip, then into one of the layers in the animator you're working with
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)
Also check in the "head" tab to assign the neck, head, jaw, and eye bones
Jaw and eye bones are optional
Neck and head bones are required
well, it doesn't really need a jaw nor eye bones, so neck, head and chest are my main concern
oh there's the head-
Yeah I think they're frfr
They claimed they created from scratch a number of popular avatar bases.
And.... how do i do that?
I'd suggest watching tutorials for this, there are many
but I mean, it's literally drag from the Project window into the animation layer you are working with.
I don't know why but a lot of scammers start with "actually", it's really weird... and when you notice it you can't unsee it lol.
oh huh, I should look for that
they're usually very obvious by 1-2 messages anyway
It's showing up with everything just not letting me hit record....
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
but it sounds like you missed a step along the way
If you directly select the AnimationClip asset, the animation window will display the clip. You won't be able to record, because you have no Animator to provide context
I got it figured out
It needs to be used by the animator controller that's assigned to your avatar's animator
that's why you get all those random states in your base layer if you use the "add new clip" button in the dropdown
they've gotta go somewhere
I never use that 'cause I don't like cleaning them up 🙂
fixed the head and neck, but now im in a different problem
unity found the wrong bones
try manually assigning the appropriate hip/spine/chest bones
...or maybe it found the right bones, and your bones are very wonky (:
yeah looks like it-
unity is going to be extremely confused by a roblox skeleton
sometimes it isn't so good at the guessing.... but also that looks quite wonky
yeh- i did use a Blender IK rig as a base to make it possible
when it's normally used for animations-
There may be a zero-length Torso bone in between "HumanoidRootPart" and some other bone
Unity only needs a hip and spine bone
so you could skip over that bone
it doesn't need a spine?
oh-
im stupid ahdfsuh
it doesn't need a chest- is what i meant
Yeah, the humanoid animation system can deal with having just two bones
both Chest and Upper Chest have the little dashed outline
ohh right but unity requirements are not the same as VRChat's
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
@rose edge if you don't have 3 torso bones then you don't have enough
You need a bone for the hips (where the legs are attached), the spine, then the chest (where the neck and shoulders are attached)
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
ohhh
Oh!
i see i see-
I forgot about VRC wanting a chest bone
like these ones for example?
Uhh
Are these search results?
I just mean bones in your torso, not bones with torso in the name
yeah
also, i did some messing around and the bones look like this now
i looked through, there's no hip, chest nor spine
Well then you'll need to create them
They don't need to be named that way btw
im guessing through blender-
Yes
well that's not bad at all
note that they would not need to do anything
they'd just need to exist and be connected together in the right order
well uhh
im taking the easy way out and using a base i found-
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 🤣
Does anyone know where to find an assless chaps and a leather harnes set with the gun holsters assets?
First time doing an animation by hand. And i'm trying to keep it quest compatible
Explain "this", we don't know what you are indicating.
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 😭😭
Okai so the texture I purchased for whatever reason the eye lashes and eyebrows are blocky and I don’t know how to fix it
Do I have to use transparency to get rid of them?? Oo
That's one way, but it's not quest-compatible.
oh yeah, you're probably meant to paint the eyelashes/etc. onto those meshes
So the creator drew them on I’m assume??
so how do I delete them off lol?? just use transparency?
or just set the eyebrows and lashes to transparency or the whole face texture to transparency?
ur more than likely supposed to use a separate material and set it to trans clipping, or atleast thats how ive had to do it w some heads
Still better than my dumbass lol. I am still learning how to animate Firearms and Props.
set the old material to transparency or the new material to transparency?
Or should I just sculpt the eyebrows and lashes bc I never ran into an issue like this before 😳
hm yea no shader I just imported the head lol 🤣
whichever material you use on the lashes, there should be one for the skin then one for the lashes and brows.
just to lyk for blender i dont know how to use their material settings, im talking solely unity.
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
I believe this is just an artifact of how Blender renders the model.
In Unity, you will use materials that make those meshes look less weird
quite possibly your blender material does not have alpha blending enabled
there are different settings for viewport display vs. the actual behavior when rendered
i've never gotten too good of a handle on those
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
Okay I’ll try to tinker with it some more ty for you help
Ohh but how do you enable Alpha mode?
I don't recall, they've changed it a few times in new blender versions and I've lost track. Material settings for sure, somewhere
nevermind he fixed it he just had to update his vrchat creator companion
Okay thanks I think I’m getting warmer at fixing this ty for helping me!!! Last question tho how do I fix fbx files from downloading as my web-browser in my downloads folder?? Since there was a recent change with my default browser it’s set all the fbx pathways to be downloaded there
quick question: does physbones squash and stretch rely on more than 1 bone?
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
It shouldn’t unless several bones are in sync with it.
Anyone know what this public shark avi is?
wich unity versions is best for Uploading Avatars. i know there was a 2022 one. and a 2019 one?
or can i just use the newest one?
current one is 2022.3.22f1
Follow these instructions.
How bad is it for a PC medium rank avatar, to have 3x 4096 and 1x 8192 materials?
You should never need textures that high res
its a bunch of textures and I do atlasing right now by myself in Paint.net bcs the automatic atlas creator makde me a 8k textures with 70% of empty space and textures that are not even used by this material
Would he mind if I can be of help to him
I can help him to edit the avatar so he can be able to upload it on both comfortable
he had to update his vcc app fully so it all good now but thank you anyway
Ok cool 😎
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?
I do not recognize "SSPD"
oh wait, that's the file's name
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 😅
"SSP" would be a Substance Painter file. I do not know what .sspd would be
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).
i helped a friend set up a "low framerate" effect
the model's skeleton is constrained to the skeleton that actually gets controlled by your pose
and the constraints freeze/unfreeze rapidly
Do you have a YouTube tutorial for that?
no, but i do have a package i need to finish working on that automates most of the work
it constrains one armature to another
they used it for an ENA avatar
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 ;-;
Pls ping or dm me
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
i really want to fix this before furality starts...
It looks like you're missing a package
a Unity package, in particular
open the Package Manager -- it's in the Window menu up top
You're missing either "Custom NUnit" or "Test Framework"
Switch the Package Manager to "Unity Registry" and install Test Framework
i believe the latter has the former as a dependency
how do you make it so your animations on the action layer still allow you to walk instead of gliding around
ill try this
i was just confused because all i did was update unity versions then update sdk versions
You’d need to apply a mask to the layer
(The layer in the animator, I mean)
i tried applying a mask but not only did it not work it made one of the props in the animation not move correctly
I have actually done very little “normal” animation, so I don’t know too much there
(It’s all wacky FX stuff)
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
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
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
full screenshot just in case
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?
This is probably a red herring
It logs that message every time an avatar upload fails
Look for another error in the console
is there a reason you are not using 2022.3.22f1?
the premade avi im using is in 2019 and idk itll break updating it
had it happen before
but if somethime will work in 2019 i wanna try to fix it there first pls
ill update in on the side
do you think its because im on 2019?
In substance painter the way I'm facing turns transparent, any help?
select ur avi in edit mode and flip the normals
its basically inside out lol
Recalculate inside?
outside*
or, just “Flip”
either may work depending on use case.
I can't answer any questions about Windows, I almost never use it.
this is all I found. and im not exactly sure where the 'logs' are
You have at least one more error; scroll up
Hi, is there a way I can mirror or flip a humanoid animation I made in unity's engine?
I've been thinking about doing that, but it does make movement jittery. the effect might be worth it tho!
Did you manually add the humanoid curves? You can’t record humanoid animations, for sure
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
that seemed to be the problem! thanks!
Poiyomi Toon has some neat vertex options
ill check it out!
the jittery effect jsyk comes from vertex snapping since the ps1 couldn't handle non-whole numbers iirc
One of its modes can round the position of each vertex a little bit
Which gives you that jittery psx look, yea
yeah that should look pretty accurate
awesome!!
otherwise i think there's a way to abuse floating point errors with constraints but i'm not sure
i've seen it done for minecraft blocks that abuse it to snap them to the world grid
hmm
if not its not a huge deal tbh
it looks like it comes from linear interpolation rather than perspective interpolation
You can partially achieve that in a custom shader by telling it to not correctly handle perspective
So why is my world constraint not working?
hmm okay
i might do that or i might quit half way through lol
Hmm doesnt seem like its working, at least not in the editor. no matter how high i set the snapping to it looks the same
nvm im dumb :)))
this animation should do something right?
then animation starts off on my avi, but then it shoots back to the center of the world rather than just dropping it
anyone know how to add custom stuff to VRC models?
Lots of people do, yes.
can you tell me then?
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.
okay
This channel works best for specific, detailed questions
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
does poiyomi have a pixelation effect as well?
that sounds like actual work
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
I assume based on the error that world constraint itself is jacked and not so much the containers in it
you could probably do something like it, perhaps with the video effects feature, or glitching
gotcha. I've seen it done on some avatars so im sure theres a way
I'm not sure exactly what you mean, so I'll take your word for it
here is an example
there's this shader
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
Yeah I was going to suggest other shaders
Here is the world constraint settings itself
Yeah thats what im thinking
theres a way to enable 2 shaders at once right?
i see
but that usually only works with transparent materials
cause I want to use poiyomi effects while pixelating it
what you could do is frankenstein the shaders together
the pixel shader is literally just an unlit shader with a grabpass
so you could always just add the grabpass to the end of the locked poiyomi shader
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
you could do the same with poiyomi
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
yes, thats why I need some help from fresh pair of eyes cause I been staring at this problem for two days now
is my animator settings wrong?
Double click to restore.
Can anyone please help me with this world constraint issue?
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
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
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 
Just detach the blueprint ID.
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.
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?
Use a different shader on the material
on Quest that'll be Toon
Elaborate?
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.
Just changing material shader to use ToonLit shader.
You should not be switching out the mesh slot. Rather you should edit and overwrite on the original fbx file.
Strange, because i've always done it this way and it usually works.
Will try though.
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
nvm, seems the quest version somehow got uploaded to PC even though i'm using per-platform override
getting this error when trying to upload to andriod build, tried a bunch of things cant figure out how to fix it
You're on build and test?
Plus you sure you've installed the android package for unity?
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.
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??
Get Jerry's face tracking prefabs
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.
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? 👀
It works until it doesn’t!
This will break if you change the number/order of bones, notably
The SkinnedMeshRenderer contains information about which bones it uses
That doesn’t get updated if you switch out the mesh
So don't remove unweighted bones with cats, noted.
TY
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)
https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/unified-blendshapes
list of blendshapes for UE Facetracking prefabs (<--comes with Jerry's)
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.
theres a mirror button for it in the animator
Oh, I forgot that you can do that on the animator state, too!
I was thinking strictly about importing the animation
good catch
new problem, the bones are all messed up on export (the prefabed is still packed.)
what could cause this? bad export settings?
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
My new sleep paralysis demon. Lol
I already had it on that, could it be the "Forward" and "up" xyz axis's under the "FBX all"?
because I have zero clue what this avatar is meant to export on
No, those should probably be left untouched
If you drag a new instance of the model into the scene, does it look correct?
yeah it just messes up in play mode
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
This may be relevant, because it looks like all of your bones got...turned
Doing this should clear things up
okay so reapplying the huamnoid rig kinda fixed it but the hair and top shoulder bones still are messed up
Yes
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!!!
Yeah I think Im gonna have to trial and error it until it works, because nothin seems to be fixin the hair rotation.
Thanks for the help so far!

Is the hair parented directly to your head?
Yep
Ah, okay, you may just need to rotate it around
the root of the object is where an avi's feet would be though, so I can't just rotate it back on
can you show me the hierarchy?
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
idk how useful this is but for reference this is what happens when i reset it to 0,0,0's
You may be able to rotate Ponytail_Root or Ponytail_main
Horrah
If you've attached any other objects to your avatar, you should check that they aren't now rotated wrongly
the clothes are still broken but I wasn't gonna use them anyways so i can just ignore it
nah they're munted lol
whoops
as I said though, aint gonna use em--planing on fitting another models clothes on anyways
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
Ah well atleast it actually works now, thanks again!
Classic avi work--3 million hoops just to add a blendshape
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
why is this happening with the hair? i did move some strands around in blender if that matters
do you have multiple physbone components
could also be physbones being too close to colliders
Holy Ponytail bone!
I made a Kyoko with Rindo hair, at least it looks good lol. Just needed a shit ton of rescaling and adjusting.
Having a weird issue where I can't see through my avatar, I have backface culling on, I'm using Poiyomi. Any ideas?
you want to see through it?
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.
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
I have the viewball in the neck a little because the head is big, but that's always worked for me.
that's probably what's blocking you
Yeah, that was it. I don't know why that changed, that never happened to me before.
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.
When using pumpkins avatar tools thing, how do i get my avatar to go back to a T pose?
using vrc rotation constraint,
twist bone should check “solve in local space”?
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?
That's your issue.
The normals are bending really far across a single triangle
i see
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
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!
Perchance does anybody know how to attach a nightbeast head to a novabeast body?
Dm or ping me to lmk you responded
don't ask for DMs you'll get scammers.
and it's the same as any other avatar
take it to blender, delete one head, attach the other
ctrl j
Yes, Blender, you might need to do some manual weight paint fix or seamless connection or at least to look a bit natural
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?
yes, but you should use “game” scene
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?
The shitting fucking shit is a world drop
When you can place an item in the world
it sounds like you'e using VRCFury here
I haven't actually thought about what happens if you just freeze your armature in place
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
no vrc constraint tutorial for twist bone,
should i use “solve in local space” ?
A friend of mine is struggling with an avatar and has asked me to ask here for help
Yes i am, Im not sure if im doing something wrong but i wanna freeze everything in place
i think it must be named "Body"
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
I'll send them your replies and wait for a response from them
I really just need someone to say "yes, stripping that avatar to the bones and rebuilding it is probably your best option"
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?)
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
You can name it whatever you want.
you have 8 errors but only showed the last two. Always inspect (or share) the first 2-3, at the top, that's probably where the actual issue is, and the rest are just side-effects.
They're just duplicates from not clearing ;~;
let me try again and clear
yeah clear then retry.
Same deal
and that blueprint ID is cleared?
yep! this is a fresh avatar
ive made 5 different new project files as well
weird, no idea then
tried the fix here too #vrchat-videos message
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
yeah but it's not printing other reasons, unfortunately
unhide warnings and make sure there's nothing funny in there
whats weird is i only got the blueprint id issue after i reopened the project
otherwise it was just the first error
and info messages, too
oaky
it looks like you mostly have shader warnings, and those won't stop an upload
where do i suggest avatars?
how would i prevent the hands on my avatar from disappearing
guess i suggest them here
suggest?
yea
if anyones bored
i cant model for crap
this beauty
he's already been a thing for 2 days and he doesnt exist
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
bruh
its THESE kinds of servers
the ones where you need a certain level to send gifs
I-
because this is a technical discussion channel rather than gif spam?
could be a gif of a character you want to use for reference
but im not willing to argue
sure, that'd be fine. difficult to police that though
it didn't really add any value anyway
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.
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
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.
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
I suppose I dont know what im looking at but nothing looks too crazy.
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
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
I was talking about the first message, that says "Failed to upload avatar!"
ah
however, i just saw that it's logged immediately before the first error
so, not needed
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
I heard that if a preview image file is too big it can cause unexplaind issues so lemme retry using the scene capture
Are you doing a multi-platform avatar build?
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)
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
Correct. Your project templates might be a bit out of date (i dunno if they get updated immediately after a new SDK releases)
exciting; i crashed unity by messing with the platform picker
can you screenshot the control panel?
the whole thing after a upload?
its like 147 warnings ahaha which is a lil strange
That's probably just a big pile of shader warnings
yeh
you can get a lot of them from Poiyomi because of all the unique shader versions created by locking
right yeha exactly what they are
They got the mouth to sync up, thanks.
i made a dumb, how do i get back bones i deleted off a prefab without having to readd the whole fbx?
ctrl z
you cant
D:
Yo wsp

I ended up fixing by renaming the bones in blender so the appeared in the prefab, then reverting the mesh to the original
is this actually stopping you from uploading?
show me what you're actually seeing
a screenshot of the console would be good
no clue then? should i reinstall everything? hard to tell whats going on if this is happening for all avatars
This is not why it’s failing validation. Look at the error messages further up
(Although it may be related 😉 )
2 more errors aren't visible in that screenshot
Okay is there a way to keep children of physbones always pointing up in world space without gravity
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
Or u can use particles multiply shader. It’s not the best but it works well for some things
I can't put physbones on the toes, whenever I do on unity they won't move, help qwq
yeah, Multiply darkens the existing color with the new color
white doesn't do anything at all
Are you putting the physbones on the individual toe bones?
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
How so? and yes im putting them in individual toe bones
look at the physbone component
Ohhh okay
i think you want to try setting the Y component to some small number
In transform?
Would it help if i create a random bone with no weights and just attach it?
It would, but you don't need to
Oh okay, i see it
it's all in 0
so the y component i should modify?
please help this is literaly my avatar and first time i want to upload there is no blueprint. its driving me crazy
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
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?
making world constraints like that is extremely out of date, VRChat constraints have a system built in for it
VRCFury also just has a world drop component which will make this really easy
Got it, thanks for the info
if you want to do it manually animate the "Freeze to world" toggle in the advanced options on vrchat constraints
Got it working with VRCFury, thanks!
Where do I get JUST the prefabs for Jerry's Face Tracking?
Not an avatar, JUST the prefabs
Google's first result
What's the max amount of tris a Quest-Compatible Avatar can have?
20000
tho no hard limit
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.
export it to a FBX into your assets folder of your Unity Project
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)
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
what shader
poi toon
screenshot the material settings responsible for emission
is that initial screenshot from a world with AudioLink?
the audiolink works so i think so
cause your strength is either 1 or 2 with audiolink
the audiolink settings kinda override the emission strength
is anyone else experiencing issues logging into the SDK?
beep?
can you explain what that means?
nvm seems as tho i just forgot to update the sdk files
with audiolink minimum set to 1 that means emission is 1 if audiolink is present in the world, no matter what it is doing.
what do you want it set to?
not suure?
probably figure out what you want it to look like then
there's no right or wrong answer here
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.
yeah i don't want it to do anything without sound
well... for multiply you want that to 1 for "don't react to audio"
Add you want to be 0.
you know, because math.
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
yeap
(I don't recall the order of operations though, so that ^ may not be accurate)
(when need some ref)
https://www.poiyomi.com/audio-link/
ty
tthat did it
the head is a slighty different tint than body though , ill make sure the hdr matches i suppose right?
I merge the meshes, easier that way 🙂
is that in blender or something?
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.
ok ill try
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.
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
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
if you mean VCC you don't login to that?
Sure, HeadChop works for things that aren't the head, look at the "scale factor" setting
huhh is that scale factor thing new? never noticed it before
I suspect you just ignored it until someone pointed it out.... like I did 🙂
I mean, I also ignored it until someone mentioned it
could be 😅
Question... how does VR chat respond to non humanoid rigs, ie a full animal?
awful to try and animate since nonhumanoid rigs arent supported
you need at least a humanoid rig to have a properly supported avatar even if the bones arent actually weighted to anything
So... not worth it I guess?
there are manny rigs for something like this but they often are based on humanoid rig
hmm?
like u can have a taur but its likely gonna have constraints mirror puppiting hind legs or something
Yeah... that seems out of my league...
or u can have no mesh tied to leg bones and just a phys bone on ur tail
for like a naga
I've never rigged a model before but I've made them.
I might just make some more standard models for the time being then
Thanks for the insight
ye i dont mess with constraints myself much yet
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
generic rigs are acceptable to vrc
It just doesn't sound simple or fun, especially for having never rigged before
Maybe after I make a few more standard models
have fun, hope it goes well
Ty for the help
np
any one know how to make the tail not stiff
did you use bone phycis?
bone physic?
yeah so your tail dont get stiff and freely moves while you moving
ok thank
yw
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
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
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?
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?
in play mode? or just edit mode
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
is your avatar's origin at the avatar's feet, and actually at 0,0,0?
Yeah both armature and main thing
that first one doesn't look like the avatar is standing on the world origin
oh you have 'center' selected
Don't think i see it or im blind
that's a weird armature scale too
it was tall if i kept it normal
pls help
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?
in playmode
you have to weight paint them
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?
trying to upload my avi but i jsut see this
Literally as it says
You are missing files
the thing is i think i have literally everything i could idk what im missing
Thats not telling me anything
gumraod
And which one on gumroad?
nvm i fixed it
anyway to make a toggle where You cant see it but other people can?
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
Parameter <IsLocal> set to <False> in the transition should do that
Parameter? i usually use VRCFury to make toggles
oh, i can't help you there, i don't use these.
thats alright, do you know if there a tutorial showing how to make togglers without vrc fury? so i can find the parameter thing
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
So you used AV3 avatar manager, and thats where i can make the local stuff?
you'd need a basic understanding of controllers, but yes.
Alright Thank you
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
also is if u make local false
so other ppl on pc andq uest see it but you dont
is that for all toggles? or just one
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
how can i fix this?
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..
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
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.
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?
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.
Uuuuhhh why can't I see the alerts???
the failed validations are in the console
Hello, can anyone create and model avatars? I need help
lots of us in here can, ask your questions
This server has 319k members, there's definitely someone for that
hello, would anyone here be willing to sanity check how i have audiolink set up? i think i messed up somewhere
If it works how you want, it's correct. Otherwise, explain what you did and why it's not right.
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
screenshot the entire emission settings section
You probably don't need the same texture in mask and map
just map then?
... what version of poi is this?
seems fairly older
yeah quite old, guessing 7?
7.3.050
interesting.
yeah I'd update
one sec, switching to 9.2.43
it's not one click though
switched
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
ill take a look, im using the deira base so theres a lot thats aging
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)
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
Unity has no reference where your property paths are, you need to attach the animator controller with the animation to the animator component's controller slot located on the root object of your avatar
.................................................................... (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. 😅
Your avatar has a component called "Animator". Throw your controller with these animations in there.
Just checking to see if anybody can help me solve this now
I feel like this wasn't right
Did you say that it worked in Blender? I'm not sure I understood what you mean by "it was aight"
I mean that Im using blender for this model and what I meant by “it was aight” was that I checked the whole weight paint thing and it seemed fine
But the issue still remains
Right but did you rotate the bone around in Blender and observe the mesh moving properly?
Is there a way to add a material swap toggle on a quest avatar? or is that only possible on pc?
OH! I see now, NOW I can edit the animation... Awesomesauce, thank you!
Works just like on PC
Like if the paw pad thing isn’t attatched (even tho it’s weight painted)
Is that a separate object? If so, does it also have an armature modifier and is weight painted?
alright, updated to latest, should i use a mask or map?
You should understand the difference between the two. Mask a greyscale texture for "put emission here" and map is a RGB texture for "put emission colors here". Using both together can result in fun effects.
cool, so i should make seperate textures rather than how it was set up using the same
I don't know what effect you want so can't really tell you exactly what to do
i just want it to do something
since earlier it wasnt doing anything at all
this should be enough, thanks
Lordy, do I feel THAT 😅
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
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.
Do you do that from unity?
i get this error when i try animating the material
Yes that's all in Unity
Also this is because I decided to add a Tootless tail to my wicker hehe
You'd have to explain what you are doing, without context I don't know what this means
That's what I was thinking, as I said I've modified meshes before and nothing weird happened bu as I modified the bones this time...
Yeah you can get away with some level of bone changing before it's too much
I'm trying to making an animation to make a material swap for an avatar, doing it the same way I do it for pc avatars. Click Record on an animation, then drag n drop the material. but it just gives me them errors instead
are you editing a prefab or something? I've never seen this.
If a popup appeared and I clicked OK, but that kind of error showed up, what could be the problem? Could it also be a version issue? my sdk version is 3.8.1
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
You have to weight paint them either way, but combining them means fewer mesh objects
okay, thanks
Can any artist make my some avatars for me and my friends pls
Don't ask here, you'll get scammers in your DMs. Go to the VRC Traders discord to commission artists.
Link is in #1204490664637890580
Oke, thanks
How do I go about syncing a world drop between users?
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.
Forgot to ask but how do you usually overwrite your fbx?
in Blender, file -> export -> export FBX, choose the existing file and save
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
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?
yes
im trying to make a currently existing layer an emissive map
