#avatar-help
1 messages · Page 135 of 1
ty
shows the avatar descriptor too if I remember correctly
do yall crunch compress your textures or no?
I like small file sizes but also it takes longer to load in right?
I don't, because I was told it's worse than not doing it (probably because of that reason)
Does anyone know how this water in the bowl was done? It moves around with the player and such. Not sure if its a shader or not
It's hard to analyze from just a single picture.
want the avatar name to see it more??
Probably help but I can't get into the game now.
Do you mean the bowl itself or the water in the bowl?
yes
water
another image
i saw its on the quest ver as well so idk if its a shader
If you meant the part where it orient with gravity, it's likely using physbone.
but like how would one make that? im trying to make it on an arm so i cant just make it rotate around an axis
This works only on a sphere because it can rotate and orient to any direction. But if you used on cylinder, that would require custom shader to cull the part that clipped outside of the container.
What shader would work? I figured i'd need to use a shader to cover up the part, but i only know of poi and lilitoon
Could make it with stencils
Any shader that can customize stencil.
stencil is like an alpha map, correct?
It isn't.
No, it's (very much simplified) a way to assign a value to pixels and compare them with other pixels to dictate which ones should render or not-
Interesting, ive never heard of that. Thank you
May I ask why the scene seen by the left and right eyes of my avatar are different? It's obvious that the display of the right eye is not normal.
The shader used doesn't support VR rendering
Or was made specifically to mess* with your eyes lmao
Im just using the latest liltoon
I'm not sure if liltoon has an option for rendering in a specific eye or not, but do check
hmm
It seems that this shader does not have the function you mentioned
By the way, this issue occurred after a build when the Unity Editor crashed, the shader script was damaged, and it appeared after reinstallation
It now looks normal in the editor
why is toon standard so sparkly/shiny in certain worlds?
hi guys, if im making a glowy material is it a good idea to turn off 'limit brightness'? also some explanation of what the other sliders are for would help too pls and thankyou :)
Brightness affects from external light, not the emission from material. So that doesn't have effect on the glowiness.
ohh ok thank you!
what platform are you on?
shadow tint is how much the shadows are tinted by the color ramp (which doesn't matter if you're using flat shading)
shadow boost increases the brightness of shadows, while min brightness increases the minimum brightness
again i don't believe these matter for flat shading
oh awesome, thank you for the help! :)
Ingame my entire avatar is shifted down about .2 meters from where it is in unity,
and my viewpoint stays up where it's set originally, ending up above the avatar's head ingame, everything else moves down with the avatar,
and this is even on a fresh export of the model from blender into a brand new unity project
is your avatar's position the world origin? and what's the scale?
is there an asset for addin eye tracking only to avis
jerrys seems to not work with only eye tracking
PC
it's a bug with toon standard that has been patched on Android and iOS but not yet in the SDK or on Windows. Not sure why they haven't pushed the fix to all platforms but it is known 🤷
I need opinions. Which rim shading looks better. The lighter one is my original, but the darker one is a bit more piercing.
:(
imo the first one. it's more realistiic. the second one looks like the dramatic face meme
xD Yeah I like the first one more too.
Honestly it just looks like every eboy avatar in this game even. Though because of how often I see that lighting setup, I'm wondering if that's just what people like
which is part of the reason why I am curious of it in the first place. Though I do prefer the less intense shading
buttons.
hey, any idea how I can get rid of the discoloration of the mesh? I already tried Mask -> Clear Mask
the jacket is wrong colour
why all my ays purple?
where find place to put shade
you need to install the missing shader
poiyomi, liltoon are the two most often used ones
I have both of thoes already installed
what were the instructions for the avatar?
and if you converted it to quest, there's a chance that some materials didn't switch to quest compatible shaders
the avy is set to pc rn
That's not how it works. You should read about the relationship between vertex groups, and bones
Suppose, for example, I have a gun or a cartoon mallet. Is it possible to have my fist automatically curl around the handle when it's equipped? Basically, "when (Mallet)=TRUE, then (Fist)"?
Yes
I think this is for custom hand gestures, but I think the process would be the same
just without recording the animation
Awesome! I just needed to be validated before I spent three days trying to do something that can't be done. 😅 🤪
I'm ten seconds into the video and can already tell it's exactly what I was looking for. Thanks! 
Great
Every time I go to edit mode the hair moves, how do I fix it
It'll usually default to the rest position - have you posed the hair or something?
can you guys help me with my texture, it looks weird in unity but in adobe substance painter its fine, 3rd image is how i exported it
and i would like to keep the details
Yeah, I posed all of the bones in order to make the hair fit the avatar
yeah you'd need to apply that pose to become the rest pose.
How do I do that
I usually do it via applying the armature modifier, but I think cats has some method also.
Thank youuu
Hey, could I save some help putting this avatar together? I’m using blender 4.4, and just using blender in general for the first time
Trying to port it to Unity and eventually vrchat
You can ask specific questions
"Putting it together" can mean a lot of things
just say what step you're stuck at and people can help then
So at the moment I have 3 major problems
-
I’ve sculpted the model, and finally textured it, but have no idea how to get the textures working when I move it over to Unity, it said there’s some kind of shader error.
-
When I port it, for some reason, the skeleton decides it is no longer confined to the prisons of the flesh. It was pre-rigged, so I have no idea how to rig it manually.
-
I’m just, in general, trying to figure out toggles and importing things into the model making, like clothing and the like
do you have screenshots?
'
I do also have the polyomi shader
I literally just have no idea what to do with any of it
you don't need the blender camera there, it often causes issues, delete it from the blender scene before exporting
for the shaders you need to apply the textures to materials and materials to the avatar
the armature looks attached to me.
is there something that makes you think it's not correct?
I’m trying to test rotate them, and for some reason, they’re just not working
Even full body rotation
define "not working"
Like, they’re lined up, but the actual bones aren’t attached to anything for some reason
Weight painting
Do you mean that moving the bones does not move the mesh?
I think so, like I said, I’m new-
Yes, weight painting.
do they move the mesh in Blender?
if they don't then that's a weight painting problem
How do i check that and how do I do weight painting?
I’ll do the skeleton rigging first
Pose mode
if you didn't rig it, it's not going to move anything
check in pose mode
add in weight pode
Or you dont have an armature modifier with the armature selected
How do i get to pose mode?
top corner
... left
i think
there's a drop down menu
I think you need to make the armature selected or the armature and mesh
i don't remember
select armature, then also select mesh, go into weight paint mode.
I see object mode, edit mode, sculpt mode, vertex paint, weight paint, and texture paint
yup, do this
my second guess was right
gotta have the things selected
How do i do that
move the bones? with the rotation tools
I’m not seeing a rotation tool
Should i call and stream?
okay, that's weight paint mode
I'm talking about checking if it moves in pose mode
weight paint mode ≠ pose mode
there are also lots of tutorial videos for weight painting, and a bunch of discussion in #avatar-rigging
exactly
it's kinda difficult to describe this well in text
Yeah, that looks like it's not weight painted, or you don't have an armature modifier setup right
Alright, so how do I weight paint it? How do I drag the tool
So i finally got to posing mode, but now all the other options like weight painting aren’t there
Yes, because you don't weight paint in pose mode, and you can't weight paint if you only have the armature selected - weight painting is done on a mesh object.
The bone selected (The head bone) Is the only bone moving the hair but its showing nothing as weight painted. Can anyone provide a solutuion? I asked in the blender server but nobody has responded yet.
note that just because something looks blue does not mean it has no weight, or the weight is exactly 0.
Right, i have no idea how to select armature and mesh
I have almost no experience with blender
time for a basic tutorial. But in Blender most things you can select with a click, then you can shift- or ctrl- click to select another thing.
I understand that part, but the problem is trying to figure out the “where in blender” part of everything
I know which is why I made sure nothing was weight painted to the heair but things still move with the head bone
right but if they're painted to a child of the head bone, of course they'll move with the head bone
If you start in object mode in the Layout view, you are in the right place to do the thing I said.
Its just the head bone, it moves with nothing else
so the head bone has no child bones?
it does, but its weighted to none of them
In exactly which order did you click those things?
Also does that mesh object have an armature modifier?
I retried it and did armature, and then body, and that seemed to do it
can someone help me with this question.
I'm out of ideas given the info I have, not sure what else to ask for either.
Yes, that is exactly the order in which I said to do it.
No idea how to check if a mesh object has an armature modifier
wrench icon in the properties box with the object selected, where all modifiers live
is there a way I can see every bone its weighted to at one time
I don't think there's a specific display for that, but if you look at the object's vertex groups, it'll have one for each bone that there are weights for.
Sorry again, I do appreciate your help, Even if the burnout of trying to figure this out is making me a box of stupid
Understandable.
thanks
ill check it out
Yep, that's it.
That fixed it, thanks
just cleared everything
yeah that's a good way to remove all weights, just delete those groups.
can you guys help me with my texture, it looks weird in unity but in adobe substance painter its fine, 3rd image is how i exported it
and i would like to keep the details, its only one material for the whole thing
Show your material settings perhaps?
how would i sync material swap toggles between quest and pc? do i just skimp out on skin shading for pc?
usually you produce two avatars - are you doing it with just one?
just use different materials between the 2 avatars?
if both avatars are in the same project, make sure to make a quest version of the FX layer and replace the animations to swap materials with ones that swap out for the quest compatible materials
otherwise it will try to swap into pc only shaders on the quest, and will use fallback shaders instead
Just a quick question: My glasses look like this in this world. I use "Shader Forge/Crystal Shader FIX" with render queue set to 3000. So now my question is this my fault or the world?
Any clue on why if I select my main avatar in Unity with every game object disabled it lags my editor down to 5 fps
interesting blend shapes, but ig you need to make your own
really quick question that probably has a simple answer I just dunno about: is there a way to change, lime, the default amount of height change when using the crouch or prone buttons?
I wanna replace the default crouch pose/animation with a sitting-down one, but when I test it in-game the avvie isn't actually on the ground but floating above it. I could be wrong, but my guess is that it's just cause the avvie's head is too far upwards in the crouch state so the rest of the avvie gets moved upwards to match it. Assuming that's the case, I want to move the default crouch "height" lower so that the sitting pose looks right (unless there's another way to fix it I guess).
Blender
Youtube can explain in like 30 seconds
huh
you cant change the crouch height of desktop mode
if vr you need to physically lower yourself
ah ok, thank you
is there a way to see what is causing my avatar to be high in mg? currently it shows 27.5mg/10mg but i can only count everything to total around 15mg (i can easily compress textures asdwell as the model if i need)
Is there any way to make avatar haptics go off when I touch a part of my own avatar? I'm making a double avatar with constraints and it would be fun to be able to touch the other half of it
I'm assuming you mean MB as in megabytes rather than milligrams, but yeah, Thry's avatar tools has a thing (mostly for textures), as does VRC World Toolkit (yes it works for avatars)
where can I install those?
I don't have links, but I'm sure a web search will turn them up
and which one is probably better?
I've only used Thry's personally.
i see it now. it says my model is 80 MB, yet my full size was 27mg. That literally doesnt make sense.
I really don't know what you're looking at here, I was just offering a useful tool.
the limit is 100 MB
unless they made it lower
it says the limit is 10 for quest
face tracking and lots more
thats why
default kitavali with face tracking add on
the more blendshapes, the bigger the size
you aren't using the kita with the 4k textures, are you? That one is kinda crazy.
i dont know tbh
plus, having face tracking and uploading to quest seems kinda pointless if i may say so
well quest users have to see the face tracking aswell
theres the 10 mb size limit tho
and blendshapes take quite a bit of that 10 mb in my experience
hii ppl dont know whats the problem but i cant psuh buttons with my hands ingame maybe i failed something in unity i dunno (pls dm if ya know what could be the problem)
hey guys, does rindo share a body with any other models?
compress textures? Remove unused blendshapes, shorten audio clips if any
kk
that are the only things I can think off
should i mention the fact the same model shows its 10MB in file explorer
is it quest compatible?
Hey everyone I was wondering where I could find someone who could make an avatar?
If not can anyone help me with the pmx editor I can't seem to open it
VRC Traders discord - link is in #1204490664637890580
Oh ok thank you
My anchored object toggle doesnt reset places when i toggle it, it will stay in one place but won’t reset to a new position, how do i fix that?
for some reason the viewpoint doesn't seem to be attached to the head?
I marked where the viewpoint should be with red in the in game image
like when I look down im clipping but considering the head can't look down that much I shouldn't be clipping
you don't have an extra camera on the avatar, do you?
which leads me to believe it's not attached to the head somehow
no
The scale is 1,1,1 in blender and unity, and how do i see if the position is world origin
ok now I got another issue, when I look barely down im floating
in vr
why is half of the body ik based on head rotation
Try moving the viewpoint back
here?
You want it to not move that much when you move your head around, so yeah the further towards the beak, the worse it'll be
Is there a way to bypass the texture memory limit for test builds? I really want a higher quality texture version for local use.
Let's say there is an animation clip with 3 keyframes, and it's set up with radial puppet with Motion Time enabled. In theory, when the float parameter is 0, it should play the first key frame, when it's 0.5, play the second, and when it's 1, play the third (last) keyframe. Or at least that's what I expect. However, when it's dialed up all the way to 100%, it actually plays the first keyframe. everything from 0% to 99% are played as expected but not at 100%. I guess it's because there are two keyframes at exactly the third frame. If the animation curves are smooth, continuous, and sinusoidal, this shouldn't be a problem. But for animation curves that look like / / /, not so lucky. This is something I wish to be fixed. Or, can someone suggest some workarounds?
you could use a blendtree instead, even linear you can get kinda complicated with what clips are in it
Oh you're absolutely right. Why haven't i thought of that? I even have some of those types of blendtrees. Thanks!
i have a unsupported shader on my avatar but i cannot find it. Is there an easy way to find this?
found it and fixed it
Im trying to make a phone toggle that has a specific hand gesture attached to it i watched @gilded seal s tutorial hut every time i untoggle it i get stuck with claw hands and the gestures break write defaults is on
is it possible to add a collider to the claws so that they can interact with objects, like them playable pianos?
If so, how?
sorta, kinda, not really, BUT - fingers get colliders and you can resize those so they extend out to the claws, iirc by default they're the size of your finger bones.
not really avatar help, but with my avatar project. what do I do in the case unity decides to be a d**k and corrupt my project with all my things in it and can't acess it anymore?
close unity, delete the Library directory, open it again
you inspect model and fugure out what shader/material is actually takes care of rendering the eye, as of now its clearly doesnt give a single about tranparency. alternatively/prefferably you remove verticies in blender if you wont need them
particles are not playing when i try to view them in unity i pressed play too so idk why they're not visible
Are avatar seats/stations doomed to be broken or am I setting them up wrong? Everytime I setup a station on an avatar, other users who sit on it will find themselves seated waayyy off from where they should be. This appears to occur randomly, sometimes they're sitting in the perfect position.
This doesn't happen on desktop either! Only VR users 💀
its how they are it takes a couple tries for vr users to get seated correctly
i believe it only reacts that way due to tracking reasons
https://github.com/poiyomi/PoiyomiToonShader uh, its not hard to find
unless you need pro and thats paid/pateron whatever
web search is your friend
how to fix? 😭 it’s like my second time doing an avi ever
describe what you think needs fixing.
the shading keeps messing up when i do facial expressions
Go see what the facial expression animations do, maybe they do a material swap?
Sorry to interrupt, am looking for anyone open to mentor? Building avi from blender w assets 🙏 would love to ask questions for help filling in the blanks?
feel free to ask questions in here.
no dice :/
Aaah okai, thank you 👍
Is it possible to import models from older games to be used as an avatar, or would it be easier to just make one from scratch using the game model in question as a reference?
depends on how easy the models are to access, and the formats and state they are in. If they are able to easily be imported to blender and are easy to clean up, then it's better to import it from the game. This will also preserve accuracy, which is better for more detailed models.
also just make sure you have the rights to do this
dm me if you want more info
rights D:
Hey so giving a avi gogoloco and the ik on the avatar in game is breaking Like the knees bend in into each other when I add it, any tip on how to fix??
would anyone be willing to hop into a VC with me to help me with a substance painter problem?
fill layer 1 is a carbon fiber texture and I was wondering if there's a way to get layer 1 and layer 2 to like. go on top of it in a way that doesn't make them emulate the carbon fiber material. I'm not big on them taking that line-texture thing
i recently got this n panic au model and i tried making my md oc out of it and i cant really publish it for some reason iit always has all this show up, what am i doing wrong
Scroll up see more error above.
my small brain has no idea what any of this means
Yellows are just warning. That one error written Error while saving Prefab that's the problem.
i wish i knew what you were talking about
but do you know how to fix it?
Do you see the error written "Error while saving Prefab"?
it just doesnt let me save in general
That's irrelevant. Do you see that error? Read more detail about it.
i dont think ive seen any error like that
nvm, looks like I can't streamline this and I just have to use a mask
It's half shown in your last screenshot.
this?
Yes. Missing script usually mean you haven't imported all necessary package required by the avatar.
Need help unity keeps crashing when importing an avatar during the upload process
Importing and uploading are 2 different steps.
When it is importing
Importing unitypackage?
Yes
i deleted a broken script and its actually saving i think now
That might break your avatar when you use it.
oh
welp lets hope it works
What package that you're trying to import?
RexouiumUnity_VRC_V007
Is it only one package that crash unity?
Yep
its currently doing this right now, i dunno if this is bad orrrr
You will know when you use it.
alrighty
Try downloading the package again.
the avatar published now time to see if it works
ok so it worked, only problem is i cant make it quest compadable [wow spelling issues]
Anyone know how to fix this?
I got this Avi from a friend and have been modifying it but the panosphere galaxy doesn't stay when the world is hidden
world is hidden? what do you mean by that?
Like in camera masks I turn the world off and my hair vanishes
the world doesn't look hidden in that picture, maybe it's an issue with the world?
This happens in png camera mode
alright, it may be that your mesh is on the wrong layer
it should be default
It's on default
Quite sure you can't even change the layer, it is forced to be on the player layer.
does anyone know how to make an avatar able to have quest support? i tried watching a video on how to do it but it still didnt work
i'm not really sure otherwise..
you need to install the android built target
how do you do that?
You want Android build support and potentially IOS if you want to upload there too.
alrighty
i installed the android thing but it still wont let me change it, am i missing something or am i just dumb
try restarting unity
oki
still didnt work, im deffinetly doing something wrong or im missing something
what videos do u recommend for people trying to recolor a base
Ohhh so esentially a skin
if you wanna think of it that way sure?
how do i make sliders
just in general
i know they're tied to animations but i dont know how
is there anything that can help make it easier
You mean Blendshapes?
oh yeah
truwe
my bad lol
wait idk
I just meant like
The user facing side
Like having it on your action menu
Radial Wheels?
yeah
you can record animations and set up the FX yourself or use Vrcfury
how would i do it with vrcfury
idk, I don't use it
- add a control
- set the type to radial puppet
- set the "rotation parameter" to the float parameter you want to use
using dolphin for 24 hours challenge (success???)
kthx :3
oh lol i have it open in the background
i'm not even playing anything rn
wait how do i add controls >w<
there should be a + button
where
damn this might be an xy problem
i'm tyring to use an fbx so i don't have an expressions menu right now
alright, then just right click in your assets, and click Create > VRChat > Avatars > Expression Menu
it should all be the top option except for the last one
no, this is on all platforms
you don't right click on Windows, you go to Assets in the menu bar
you should be right clicking in this area
right clicking works on windows, I've done it on windows and mac
it looks like you are right clicking in the hierarchy, which is the area on the left side. You should be right clicking in the project/assets tab, by default on the bottom side of the window
yeah i got it
any idea why I can't select different avatar all of sudden?
heyo, i were just curious if its possible to have a toggle for a head on a avatar, so you can switch between them. the thing im a bit unsure on is if it would be possible to still have avatar expressions on the avi
ive seen it done so it is possible, but i dont think the expressions will work on one of them
hey hey, just wondering if i have assest i want to add to my avi do i have to add them to both my pc and quest versions?
if you dont add it to one, it wont have it. wether to add extra stuff questies can live (and perform better) without is up to you tho
Yes, but you can only have one mesh object driven by VRChat's expression stuff. So you have two options:
- make the heads a single mesh and use something like UV tile discard to hide the one not active
- use two mesh objects and toggle them on/off, but implement visemes yourself in a layer in the FX animator using the
Visemeparameter.
trynna do sum for particles and i need to use alpha blended but it says its not comp for quest so any ideas? (Not using additive cause it dont work like that for me ) (and yes i know alpha blended is a quest world shader, but i need something just like it)
My friend and I are currently trying to import a model of Viktor to VRChat, but he has a few problems- Whenever the avatar is uploaded into VRChat, the shoulders are super broad for no apparent reason, and the arms are bent weirdly, but the model is perfectly fine in both Blender and Unity. (Shown above) We aren't really sure if it's a Blender problem or a Unity problem. I rigged the model entirely myself, and may have made a few errors here and there as I'm not extremely familiar with the process yet hehe any help would be appreciated!!!!
no shoulder bones?
how do you make physbones? i'm sure someone's told me before but i forgor
Wait nvm i found it
gotta look in Component > Scripts
What does "creating a backup" of an avatar project do? I assumed it would just duplicate the project, but I don't see one.
oh my god im dumb thank you
when i try using the camera in play mode it's very pixelated and i swear I remember cameras used to just show a live preview from a given angle. Wtf?
idk
i dont think so
how do i fix this? this is an fbx
that just brings me back as if i didn't even go into play mode?
You'll have to do the rig setup - most "from scratch" tutorial videos will cover this
???
yes i do have gesture manager
bro what
how do you get there???
tools > gesture manager emulator ?
I'm just trying to test a physbone jesus christ
this is confusing me a lot
i just want it to work
Okay
I still can't see any change
i don't know if the rig's been set up and this is all confusing me i'm gonna take a break
How can i add outlines to avatar(anime/cartoony outlines) quest comp?
anyone know why this is happening? only thing I put on here was gogo
are you sure thats the only thing and that theres nothing above it?
between the first and second i turned off quest upload
it says right there that you have missing script
If you added gogo, you likely miss vrcfury
it says "vrcfury" for a reason - it depends on it being present
i have vrc fury ive never gotten this message before ;~;
in that case you missed to put the basic gogo loco package
ok so it was gogo the second i took it off it uploaded just fine
the gogo vrcf package needs vrcfury and gogo loco basic from gumroad added to the project
...
and where is gogo loco
its always the simple things 
Is there a way to generate an imposter that is not on the website because the imposter I get from it is very bad...
no, you could make a fallback though, so far.
"VRCImpostorSettings
Impostors come out pretty good by default. However, complex avatars may benefit from some customization.
To customize your impostor, add the "VRCImpostorSettings" component to your avatar before uploading it. Changing the settings of this component allows you to change the impostor's appearance. You can add multiple "VRCImpostorSettings" to customize different body parts."
I cant find this anywhere ?
It's a component you add to some part of your avatar (usually the root)
Is there a way to make your avatar flat foot and heeled? I want to make my bee girl have heels but I don't know how to change the floor height so the heels dont clip into the floor
make sure you have a recent SDK, 3.7.x+ I think
I cant find it however
You've found your avatar root and have clicked "Add component" in the inspector?
Where is the Add Components exactly, I dont think I see it
all the way at the bottom of the inspector
Oh there it is
is there a way to make the chunky quest eyelashes in blender not chunky and ugly? i know it doesnt matter bc it gets fixed in unity but im tryna see how this new head's gonna look all put together and its kinda hard when all i see is giant black squares for eyelashes 😭
wait nvm i can literally turn them off, my bad chat
I have been really wanting to add this feature to my avatar for a while but I dont know where to start. I want to add a toggle that will allow me to manually control each eyelid (analog not digital) using the grip buttons on my controllers, the face would also remain in its default expression when toggled. I want to be able to reproduce this face
Damn
Embed fail
Also if you're good enough with blender, there's a way to anything 🙂
You'd need one blendshape per eye, then setup a bunch of animations triggered by a hand gesture
Would I put it on the action, fx, or gesture layer?
FX
How would I override the face animations when toggled?
Is that a component?
Otherwise it's just animator logic
Yes, it's a component you can add to animator states
I hate mekanim
Thank you for your help, do you mind if I DM you if (when) I need help?
Yes, I don't do one-on-one help in DMs for free.
Ill think about it
what is that rotation constraint supposed to do?
can i get some help
with?
player head is way above the avatars
holding a mirror on my face level here
Where is the viewpoint positioned?
you need to change it if you didn't
it needs to be at eye level
by default it may not be
in Unity on the Avatar Descriptor, it's under "View"
Oh,
my avatar didnt have avatar descriptor, i added it later on so it mustve been wrong..?
Like this?
Should i move the Z too
Put it about half-way into the bridge between the eyes
the white orb is ur eyes
u can press
edit
and move it with the arrow
or u can mess w the cordinates
the white orb is the viewpoint - let's be clear here.
i guess if u rlly wanted to it could be ur feet
Looks decent
you can also test it in vrchat and adjust as needed
umm, wrist-driven forearm twist
ahh. I set the weight on those to 0.5. And use VRC constraints now. Looks fine otherwise, assuming that's the right axis, mine seems to be Y, but I've also got "Solve in Local Space" checked.
thanks, i will try
easy enough to check in the editor (play mode not needed)
that seemed to work thank you~~
like this?@somber sequoia
Assuming that's the right axis, that looks like mine, yep.
ohhh thanks
hmm... pretty annoying that adding a particle system with a single particle that has no renderer still adds a material slot.
what in the World is wrong with him im cruing
You are missing a chest bone
I can't tell if any of the others are right due to their naming
wrong screenshot sorry i meant to send this, i genuinelt dont know why he moves like that cuz all the bones are correctly selected
yeah the whole thing moves perfectly
i just had this problem
its a blender thing it sometimes messes up when it exports
i got a few solutions
- Re-export it
which normally fixes it
but if it still doesnt work and give u problems you can replace the meshes like the body mesh
do mesh data transfer if u got the plugin, if not i can send it to you
and then have it copy weight paint from the bones
then delete old body and keep the new one
then just weightpaint again with data transfer
mine broke like this lol
can't say I've ever had this happen
if that still doesnt fix him you can re-weight paint manually however im not 2 sure how that works
ya its rare for me
but sometimes it just spazzes out
huh.
yeah literally never experienced this
it varies a lot
ya lol
u might just b lucky
O_O
sometimes itdoes it just for one area as well
like so
LOL
hi, i migrated an old avi, 2019, via creator companion and im getting these errors? i looked through every object in my scene and all the children and i dont see any missing scripts, and im not sure what this'd mean. I assume i'd just have to delete something i don't mind doing some of it from scratch if i must
Did you update the VRChat SDK?
i updated the companion and pressed update on creator config is there more in also have to do?
Make sure in the actual project, you have the latest SDK
luckily unity did it for me when i closed and reopened it lol
vrcfury has a fix missing scripts command
so it can attempt to fix them or just remove them if unable 2
that looks like a more gogoloco thing bc the "float"
i don't use vrcfury
i also don't use gogoloco
float is a variable type so-
it does say you should add the Mathematics package - you'll find it in the package manager
I dont know how to make a custom texture for a nardoragon model without paying for apps etc, anyone got some help for that???
put the texture in any art program 🤷
if you want an actual 3d model then idk, I think there was one but I don't remember the name
Im new to all of this so I got no idea on how to put the texture in firealpaca
i use Microsoft Paint 😎
I’ll try and see how to do that, thanks
A client lost the files for their custom one off texture. Is there a good way to get those back?
"lost"?
I didn't ask.
if there's no backup or it's not in the trash bin, I don't think there's a way to recover deleted files
how to make invisible shader/texuter on quest? when i tried it became WHITE and not transparentat al
You can't do alpha transparency on quest, best to remove the mesh entirely.
No way to download it off the website or something? Any history of support tickets helping to provide access? Only the textures are needed.
i got this model i found, and i wanna get ridof some parts of the mesh, So i made it transaprent witgh color of black + additive but it didnt work
blender has 3d painting options but it is shit
im annoyed myself no one mentioned any alternatives to paid stuff cus i wanna know too 😭
ucuPaint and layerPainter are blender add-ons that make it less shit
ArmorPaint can be got for free, and it's really cool, but also really still an alpha release, it crashes a lot.
where caniput this? a middle finger fx gesture thing?
Idk where to find it so i can replace rock and roll for it
Gesture animator. If you don't have one, you'll need to make one, I think there's an example somewhere in the SDK's samples section
ok so what in the world is happening here why is he turned around backwards except for his feet when i enforce t-pose IM SO TIRED
is there any way to remove texture backgrounds for quest within the shaders available
im getting an error on a simple on and off toggle, any reason why?
this is all it is for both on and off
which way is it facing in Blender?
how do i add these to an avi? its ReaLight on Booth
I'm trying to set up a tail idle animation, and the animation works in preview, but when I go into gesture manager to test it, it only animates some of the bones. Can anyone help me troubleshoot please?
got a physbone on there? Did you check "isAnimated" at the bottom?
You know what, I thought of that the moment I hit send, that's most definitely the problem
Thank you
its facing forwards in blender as far as im aware
"forward" meaning what?
like
can anyone help me set up a proxy receiver with a blendtree animation?
Also make sure you've applied all transforms.
@valid jetty
the avatar looks completely normal/correct in blender and all bones are correctly aligned and rotated
they all move normally too
what he said
Okay so it should be facing -Y. If it's not, it's wrong, and can cause this problem unless you specifically work around it facing weird. That's why I was asking this very specific question.
does anyone know how to add this im really struggling
I do notice you have something labeled "left shoulder" in the right shoulder slot. I'm betting one of those is named wrong, but you should go make sure this is right.
we went back and fixed it
this image doesn't tell us much useful - what are these? Does it come with any documentation?
the names were just pasted and he was too lazy to rename them
its a ReaLight System by Miu for booth avis by Miu
Hmm I'm not sure what to suggest then, if I don't know what state it's in.
I didn't see if you said you applied transforms on the objects though
no idea what that is
it looks like this when i click on it
im not sure either, im not the one doing the blender stuff im doing everything in unity
"liltoon preset" - a shader preset probably. I'm not sure how that one does things but I bet there's docs on it.
thats what i thought to but its only the unity package
is there a way to have a bone parented to another bone but not copy the rotation of that bone? I'm trying to make something similar to mickey mouse's ears where they always face one way
child bones always move with their parent, there's not really a way around that, but you could make it a child of a higher up bone
well then could i have a bone that copies another bone's movement but not rotation?
you can use constraints to do stuff like that. I'm not sure what bones these are but humanoid bones don't move, they rotate
is there a tutorial on constraints ?
yo slap position constraint (while object is completely outside of the bone), you add source bone, you activate
i dont know anything abt constraints though that's why i was asking if there's a tutorial
as usual, start with the VRChat documentation. Also any Unity docs will apply even if the fields are slightly different.
havent seen any usefull vrc constraint ones and generic ones are less functional/obsolete
how it feels trying to find anything vrchat related in video form
it is in fact facing -Y by the way, just checked
honestly I specifically look for not video form
Excellent, that's good
also make sure you have no un-applied transforms
i much prefer videos it's leagues easier for me to consume knowledge that way
I'm the opposite, I don't want to watch a 20min video for 20 seconds of information
reading is just confusing because im dyslexic as hell
i cannot read anything with more than one line of text i end up taking more time than if it was just read out to me in a video
ok so idk if it makes a difference but we just realized that the feet arent facing backwards, but his entire body EXCEPT his feet are facing backwards
are the feet a separate object?
no
then that is very strange
Follow up to my previous problem, I have a tail puppet set up now, one of my transition parameters isn't working properly. When my parameter TailBlendH is greater than 0, it constantly plays a transition from the Blend Tree to another state, either the idle animation or the unmoving animation. I don't know what else to check that I haven't scrutinized like 5 times over already
I wanna make my own avatar using a base but I want to know how I can make it transparent like this free avatar (I can use the same base, but I wanna have the same type of effect)
The inside of the tummy is like a moving texture but also hollow seeming
Assuming not-quest, since transparency isn't allowed there, probably just alpha transparency for the outer texture and another bit of mesh inside? Or maybe custom shader.
No issues when TailBlendH is less than 0, and no problems at all with TailBlendV. I'm not sure where to look here, every transition condition that should say when "TailBlendH is greater than 0" is seemingly exactly where it should be
Ohhh I see, I see so if its for the quest, is there a way I can make it appear more jelly like without transparency?
can't say I've really thought about that
Ahh I see, hmm maybe in the future thank you for letting me know though! I would of been getting a head ache ❤️
how do i set up custom viseme controls? and how come it keeps getting stuck on the first viseme, or just not transitioning to the next viseme, but would transition to the silent viseme just fine
anyone know how to set up blendshapes with a proxy contact reciever?
closer the sender is i want the blendshape to be scaling up to 100.
Have the blenshape at zero when nothing is in the reciever
How do you turn off Visemes?
you can do it with VRC Avatar Tracking Control, if you want to control it at runtime
my current parameters
i want it to be snappy from one viseme to another, rather than smooth transitions
I'm trying to make an avatar stop mouth movements entirely
Right, at runtime, what I said. But you can also just not configure visemes in the avatar descriptor
so one of my avatars is now a default robot on pc only. They worked fine before and i made no changes to them since i uploaded them last year. thing is, it doesn't say security check failed so idk what happened.
Could someone walk me through the vrchat importing process?
We have videos for that:
https://www.youtube.com/watch?v=bSwMz4WcajQ
Tried
Feel free to ask specific questions here.
sorry more questions i feel like a nuisance - he is fine in blender, and i have solved the previous issues but now when importing he has no head bone? he has one in blender, fully functional
if it didn't show up automatically, drag the right bone into the slot.
sometimes it can't guess correctly
oh perfect thank you it worked
How do I import blender files to unity? I ask because when I export it as fbx file, things go really wrong. It doesn't have the texture, it doesn't have the edits I made, and it probably doesn't have any of the bones and stuff I did too. I can show you what I mean by this more specifically if you'd like.
Before I even continue the youtube tutorial, I need to fix this for obvious reasons lol
it's not going to have the texture, those are separate files you use to build a material in Unity.
OH okay
I'm sure it's obvious I'm new to unity lol
Should it have the edits I made though?
re: the other stuff, make sure you have mesh and armature selected when exporting, they'll be in the file
and set "apply scalings" to "FBX All" in the export window. And uncheck the option about leaf bones under Armature.
I'll try something I just thought of which might have the problem and the thing you just told me to do brb sorry and thank you
@somber sequoia This shows up when I go to build and public
add a VRC Avatar Descriptor to your avatar root. This is covered in that tutorial video.
Manual avatar setup?
?
The video
This is avatar help
Yes
I am watching this video
lol
3:14 is manual setup
That's what comes up after it tells me to press build and publish
I admit I've watched this like, once, and not recently, so I have no idea of timestamps or anything
but anyway, you don't have an avatar descriptor, and you need one.
Okay
What is it and how do I do it because I'm not sure it explains it in the video and if it does, I have too little knowledge to identify when it starts talking about it
if you haven't read all the docs on VRChat's website, this is explained here:
https://creators.vrchat.com/avatars/creating-your-first-avatar
Gonna read through this again ty
what did you do there?
im currently merging vertices but i only noticed now that it for some reason looks different on object and edit mode
the vertices havent been merged yet on that part though
ah ok yeah. What you have are edge normals not aligned the same. Once you join, you can select all the faces then in the mesh-> normals menu, "reset vectors". This will ruin any custom normals though, so if you use those, beware.
if you have custom normals and want to keep them you can get complicated with data transfer modifiers exchanging edge data between parts. it's tricky.
Hi we're do I go to ask about a custom skin
help on one? maybe here. commissioning one? VRC Traders discord, link is in #1204490664637890580
Thx
Running into an issue. im not sure why, but once the avi goes into playmode, it kinda shifts up a little bit? makes everything float a couple inches off the ground and messes up the avatar viewpoint. Any reason why this may be happening?
may be something to do with this? the avatar height is normal, its not microscopic, however all my recievers and stuff, once attached to the rig for the model, need to be made unnecessarily small. If anyone knows a fix for this, that would be amazing
check your avatar's rig configuration
the height of the armature or hip transform may be in the wrong position
what should I be looking for?
its quite a simple rig
your avatar's feet not touching the ground
the same issue that is present in play mode
yes, or click "pose">"reset"
yeah that fixed it, ty. Any way to fix the tiny scale on the bones? its not gamebreaking, just annoying to type all the zeros
i'm not really sure what you mean
oh all right. Thanks!
like, every avatar I have ever used besides my own personal models, dont require recivers and colliders to be this tiny
must be exporting it wrong
its the same for phys bone colliders
have to make them tiny
ohh yes, this is because your export settings have the scalings set to "All Local". Try setting it to "FBX All"
not on this avatar though
just in the future
unless you want to re-do your unity setup
since it will break the model and make it look all distorted and stretched
ahhh i see
yeah cant be bothered to do that and it isnt broken
thanks for the information, legend!
I'm trying to add headpats to my avi. I have it all set up with a gameobject that gets toggled on and off via parameter, etc.
The one issue is that at runtime, although the animation starts playing in the AnimationController when the parameter is set, the actual gameobject doesn't get toggled. I also can't toggle it directly via the inspector. It seems something is forcing the gameobject off. Does that make sense?
Finally figured it out (of course, only after I post asking for help haha)
I needed to set the Hearts layer weight to 1
im having an issue activating an animation with a bool controlled by grabbing a physbone, only the first frame of the animation is playing and not the rest of the animation
on transition back to idle set exit time 1
nevermind, my issue is that i had "can transition to self" turned on
it was transitioning from the any state and into the animation over and over
can anyone tell me why this is happening?
Depends entirely on how its set up
how do I add a toggable seat to my avatar I tried following a video it didn't work
Pretty sure if you just disable the gameobject the seat is attached to then the seat will cease to exist
yeah but I want to be able to turn it on and off
is there a way to change the idle hand gesture animation? and if so how?! ^_^
You have to customize gesture layer(or so called "hands layer") to switch out the motion in idle state.
I just want to use the quick launcher to test my avatar with myself on the same system but it doesn't even have the local option and just tries to open multiple games.
is the problem that you don’t know how to get a toggle?
not necessarily, all the tutorials I find are outdated and apparently don't work how they're supposed to. I followed this one https://www.youtube.com/watch?v=uvlSJjfDgIc
and everything works except in gesture manager when I use the toggle, I don't see anything changing
everything is named correctly?
yes.
Hello! are there any tutorials for audiolink using liltoon? I can't find any 😭
does anyone know why the local option in instance info of vrc quick launcher isn't showing? it was there before but now it isn't I need it so I can test my avatar with myself.
Local as for testing local world?
i may be dumb asking this but can i use Modular avatar to set up the outfit then use VRCFury to link clothing or do i need to use armture link and blendshapelink
@glass geyser for chair to work it should be on by default. ie its active in hierarchy, then on start animator hides it, unhides on toggle
tho it shouldnt affect unity testing, only breaks in game itself
alright well maybe I was judging to early cause it was enabled as I built it, but it just didn't show the outline in gesture manager so I'm assuming despite that, it'll work in game?
yeah, idk what happened, the game was outdated on that pc cause it's my secondary one so after updating it, and launched the quick launcher it was gone. but I learned I can create a new world project and build and test there with 2 instances and that will allow me to have a copy of myself in the same instance
I didn't know that, then.
can someone help me idk how to add gogoloco and i dk how to change the rig type cos its not a button its staying as non-humaniod
iv downloaded goloco
use VRCFury for Gogo Loco, it's easy.
for rig type, find your model file in the Project window (usually at the bottom), click it, go in the Inspector and find the Rig tab. There'll be a dropdown to change type there.
(this part is also detailed in most of the basic avatar setup video tutorials)
click your fbx in the assets, go to rig and set it as humanoid
here, maybe this will help
instead of configure, you need to select humanoid from the drop-down
do i have to start all over again ?
No?
You need to do what we're saying
set the animation type inside of the rig menu as humanoid
i sent a screenshot hoping it'd help you find the option
it wasnt there i gotta start again but thank youu
?
"it wasnt there"
hihi!!! friend and i finally got the avatar working nearly perfect, (thank u guys for ur help!!!) but i was wondering - he has four fingers on his right hand, how can i make it move more naturally? it looks kinda goofy cuz it auto-mapped his thumb to my pointer finger 😭
if you mean the rig menu, it needs to be there, unless you're not clicking the fbx
you can go to rig > configure and remap the fingers
thank you!!!
How can I make a contact that switches a material once activated?
Ex: I want to make a cheek kiss contact that will swap the material once someones face gets close
just like any other material swap toggle, but the contact receiver is what enables the variable
Potentially dumb question - I'm working on an avatar that has a substance painter file, but the export settings aren't preset - That is to say, the project's default metallic map contains a glossiness map in black and white on the alpha layer, but I can't for the life of me figure out how to export the file from substance painter to have a metallic map that has that same configuration. Any ideas?
I've made modifications to the roughness layer and want that reflected in the exported map.
You edit the export preset, or pick one that is already setup to do exactly what you want.
it's pretty easy to reconfigure those.
I tried, but when importing the texture into VRchat it had no alpha layer. I guess I'm just confused
Into unity sorry
i did have it save as a PNG
If you show the export preset you are using, that might help
Ah, sure. One moment
I modified a unity preset and made a copy hoping that would do it, but I think I'm doing something wrong.
Ok so the metallic one you probably only want to have metallic on the R channel
if that's the one we're talking about here. Then of course drag the other channel onto A
Ah, gotcha. Actually one moment, let me show you the texture and the part that's confusing me, it may show you what I mean
So it appears pure black until I chekc the alpha layer
And the material is set up like this
That's the default one on the project
as an aside, you almost certainly do NOT need this to be even 2k 🙂
I keep getting "There are no VRC_AvatarDescriptors in your scene, Try adding one to your avatar before entering" I don't know how to fix this problem (im new to this)
Hey! I know little about 3D modeling, but really want to begin making vr chat models. YouTube tutorials are all either outdated or too fast paced, so I was wondering if I could have someone 1 on 1 me?
If you’d like, I can pay you for your time! I know that sounds fishy but I’m being genuine haha 😭
I’m a 2D animator and artist, and know some stuff about modeling but not much. Please lmk!
Sorry this is so random 😭
Add a VRC Avatar Descriptor to the root of your avatar. Most tutorial videos will cover this.
I plan to use blender and such :>
So you see where it says "Metallic alpha" and the only black and white detail on the texture shows when I look at the alpha channel. So what I'm trying to figure out is how to export it exactly like that
any video recommendations?
Youtube creators "Sipp's Avatar Box" and PxINKY and FuuujinVRC have a lot of great tutorials.
Right, if you put the glossiness channel into 'A' in that export preset, and metallic into 'R', ignoring the others, it ought to work.
Ahhh. I will try that, thank you
I really appreciate the prompt answer, I got maybe a half hour before work and thought I'd have to wait days to get an answer on the creator's (not very active) discord lol
You can always export them as independent greyscale images then combine them with a tool afterwards, such as Thry's texture packer or even ImageMagick.
thanks
It worked! You're a miracle worker.
I keep gettin these errors when trying to animate a material swap
I know a lot of people use this as a base. Maybe this will help if you dont wanna make it from scratch
https://hfcred.gumroad.com/l/Among-Us-Follower
ah that was the thing I was going to link also
Any ideas?
never seen that one before
It happens just when trying to animate a mat swap like normal. It wont let me place the material on the avatar
I made the first animation with no issue, but now I can't make one to turn it OFF.
Could this have anything to do with it?
does anyone know how to make eyes work in a low poly avatar?
because for some reason the pupils just dissapear
well how did you make the pupils
i didnt make the avatar so idk
i ordered it from a guy on twitter
should probably ask him then
possibly there's a gloss layer of mesh over the regular eye mesh, which you'd have to make transparent or remove. I kinda wish people wouldn't do this.
that might be the issue becouse i can play around with the eyes in unity by simply rotating the eye bone
and it works there
i found the issue
the 0.0.0 eye rotation is way out of the eye sockets
the normal eye rotation turs out to be 3.409005,67.5933,81.02155
alltho the new issue is that now both eyes are in one socket
figured it out
When I import any mesh to the blend project and move it around it always moves the whole thing??? Help
I made a video to help explain the issue I'm having, because I feel its easier to understand than trying to type it out.
I need help on figuring out how to make the proximity override the toggle no matter what. Please help!
Sorry for the crunchy mic, I have a fan blowing on me so my noise suppression is working overtime. Lol
I checked that out, but i still dont understand
stil ldoesnt work
I'm adding emotes to an avatar, I've made a good handful enough for gestures but for some reason they break visemes.
I have an example animation from another avatar that's compatible and I've added it and it doesn't break them for some reason, so I'm trying to figure out what is causing my new animations to break but these ready-made ones to work just fine?
Where would I begin to diagnose this issue?
.Anims were corrupted fsr!
tried updating, still errors, ive tried many different unity projects with no avail
Have you tried restarting unity? If not, first try reimporting your shaders.
ive restarted yes, also im a bit new, how do you reimport shaders?
are you using the creator companion or a raw unity package?
cc
Gimme a second to open vcc rq
also keeps saying loaded data for an avatar i dont own?
Oohh
Okay no, go to the avatar, find this field
click the detach button at the bottom
are there any missing scripts on your avatar?
Otherwise to reinsall shaders, go to the vcc, find the shader package, hit the minus button, go back into unity once it's done uninstalling and hit ctrl+r, then go back into vcc and reinstall by hitting the +
no? i have just imported the model(s), its textures, and gogo, then done toggles with vrcfury
ill show the avata and its assets rq
Well, try the shader thing unless that just uses the standard unity shader.
If you haven't restarted unity I'd do that b/c it can be finnicky sometimes.
Its using mobile diff
also: no, it shouldn't unless it becomes a requirement.
devs will let you know if that's the case
Hey does anyone know why when I go to the sdk and look at the content manager I cant see my uploaded avatars? When I hit fetch nothing happens
another issue, i dont see shaders srry
Textures won't appear here, shaders are a different thing.
also you won't for the mobile shader, it's a unity default
If you go to it and already see your uploaded avatars, then hit fetch, nothing will happen unless you upload a new avatar or change something about an avatar, like their name, tags, thumbnail
heres the error log for the avatar validation if it helps
TY!
I dont see my avatars though. I know i have them as i was using them last night and i wanted to remove one
and nothing is showing up
Check on the website itself, servers might just be being funky.
did you try clicking "fetch'?
Okay, click on your avatar and their mesh
the model doesnt have eyes, jaw, or fingers
the mesh just needs to have its limbs and stuff paired up properly that's an easy fix
and it has toes
you still need to set where those would be
you don't need to set each individual finger iirc
I have an avatar that doesn't and it uploads fine
The config looks like, is the hierarchy correct?
so just set to any?
They can be empty
man, back to blender i assume?
this is what a hierarchy should look like
for me i just leave their respective names so it all works out
only had to change hips name
Assuming i have to just get rid of one spine right?
i did this with the spine
you should check pinned messages in #avatar-rigging to see what a vrchat rig should look like
removed one bone and enlarged the rest
see, i wanna use rigify, but i like the normal rig
it fits good
your rig needs to fit the vrchat requirements if you want it to play the animations
plus remember to untick the leafbones when exporting from blender, you don't need them
i don't even know what I'm looking at here
so do i have to use rigify then?
okay, this isn't that bad, except the hip area is still messy
wait, this is hips apparently?
what are these for?
anybody know what to do ?
i have never used it in my life, i do not know how it works
pelvis
bottom one is hips, spine, then upper chest
it def looks better
thats what i got
just map the upper chest to chest in unity and it should be good
ok!
why do you have 3 head bones?
