#avatar-help
1 messages · Page 136 of 1
how can i change a avatar default pose? from a t-pose to the one where its like a t-pose but the arms are more down (idk what thats called)
a-pose?
A pose?
you could move it in Blender, i think
i don't think so
darn
Does anyone know how I can add toggles to a 2D avatar?
what do you mean by that?
I would like to add a toggle that makes the back of the PNG avatar another image
Im having a problem with the toggle not showing up too
any errors?
No it just doesnt show
what method did you make the toggle with?
I think its because the PNG avatar isnt a real avatar in unity
VRCFury
can't help there
i can send a manual toggle tutorial
idk if vrcfury works on non-humanoid
you need to open it
windows > animation > animation
and make an fx layer
generic avis get it too
Can I screen share?
Alright
what does this mean
I'm having an issue with my VRC avatar where the body is appearing in front of where it should be. For example, if I cross my arms across my chest they end up inside my body.
I've got Unity open, how do I fix this?
Animation, not Animator
sure it is.
Got it, thanks
Guess no one knows, or I got missed...sad
well, is your rig straight?
I haven't a clue, this is a converted VRoid Model
I believe the person I paid to do it used Blender
I certainly missed it, whatever it was.
here
yeah, bring it into Blender, inspect the rig.
mhm
If I have to mess with rigging this is definitely above my pay grade.
Fuckkkkk
return to creator, ask for it to be fixed
I think he's willing
must've been something the person you hired did
What’s odd is that it looks fine in first person but in third person it’s messed up.
what does that mean?
If I look down at myself the model looks fine, if I cross my arms across my chest it looks fine
But looking in the mirror my arms are inside my body or behind my back
that's weird
Its still not showing up
No idea what it could be?
I did everything
nope
Hello I have made an avatar model but can't get it uploaded can anyone assist me on this matter
possibly - provide details
I'll DM photos
I don't do DMs, post in here so others may participate.
OkY
To be clear I didn't say I could help, just that possibly someone here can, if you provide detail 🙂
yes
So I have uploaded the model now but when I go to load the avatar it's just the starter avatar
Nope don't think so
sometime when it fails the check there's something that's way outside of the reasonable bounds for that stat
Are you uploading for Quest or PC?
What are all the alerts under "review alerts"
There's all the alerts
well, it's not humanoid, it's gonna t-pose all the time
That...
How do I fix that then
and your not in android for platform.
I cannot select that
select the avi on t he left side, click inspector on the right side, scroll down, select humanoid
Having touble getting visemes to work. There's no mouth movement when I build and test
are all of them filled?
Hmm, I'm not sure this makes sense to me. Where would you select that?
that's not gonna work
Is it the silent one being set to none doing it?
you need all
put something into sil
yes
plz make a full screen screenshot
not a phone camera pic
I do not see humonide
Shoot, I don't have a blendshape for silent :/
Eliot, I followed the tutorial and its still not showing up as a toggle
that's not the correct menu
Ah
I know how to set this already, which is why I'm asking about your instructions, they don't seem correct.
i do not know how to help any further
Thanks for the help
Which menu is it?
Ok
I think its because i dont have an avatar set in the animator tab
Because you didn't do the humanoid setup
The animator component gets that filled in once you switch to humanoid
Im doing a PNG Avatar with no 3D model / FBX
Okay, without an armature it won't be humanoid.
Yea I'm getting lost is there away anyone online can do commission to fix it
they're trying to make a material switch
animation
commission people at the VRC Traders discord, link is in #1204490664637890580
I'm guessing in that case having no avatar in the animator component is fine? I admit I haven't tried this
yeah I assume it should
I've done animations in worlds where you don't have avatars at all, so that should be just fine.
you could try merging some of the bones, rather than just deleting
skirts are hard in any case though
yeah, I'd expect to have to go over all of the weight painting after adjusting anything
Would anyone have any suggestions adding accessories to a puppet dragon? It does not work like it does with a normal avatar 
Do you need screen shots of certain things to help or is it a lost cause
sorry, I'm not sure what you needed help on?
Right so where are you stuck?
https://www.youtube.com/watch?v=QpM76U7TfNk I followed this tutorial and after all that it doesnt show up on my circle thingie in game
did you add the menu item?
Wdym?
You have to add the toggle to the menu if you want it to show up on the radial menu in-game
No I added it
Bump 🙏
To the main menu, or to a sub-menu that's definitely added to the main menu?
Main Menu
Look
Ok looks good - we assume that menu is the one in the main menu slot on the avatar descriptor?
Huh?
what part of that can I explain further?
I do not, I mean the avatar descriptor, which is on the root of your avatar.
there's a slot there for the main menu, and one for the parameters list.
Yes. The menu file there is your main menu. Make sure that's the one you're editing, or a sub-menu on that.
It is
it ought to show up in-game then
well if you have no playable layers then any animation you make will not be activated in-game
wdym
Putting an animation controller into the Animator component does nothing for the game, it's only useful in Unity.
yeah, you didn't drag the fx to the playable layers
again, some docs: https://creators.vrchat.com/avatars/playable-layers - though this page doesn't really tell you why
oh actually it does, good.
how do I do that?
click customize
and you see what you have in the Controller bo
x
it needs to be in the FX layer
all? nobody said all
mb
That last link I just shared describes which animator is used for what thing, in this case you want to use FX. So drag your controller into that slot only.
Leave the rest as-is.
yup
Ok
So im making a matching avatar set
And when i reopened the scene for one of them the descriptor is just broken
None of the eye look is working and re adding the descriptor doesn't work
HELP
i imported a unity package and now no MODELS ARE SHOWING UP
In the scene mode
what do i do
i clicked the unity package and import it into scene
the packag
package destoryed all my vrc descriptors!!!!
i didnt but it keeps happening-
save
okay
the scene probably closed
if you saved it, you can open it again
if you didn't save
you will need to re-do your avatars
oh hell no..
wtf does scene closed mean
like i click the box to hide and unhide the model but it just doesnt hide nor unhide it
it just remains hiddden
on stuck
for example i clicked on this model
and its supposed to show
however it doesnt show anything
maybe it's cause the scale is small or the view is too far away?
💀 ..............
kinda-
now some models just..
disappear..
after i enable them
they appear for one second--.-
and later nothing
weird
like the body flashes for one seconfd
second then nothing else..
fuck i hate unity
idk what could've caused that
..........
try making a new project and importing the unitypackage there
?????????
maybe this one is bugged
what?
the bot be like "aah you to noisy" stfu..
m
god i just will try to restart the project and try to fix it
cause i cant just make a new one with all models
its impossible
it is just not possible
there's also a case where if you don't have a shader package installed, the mesh objects will be invisible.
or if you opened the wrong scene.
you didn't show the hierarchy in those screenshots, so these are just guesses based on no real info.
yeah
getting this error when trying to upload, i own the model, but its been about 2 years since i got it, and im trying to publish it on a new account
Turns out, yes.
The model's rigging is TOTALLY fucked.
@drowsy ginkgo thats a random error sdk throws on any other failure, look for other red errors
Idk HOW that happened, but like, the back of the hoodie indents itself and forms a massive crater in my back when I move my arms
ouch
So, great...
And I don't have hundreds of dollars or months to wait to get it fixed
So
I'm just fucked
idk what they did to make it like that xD
if it's just the hoodie from vroid, it shouldn't have problems like this
And yet throwing blame at someone, does not change the fact that it is in fact messed up.
alright
It doesn't fix it.
I would prefer it
i can convert it for free, if you'd like
if you send me the vrm file
i know it can be annoying to have your things not work like they should
I might need you to do so. I'm also trying to figure out how to add GoGoLoco and that's also not working. I had them add a working Handgun prefab for fun and my guess is something with that messed it up.
yeah, i can do the gogoloco part
i've sent you a friend request, so you can send me the vrm
AND how do i fix
what shader package
like
if it's that specific thing, install the shader that the avatar uses. I have no idea which that is, of course, perhaps the maker's documentation explains.
Possibly there's a clue if you look at the materials
no
everything looks fine
but again
i enable an avatar
and it turns transparent
like for one second
i see all the model ITSELF
but after one second
the body just vanishes
for some dumb reason
so the avatars are present in the hierarchy, and you're just having trouble with them not displaying in the Scene view?
yeah
the scene view just
makes them disappear immediately after i enable em
and when i try to export the prefab from scene
and then back to the scene
the prefab variant
wont even load
also i wanna mention that
importing the package
deleted all my vrc descriptiors
for no reason
at all
I'm not sure I understand what that means?
huh
wdym man
the descriptors literally got removed
from the inspector
i had to revert the action
to renable em
and abt the avis that disappear
wlel
well
they just flash appear and disappear right after
did you add the avatar descriptors yourself? And when you reimport, you're reverting back to the original package stuff that didn't have those?
'cause that seems normal. Odd that an avatar package would not include those though.
it was a wierd bug with .2 pull vs .3
weirdly enough its happening with all the phybones
include that
what
happening to other physbones too
i think my shorts failed to load properly
can someone help me with this view point bug I'm having? The viewpoint on the avatar in unity is fine but my eyes don't seem to line up with other people. I've temporarily fixed it before by messing around with my play space floor level, and my "actual height level" setting I think.
try reseting your height and make sure you arent sitting while going downstairs
when I get it perfect, log off till next time, the next time I'm on it's bad again
weird, can you help me with my problem
I'll assume it's fine I just want to upload this to my profile and play with this avatar
what file type is it?
it needs to be an FBX, I'd guess it's a VRM now? How/where did you make this avatar?
i had it made based on a picture of me, i have it open now
Do i save as then
not what I asked
What did you use? or whoever made this avatar
Blender?
something else?
Audiolink isn't loading correctly in unity. My shaders aren't reacting to it. The music from the audiolink avatar prefab does play, but my shader doesn't react.
its currently .unity
avi
that's a video file type
an avatar for VRChat needs to be an FBX, so depending on whatever yours is now, you'll need to convert it to FBX
i will not be downloading this.
and I'd advise against sending files like this because anyone can download them
and if you didn't make it yourself, it may be against the tos of whoever did
i fixed it, its password protected anyway
Anyone else having issues with audiolink?
My friend plays VRChat, I don't but his Girlfriend and him were talking about how cool it would be to get their WoW characters as avatars for VR chat to run around with, I have the models, i can make them, i have made them because I've used them in blender practice before. I understand to a degree that i'll need unity? but I would really appreciate being pointed into the right direction of what to do. I have all the animations pre-ripped for the models, i have the models as fbx formats, i have the texture files. I think I have everything ready to be converted for VRchat but I dont know the steps after where Im at and I cant find consistent correct info to get there. If someone knows what to do and is willing to help guide me I'd really appreciate it. Whether you want to add me on discord and spam me instructions, or work side by side with me showing me step by step idc id just grately appreciate the help.
I got his model all textured and ready to be ripped out of Blender...could anyone give me guidance on what to do in unity?
which setting do i use to convert it as a fbx
you use Blender.
there's no "setting"
whatever it is now, Google a tutorial and figure it out from thete
thanks
if it's rigged, do this https://youtu.be/rRAnDMUbWt8?si=2DRhZc91avG3JvKN
sure, make an armature in blender, make a plane to put the image on, export it as fbx, follow most of the standard instructions for setting up an avatar.
you need to export the fbx from blender
file > export > fbx
include the VRC Avatar Descriptor.
and then follow that tutorial
Anywho, I'm having issues with audiolink not working, anyone else?
put the .fbx file into your unity project, follow most of the basic tutorials on setting up an avatar. We assume it's actually rigged here... if not, you'd need to do that in Blender or similar.
No?
i have it set up so when i ripped the model from WoW it came out as a glb or waht ever and had all the animations built in so im assuming thats what it means when you say rigged.
though i also am able to rip the animations as basically skeletons as .fbxs too
nope, nothing about animation - rigged implies it has an armature and the mesh moves properly when the bones are rotated.
I've been trying to set up audiolink for one of my avatars, but it's not working, I have everything up to date, the preview music for the AudiolinkAvatar prefab plays but the shaders aren't reacting on my avatar.
In game or in unity or when exactly is this happening?
In unity.
looks like bones.
In play mode? You have imported the AudioLink prefab into your scene, right?
Yes and yes.
Yep, it should be working then.
Except it isn't.
You aren't running Linux, are you?
No
dear lord i forgot how rude users are. i just wanted to make my friend a present. instead i just get rude sarcastic remarks and unneeded rudeness
(you can't use the youtube player in Linux, which is the default)
If you're referring to me, yes, slightly sarcastic but also confirming that yes, those are bones, and so probably yes, this is rigged. But do remember that nobody here is required to help you, we're all offering this for free, however we prefer to do it.
Im trying to understand it myself
i tried to ask you questions, but didn't receive answers, so I don't really know how else to help other than suggests to seek help elsewhere
yeah - I get that a lot, people asking for help but refusing to answer questions we ask so we can understand how best to help.
I mean, I could just be like "RTFM"
My issue I guess was not looking deep enough into the shader.
im failing to understand where to look, please explain it like im 5
oh... let me guess - poiyomi but you didn't check on the global audiolink setting?
No, global was checked, the strength add was set to 0.
I asked what file type your avatar is, you'd find that in your files. Open the files on your computer and look what it says after the dot. Like you did for the project
I was confused because usually that isn't 0 by default.
one thing I see often is people setting the minimum multiplier to 0 instead of 1. You know, x * 0 = 0 🙂
Ye
(btw, I am in the "people" here, I've done that more than once)
Lol
im assuming since its in unity it is the proper file type but i assume .unity is just a scene
yes
To export any model to use in any game engine, .FBX is usually the go to.
yes
great so in unity, how do i export
you dont
your avatar file is in the assets, you just take it from there
see what file type it is
and use blender to make it an FBX
if it's already an FBX, just upload it
Definitely don't try to actually export from Unity.
downloading blender now
did you check your avatar file type?
im a total noob
you can follow this tutorial, linked here
If I buy a script that a lot of people use and I get an error in the code, how would I fix it? e.g.
AvatarPoseSystemPlugin.cs(1556,51): error CS1061: 'BuildContext' does not contain a definition for 'AssetSaver'
It's one of the most used booth assets, but something is stopping it from compiling
Download Creator Companion and make a project with the avatars 2022 template #creator-companion
and ensure you have the correct unity version as well
You'd probably have to post more errors, often without surrounding context it's hard to really say. It could be older than current SDK, or newer than what you've got...
Clearly it's referring to something missing... but why?
I tried it on my own computer, no issues. There's something wrong with their file references or something
do you have the same Unity version and also all the packages?
Same unity version, and it's installed using a .unitypackage
Right but where does BuildContext come from - VRC SDK? If so, are you using the same version of that?
Still can't find that option, I followed all the steps to my knowledge
look for the VRChat menu at the top when you have the SDK installed
I'm not sure, I think it might be core files of modular avatar? The manifest file of the computer which doesn't work isn't missing any lines
You seem to have the wrong unity version installed. The Creator companion is supposed to tell you to install the correct one though
I'll try it
I've been working on this simple VTuber mode for a few weeks, and now I'm in the post-processing phase. I used the image to planes + the shrinkwrap modifier to make the face, but I'm not sure how to apply that in Unity. Also, some of my objects are see-through, and I'm not sure why. I made sure to apply all my modifiers individually before exporting as an .fbx file.
If there are any guides for making this particular VTuber model, I can't find them. Any help would be appreciated.
see-through could be shader settings on the materials. They may be set to transparent
i don't know anything about shrinkwraps so I can't help with that
although if it's for VTubing, wouldn't it need to be a .vrm? But I guess that depends on the software you'll use, maybe yours takes fbx
thats just what ive seen in tutorials
most 3d VTubing software takes .vrm
that's what my avatar is
that's why I said, unless you have an .fbx for a specific reason (like VRChat) it should probably be a vrm
i dont plan to use it for vr chat just vtubing
It seems I have a good set so far
You have Unity 2022.3.22f1 now?
anyone know if displacement/bump maps look good on avis for scars?
If you made it good then it looks good.
ah yes, wrong unity explains it
Unity busy for 7 minutes..
Okay, solved it! Somehow the newer versions of avatarposesystem won't compile if modular avatar is out of date
anyone know how to fix these? its stopping me from making my avatar quest suported
it shouldn't stop you, it'll just be worse in performance
You can combine those in Blender, if you want
well i guess vrc just has something against me then
aha! I figured it was some out of date package
How did you know it doesn't let you upload? You definitely looked at the wrong error.
the android option is grayed out and wont let me select it
like this
did you install the android build tools though?
I expected packages to tell if they depended on something else. But yeah, it's solved now, so thanks anyway!
Have you installed android build module?
i think so
double check
alright
Yeah the problem is that when that error is thrown, it has no idea what that's come from or why it's missing, just that you tried to do a thing it knows nothing about. Difficult situation.
i defnietly [wow spelling issues] have it instaled [wow even more spelling issues]
that is also the wrong Unity
oh
you want 2022.3.22f1.
I'm a programmer for a living so I don't really want to admit that it's difficult. But it's the first time I've imported a unity package which didn't work on its own (except for when I installed two versions of the same shader)
Thank you
i mean i do have that version on the avatar
Oh - then yeah, some code was trying to call some other code that didn't exist 'cause it's not in the version of the library you have installed 🙂
I can't help you with VCC, sorry. I don't use it.
oh
Is it still possible to avoid VCC? I tried but I had to give up in the end
sure, you can use alcom, or just the command-line tool, vpm. I use the latter, it works fine.
for reference: https://vcc.docs.vrchat.com/vpm/cli
Then that means you either installed android build module into a wrong unity version, or picked a wrong version of unity to be listed as 2022.3.22.
does it need to be on this version?
Yes.
That is the correct version, yes. But it needs the android stuff.
it wont let me add the android stuff on it
Ah, so it's just package management stuff like nuget and whatever. I haven't worked much with package managers, I don't like using others code
Pretty much that's what vpm is, yep
It was nice talking, but I need to wake up in 5 hours
I think this is what happens when you install the Unity editor not via UnityHub, in that case you can't install the add-ons. I use Linux so can't comment on doing this via VCC or in Windows, but you can get to the archive of unity editor versions from the hub somehow, and usin gthat method you can also install the extra packages.
I think you can do it all via VCC though? There's this: https://creators.vrchat.com/platforms/android/setting-up-unity-for-creating-quest-content
my small brain is gonna hate this
if you open your project and go to build settings there, there will be a download button after you click android
next time I install in Linux I have to see if that works for me too, I haven't tried that
oh ok, probably the same place then
i think i might have found a way to make it quest suported i just gotta see how it works
so idrk where else to ask but where can I go to find someone that can create me a custom avatar. I tried gumroad but kinda my first time trying to get a custom so they are a little complex or whatever.
VRC Traders discord server #1204490664637890580
ohh ty
Hi, suddenly almost all animations have stopped working in vrchat and i can't figure out why. they work fine when i use both av3 emulator and gesture manager, and yes the weights are set to 1 for all the layers. is there any other things that can cause this?
Can I trust using I think it’s called Skrill, never head of it
I don’t trust it so idk
id ask in the VRCTraders discord, the mod team they have there would know if its safe or not aswell as if it wasnt they'd want to know who's trying to use it
they've got a support ticket bot: https://discord.com/channels/360224648132296704/878234796655018056
Hi noob here looking to get into VRChat, how to make clothes not stay T posing when trying to add new ones xD
how're you adding the clothing to the model?
Followed a vid and then uploaded model, character moves normally but the new clothes don't
I think I have to do more than just that
Maybe the clothes weren't attached on idk
are you adding it onto the model in unity or in blender?
do both the base and clothing share the same armature naming scheme? also would you mind linking the video used, it might be using an outdated method or skipped a step accidentally 
anyone think they can help? vrc debug manu shows it as playing the right state animation too, but nothing changes
Yo what do I do if I got an avatar that crashes me every time it loads?
switch to a different one on the website
https://www.youtube.com/watch?v=DX7mLFlm00s I followed this video but my thing stays stuck at building avatar when trying to upload
I already want to give up lowkey
fix what?
guys i fixed it the avatar worked fine vrchat just decided to not show any shaders and a restart of vrchat fixed it
what does any of this mean
you have rig issues
click on your fbx in assets, click rig and then configure
correct everything these, if it still doesn't work, there may be issues with your rigging
thanks
huh
looks like some of my bones deleted themselves when exporting from blender to unity?
or they like
turned into balls?
when checking the rig, the only things that are unassigned are upper chest and toes. do I need either of those?
No
that means that issues could be with your hierarchy and parenting
could you send a screenshot of that?
I don't think its that. I was having a spine hierarchy issue before but it already told me I fixed that.
heres my hierarchy
naming those better will absolutely help
I feel like it would tell me if it was a hierarchy issue, seeing as I had a hierarchy issue before and it wouldn't let me build the avatar until I fixed it
exactly, what are all of those bones?
that's not really how unity works unfortunately
figures.
the only unnamed bones are the spine ones.
sometimes it tells you "you have no head mapped" because you have the wrong parenting
any tips to reach that permission?
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
you have 8 spines? that's way too many
hello btw. nice to meet you
unless unity duplicated the spine 8 times, no. In blender there's only 3.
wait wait wait
i forgot I added a tail
which spines are mapped in the configure menu?
the tail bones are unnamed
mothing cares about tails here
its a shitty model
just trying to learn how to model and rig
looks ok from here
from what I'm seeing it should go
Hips - Bone
Spine - Bone.001
Chest - Bone.002
Neck - neck
Head - head
i also think shoulder bones may be parented wrong here, I'd need to look at my hierarchy to confirm
confirmed, they arw
parented wrong
that's most likely causing issues
damn, the SDK forced me to parent them the way they are now
so they were fine before?
i don't know what you had before
well, I was getting an error before about the way the shoulders were parented
from what I'm seeing they're parented to the Spine, it should be Chest
well, they are
that's not what I'm seeing on the screenshot
Bone.001 is your spine
your configure is wrong
and the parenting of your shoulders is wrong
it should be like I said here
can someone help me with setting up unity please
be more specific
so im following this youtube tutorial and it wont let me choose an editor, im unsure how to progress pass this stage
You need to download Unity
i have downloaded unity
is it the correct version?
specifically you need version 2022.3.22f1
oh i downloaded the most recent version
did i download this VRCCC wrong then if its 2022?
well I switched things around and now im getting visible errors
okay
did you switch it in blender or did you mess with unpacking it in unity?
and please provide a full screenshot
i messed around with the unpacking in unity
im gonna have to go back into blender, aren't I
you should never unpack
never unpack your model in Unity.
it made me, man
it didn't, you just didn't want to use blender
there's a few things that you can do that'll prompt you to unpack, but don't listen to that.
i've been using blender for the past 8 hours, I like blender wayyyy more than I tolerate unity
alright, I'll go rerig the model I guess
Hey so I have an issue with my avatar that only shows ingame, it looks fine in Unity and in the avatar preview animation. My limbs seem to more weirdly, especially my arms and I don't know what caused it, can anyone help me please?
you don't need to rerig it
just correct the parenting
and name the bones properly so you don't get confused
I"m not seeing what's weird here?
is there a way I can easily port the changes I make in blender to unity or do I need to start the avatar setup from the very beginning with a new asset?
In the first clip you can see the choppy legs and arms moving when I jump, the default locomotion animation shouldn't look like that
If you didn't unpack, yes
if you unpacked, either re-do or use pumpkin tools
I guess I'm not seeing it
no idea what pumpkin tools are so im resetting 🫠
If you export from Blender and overwrite the .fbx file, it should be fine unless you drastically changed things.
This is what I'm refering to
alright, got it
for some reason, my view is in the models waist despite the white ball being dead between its eyes when in unity... I don't know if I have enough energy to deal with this tonight
So it was because my hand bone wasn't the first child of my elbow lol
anyone willing to hop in call with me and help me through some avi making?
i just learn better if I have someone talking to me and helping
Depending on what you're trying to do maybe.
Care to be more specific?
Does anybody know why my avatar's shoulders are so high? I've tried to shuffle my shoulder bones up, down, left, right, but I can't get them to rest naturally
Has anybody else had this issue?
Here's what the armature looks like from the front and the side
UHM WAT
First error seems to be the culprit, assign the face mesh in the VRC Avatar Descriptor
annnd how do I do that?
On the root of your avatar you'll find the component I mentioned, one of the categories in there dictates how your face and mouth move, it is currently set to use visemes but you'll need to drag and drop your face or body mesh in the slot for it
this is what I have. which one is it (sorry for all the questions. this is my first time)
the mesh. drag the mesh
whichever one is a mesh
Click on your avatar name (the first in that list). The component is something that will show in your inspector window (usually on your right)
ok. where from here (ignore the model rn. its WIP. im just trying to change one thing rn)
ok
then drag in the mesh into the place where it's asking for your viseme mesh
try to figure out which one is the mesh yourself if you can
better to learn yourself than to have us spoonfeed you
Open the sdk window and click on all the "auto-fix" buttons you see
sorry for this question. but where might that be? I think I've opened it before I just dont remember how
Somewhere in the very top left of your unity window
anybody know why my shoulders are fucked like this?
It probably because of the error at the top.
Oh something I changed was the file 'body'.
The body used to include the jacket with it. However, since I want clothing options I changed it to the base body.
However, this ALSO separated the head, hair, torso, and tail into separate files.
any fixes to that?
That's not an issue
understood
there are no auto fix buttons
Show me?
nvm. I was on the wrong model
does anyone know what stupid thing i did this time?
for some reason the textures become different in play mode
If they change in playmode, you probably have an animation running
it semi worked. on PC, the boy doesnt show up at all. My personal theory on this is the fact I forgot to copy over the new body file to the PC version.
However, the jacked was still on the VR model even though I didn't put it on yet. I think it might be the PC model for some reason. is this accurate?
also how do I move this???
it's not connected to anything as far as I can tell
I don't think it has a parent either
What you highlighted are your meshes, they are linked to your armature
oh alr
oooh
So, I forgot to change what armature my stuff was connected to. so thanks for explaining that.
lol this was stupid lmao
Anyone ever encountered this error?
AssetBundle was not built
UnityEngine.Debug:LogError (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,string,UnityEngine.Object)
VRC.SDK3.Builder.VRCAvatarBuilder:ExportCurrentAvatarResource (UnityEngine.Object,bool,bool,string&,System.Action1<string>,System.Action1<object>)
VRC.SDK3.Builder.VRCAvatarBuilder:ExportAvatarBlueprint (UnityEngine.GameObject)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Build>d__133:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2627)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
Fresh project, everything up to date. It says that the ID is used by another player, but it's not, and this error happens even if the ID is cleared
is there a place where i can check that?
turns out the models themselves were switched. :/
oop
I've even shuffled his arms down, but I'm still getting unnaturally high shoulders
Is this really just a case of the shoulders being too high?? As far as I can tell, the shoulders are "normal" for a T-Pose so I'm not sure what's going on
so.... I thought I fixed it. Turns out, I didn't.
I dont know what im missing
to me it just looks like that's how your shoulders are shaped
hey yall! is there anything i should check in blender to fix this? this is after a head swap on an avatar and it seemingly returns to whatever texture was supposed to be there on that specific material slot but only in playmode. even though it should be whats shown on the second photo
heres what the material slots look like first one is in playmode and second one is in scene on unity
you probably have an animation changing that
i see, where i should check this?
Animator (Probably the FXanimator). Make sure that you're using the face gesture layers of the face you swapped, not the original base.
hey, i could use some help, i just started vrchat avatar creation and my avatar keeps staying stuck in t-pose, i can move around and my avatar is visible but my arms / hands just don't move at all. would apreaciate help
OK i think I found the problem. The parts (including the new body) are inside of this folder/box.
how to I unpack this? like how do I get the models and materials out of the folder/box?
oh alrighty. Thanks!!
hello anyone?
Is there a way to remove the specific files from the folder?
This is your fbx, can't edit that in unity, you'd need blender
can someone pls help me🙏
did you set your rig to humanoid in unity?
yeah
are there any errors?
no
"humanoid" refers to a specific setup for the rig in Unity
did you set the rig to humanoid?
that hierarchy is a bit messy
legs seem to come off the second bone instead of first?
ye, i'm seeing that too
i'm new to this and rigged on mixamoo i rly don't know that i'm doing
here's what a vrchat rig should look like #avatar-help message
compare it to yours
the bones aren't parented properly for you
blender
you can just re-parent those two bones (in Blender).
?
though I'd have expected an error
the legs
legs should be children of the Hips (Bip001_Pelvis), not the Spine (Bip001_Spine)
reparent them
names don't matter
idk
hips -> spine -> chest -> neck -> head.
Regardless of names.
look in the rig configure
oh gimme a sec
It looks like that part you have already - it's that the legs are usually direct children of the hips bone.
^ that
you need to reparent the Bip001_R_Thigh and Bip001_L_Thigh bones to be children of Bip001_Pelvis instead of Bip001_Spine
i marked it on the photo, maybe it'll help
thx lemme try
why do the models keep dissappearing????
the body and tail models keep randomly dissappearing and I DONT KNOW WHY
when does this happen?
right after I try and upload
I add them to the armature and they stay until I hit 'build and publish'
what do i do about this modular avatar error?
The object is still there, right? Just invisible?
I dont think so
actually maybe
they might just be invisible
though, IDK how to make them NOT invisible
you'll have an easier time troubleshooting with something like gesture manager
you can go in play mode, and the avi will behave as it would in game (assuming no bugs, that is)
well this is the vid I got of it
(ignore the singing halfway through. I'm on call with a friend)
https://youtu.be/0meFnwkJRWY
if already have vrcfury why not use it to attach whatever it is you're attaching?
oh huh, you do it that way. This isn't how I'd do it, probably I can't help with this method.
wait what???
can you tell me the way you do it?
I put clothing on in blender. But if I really wanted to in Unity, what Eliot said - use VRCFury's ArmatureLink
ignore the clothing
the body is what im talking about
wait, why are you unpacking a body?
specifically :
-Body
-Head
-Hair
-Tail
because I wanted to change it to the base body
yeah there's no way I'd do this in Unity.
yup
this message for more details
i'd use blender for this
if all this stuff is made for the same avatar, then in Blender, just have one armature, with all the parts as children, all with proper armature modifiers. Then I'd export the parts I want together as an avatar. Ideally joining some of the meshes - I tend to use just two mesh objects (body, clothing).
ok well how do I export it as an avatar?
file -> export -> export fbx
up to you if you want to have it just export selected parts or visible parts.
you don't export from unity fyi
just take the fbx and import it to blender
im not trying to ;-;
I did export it as an FBX. just accidentally skipped some steps.
export from unity? no
from Blender? it could've been unticking leafbones or setting scalling to FBX All
???
the steps that you may have forgotten
wth is unticking??
uh
oh these boxes?
That is a checkbox, yes.
setting scalling?
Help
be more specific
"Apply Scalings" in the FBX export dialog.
How make vrc model go to vrc
there are many tutorial videos, have you watched any?
Yes
like... from scratch?
Makes no sence
Then explain in detail where you are stuck.
this could be it?
this is it
if it vrc ready? did you buy it from gumroad or jinxxy?
or is it some random model from online
?
well
I highly suggest looking at youtube videos and following tutorials for help with that
steps are different depending what it is
It is very difficult to know what to suggest without knowing any details.
exactly
Well idk i just downloaded shit ant idk hownto get it in the tutorials make no sense
yes, so again, exactly where are you stuck?
can you send a link to what you downloaded?
if you don't want to say if it's vrc ready, just send a link
ok so I have this clipping issue that I don't get in Unity with the skirt . Her entire leg seems to clip and it gets stuck on the leg. Is there anyway to fix this?
physbone issues?
(also the hair clips but I think I can fix that)
How would I know what the issue is with my physbone?
is there a good tutorial for this?
well, do you have any physbones on the skirt?
yes
you could have limits set up weirdly, causing it to morth like this
These are my details for the skirt. I followed someone on youtube
mmm no FBX All 🙂
yee
huh?
the radius scale
it doesn't really matter for this
yup
should I set that to 0?
no
not if you want collisions
well, i can't help with this since i don't mess with advanced physbone settings
oof 😦
Skirts are hard
I might just change it to pants lol
welp. Time to continue looking on youtube for help
thanks guys!
yeah my best answer is really to play with it until you decide you can live with it, or are frustrated 🙂
I've not had the best luck doing this myself.
I really wanted to sell this model so im gonna be upset if I can't fix it
No
i asked for a link to the website
doubt it
It's from that site, you know, the one with all the ripped content.
yes
What??
i know
What site
Good luck with this, you won't find help for this avatar.
it's not free, it's stolen
delete that file and buy it properly if you want anyone to help
Um where would i buy it tho
hmm that one looks like a game rip
i think it's an mmd, if i'm looking at the same one online
A what
Miku Miku Dance
it's a type of dance animation software for 3d models
me? I made it myself. if not me then sorry for the ping lol
no, not you
Talking bout me
So i just post a pic and search or
yep, that's what I found too
anywho
legit sites to get models from: Booth, Jinxxy, Gumroad, for example
payhip as well
how to I make the parts children? It's not letting me drag and drop them
That is indeed how, but hold shift and you should see pop-up text say "drop to set parent"
Unless you mean bones
in which case that's not how - you can select the source bones, then the target bone and iirc it's ctrl-p to parent? Or just edit the parent directly in the bone properties box
thanks
hey! sorry for the ping! it doesnt seem to be the face gesture layers, i checked all the animations and other stuff and it still happens. is there anything that i couldve possibly missed while checking?
ok I exported it. what now??
sorry, what was your goal again?
changing the body and adding extra clothes
and what have you just done?
"they"?
the body and clothes
Assume I have not been following along, 'cause I haven't, I've been working on my own stuff 🙂
Okay so you put that .fbx into Unity and set it up like any other avatar
Does anyone know any other thing i should check or troubleshoot other than the animations and fx layers?
thanks!
this is my first avatar.
that's cool
so IDK how to setup like 'any other avi"
there are many tutorial videos, I'd suggest watching some. I can't walk you through this.
rq, how to I make it show up here?
It needs to be an avatar for that, which means it has a VRC Avatar Descriptor component on the root object.
look above for root cause errors, those are usually side-effects. Unless you actually have a bad blueprint ID
Ok you're trying to do a quest avatar with a shader not allowed on quest, you'll need to swap it out for a supported one.
Also don't put lights on your avatar.
oooh
alright
my apologies for being not so smart once again. But how do I change the shaders? I've done it before but it's slipped my mind
edit the material, it's at the top. If you can't edit it, make a new one.
alright
(you can't edit the ones embedded in the FBX)
oki
are there any lights??? there shouldn't be
ah I was just reading the error, I see now it says "pixel lights", so disregard, I jumped to conclusions
also I changed the shaders and it didnt completely fix it
alr
might anyone know how i can deal with this type of fx layer for facial animations? thanks! ps:cant figure out why the second photo happens while in playmode
always look at the first 2-3 errors, at the top. Nothing in there is of much use unfortunately
it just says the same stuff as before
still has the shader error
alright. I'll take a look.
might anyone be able to give me a step by step on how i can troubleshoot this? Thanks yall! this is my first time headswapping and cant really figure out on how i can troubleshoot the fx layers nor do i know what could be causing the other parts of this.
You can always turn off each layer in FX with the layer weight in the little gear, then turn on each one and test until you find which one is causing the problem. Then you know which layer to investigate further.
ah alrighty thanks!!
I want to build a system that makes my avatar create vegetation wherever they step. I think it should be possible to achieve this with a mixture between particle systems, mesh particles set to world coordinates, contact senders in the feet that trigger when they detect a contact with the floor collider & animation clips to enable/disable the particle system.
At least, that's the theory - in practice, I'm already struggling with the simpler proof-of-concept steps like setting up a particle system that only emits a single particle when an animation clip is triggered.
I'd appreciate any help in that regard.
set the max particles to 1 and it'll only emit one
well that wouldn't be correct, since I want a particle to be emitted every time I trigger it, no?
So far I tried the following:
- I disabled "play on wake" in my particle system
- I set the emission 'rate over time' to 0
- I added a burst with count 1
- In my avatar's animation controller, I added a boolean parameter called 'DoEmit', which is set to false by default
- I created an animation clip called ActivateParticles, which sets the Parameter Particle System.Emission Module.enabled to true, as well as an animation clip called DeactivateParticles, which sets it to false
- I created an EmitParticle layer in the animator, which has the DeactivateParticles state as its default. From there it transitions to the ActivateParticles-state, with the transition condition being that DoEmit is set to true.
I was hoping that this way, if I set DoEmit to true, it would emit one particle, and do nothing otherwise.
Unfortunately this isn't what happens - when I play my unity scene/test my avatar, the Particle System either emits 1 particle every 5 seconds (with the particle window in the corner of the viewport showing that playback time is steadily increasing), or the particle system is paused (playback time stuck at 0), in which case enabling DoEmit also doesn't do anything. I'm a bit stumped.
oh I see, you want to emit a new particle each time? You can play with the bursting stuff, though I'm not sure you can animate that, I've only done it with UdonSharp.
Or... you can use a buffer particle system, toggling that on and off. There's probably a tutorial for that one.
Hiii everyone, I bought an Avatar from someone, and I noticed that the mouth piercing she put on the avatar isn't "linked" to it... Whenever I move in-game, the piercing just clips out into the air... anyone knows what I could do? :))
This might be an obvious question. So in blender there is a viewport shader. I’d just like to say, the avatar itself is not shaded. If I were to just import it to unity with everything, it would be flat colors right?
you need to rig the piercing's in blender
you would have to manually add the textures to the model. I suggest downloading Poiyomi shaders
