#avatar-help
1 messages · Page 137 of 1
So you recommend to use shaders rather than shading textures?
might there be a way of being abke to change an fx layers weight while in playmode without having to go in and out?
you have to use toon/mobile for quest specifically
what do you mean by that?
damn. is there any way to make this sort of look with the quest specific shaders?
not really. you can set it in play mode and then copy parameters over
Oh okay, how do I import the avi from unity to blender? :3
Sorry like, I’m super new to avatars. I mean like. The texture of skin or images in texture paint.
are you trying to make the goggles transparent?
open up the folder you downloaded and locate the FBX files within
you will load those into blender
Shaders go over your textures. They just make your textures look better
Ohh gotcha!
sadly you can't do that with quest
I've seen other avatars do it though
is it just making the texture transparent and putting a shader on it that way maybe?
the reddit post I was looking at was from almost a year ago. Seems they updated it
okay! so what I wanted to do is done!
Next thing is fixing.... this
(seems to be a rigging issue)
I'll see what I can do on my own and then if I don't figure it out I'll come back
oh and the floating is an easy fix
in fact, already fixed the floating
OK I know nothing about unity or rigging.
so I'm back
earlier than expected
For eyes put the bone head at the exact center of rotation, make the bone perfectly vertical, and have 0 roll. Length isn't really relevant.
OK I know this isn't what its meant to look like. how do I properly rig it?
What about seperating the meshes?
what about it?
do i need to do that?
It's supposed to look more like this. and it doesnt.
If you want to. I prefer to keep my avatars separated into parts that make sense when in Blender, but I join when exporting.
(body, eyes, hair, jewelry, clothing items, etc.)
is there a tutorial on how to do it anywhere?
I don't know, probably. I haven't looked at basic tutorials in a long time.
separating is easy by itself though, select whatever you want in edit mode, hit 'p' to "part" it out.
(or maybe, to make it into a separate part? mnemonics are fun)
there's really not much more than what I said for eyes, other than weight paint them 100% to their bone.
i got this error when uploeding my avater i bought am i missing anything ?
you installed VRCFury and GogoLoco?
i have vr furry but no sure why gogo is poping up
If you don't have the package, but the creator put a gogo loco prefab on your avatar, that could explain what is happening here.
Either remove that prefab or install gogo loco.
Anyone kind enough to do something for me? it's simply to remove a mouth piercing on one of my avi (I bought it and I've never edited a avi in my life) I'm ready to pay for it tbh
Does anyone here work with rusk and Karin avatars?
Did you place it in your avatar in the hierarchy?
ive been trying to fix this for days and im so lost anyone know how to fix it
nope
Do that. Drag the prefab for gogoloco and drop it into the avatar.
Make sure its the vrcfury prefab of gogoloco
Can someone help me on how to fix this? When I press select, it doesn't bring me to the right place
i have public avatars saved in my faves that i cant select or use and becouse of this i cant remove them from faves, so there just taking up slots
Yeah I think that's a known bug.. you may be able to unfavorite it on the website but I'm not sure
whats the diffrence between Toonlit and MatCap Lit?
they're different shaders with different settings
Im guessing matcap lit might be better? They look the same in unity imo
better is preference
Also how do i find the gesture animations? I wanna change my rock and roll to a diffrent animation
under playable layers in the inspector, there's a gesture layer
you can make your own custom one or take one from the sdk packages and modify it
So does anyone work with Karin and rusk? I have a question
just ask
im working on my avatar now and all that's left is the texture, But I dont know how to color/create textures and I also dont have any money for softwares like substance painter, I tried blender, but I can't insert the nardoragon model into it because it is a unity package and it's not compatible
if you import the unitypackage yo unity, there should be an fbx of the avatar in the assets
import that to blender
you mean that one weird gray model?
omg thats the model that ruined my first attempt😭
?
when I first tried to create an avatar I chose the grey one that doesn't do anything
matcap lit has a matcap texture slot, which toon lit does not. They will look identical if you leave the matcap texture slot blank
but if you want those features and more, you should use toon standard
Could anyone help me with adding clothing + accessories to my model for vrchat
what part are you stuck on?
hi there. is there a way to tweak the deformation curve for lipsync blendshapes? example of what im talking about attached. im aware that you can tweak the max range in blender, but not sure if unity/vrchat will recognize the max and change the curve of "stronger with volume" accordingly
Just how to do it in general. I've got the unity packages, I just need to know how to make a toggle and everything
there are a ton of tutorials online depending what you're planning to use
manual toggles, vrcfury, modular avatar
anyway to make clothing (clothing amature) auto wrap it self to the body? rn im trying to add a suit to a spiderman model, and it i got a problem which idk how to fix
So im wondering if theres a way to just like, make the aramature of the suit, wrap around the body in a perfect position somehow (other then manually adding it all to the anarchy
I have been suffering from the Blueprint ID error since two days ago and have searched repeatedly for a solution. I have tried uploading both avatars, reinstalling Unity, correcting the PC name and Windows username, reinstalling the SDK, making sure the Blueprint field is blank, checking the Unity Hub and VCC updates, restarting the PC, enabling MA and shaders only, and creating a new project. However, the problem persists. Please, someone help me out of this hell!
Why is the uncompressed Android version of my avatar is 39.7 but when I try to upload for IOS it says it's 40.13mb uncompressed.
I use my android version of my avatar for IOS as well since it has the same requirements anyways
@spark walrus how do i upload my avatar to unity, i feel like a dummy
How do I properly set up my toggles via VRCFury? Every time I join a new world, my toggles reset, and everything is toggled on... I want it to be saved. Thanks!
hello im trying to stick my ears to my head on my avatar :: when i use it as a vtuber with vseeface it dont connect for some reason ::: but on vr chat it does
my hair and my outfit stick but not the ears /// u can dm me or whatever i really need help !!
Well im in need of some help here hands are scuffed as fuck cape and rank plaque is fucked when i moved around same with head and when i exported the model from blender to Unity the uv maling og the rankplaque didnt transfer properly the picture where it shows the body on the right and uv maping on the left is how it originally looked in blender before i moved them around to look like the red picture with some blue and yellow and after i exported to Unity is as if all the work i did is gone
i love being ignored, feeling hopeless
not sure why it happened, but it looks like your materials failed to automatically lock. Try manually locking them (just select them and press the lock button)
you can always just change the blendshapes
use the blend from shape option
if you want to lower their intensity, blend from "basis" and decrease from 1 until you get something you like
if you want to increase their intensity, blend from itself, check "add" and increase from 0
Bought a hair and for some reason the physbones dont work while playtesting
ty found it, skimmed through blender docs but couldnt find it
Need help finding the clothing in this image
If it's original design then it isn't going to exist.
Whenever I try to change the eye texture in the nardoragon model the whole model uses the eye texture, why’s that???
Did you change as in changing texture in material, or change material in model?
I made a texture sheet, put it in the nardoragon textures, then chose body and put it over
Idk how to turn the sheet into the little ball one🥀
Create a new material is the how.
Im making an avi for someone and i wanted to add this gun prefab to it, but it works with a right hand bone constraint for when you hold it, is there any way to preview it ????? i can't just blindly guess
You just have to enable the object.
the object is on the hip, the bone has nothing attached to it, it's all a constraint. im trying to find a way to preview the constraint so i can properly position it
When I'm adding a piece of clothing to an avatar, I align it up perfectly but when I go to gesture manager and try them out, it's shifted and doesn't follow the avatar. Does anyone know which bone I should parent it to?
Then find which object that has constraint source to the hand and swap transform weight to 1.
Did you do armature link?
VRCfury armature link, yes
Then parenting isn't a solution. How much it shifted?
Is this the right settings for the armature link
Can you screenshot the third image again?
Try to screenshot whole unity screen instead so there will be more info provided.
Screenshot this armature link again. Also expand the armature object tree for the fishnet.
Armature object tree?
Armature in hierarchy panel.
I don't go into the call.
You did in play mode. Exit play mode and screnshot.
Like this?
That's what chatgbt told me to do lol
Thats bs
Yeah, that makes sense but btw that's not the issue
does not work
moving the constraint weight to 0 does move it, but the right hand bone position does not change the gun's position
It still shifts even with it being linked to hips
Shifts?
You have to instead put armature link component on the fishnet's Armature object, and link to the Hips.
I'll try
You're changning weight of the constraint itself, not the source weight. You have to set source weight below.
It worked, thanks
I can't find the source weight option
The number in the Sources list.
(use a VRC parent constraint)
trying to change these seems to break everything
What everything?
You shouldn't change any of its offset.
then what are the source constraint if they aren't the numbers
It had been showing in your first screenshot.
thank you! ❤️
has anyone else had this problem? it won't let me assign a lipsync mode. this is a project with multiple avatars in different asset folders, it hasn't done this until this point. it has blendshapes and all, and i'm struggling to figure it out.
these two avatars use the exact same material for the head, yet one lights incorrectly
they both use liltoon, is there any reason this would happen??
shader settings (excuse the outdated lilToon)
Check the (skinned) mesh renderer settings between the two meshes, maybe one of them has different lighting settings, e.g. receive shadows turned on/off. That way it would look different, even with same material.
It could also be different bounding boxes IIRC
anyone here use the draconian avatar model? i can't figure out why the wings wont work
is there a way to edit an already premade animation? Ps: just for context i recently headswapped an avater and one of the animations was for some reason changing the textures. Thankss!!!!
"Wont work" need to be specific
I wanna learn how to add clothes to a base (late rn so im more asking for videos that are good for beginners) i been trying to follow unity but the clothes that i tried before clipped a lot and i got annoyed so im wondering if there is better videos that help
You need to learn blender
Move rotation of the skirt higher and make the bones longer so it cant fold in on itself when colliding with the legs
So its cause of the skirt bones? And do u think physbones and colliders fix it
so i was trying to add the animations to a blend tree to enable my wings to have a radial menu. you know those ones where depending on the direction your wings are either tucked in, spread out, giving a wing hug... that kind of thing. well the animations don't play at all. i checked them in the animator and they are valid... but they don't animate in the preview or in play mode
i did the whole thing of deleting all the wing animations, the wing model and the prefixes and such so i can start it all over. i redownloaded the draconian model so that i made sure the model was up-to-date when using that stuff. including the animations that come with it. so i'm doing it all by hand so i know what's going on. i'm wondering if maybe it could be a masking issue? or maybe a rigging issue in the file
How can I apply a Liltoon material setting (MT) to all the materials I want comfortably?
Since it's a separate "material" with the assigned setting, not a built-in preset which I can just point and click, I can't seem to find a way to do it effectively. I tried to copy paste material properties from that MT to the existed materials I want to have that setting but it just replaced the whole thing with the original MT, no texture, no color at all.
Well did you set the physbones to animated
yes
I mean sure but it still looks like its rotating too low
here's something weirder. i tried remaking the animation by jsut making a new one, copy/pasting the presets over to it, suddenly all the animations & positions are missing!
Then the animations in fact were not working to begin with
oof. that bites
So bone too short causes it too got it ill check it in the morning and what do u mean move rotation higher like make pull the bone forward
so it's not a me problem at all. it's the avatar creator not having animations set up for the model
In blender
Move the start of the bones up
Ok
How does one royalty screw up a avatar this bad T~T
i went through some older iterations of my avatar from years back that i KNOW had working wings when the model was built. for some reason those wings don't animate either! something about the wings and and animations is messed up. i wonder if it has something to do with unity and the communication between both things?
"some reason" can be a billion things, here some that come to mind
Wrong animations, miss-pathed animations cause you changed some names or hierarchy, another animation that overrides the ones you're trying to play, physbones without "IsAnimated" enabled to name a few that come to mind.
if it's lighting, check the shading tab. There's a min and max value for how bright and dark your avatar can get.
i will also mention that it can be Probes anchor override, in case that doesn't fix it. That makes sure the lighting is calculated from the same probe on multiple meshes
i did try all of that down to every bit i could. i also went through older avatars i made from 2022 which i KNOW had working wings and animations. the same ones. and even they were now fricked up. so it must be something about unity. i think you're right though, something about wrong animations.
have you checked everything i listed?
unless for "wrong with animations", you mean that the animations themselfs aren't done correctly
yes. i was going through several youtube videos and googling any possible terms for something that might help
i restarted everything all over with the wings by deleting the entire draconis avatarpack, redownloading it to make sure everything was the latest verison
as a bit of an old-school avatar creator, i do all my animation rigging and blend-trees manually, none of the vrcfury stuff because i wanna make sure i know exactly what i'm doing and how i do it
i can say that yes i had checked and missed some stuff, but when i duplicated the animation settings over to a new .anim file and previewed it, the list shows those things are missing and i have also tried changing the rigging to generic or human, i tried changing the masking of the model too
and since it is also happening with other 100% perfectly fine models that WERE prefectly fine when they were uploaded 1-2 years ago, i'm getting a sneaking suspicion it has to be something either related to the animation or wings model updating/changing or unity it's self. but since all those other versions of the model were on like, older versions of unity, i'm not so sure if it's the wings or animations themselves per-say
any idea why when I weightpaint some vertices other vertices get painted too? I don't have any symmetry toggled on
hey guys, im triying to make an animation that shapes my hand to an item in my hand, but every time i hit record and move the fingers it just doesnt do anything in the animation, i havent made an avatar in like 2-3 years so im not sure if anything changed?
you don't move the fingers like this
you need to add properties to move them and change the numbers
here
yup, also tried that, it appears and it moves, but the moment i stop recording and hit play the animation plays out yet the fingers dont move
might anyone know how i can edit a premade animation on an avatar? thanks yall!
you just use the animation tab like how you would with any animation
does anyone know how i can make my character blink like this using shapekeys?
you just kinda make the shapekey move the mesh of the eyelids down?
i meant like how do i make it blink in one frame
you just animate it that way in unity
ah alright thank you !!
ok
so my model uses a SINGLE 4k texture
for most patterns
this is good enough
but my ones are pretty detailed in the spots i need them
is having a single 8k texture bad?
if even possible
anyone know why Poiyomi is auto-locking when I go into play mode? making editing audiolink very annoying
i'd learn baking, i don't think you need 8k textures.
i know how to bake.
it just
wont work for what im trying to do
i only run 1 material and im just contemplating doing this the bruteforce way rather than having to rework my UVS for the millionth time
oh wait, you'd have a bake that's 8k that has all the materials of your avi?
yo guys can any of y'all help me?
probably fine. Check how high the Vram goes
its just for an avatar xD
it's still better than what most people do anyway~
most people run something like 10+ 4k textures
i reworked my base avatar i made
now im actually using it myself
so ive learned a few things i iddnt like
i just fucky uppied and made thius
but its gotta go on a really small island
and therefore
all of the quality just goes out the hs itter
gotcha. As long as the Vram doesn't skyrocket, i believe it's fine
i rly need help😓
Hey could someone help me. I’m trying to make my first avatar for a map, if you could help me, please DM me
just specify your problem
I'd advise against asking for dms. Many scammers lurking
I have hold up
.
Here i don't know how to do it and any tutorials i can find are either outdated or don't work for me somehow
okay, what part doesn't work?
did you add it to the menu/submenu?
okay, test it in unity using gesture manager or av3 emulator
and see what part of the fx it gets stuck at
figure out the issue from there
What?
Question for yall. I’m trying to add an asset to a Quest avi and I can’t seem to get to it be compatible. Maybe I’m not changing the right material or shaders?
Just for reference it’s this asset here I’m trying to use for the Quest avi.
https://sciencegey.gumroad.com/l/sickShades?&referrer=https%3A%2F%2Fwww.vrcarena.com
Gesture Manager lets you test toggles inside of unity
you can get it in vcx
vcc
use it to test your toggle in unity while having the fx open
and look where it gets stuck
Alr
okay so i have tried and i don't realy know why it's not working. i realy don't know what to do...
sure ig of what exactly?
your fx layer would be a start
@desert elk
Fx layer
Ohhhh
i had the wrong thing selected mb
it wokrs now thx
and thx for the gesture manager recomendation
very usefull
How do I apply mattcaps or toonlit shaders?? We’re trying to make once side look like the other with this avatar
you select a shader at the very top of material inspector
then if were talkimg about vrc mobile matcap, itd have a slot for a matcap texture
I will try, thank you!
i wanted to apply the demo locomotion on my avatar, and i got a different running style i applied to it, but everytime i play tested it, my running style is still the same, and i just don't understand why
My model's jittering back and forth when I'm moving my mouse around, and if I move around then stand still, he slides forward
Does anybody know what's going on with that?
you're right, my bad lmao
How does one screw up a avatar this bad ;-;
I told you the first time you posted this
delete the camera on the fbx
Wait but I dont have camera on the fbx
can you post a full screenshot of the blender window?
you can block the avatar if you want
i just want to see the whole setup of the hierarchy and the cats settings
already fixed that problem, but theres a new one...
like this?
are you using original cats?
is there any particular reason for that? if not, I recommend upgrading to a newer Blender and unofficial cats
running 4.4
that'd be the reason, official has a ton of bugs and is very unreliable
You should never attempt to use official on that!
Forcing it to work is a very bad idea
damn i remember it working on 3. something
uninstall it and get unofficial
https://cats.neoneko.xyz/
yes, and it worked till 3.5, above that unofficial
ohh
like I said, official has bugs that will not be fixed and forcing it to work on newer blender versions will cause even more bugs
uninstall it, restart blender and install the correct cats version
wait no thats a blender thing 🧍♂️
i need help avatars are not uploading in unity
some options are in different spots, some options are missing (mostly cause they weren't needed anymore), in my opinion it's not that different and options are easy to find
any errors?
ohh okay
thank you...
no i just turns error bot
for example eye tracking, you don't need to generate it with the buttons anymore
it's all set up in Unity
the only thing you can do for eyes is rotate the bones if they're facing the wrong way
i was talking to someone saying that vrchat updated there tos on it and its now preventing alot of people uploading avatars if there to big when my avi is only 24mb
they were saying something about the api
how do i fix this
whats the difference between these 2?
You need to make your avatar have less things. Try lowering the texture sizes, if that doesn't help, you'll need further optimization
one is LeftEye and the other is Left Eye and i have no idea what each does
in what way?
that's what official cats does
it makes you have 4 eye bones for no reason
nah that was me i made 4 😭 bc of some tutorial
the ones VRChat uses should be the ones that are straight up |, not laying down _
like this?
pupil tracking?
i guess so
for pupil tracking just use one right?
is the pupil gonna be automatically assigned in unity? or do i have to do it in blender
you will need to assign them in the "eye tracking" section of the avatar descriptor in unity
i recommend watching a basic avatar set-up tutorial
just waiting for unity to download
playing around it blender cus i havent made a model in a while
thats imporant??
yes, if you want to upload avatars
ohh
and should i fix the pupild in pose mode cus theyre not following the head
There's probably something not parented correctly
bone to mesh or
bone to bone
eyes are parented to the head
are the eyes weight painted to the eye bones?
"covered"?
when i try painting the eye it hits eyelids, hair etc
oh smart
ill repaint everything tomorrow cus its lowkey messy
thank you so much 🫂
here are the screenshots shown, play tested the avatar, i don't see myself with a different running animation
I'm a noob, so I would appreciate some help please. I downloaded an avatar as a unity package, but don't know how to turn it into a VRChat avatar. Help would be greatly appreciated!
- get VRChat sdk (either by downloading creator companion or alcom)
- get the correct unity version
- get everything that avatar requires (shaders, gogo loco, etc)
- make a unity project, import the package, open the scene/drag the prefab to the hierarchy
- VRChat SDK > show control panel > builder and upload there
that's assuming the avatar is set up for vrchat already
I do have VRChat sdk (and CC), and Unity 2022.3.22f1
As for the other stuff, it seems very complicated and I don't even know how to check if it is available already
there should be a list where you got the avatar from
Like in the desc or model info?
it could be the description of the listing, it could be the read me file you get after buying it
It was a free model with only a unitypackage file, and in the desc all it says is that it needs VRC SDK and ACLS Shader
wdym it was free
Oh
that site has models ripped/stolen from original creators. Locate the original and pay for it as intended
I probably should have done some research beforehand
i recommend deleting the message with the site's name, just in case :)
gumroad is a good place to look, some creators will have a link to a second site that has more of their stuff too
some other sites to get models from: Jinxxy, Booth, Payhip
jinxxy is a good one
Okay, i'll check those out then
How does VRChat determine where the bottom of the avatar is that touches the floor? Is it based on the lowest bone (so foot/toe) that's used in the humanoid rig?
The origin of the model
Oh! That's an easy fix then! Thanks :)
I'm a noob with animations on Unity specifically... I'm trying to edit a couple of locomotion animations.
So I've been following this tutorial: https://www.youtube.com/watch?v=Qvlut-VYq2I
Apparently the game handles interpolating static poses as an animation? And somehow I made the transition extremely slow/immobile for the crawling animation. I assume I did something with the animator controller.
trying to export an avatar fbx from blender but i keep getting this error preventing me
if anyone has any idea, i'd be grateful ;w;
it looks like you're not using the correct cats for your blender
either export normally (file > export > export fbx) or get the correct cats
OOH OK thank you for the help!!
I am having issues with my avatar, I have been given a tip by Diven (thank u btw) but the problem is I don't have a camera in my package and I have no idea what could be causing the issue I am having, if anyone knows what the problem is, please let me know
Anyone think they can help me with two quick things?
1). I've got an issue that I'm not exactly sure how to describe other than it's different from the actual object. (The tail is a different color kinda and it's not aligning perfectly.)
2). Despite adding bones to my model, it does not have any physics. I think I need to do phys bones but I'm not very familiar with these.
Yes, I have tried youtube...
-
do you have any animations that may change the colour?
-
Where are your phsybones positioned? Do you see them in the scene window?
I don't have any animations on it to my knowledge
No phsybones are positioned yet as I don't know how they work so I haven't done anything about it :)
trying to install unity but the android sdk keeps failing, and ideas ?
right, I haven't read correctly. If you didn't add physbones, you're not gonna have any physics
are you getting the correct version? 2022.3.22f1
Yes… I need help installing them 😭
did you see this?
explains physbones pretty well
if videos don't work for you, you can read the docs
i've decided to go through the entire animation and i'm gonna manually copy the rotation numbers for the broken animation to the new model. this should fix it .w.
"if videos don't work for you, you can read the docs"
I guess I could reread the docs they’re just a bit confusing when it comes to this
i do not know how else to help
I could help you figure out why it's not working after you add the phsybones
I mean like I could show you and you explain was what I was looking for but that’s fine if you don’t wanna help it’s understandable
but you need to add them
👍
i do want to help
When I test in gesturemanager, my avatar's pupils disappear. Even when I disable eyelook they do this. It's definitely not an animation because there are no animations on him yet. What could be causing that? There aren't any blendshapes that hide them either. So confused lol
after you've added the phsybones and they don't work, I can help you figure out why, but that's about it
Can someone point to where i could make something transparent but not invisible in poyomi pro grabpass
k
I want the entire hair to be transparent but it's just turning invisible. (despite the alphamap and preset set to transparent)
yellow should mean "missing path"
I notice you have names like "Wing.L.001", which would explain why they aren't working.
does that happen on a new project as well? Sometimes models bug out
maybe? but the current model is like that too
it's basically to specify each bone down the length. like lo-o-ong fingers
This is a new project with basically nothing on it :(
i'm surprised the nargacuga model it's self is NOT an issue
oh okay
ooh, these are supposed to be child bones.
Usually people get ".001" when they make a copy of an avatar that's already present
oh yeah lol i was talking ot my roommate about this issue too and he was suggesting what if something didn't import correctly. cause like, models you already have t hat are imported tend to be buggy when importing new stuff cause it wont import ALL the stuff
i rly wish unity would just let me override files by choice like, yes. let me import ALL
it's the whole point of why
i wish i could also just copy rotations much faster using a similar method to copy/pasting component values
that should totally be a thing
tried that but the sdk for android keeps failing on all versions
I'm so confused! The pupils are basically receding into the head further than intended. I checked their weight painting, normals, blendshapes, everything, and have no idea why this is happening. The rig seems to be fine in blender and during eyelook testing. There is not even an FX layer for an animation to affect it.
2 animations done. 3 more to go. gotta copy aaaaaal the rotations, and copy/paste their position values
I bit the bullet and just ported everything over, and of coure it randomly works lol. Thank you for the suggestion.
👀 How can you make an animation play when you do a certain thing in game, ex. Put your hand behind your back and grip. Or. Put your hand out and point your finger.
I'm aware of checking the hand poses like gripping, pointing, yada. But what about the position of my hand
contacts
tyty and do you maybe know how i could get an effect to stay in place in the world instead of following my avatar?
hi guys ! is there a way to make an expression animation played when activated by a contact sender completely override any expressions made by hand gestures?
for example when the head is touched the eyes close, but when i open my hand the eyes also close, and it looks weird af
idk if there is a specific prefab for this, but how would someone do an avatar FPS limiter.
By that i mean lower the amount of frames your avatar runs in (video for reference)
I've seen a few avatars with this, just unsure if its a prefab or done manually
constraints
what specific constraints would be required
just constraints you freeze and unfreeze
i wish avatar mdoels would make their wings and such prefabs on theiro wn that can beu sed with other models. cause now it has to be manually made compatible for my own model
Yo, anywhere I can find someone to make an avatar. I’ll give you 10 or 20 bucks.
what exactly do you expect
wings and accessories to work universally as a prefab
go to vrctraders #1204506421631393913 message
this server isnt for commissions we already told you in the other chat to go to vrctraders
OK, there’s no need to tell me for that
i would expect that animations with an object its supposed to animate and not have an exterior requirement such as being only working on a particular avatar
then why did you just ignore it and go to 2 other chats
animations require the same exact scene hierarchy to animate
yeah these wings require being on the avatar it comes with to animate. instead of jsut animating on its own with the wings
no thats animations entirely
oh i see what you mean. nvm you're right xD
wanna know something even weirder?? check this out...
trying to copy/paste the directory and heirachy to try and get their locations lined up, didn't even work. it jsut resets right back to it's original directory, after pressing ENTER
so you'd think it's like, "oh just make sure it's looking in the right spot." but nope lol
I'm having this wierd issue where my avi is perfectly fine until I go into play mode and enter gesture manager
Once I open up gesture manager the avatar just dissappears
Not from the hierarchy, it just doesn't render in the scene
anything for this? im using vrcfury btw
can someone help me figure out what unity wants? everything's mapped and ready but it still says things are unspecified
Maybe you need to switch from game to scene viewing mode (at the top). If so, you were seeing the POV of the camera that was spawned.
Or something in the controllers (FX, gesture) are doing it, try removing them. If it starts working, add them back and turn weight of layers to 0 to narrow it down. If that doesn't work, a screenshot would help.
Could add conditions on the expressions layer to exit out and wait while the contact is active. If it's not active, the anim triggered by the contact won't be interfered with.
Or for the anim the contact triggers, include all other face blendshapes it should reset at 0.
First one is self-explanatory. Second one works because order determines priority. The FX controller overrides the gesture controller. Aswell, the lowest animation layer inside a controller overrides the one above. If VRCFury has left you rusty, here's a video that would help: https://www.youtube.com/watch?v=UU9NFJz2qls
Sorry, I don't know of a VRCFury-specific solution.
Screenshot the hierarchy on the left side. Expand all the gameobjects to show its head/feet/hands location.

thank you for your help:) will try these
The order is correct. I'm guessing you need to rename RightFoot to Right ankle, same for left. Then try to upload to get the SDK to recheck. Otherwise someone smarter will be around to take a stab at it eventually.
I don't think it's anything to do with the playable layers, since I'm working with a popular model that already has that stuff setup
The only thing i did was change some stuff in blender
Do you think that could have maybe had an effect?
And by stuff I just mean changed parts of the mesh
Deleted bits n whatnot
the actual bone names shouldn't matter, though they can help some things guess
True. Sometimes names gets bugged, renaming something helps the SDK to reconsider. Last straw test sortathing. Otherwise everything looks good.
Depends on what you changed and how you added it back. If you didn't rename the .fbx and drag-drop'ed it to override the old one, it should have worked. So long you mostly edited mesh stuff. But if that's all you did, you could easily trial-error yourself. Test if the original avi works, then you know the Blender trip was the problem. If the original avi has the same problems, try playmode without gesture mode (don't select the GestureManager gameobject and it wont start automatically), if it works then you know GestureManager is causing it.
How can I apply a Liltoon material setting (MT) to all the materials I want comfortably?
Since it's a separate "material" with the assigned setting, not a built-in preset which I can just point and click, I can't seem to find a way to do it effectively. I tried to copy paste material properties from that MT to the existed materials I want to have that setting but it just replaced the whole thing with the original MT, no texture, no color at all.
bone collection hidden?
why is it that when i scale my avatar up in vrchat, the particles dont scale with it.
your particle system does not have scaling set to "hierarchy"
how would i set it to that.
same as any other setting - find the object in the hierarchy, click it, find the required option in the inspector, and change it
ah got it, thanks a bunch
np
i still cant get this to work;/ the face still deforms
I keep getting this AnimPathFix error and the console not giving me much to work with
that one can't be used on quest. you need to use one for quest, details here: https://creators.vrchat.com/platforms/android/quest-content-optimization#shaders
are the locomotion animations supposed to be one frame long...?
only some of those work on avatars
me either
which is why I linked the docs, I can't remember which ones work 🙂
trying to figure out why my crawling animations... don't animate
If you tried conditions, make sure you edit the right one. Some avi makers puts face expressions in the Gesture layer, in the hand animations (not suppose to). If they are, and you block them there, you can't do hand animations. If they are instead in the FX controller, just make sure the layer that uses the trigger is below the layer that does face expressions. If you did the anim to override instead, your layer should also be in the FX controller. Weight set to 1 (the cog symbol) reveals it.
Start the playmode, run the thing that shows the face mess up, then click on the avis face mesh. You'll see what blendshapes are activated. Those are the ones you need to set to 0 in your custom face anim.
At one point, it might be better to study the avi's face expression layer and try to make your own based of that, with proper conditions. VRCFury being used makes it more complex, maybe it's adding the face expression's layer below the one you've just made in your FX layer, you could also check that in playmode.
ooh ok interesting, thank you for the info:)
I still need help with this, theres nothing on this server or online about this issue
i tried removing all my fx layers and parameters and it still persist
If you're editing a VRC one, make sure you rename it. They are empty 1 frame dummies that get replaced in-game, identified by name, with the full proper length one. Your anim should be added in the Action layer to override the gesture and base layer.
restart unity?
ill try
it stopped but i still get get this error when i try to test upload the avi
This is not necessarily a Unity question but I thought I could maybe ask for help here anyways. Why does my hairclip look like this in Unity? First image is Blender
notepad++ is SOOOO great for this. changing the directory for animations makes this MUCH better
I removed everything off the avi and still got the error
my unity is cursed
hey so im having problems with with the add ons with 3D view: Cats Blender Plugin its grayed out and i cant activate the add ons anyone know why?
i also switched from 4.4 to 3.6
I keep getting this error whenever i try to build my avatar. its happened with multiple avatars, on multiple unity projects
toon standard in mobile shader is best for most poiyomi match.
maybe it is incompatible with this version.
but i both tried 4.4 and 3.6 T-T
Please help i am absolutely cornered by this and theres nothing about this anywhere 😭
this one isn’t counted because it’s technically nested in vrchat/mobile/particles not in vrchat/mobile, pretty sure, but it’s still confusing though the additive and multiplicative particle shaders should work
also alpha blended just isn’t allowed
ok, Thank you
Yes the additive and multiple do work
i swapped my avi from an A pose to a T pose and now the shoulders are sagging more.. any ideas on how to fix?
(both in desktop and full body)
can you show a screenshot?
For some reason, no matter what I do, enforce t-pose won't apply/it fails. Any ideas?
because it continues to give me this error and think its not humanoid
It doesn't tell me why this is happening and fails to "enforce t-pose" it's something unrelated.
Ah
is "mask" your neck bone?
check if every bone is correct in the mapping, if they are, there could be issues with your parenting
Ohh no, it's not..
For some reason when I deleted the mask bone and it just seemed to work. I wasn't using it so - one less bone I suppose haha
Tysmm c:
like I said, check the bone mapping on the right and make sure it's correct
Well the bone is gone now so it's fine 👍
Everything works after that
Soooo I wanna make an avatar. I have no idea where to start-
So question: I tried animating the radius of collision on a physbone component via a radial and tl;dr: You cant do that. So im wondering: Can i add multiple physbone components to one or multiple objects and just toggle each one on and off via animation? So like theyre exact duplicates with the only difference being the radius?
yes. but ofc there will be jerk between states ie each physbone component will start from initial unaffected position
How bad would the jerk be?
uh, just click one component off/on in testmode, youll see
how do i put the material in unity?
i remember doing it a while back and i didnt draw any textures
are the colors their own material or is it all one png?
are you using curator companion
maybe reimport the sdk?
how
uhh let me look
maybe just try and right click the 'packages' file then reimport all
still didnt work
Does it happen with all unity projects or just that one?
damn 😭
dont have any other projects
well it really just said fuck you
for real 💔
Does anyone have any good asset tutorials they could link me? I want to get into it, but I've no idea where to start, and I haven't found any good, up-to-date ones.
Ones that actually help, and not talk on and on about 1 thing, preferably. 
"asset"? what kind of asset?
omg 🤦♂️
does anyone know if its possible to get avatars parameters in an avatars seat override controller?
hey yall, how do i change the avatars preview? it looks like this in the preview and that affects people who dont have my anims shown probably
does anyone know how to export as vrm.. cus my character doesn't have enough limbs
why do you need a vrm? vrchat doesn't use that
the preview is the way your avatar looks in unity, without any toggles. Change that and preview will change
really??
what, so just hit disable on all the clothing options in unity and that should work?
Only enable the objects you want them to show in default state.
Got it, thanks!
do you know if it transfers over to quest if you have the same items?
bc sometimes my quest models pop up naked or bald but everything is shown the same as pc
It should be.
Your problem rather because of parameters mismatch between platforms.
Solution is easy as using the same parameter list for both platform.
its an older model so im assuming i probably fucked it up trying to save space since i used to delete parameters of items i didnt use
Deleting parameters doesn't actually save space.
i was new
Anybody know if they updated anything about how stations function on quest avatars? Seems like the stations on the quest version of my avatar are completely broken and I don't THINK I did anything to them on my end...
Leg colliders for my dress are clearly working for pc, but not for quest. Any idea why?
if you have too much they'll all be deleted during upload. Read the warnings in the sdk
Any tutorials on how to make footstep sounds when walking?
I would really like some help with my avatar! I bought a new asset from Gumroad, and I’m struggling to attach it to my avatar.
Need more details on that. Whats the asset, what have you tried, what does the seller write on the page or readme on how to use it
did they not have a step by step tutorial
I think theres an asset for that on gumroad
pretty sure it allows you to change the sounds too
do you know what it was called
Why do you go to dms immediately? If i end up not having time or the knowledge to finish your issue, you have to write it again and again to other people. Lets just keep this here so im not the only one seeing it
Let me go check
It's the EMF reader by DittyDos
thanks! ill try this out and hopefully I can figure it out
You're welcome
Zero, it's the EMF Reader by DittyDos
And, of course the whole channel goes basically silent...
im having an issue where my blendshape works in blender but when i move it to unity it doesnt move at all. it shows up and i can slide the bar but it does nothing even though every other blendshape works perfectly fine.. does anyone know whats up
didnt give us enough info about the issue to go off of
It says there's a script missing, and i can't allign it properly
I went to the page and i didnt see anything so im assuming its in the package
either in a zip with the asset if it came like that, or in the actual asset folder in the project
I dont know any assets that dont give you at least one instruction on how to upload
or there are instructions on the download page which you can only access if you bought it
maybe
hang on, lemme get it
What's the max i can have? I just want the legs to not go through the dress. Physbones are at exactly 8.
isnt it 64 for quest
64 physbones and physbone colliders total? Like....
Physbones work on quest. Just the colliders dont.
Is there a website I can go to that will let me search avatars by features? Like FBT, GoGo Loco, Toggles, FaceTracking, number of fingers, finger tracking, etc.
I've spent a good 10 hours in places like Prismatic Avatar search and am struggling to find a good all around avatar that I can use as my main.
64 physbones total
No
So that's including the colliders?
They should be. I have an avi with working physbone colliders on quest.
they are, but there's a limit, it should be on the website
mhm
apparently i need sixteen less collisions... I don't know how to reduce that.
- Reduce colliders
- Reduce Physbone transforms
- Reduce colliders in Physbone collision slots
it probably has colliders because you can't really use angle limits for that
How?
the lower leg moves separate of the skirt
Upper leg? Yes. Lower leg? No.
And i want to be able to pose with gogoloco and have the skirt still follow the pose. Like sitting on top the legs when sitting down
because they don't want the legs to clip?
the skirt angle limits aren't going to change to accomodate lower leg movement
your answer doesn't solve the problem then
One thing I've learned: What I as the user see as a problem, has very little to do with what Unity sees as a problem. In all cases, Unity wins
I'm probably just gonna experiment with it for a bit.
So..... How do i change the colliders to angle limits?
what they are suggesting is that you remove the colliders, and instead, set the limit type to "angle" inside your physbone settings
the issue with this though is that if your legs move outside your skirt, they will clip
so like i told them, this doesn't actually solve your problem
damn.
a better way to solve it would be to reduce your physbone transform count
So how do i reduce collision checks?
how
in blender or unity
either exclude bones using "ignore transform" in your physbone settings, or merge them in blender
And how do i exclude bones?
@crystal whale physbone collision check btw is the sum of physbone transforms on a component * colliders on that component per component
like i said, using "ignore transform"
so changing any one of these values helps:
- physbone transform on components with colliders (reduces collision check by transforms removed * colliders on that component)
- colliders on that component (reduces collision check by colliders removed * affected transforms on that component)
on your physbone component
i'm not sure where else it would be, it's changing your physbone's settings
which i also said here
"ignore transform" in your physbone settings
dumb question is gogo a plugin i install before i launch the sdk
I'm clicking this and it's still telling me those are there. Just pops up with a box with a zero. I tried replacing it with a 1.
it can be added in vcc or you can import it as a unitypackage
there are two ways to install it
thank you!
okay, i feel like im missing something, when i grab gogo off of the site, it just has a readme file and nothing else
like is it in vrcfury?
GoGo loco is a posing system for avatars
helpful if you're only on desktop or don't have full body
yeah i know, i'd still like to add it and the package file isnt in there
the gumroad
im so confused T_T yeah
maybe try adding it to vcc instead
? you set the amount you need to ignore, then drag them into the slot
it doesn't know which ones you want it to ignore
that's what the setting is for
there's no button to do it for you because it doesn't know what you want
I think i got it. Deleted the collisions betwen the right sides of the skirt and the left leg and vice vera in addition to the back two physbone interactions.
this doesn't just delete the collisions, this removes the physics from them entirely
collisions are set per-component, like i already said
Nah. Still has physics....
nope, not on those transforms
the skirt will still have physics
just not the transforms you put in the ignored transforms list
oh, im getting an error now saying it's data i dont own, but the author said they didnt care what it was used for..? like it's got a cc license
that's not related
There weren't any on the ignore transform list.
i'm not sure how the error would know that
Difficult to describe what I did.
if that's really the error that's causing the issue, what it means is that your account doesn't own the avatar ID. As in, you are trying to update an avatar on someone else's account
am i just dumb lol
although typically this error is wrong anyways, as it just happens pretty much every time your avatar fails, even if it's not true
so you didn't use the ignore transforms?
No.
okay then what i said about removing physics wouldn't apply
I went down the physbone list til I saw rhe collider. I saw that all four colliders (left and right upper leg, left and right lower leg) were listed for all the bones. I deleted the interaction between the right leg and the left skirt bone and the right skirt bones with the left leg. Then deleted all interactions with the back two bones because not many poses are really affecting those two since they'll just hang there anyway.
oh, didn't know you had separate physbone components for those parts of the leg
i wouldn't have any way of knowing that
I said physbone components, not colliders
okay im dumb lol I didnt put vrcfury on it i think
Ope
i guess not it's still giving me the same errors
is this the only error? it's usually a side effect of something else
idk, I installed Unity just before i started asking questions. I looked it up and other people were having the same issue as close as 2 weeks ago
supposedly it's saying that it has the same blueprint id as another avatar but mine is totally blank and none is actually attatched to it..
Does anyone know how to resolve this? Changing the materials on the skinned mesh renderer shuffles about the ordering of the material slots at the bottom, meaning I cant animate the material properties like I should be able to
the creator companion is so bugged😭😭😭
It can't detect downloaded unity
It can't download unity😭
And I have a question that, i published the avatar but the avatar has no expression or clothes changing function or any physics
are you trying to get the correct unity version?
How is that happening
well, did you set them up? if it was a bought avatar, did you follow the instructions correctly?
It somehow can detect the 2022 version, but the problem i mentioned occur
so i doubt is it the version's problem
2022.3.22f1
so I need to set everything up
yes
yes
and if you bought it, ensure you followed the instructions properly
like movement physics, AFK thing, clothes, emotes
if you made it yourself, there's a bunch of tutorials online on how to set those things up
that's correct
The avatar preview is the first anim in the first layer of the base controller in the vrchat avi descriptor. Create an anim without any toggles and whatever pose you'd like. If you use shaders, maybe some magic effect, make the mesh it's applied to a sphere instead of a cube to not interfere with the VRC menu. Likely not what you're doing, just mentioning it.
does vrcfury get added to the model automatically..?
VRCFury is like GoGoLoco. VRChat only offers the Avatar SDK. Everything else is something you add. VRCFury is an optional way to create avatars, one way of many. You get it, you add it, and if you use its scripts (which are a simplified way to add things, like toggles), it'll compile when you click playmode and you can test it. It'll also compile when you upload. VRCfury believes in the non-destructive concept, where your avatar remains unmodified until uploaded/playmode-initiated/etc. When you in playmode/uploading, VRCFury will read the scripts you've added to the avatar and create actual logic for it. It's not per say added, it's just a tool.
And about the "you don't own the avi thing." Older avatars, and newer lazy ones, come with a UUID that was already used to upload it. Find the blueprint pipeline manager, it should be under or above the vrchat avi descriptor, and remove the UUID. A new one will be assigned when you upload.
see the thing is i cant detach it because there's nothing there😅
like i can attach one
It was thanks
If you detached it and "blueprint ID (optional)" is empty but you still get the error when uploading, click attach and try to upload. If it still says you don't own it, make sure you are uploading the correct avi, the upload panel lets you select which one. If it still says that, restart Unity and try again. If it still says that, screenshots and post console.
and yeah i clicked attach, same thing. I tried relogging the sdk, and reloading the sdk as well
oh, and this is what it looks like before i click upload
See the hierarchy panel. Left side of Unity. "cantiExport" is the top gameobject, it should have the vrchat avi descriptor and the blueprint manager. It is the one you're uploading. If you're uploading another one, like "canti2.0blender" then you need to select it in the upload panel.
If you have done so, you're sure that you're uploading the correct one, and for it the blueprint manager is empty, I'm guessing the SDK is getting hun up on the error in the upload panel. You'd need to map Shoulders and Chest, probably in the FBX file.
Find the FBX file in your collection. Bottom panel. It'll look like a thumbnail of your avi. Right click to edit. Map chest to chest, shoulders to shoulder.
Even if that's not the problem, it's something you'd have to do eventually.
yeah i think it might be the model, i was able to upload the example one
How do you fix this? I'm very confused, the form seems fine on unity but in vrchat it's broken. Basically im using unity 2022.3.22f1 and the more recent SDK for vrc, which was recommended for vrchat. This texturing broke after i made a new form for the avatar, even though it was working before, this is what made me confused when i changed nothing for the previous texturing.
-# bump
I have been mildly confused about this, anytime I have my VRC Avatar Descriptor open on Inspector my whole editor lags, but the moment I click off the avatar, go out of the Inspector tab, or minimize the component my editor stops lagging
The CPU goes from 3 ms to over a 1000 ms
I found the exact thing thats lagging it but have no clue why, the eye look tab, I disable it and the lag goes away but enabling it brings back the lag
Touching any of the eye movement tabs brings my cpu to 2500 MS
It doesnt change the element numbers which is what is used to animate changing the material but if you wanna animate material properties with poiyomi you need to add the animated tag to the component you wanna animate and it still allow animation to continue when the material is locked
Hi, maybe someone work with wings controller? I made 5 basic animations, but they working bad in total ))) ( On 1st screen how its in Gesture, and 2nd is in animation preview)
The bicycle pose happens because you are in the animation tab. Switch Animation to Project. The right image is Unity, not VRChat. If that happens in VRchat, do you have a base controller? You should make one, or use GoGoLoco. In the vrc avi descriptor. Please use win+shift+s to select an area to screenshot, go to Discord, ctrl+v.
Here's a tutorial that explains the base controller and its animations (but you shouldn't need it unless you want to learn: https://www.youtube.com/watch?v=lKeJMxG7CGU
You should add wing animations in the FX layer. The Gesture layer is for hands.
It sounds worthy of a bug report on the vrc canny.
Ye I made this one
The texturing is the problem, i know about the posing, sorry if that was confusing
https://www.youtube.com/watch?v=ZG2q09cld9E this tutorials works similarly. It shows you how to pose hair in different angles via animations. If what you're asking is how to make a smoother wing animation with blendtrees, it should help.
thank you, will check it
(You don't need to make the animations in Blender. But it still has useful parts for Unity. If it doesn't answer your question, feel free to repost it later).
Right now it just wont work
Anyone that have gotten VRC SDK to work on Linux? Saw some people talk about it before, but I cannot myself get it to work. I can't select any platforms for building and publishing
Those are blendshapes. They probably have their own material. The shader chosen doesn't support transparancy, so it becomes white. The white is suppose to be transparent. Find the original shader it had and apply it to the mesh that has the blendshapes. You can see it by clicking "Sonic_The_Hed..." gameobject, see the right side. If you are making your own materials, you need to choose one that supports transparancy. None of the /mobile shaders do.
Ahh I see, I assumed the animation glitching was because the slots were moving around, is there a way to animate the dissolve alphas separately between all of the materials?
You might have to seperate the mesh via materials if you wish to do that as Unity cant animate different properties on different materials on the same mesh, it just animated the entire mesh's material properties
@somber sequoia maybe. Smart, use Linux. Sorry if pinging is inappropriate.
Meanwhile, it has a native port and you shouldn't use Wine/Proton to run it. Guessing you install support via your package manager. All I know.
But borrowed any proper solution, a bad solution is to install wine-staging, install UnityHub again there, add the support, and upload the avi. Wait a bit before trying, ask a while, could ask in #avatar-general to not get bumped up here.
Nevermind, just need to mark it as renamed, thanks a bunch!
if i have a prop thats a .fbx file, would it be better/easier to attach it in blender or unity? i usually dont work with props but...comically large spoon? i couldnt say no
It would be easier in Unity
bet thanks. ima take a guess and say i just drop it in, position it, and set its parent to the hand bone?
Yup
'preciate it
that might work yea, I don't know if there is any ways to get it working natively as I am currently running unity and VRC SDK natively
Well it was previously working before which is one of the reasons why i was confused
so that might be an issue, would change to running it through wine/proton if that is the only solution
I'd suggest you edit your post and include that info. What Unity ver it worked for, what SDK, what you did since it stopped working.
Ok
Natively is better. Just wait for now. Might get an answer of the one I pinged. Just wait, test a bit. I gave a temporary solution, not ideal. Could reask in #avatar-general to avoid getting bumped up later. For now, wait.
Install the windows build platform target if you want to build vrchat stuff. The linux build target is only if your game server runs on linux, you don't need that for vrchat.
Got it thank you so much, have a good day
well or I guess if you're running a native game client, which again, vrchat is not.
The Windows Build Support (Mono) module?
Sounds right, but I'm not looking at it at the moment. It's whatever VRChat says is required on Windows.
I messaged the wrong person. Ignore that. If it worked before, and it stopped worked, you know the path you took that broke it. Retrace your steps.
Regardless, if the blendshapes end up looking like that, a material likely got switched out, or changed shader. Click the face of your avi. On the right side, you'll see a list of materials. Find the one that is for the blendshapes/face-expressions. Check it's shader, make sure it isn't a /mobile one. It should be the original shader the original avi had.
That worked, thanks!
excellent!
@somber sequoia you ever seen something like this?
Still thank you
I find when I run on my laptop (Ryzen 6900HS, some bleh AMD GPU) Unity is a little busy but not awful.... but if I have the Scene view open it spikes the CPU enough that the fan's on constant. hide the scene view by just selecting a different tab and it's fine.
Thank you too. Remember that you can just repost your question here if you're still lost after some tinkering!
Not the scene view at all, legit it's the eye look tab in the descriptor, if I hide it then all the lag goes away, just thought you might find it interesting
Yeah haven't seen it with that, but I'll see if I can recreate it when I next launch Unity
I can send the prefab file as even when you delete everything inside the avatar it still lags
huh
Yeah it makes no sense
got to be some weird bug causing some kind of loop in there, spiking the CPU
Isn’t there a specific file I have to use for avatars to become quest compatible
not really?
unity?
I can't think of anything like that, but if there is such a thing it'd surely be in VRChat's docs about building for the Android platform.
Hmmm
I wont find info that I need
This was back in the old dynamic bones days
probably wouldn't be relevant now then
I Think I just miss something with settings
Even if I make a prefab with the eye look open it makes my cpu lag
Cuz wings just wont make animations that I made
So I don’t need nothing extra just unity and the sdk fr?
really I have no idea what you might be talking about, so I'd say "no"
Ok
do another build, then look again
are those the first errors? there are none above?
the shader errors might not block the build
I need help with this, everytime i try to upload my avatar i am met with this error
there's a VRC Fury discord, that may be of help
there's nothing in this error that suggest it's vrcfury related
you somehow accidentally guessed it, removing vrcfury got rid of the error so it was indeed vrcfury related
well now i know where to look for
ha!
can you not do UV offsets on toon standard?
Nothing useful in that error message, unfortunately.
what unity hin templet thing do i use
Avatar 2022
thats not in there
or was it 2020?
something like this
oh
you don't have your project in unity
you make it in VCC or Alcom
and pick the avatar 2022 template
yeah thats what im use to
ye, we switched to 2022
i need more help then,
with what?
what do i have to download?
VCC or Alcom and Unity 2022.3.22f1
can you send a link?
i need help, when changing view position it seems only the Y axis changes in game, even when putting it really far outside the body it stays on the same X and Z
generic avi = can't move view point
ah
thanks
is there a way to disable it changing when crouching and prone then? i don't want it to be inside the model
Okay so i spoke to someone on the VRCFury discord about it and apparently it's not something caused by VRCFury but it's part of it
Should all these be checked
"all these"?
What do I need
top 3 - need,
the rest, if you want to use them (or an avatar you bought requires them)
Hey there! I'm working on an avatar and I'm running into a weird issue regarding its Geometry Smoothing settings exporting from Blender and how it looks in unity.
When exported from Blender with Geometry Smoothing set to Normals Only, it shows a desired shiny eyeball texture. However, this breaks the look of several blendshapes.
When exported with Geometry Smoothing set to Face or Edge, it fixes the broken blendshapes but breaks the look of the shader, resulting in a weird sort of fullbright look. This happens to any shader applied to the eyes. I've tried messing around and figuring out exactly what's going wrong but I haven't been able to figure it out.
It's also affecting the other shaders. Example pics of good > bad
oh weird, I wonder what it is
I use face, but also import normals in the FBX import settings in Unity - have you tried that?
I need help with this model again, crouching animation only plays when i'm walking and i'm going nuts, what am i missing?
I'll try this and report back!
(you have to uncheck "legacy blendshape normals" for it to show up)
it’s been stuck on building avatar and idk what I’m doing it’s my first time 
Might have to check if any other prompt is up and needs you to press ok
I work on unity 2022.3.22f and the more recent vrc SDK, I am still dealing with the same issue as before those who seen it. But I think I found the problem but I still don't know how to fix it. Basically I re animated the form mimic and it worked, but it broke the other form phantom. So I re animated phantom and it rebroke mimic. Even though on unity it shows it normally, but transfered to vrchat it's broken, I know have the previous picture as evidence, these are textures btw
what are these "phantom" and "mimic" things?
This fixed it, thank you!
oh good!
Forms I made for the character
right but what is a "form" and what exactly are you asking about?
Toggle
are you asking about getting the menu toggle to run an animation, or something about the animation?
Like I had said the toggle breaks such as texturing, that's what a form is it's texturing
(Sorry if I came out rude)
no, not rude. It's just not clear what specifically you're asking about
hey i was trying to put the descriptor on my character, when i click edit it does nothing
I need help to get better tracking with booth models?
Like the waist is too high for my irl waist trackers. Any fix for it!
To get better propationals and better movement with booth Avis! 
my avatars hands are being bent 90 degrees on desktop and vr but there is no issue with rig or scene hand bone positioning? what other possible causes can make this happen?
those parameters are used in menus but not defined in your avatar parameters list. I'd think they would be if it's supposed to be a working package
you could add them but you'd have to know what type they should be
you might be able to deduce that from how they are used in the menus
They arnt mapped at all
This is that the gum road says
It’s like the updated version is screwed up
fixed it.
Can you explain the steps you did after importing avatar package?