#avatar-help
1 messages · Page 138 of 1
no I mean by looking at the menus and seeing how the variables are used.
a straight toggle is probably a bool, but one that sets a value might be int or float
can someone convert my vroid into a avatar
W h a t.
probably super simple and im just being dumb, but can someone help me figure out how to change facial expression? i know how animations and stuff work but i cant seem to FIND the expressions/facial gestures, it has them, but they dont seem to be in any of the FX later, their is an "expression" thing with animations of these facial expressions but editing them does nothing? there is also a fuck ton of "auto generated" bullshit which also seem to be duplicates of these animations but im struggling to find the one i need to edit to fix what i want
hi guys im in blender rn and im trying to select multiple shape keys but i cant for some reason? and these are all yellow and im not sure why? was trying to make the active blendshapes apart of the original mesh
ohh i thought you could, how do i combine them then?
Send me one I can’t find one for the 2022
well i wanted to make the active shapes apart of the basis mesh
Nothing is showing me what I have to install for android support
That’s literally all I need
ohh ok, thankyou ill do that
I can’t find a single video explain the quest support file I need to download
Google is saying other whys
~
this issue
i swear im not stupid, i just genuinely cant find it
im sorry lol
im not really sure how to explain but it just doesnt seem to, be there
we could hop in a call and i could show my screen if u want?
i know how to change animations, i just cant seem to FIND the correct one, and u wouldnt have to talk,
just so i could show u?
The video didn’t help still can’t find the unity android support
That even the video says I have to add.
i dont think the video will help, as i know what ur talking about, the issue is i cant FIND it on this specific avatar
I replayed it 6 times
this? like the FX? again i see this but it only controls the hands not the face
Yep I found the download
You said the download don’t exist
It clearly is a download
It still counts as a download the button says download.
not helpful
not where the animation for the face is
hence why im fuckin confused
cause i know this, im not stupid
but the facial ones are not here
yeah?
thats like, standard
for a lewd avi it is XD
i forgot not eveyone is a degend though
Since the face is linked with hand gesture, it's the hand layers in FX.
i swear its not 😭
i looked at the animations
it has some weird "auto generated" animations as well, never see someone do an avatar like this
Can you screenshot the content of the animation?
fuck why is that being put as a downloadable video
one sec
give me one sec, dont wanna make ya download a "sketchy video" hahaha
mkv can't be embedded. You have to record as mp4.
I just saw the same animator controller is being used for gesture and FX, which is a bad practice.
thats just what it was when i improted it, so idk
Assuming from layers inside, you could just make gesture layer Default, then you record face animations and replace the motion in the hand layers.
im fine completely deleteing all the current gestures, both hand and face as i wasnt to replace both
but i dont know how lol
like i know how to make the animation, i just dont know where to delete it from/where to place said animations lol
It's a common practice to reuse hand layer for face expression.
yeah
So whatever the current hand layers have, replace the hands animation layer inside with face animation and it should work.
that wont fuck up the hand gestures?
That's I said to reset Gesture layer to default.
how do i set it to default?
changing what FX/"gesture" thing is in it doesnt seem to stop/change the facial gestures in any way
i can change the hands just fine, but nothing seems to change the facial ones
The "X" button at Gesture slot. in avatar descriptor.
even with it being "none" it still changes the face
So that mean there is other layers inside of FX that's actually animating the face.
again, not that i can find
https://streamable.com/z1k9t2 and no, im not making changes in gesture manager
You could check in the VRCFury FX controller after entering playmode and see what got generated into it.
If it doesn't exist in edit mode but after in play mode, that means there's some component that's generating face expression layer.
i think i figured it out
was hell to find the thing that was auto generateing it, but i seemed to have removed it finally
Why does my avatar appear black on mobile? I'm using the mobile standard lite shader.
It looks fine in unity and if I upload the same shaders to PC
Have you tried using a different mobile shader like matcap or toon standard?
Are you converting it or does it already have a quest version?
If you're converting it then rather choose a shader that mimics poi toon
Like the toon standard if it has a quest version already i wouldn't know
can't upload my avatar atm, the info dialog gets stuck loading like this, and the build&publish button doesn't work either. is some service down atm?
You probably had set metallic high, and without world reflection, it will appear black.
The SDK you have is too outdated.
Hii im trying to add hueshifts to an avatar i bought since its now possible for quest but whenever i try to animate the hueshift for one material it ends up animating all the other materials on the same mesh aswell. Is there a workaround that without having to put the model through blender?
You have to separate mesh by material in blender.
Ok got it
hi I'm relatively new still to VRChat avatar making.
I made an avatar a while back, and got it working okay for me. However when I showed a friend, he was having this strange bug on his end. In one eye, the avatar model rendered fine. However in the right eye the model doesn't properly display, the position of the model is off, and moves when he turns his head. Depending on the direction the model will move around in weird directions and even the nametag will be out of position.
Can anyone help?
I was about to ask how old the sdk was because its been ages since ive seen it look like that 😂
Probably 3-4 years old.
Thats not an old sdk version. That's what the current sdk looks like. Unity is just in light mode
Oh right. I confused with the old sdk with the scane dialog with similar color.
sure as hell looks like it, but i know it isnt because that would NOT work
i made two versions, the avatar is normally in poi but with standard/realistic lighting so for quest i chose standard lite, but i think its bugged
like the shaders i mean, because it looks normal in unity
When i change the Avatar size inside the game and i change world my Nameplate goes WAY high above my avatar, it only happens after i change size and change world, how can i prevent this from happening?
also it does not go back to normal after returning to the defaul size it just stays up
Can anyone help me rq? I am trying to upload for quest side and I am currently testing the gestures and everything
But when I load it it into play mode it just takes away the body materials
do they turn purple?
Nope
then what do you mean
It shows the component the heirarchy but when I go to play mode to test how it would look for quest there is no component in the section
the mesh render component? the body mesh gameobject?
That’s gone in the play mode
either way sounds like some kind of borked prefab doing it.
i would probably do trial and error in removing any prefabs you have that build on upload
those are the only types of things that can delete game objects or components
prefabs or custom scripts on the avi that build or modify it at runtime
Most likely also how do you fix the hand gesture when it is stuck like in move and won’t even go flat?
some one help pls im tryna put clothes on my shark and i conect it vrc fury folow some tutrials online using armitare link and it looks like it lines up then i hit test play and it doesnt work
why not just put it on the model manually?
like through blender?
yes
i dont know howw to use blender
You should learn, its useful
but the last image makes me feel like theirs weight painting issues, but then again, im no expert
theres*
is it just shrunk
might be a blendshape
i looked into it learned a tiny bit then havnt goten back to it
i looked at that and it wasnt
im not sure what im looking at then in the second image
if it was paired correctly with the armature you'd think it would work
While blender takes time to learn it’s worth it. You could try modular avatar if you’re familiar with that one but also like mention if the armature names aren’t the same that can be the issue too
is that asset for your avatar?
vrcfury works fine if the asset was made for the avatar
the arm bits look fine so it looks like its shrunk on the belly but it could be the avis texture
i have no idea
yeah it is i can link it from where i bought it
show a screenshot with your VRCfury armature link settings
i was thinking thats a tail
yeah thats the tail
shark tail
like this ?
is it a shark cat or something
Hit "Advanced options"
its a just ashark
untick "Align position", test again.
imagine its fixed
I don't use VRCfury, but from my understanding, if the bones aren't in the right place, it tries to match their position, and that happens.
did not fix it
the question is where is the asset when youre play mode
Where did you apply the VRCfury armature link?
is it disabled perhaps? like the obkect is off
thats usually the issue when it comes to wonky clothes
i keep forgetting you cant send gifs here 🥀
hip i think? this is my frist time tryna add clothes to a avi so not 100% sure on waht im doing but i have used unity to atach prefabs like swords ect but then agian when i got the preab there was allways a tutorial
Any chance you can share a screenshot? If i see that correctly, you've put it on the prefab
i don't use it from a while, but i believe you wanted to put it in the first bone of your Armature.
it works fine if its on the root of the asset
like of the hieacrchy?
I was reading the documentation. If i understand it correctly, you want it to be on hips
which.. i've never done, but
worth a shot
" Give it the root bone (hips) within your prop and the path to that same root bone in the avatar, and VRCFury will automatically attach the mesh"
This means to fill in hips and set to attach to hips, not to put the script on hips
Oh i see what you mean
just for further testing, try to disable "allign rotation" and "allign scale" on top of "allign position" as well
it would help if we knew what its doing in play mode
does it fly off, shrink or get disabled
well seem,s that fixed it?
yeah that fixed my issue @sudden violet tysm
wonderful
What should you do if a avatar you bought is missing mesh on the clothes or deletes the mesh?
well how big of an area is missing
Is it possible to multiply integer parameters with avatar drivers?
I edited avatar I bought but when I put it into unity project with original it was without all the toggles, physbones, expressions, etc. Is there a way to apply everything that is on original model to this one or do I have to connect and apply everything manually? I tried to save over original fbx in unity folder with new one but it didn't do anything.
it should've done it when you saved over, but if it didn't you could try using Pumpkin Tools to copy all of the components over
Maybe I did something wrong last time. Just pasting into folder with fbx with the same name as original should work? (while removing the original)
no
drag the new one to the same folder with the same name while the old one is still there and pick the first option - override/replace
something like that
Thanks. I will try to do that
is this going to be an issue? and if it is could someone tell me why its doing this 😭
You can just enforce tpose
i enforced tpose, applied, and hit done and when i go back into configuation it just does it again
Blender, cats plugin "fix model" should fix that. If the SDK isn't stopping you, test some gestures in-game. If it looks good, you could ignore it. Could also visit Fate of the Irrbloss world, it does some checks on hands. If you can start the lobby, I don't think any other worlds would complain either.
https://vrc.school/docs/Other/Advanced-BlendTrees maybe there's something about it in here. Or another page. They might have a Discord too.
i just tweaked the rest pose in blender to line up more straight, they were slightly unaligned tbf. minor issue ig
love that second piece of advice, but id rather throw away my whole project than ever touch "fix model" again 😭 im for sure going to test gestures before i do anything else tho
You could duplicate the avi, use fix model on that, delete everything but the hand bones, merge them (either via cats or manually). Then fix the weight paints so they have the same names as the body/skin mesh (they might hae been renamed, you wouldn't need to do any weight painting though). More manual work, but cats wouldn't do anything to your real model.
idk what im doin wrong tbh
I have been making avatars for months, im a trusted user and im 18+ verified, why am I now getting this on an avatar i uploaded just yesterday
oh i was in play mode, no worriess
How. There’s no blueprint.
Used blender for a mmd model did the steps correctly
Everything was going fine , textured fine , I exported it to fbx as instructed
I wanna import it to unity and then boom !
I’m using the unofficial cats blender plugin because the official one hasn’t been updated and is like abandoned
Bruh why can’t this be so simpleeee
mb guys😭
Bruh Im like deadpanned at my screen
Just import to unity already ! Everything is fine !
that's not what that button is for. It's for MMD and certain VRM models. Models made for VRChat will break when using the fix model button.
that's good. It shouldn't be used for vrc models. Unofficial cats makes that more clear then official cats.
-# ? :/
It’s a pmx file originally
I’m gonna try some things out il come back if I see anything else
Ok yay I got it , now il just need to get the textures in
Hmm why is he full white , on blender the texture showed up
You need to add the textures to Unity too. Unity will find them automatically, but might have to restart. You can pack them into the FBX at export in Blender, but that unecessarily increase the FBX size and isn't recommended.
Ok
I just wanna try doing mmd to vrchat once , so when I come back from my trip I can have the skill
with which issue?
i assume the blueprint you can just try to reupload again
freedom of speech revoked ig
oh honey... no
Others have posted this error and no one has had a solution. Maybe the blueprintmanager is bugged, click the cog symbol, remove it, try to upload. SDK should reapply it.
Rip stays for ripper. These are stolen assets.
illegal 🎵
Support the artist so the artist stays around. Dont support, artist leaves and then everyone complains.
that must suck, but you dont NEED an avatar
Most people here won't help you if you use rips. Ripping doesn't preserve the avatar so you'll have to reconstruct it. Time to learn avatar making 101
put yourself in the artists shoes. you spend months of your time making something (this is most peoples full time job btw) then someone rips it and you get only 20% of what you were supposed to receive because everyones cheap. How would that make you feel? To get robbed of hard work??
you should be ashamed, what you're doing is highly disrespectful and i hope you change your mind one day
same here 
<@&397642795457970181> mentions of piracy site 
i got it handled
still better to get their message removed and a warning :P
i made a ticket
how do i fix this please tell me
it was a funny moment fr
is it a blueprint issue?
your account needs to be an official vrc account with a trust rank new user and higher, is it?
So I got the Antigen from Neochroma and put the project into Unity, I added 3 assets to it from Liindy (Zippo & Cig, Proton Sabre, and Hawk Bow)
When I tested the avatar ingame it was stuck in a weird bunny hop position, the same one like when you click record on an animation.
My main issue is that I don't know how to fix it.
Why is the side bar gone
side bar?
i believe pumpkin tools can reset that
Like Whenever you click and you see the info
Like the tab , my sdk says to re rig when I click the tab doesn’t show yo
Bruh blender and unity make me wanna go into a public black cat with zero shield on
Like what’s going on !?
Whenever i change a shader to toon standard, everything goes white. How do i fix that?
I tried using the reset pose but it didn't fix, first picture is what it looks like when I go into Play mode, 2nd picture is what it looks like when not in play mode
My issue is that pose from play mode is in VRChat when I upload the avatar
So it's not doing the normal pose it's suppose to do when being tested in the game and not in unity
i wanna ask for confirmation about something but that something is sadly for VRCFury 😭
Anyone know why my animations play at like 10x speed in the preview window? They play correctly when I go into gesturemanager but are insanely fast when previewing.
either just ask here, or ask in their discord server
This is in-game testing
I’m trying to rig
But the cretor put everything in Japanese !
Fml
Ugh why isn’t there an automatic translator !
i think you can import it into blender and translate it with cats
the fbx
that works
Ugh this would of been so much easier if things were in English
Ik but so annoying
its literally clicking a button
import to blender, import cats, click translate, reimport into unity
best of luck to you then
I only have one left
This is so frustrating props to everyone who rigs avatars for us in public worlds
Sorry to interrupt this current convo, but I got a dumb question.
So my hard drive with all my avatar files like projects, sustance painter files, and exported textures has failed and I lost everything.
I can redo a project easy, but is there a way to obtain my textures from avatars I uploaded without getting someone to rip them?
(I really dont want to remake all of those textures again)
i dont think theres a way without ripping it
Is ripping possible still?
Hey guys!
Is there anyway I can make the contacts only work with everyone and not work with the player?
Check with your local computer stores, or anyone that sells computers. Sometimes they are friends with corpos that specialize in retrieving info from dead hardware (that only companies can contact). It will cost you very much though. It's not illegal for you to rip your own assets and use them, but it does violate the VRC TOS. You'll have to decide if that's worth it.
yeahhhhhh.
I think my friend looked it up and it'd cost me like $400.
:(
Wish I was rich lol
If they were uploaded years ago, maybe. If you enabled the "upload all assets" something in the SDK settings. It was removed like more than a year ago.
It was designed to help recompile avatars in future updates, but was never used. If you enabled that and uploaded, VRCX had an option to download that. They might also have removed it, but you can get older versions on Github. Joining their Discord might give more info.
You can setup a new state after the anim with another one that undoes whatever the contact toggled on, for its condition you add "IsLocal." Then it would be disabled only for you.
I’ve tried copying the upper leg still don’t work
are you sure you're using the right bone
Yeah it’s this one leg !
See hierarchy panel on the left side. Find the lower leg gameobject. It needs to be under/in the upper leg. Like how chest is inside hip. It's probably besides it.
Yeah it highlights the game object it’s just hard cuz it’s in Japanese
Should I paste as child ?
Yeah lower leg
it seems to be a child so i dont see why theres an issue if you just dragged it over and applied it
I did
i need help making a view point
is it possible someone could call me and i could sceen share i really ned help lol
That is the lower leg. But 足 is foot. It needs to go in the gameobject above it. You've put lower leg in foot.
what part are you stuck on?
you should be able to just drag it into position
ive never made one before im new to this i got my model and everything i just dont know what to do for this part this is my second avi i ever made
and theres another issue my avi wont uploard for some reason even tho nothing is wrong 😦
in the avatar descriptor theres a section with this button
hit edit and drag the little grey dot to between your eyes
oki but wheres the descripter 
click the model name on the left and in the inspector screen on the right it should already have the component on it if its a pre-made model
if it isnt then you'll need to manually add the component
im ripping these models from garrysmod
ew
so it dont got a caponent
good luck with that.
its not fun trust me
you need a gazillon things to get the model and textures my buddy taught mw
really?
huh
i didnt know that my buddy showed me
ripping is piracy, piracy is illegal + frowned upon in the community. theres also the fact alot of gmod creators play vrchat and will DMCA your model if they get the chance
how i make my own model then any vids i can watch
Theres plenty on youtube this discussion also has links to some basic ones: https://discord.com/channels/189511567539306508/1139228456090087495
Check the workplace on Steam. You can download them there and then import them to Blender and use cats to fix them up. There's no need to rip them. Just check the author's comment section, sometimes they wish to be asked for permission before they are imported to other games.
ight
thanks
Just so you know, importing Gmod models is much harder than mmd models. I don't recommend it if you're just starting out.
trust me ik it aint fun i only did it one time and my buddy had to guide me through everylittle thing
I'm unsure because I don't use VRCFury and do not know how it integrates things. But on on the gameobject that has a vrc avi descriptor, find the animator. it should have a controller. drag-drop this new anim into it. then try to animate. Might have to restart animation tab.
If I'm wrong, maybe someone else knows
when I use desktop, my legs move behind me, and im trying to figure out why, happens to a lot of my avatars
Hi so Im having these two errors pop up and im unsure how to fix them? and this is how it looks in my 3d program
the legs are just too far back, I cant use the camera because it just resets them, idk if its a viewpoint issue or what :/
the legs shouldnt be that far behind
how do I do that? I got it to work but now it does this
- consider upgrading your Blender and using unofficial cats
- ensure you have an armature and it's parented to your mesh
- clothes are floating off the model
not blinking or opening mouth
whats unofficial cats? i usually use 4.2 but i have 3.5 to use cats.
it's an updated cats version, maintained by a different team. I use 4.2 blender with unofficial cats
https://cats.neoneko.xyz/
how do I use vrcf
thanks
They shouldn’t be, I can always check. They should be fine
Hey all, I’m trying to make an animation where the hair color and some shaders of my avatar will change with a toggle in game (along with some particles effects but the hair doesn’t change in game only the aura (particles) is toggled on.
What I did :
recorded an animation with the aura on and for the hair I went to the material and changed the hue. Only the aura works in game. Hair stays the same (the color before changing the hue). Why is it not working properly?
which shader?
Poiyomi Pro
got the hue marked animated while locked?
Hello, this model im trying to use is missing Shoulder bones and a chest bone. is there like a sneaky way around this or would I pretty much have to redo the bones
You can add them in Blender, then just make the upper arms direct children
Hmm I believe it must’ve been locked before I started animating it, and I would unlock it so I could change the hair (in the middle of the animation).
No, you mark the properties you wish to animate "animated while locked"
it should be locked when uploading, and there's little need to keep it unlocked if you aren't making changes.
Anyone free to dm for avi creation? Focused on adding assets in blender, to unity.
Can someone tell me why all of my projects (that are all up to date, on the newest sdk and everything) are all doing this.
I clicked the okay button right when it appeared.
No I'm not on the beta.
Did you check the console for more details?
Yeah it says the same exact thing as this error does
No code or anything just that
bleh.
Even if I try it on a brand new project with a fall back model it gives me that
I wonder if this is an SDK bug, a lot of people have reported it and there's never any more info
my charactor is stuck in t-pose while on controller-mode
is it humanoid?
or did you somehow disable the base animator?
Aight bet I got a ton of questions lemme sit down
i tried to use the official robot from the vrchat store but came our werid
its missing a bone
looks like 3 spine bones to me
that'll work fine
they don't have to be connected head-to-tail if that's what you're referring to
Go into the rig setup and figure out why it's wrong
dont see anything
any messages in the inspector in that mode?
Alright, I’m a beginner and have compiled all my clothing into one blender file to see they all match. What’s the most appropriate way to move this into unity?
you should be hired as a avatar helper
F no, then I'd be obligated to help and like, be nice.
You may notice that I don't answer anything where I'd have to put in real effort to teach someone 🙂
Ouuu, that makes sense Huehuehue
breh
I'm mostly kidding, but it still sounds like a job I'd hate
On another question , when it comes to tattoos, etc, should textures be messed with in unity rather than blender?
I’m hoping to learn how they work. My base is very bland and would like to look into different accessories, makeup, eyes, and how to apply them. My research doesnt quite match up to what I’m looking to do.
Toon shader doesn’t?
I don't use it so I'm not sure offhand
Ah I see shucks. In that case I suppose I’m building myself a step-by-step. I’ve gotten the body and head to work successfully in unity w gogoloco, im on clothes assets now and making sure they work well..
If I find that one outfit clips in Unity, will that require sculpting if the blend shapes cannot fix it?
probably
Ye, in that case will the item have to be edited exclusively? Then imported as “its own fbx@?
no, but you could do that
I tend to export a whole avatar as one: body + one outfit, with body and clothing being separate mesh objects.
yeah just to show lol
no code no nothing just the same exact error.
yeah I don't know what causes this, I'd check for a Canny report, or make one, it seems like a bug to me.
THIS thank you 🙏
I also target Medium, so..
same here, been trying to upload an avatar since yesterday. avatar detail doesn't load and the build/upload fails with that error
When an outfit comes with no bones, is it best to weight transfer body>to>outfit in that case?
AH idk how I didn't see this. So you prefer to do your WHOLE package avatar in one fbx?
worth a try, though I'd use Robust Weight Transfer
Yeah, each avatar I do is a single FBX. maybe there's props I share or something, but generally not
Ohhhh Is that another plug-in I am missing 🤔
dunno, there are lots of cool tools
Does that also mean um I can also SCULPT MY WHOLE CLOTHED avatar to any body shape i prefer if it's one fbx?
one or 5 FBX files doesn't matter - yes, you can do that
Hi so I’m like new to avy making. And I’m tryin fo a mat swap for my outfit.
But it keeps giving me this: I’ve reloaded and did the project seveal times now
I'd definitely love if my egirl base was diff proportions in different areas. I feel the same way about my head.
In this case, can I SCULPT the body the way I want, and save the facial blendshape editing for unity?
post the first 2-3 errors from the console, ideally via screencap rather than an awful pic from your mobile
Idk how to screen cap lol
unity is not for shape key editing
I don't use Windows but I thought it was something as simple as like, ctrl and print-screen?
The very first to be use right now it has over 190 for some reson
that sounds like a problem. Try clearing the console, see what remains.
hi all
im trying to upload an avatar that should be good to upload on quest, pc version uploads but for some reason im getting these errors when uploading to android? please help 🙏🏼
if those are not the first 2-3 errors, please post the first 2-3
no idea, sorry
do you use windows 11?
windows 10
these are the errors that pop up when i click build and upload, after it errors it just refreshes the control panel and outputs more stuff that arent errors so the ones in the screenshot should be it
i can also post this too if it helps
dayum aggresive TvT
if you have any red errors saying "failure to connect to internet. check internet connection."
i can help you fix it. >.<
nothing aggressive about it, just being clear, I don't actually know
👍
okay! easy easy fix.
Yeah nothing here looks familiar either
man.. im at a loss i have no clue whats happening v_v avatar works fine on pc and shouldnt have anything that makes it incompatible with android
You've unblocked a huge mental block in my brain just by this queen---
Where do I tip you for your impeccable service and knowledge ✨️👑💖
I kid but fr THANK. you I need a safe space to ask the stupid questions 🙏
I hope it's at least kinda safe in here 🙂
just getting this error
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.Build (UnityEngine.GameObject target, System.Boolean testAvatar, System.Collections.Generic.List`1[T] overrides) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2647)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.BuildAndTest (UnityEngine.GameObject target) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:3298)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.OnBuildAndTestAction () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2145)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
yeah this one is unfortunately not very useful
vrc DOES NOT register IPV6 internet for some reason >.> but windows has us use v4 and v6
-
CLOSE VCC COMPLETELY
-
Go to your control panel
-
Go to network and internet
-
Go to Network and sharing center
-
Then change adaptor settings
-
Open the network that appears(double click it), and select properties in the box that appears
-
Unselect (see image) and press okay then close.
-
Close out all control panel and reopen your vcc client
THIS WILL fix that error.
... it's 2025, why does windows still not do ipv6 right?
windows has us use both.
vcc doesnt register ipv6
(off-topic, rhetorical, I know)
(also why would an application care.... eh, nevermind.)
so disable ipv6 completely?
yep
I hate so much that that's a fix 🙂
youll still have v4 so you wont have to worry about loss of connection, but that is the literal recommendation from VRC support
it works now! ty
i guess that's why i don't see everyone complaining about it. only us that we have ipv6 access have this problem lol
suffering from success
wait, this fixes the "you have to accept the terms of service" error?
the vrchat sdk wasn't loading properly either. this seems to have fixed it
so i guess their ipv6 server config is fucked up and it's timinig out
if you have vcc log that say "cannot check for update please check internet connection" then yes.
im completely able to upload now
:tableflip:
yeahhh they need to check their api for v6
so for ppl that have these problems have them check their vcc logs first then, jsut copy paste what i typed and itll fix their problem.
Does anyone know what could be causing this?
Does anybody know what causes audio sources to glitch out and stutter between 2d and 3d?? I've been having this issue for years (Since 2019 at LEAST)
I'm so damn desperate for an answer
I can't have audio on my avatars without annoying people
My avatar keeps floating when I test with gesturemanager or in game. He stands on the floor when play mode isn't on, so I'm confused. I do have a weird rig set up but I was hoping that wouldn't affect it?
Figured it out. You can just drag down the hip bone in the rig config to fit.
tried uploading the tutorial robot avatar that comes with the sdk and i cant even upload that to android? same errors too v_v
was wondering what this green is when I turn on fallback shaders?
does it mean that its invisible on fallback
No clue what happened but when using vrcplayaudio it never actually played any of my sounds but just would play one single audio that wasn’t hooked up when I would turn off the toggle, made me crash out so hopefully it was just unity being unity and it will be fine when I reopen it tomorrow 😭
Is this possible? To toggle healed foots with its armature, and flat foot with its armature?
Like if i press a button in the menu i could change the foot type, with its proper movement?
I want to make a Contact Receiver that behaves exactly the same way as a menu toggle, turning a Bool On/Off.
I want it to commute with said menu toggle, meaning that if the toggle in the menu is On, if you touch the Contact Receiver, then it turns off, and vice versa.
How complicated is this?
can someone help me understand why when i put this hair on in blender it works fine. and in unity it looks fine but then i put the hair on in vrchat and its like moved forward and down?
Anyone have any idea what might be causing the hands to do this? They look normal in unity so I'm kinda confused,,
test in unity in play mode with something like gesture manager.
If the same thing happens, something with weight painting/rigging i assume.
Hey fellas, I've made this avatar in VRoid- But I'm having a lot of trouble converting it through Unity 😭 Could anyone give me advice? I know there are multiple methods- But I have no idea how to use Unity and keep running into issues. I don't know what I'm doing but I'm doing it wrong evidently 🙃
could somone dm me and help me with a project,, im very new to all this
@vernal sandal not without some black magic like maybe gogo loco can do that
yes, using constraints
if you're just changing the armature
convert it through blender instead and you can end up with waay more optimzied model then that vrm converter in unity ( tutorials how to exsist its 12? clicks in blender )
Oh! I can try Blender too, ty, I'll try that when I get home later :)
On my avatar the horns and glasses decided that they should be the eyes.. (I'm using VCC and the extra joints could be an automated fix? altough ive set each accessory to joint with the head joint)
How do I fix this? the accessories should be fixed to and move with the head
This is the Avatar rig in blender and there's only 1 Joint used for the head
glasses are now fixed but the horns are still making their own bone
i don't understand what you mean, i see the horns in the same place as the blender file
unity sets them as eyes automatically which makes problems in vrchat
like, in the rig setup?
Yes
Try to set "Neck" and "Left Eye" to None, and only put the correct head bone in "Head"
They should be correct now but I did that last time and the Avatar didnt show up, and the camera was glitched
is there an easier way to set origin on unity?
now my question is.. why can i see TWO cursors
never had that before
the main cursor seems fine, i don't get where the second one comes from
...
oh, that.
I've never had it before, but i heard it happens when you have a camera in your scene
i assume Spine.005 is the name of the head bone as well?
Yes so spine.004 is the neck and spine.005 is the head bone
im trying to scale the avatar down but i doubt that could be the problem
on unity it says the scale is set to 230 when i upload it
before changing it down to 100
I wonder.. does it give any warning about how your armature is setup with the names?
i have never seen an armature start with "Spine"
It's usually something like "Armature > Hips" and all that
Not sure but my first avatar works perfectly with the same names
would this cause any issues or is it a feature?
its a small dot and its connected to the rig in blender
is it supposed to be that high?
not really, but i'm unsure if it changes anything in unity.
If you want to fix it, select all the meshes, click object on the top-left, set origin > Origin to geometry
also, did you apply all transforms?
Already applied that
mmmh.. i'm out of ideas in that case.
How do you do that?
select all the meshes, CTRL+A, All transforms
and when you export from blender, make sure to set scale to "FBX all"
-# the hell
no, it's supposed to look the same, and only the dots move
applying transforms shouldn't move your meshes, at least, it never has to me.
should i apply the transforms before i rig the body?
Yup. Generally speaking, you always apply transforms before doing anything
Ill just restart
applying transforms means setting these values back to 0, to make sure everything you do after is done correctly
(When i say "setting", i mean do what i said earlier, NOT go in there, and type 0)
if i do what i just told you, all these values would read 0, as it would "reset the defaults", so to speak.
I do have a rig template that I do append for im not sure if that creates any issues
So the transforms are set like that?
is everyting supposed to be in the metarig?
It's either crtl + a or alt + a and then select all transformations.
Little hotkey
Transformed it and it set itself to 0
so it worked
for avatar creation this is correct right?
so the body and accessories are in the avatar folder and the metarig is in a seperate folder
inside of the main avatar folder
Ingame glitch
collections are really useful in blender, but they won't be exported in the FBX so they don't matter at all to Unity.
do you know ahy way to fix this problem?
I don't think that's just you broski. I see it all the time on vrc in the menu
Is there a message where you explain the problem? I'm not sure what the video is indicating
the avatar appears extremely small on the vrchat selector but any larger then what I've got atm it flags as too large on VCC
oh, apply all scaling in blender, make sure it's the size you want, then export the FBX with "apply scalings" set to "FBX All" and don't re-scale it in Unity.
thats me loading into the avatar, on unity and blender the avatar looked fine until its used on vr chat
Wait.. I commented on the wrong thing. Mb
I meant to comment on the other thing you sent. My bad broski
ive resorted to restarting but would the scaling work?
I'm not sure what you mean or what this image is showing? The armature doesn't seem to be in the right place though
Idk why the image came up sorry
Have you experienced the camera problem before?
controls are reversed and the avatar limbs wont show up when i look down
make sure your avatar is facing -Y in blender
(and if not, after rotating, apply rotation transforms)
the avatar should be facing the correct direction
should be? or "definitely is"?
I'm new I have no idea my first avatar worked perfectly and now this one is just giving me problems 😭
You can go look in blender though
the scale for my old avatar said 1, this avatar says 230
oh that's the issue
VCC says its good when i scale it down to 150
Size it in Blender to be however big you want, then apply the scaling transforms. You can use a cube or something as a reference. Ideally you want that scale to be 1
where does it say that? You can scale both in the FBX import settings (find the model file itself, go in the inspector, look in the first tab), or in the root object's transform in the hierarchy
that was origionaly about 230 ish for the three
x,y and z
yeah that's pretty large
100 means it's 100 times the size, so that's 150 meters tall
you have to move the viewpoint after scaling
Alright ill try that soon
The lines from each bone decided to go to the middle does that do anything?
they aren't parented correctly afaik
Yeah those are relation lines, they go from the object's origin to its parent's origin. You need to apply transforms to all objects. Though I'd probably join the entire body into one object.
without a reference, there's not much to look at there
fixed it nw
still doesnt work
seems like the avatar is way behind me
like with the camera
@sudden violet cycles renders have noise due to the way they work, so increasing the resolution of your render means you can downsample which blurs out the noise while keeping the resolution you want
the other ways to fix noise are to use de-noising algorithms, increase samples, and some other optimization techniques (like disabling caustics, increasing noise threshold, etc) but increasing samples is the main way, and that significantly increases render time
You don't have an extra camera in the scene, do you?
no cameras
no light
nvm
wrong image
this is the glitched camera
and the avatar looks really small
and its high up instead of standing in the correct spot
your viewpoint is in the wrong place relative to your avatar
if it seems correct in the scene, it may be an issue with your rig configuration in unity
I see, so it's mostly a problem with how cycles renders work?
rendering with real time lights in general. Every realistic rendering engine will have this issue
no idea if the placement is wrong for the origin that could be an issue
mmh, i see. Does this only work for AO baking?
No, this is an issue with rendering in general. Rendering is like the opposite of irl. Instead of light rays coming from light and bouncing off into the camera/your eye, the beams travel in reverse: from the camera, off the object, and to the light. This is because not all light rays will make it to the camera, meaning you're wasting resources on light rays that never hit the camera. Also not ever pixel will be hit by a light ray, meaning you'll have random pixels with no data (unless you increase the density of the rays, but that just wastes more resources). The issue with rendering from the camera though is pretty much the same thing, that the rays don't always hit the lights the same way. The solution is to increase the samples per-pixel, meaning that it does this calculation multiple times, then averages the values. The more you do this, the closer it gets to the true value, but at lower sample counts, the difference between light values on neighboring pixels is higher on average, and random, which is the cause of the noise
if you render at a higher resolution it does slow down render time, but compared to the detail you get vs the increased render time, it does much more with that increase than using more samples does
Suuuper cool. With that explanation, i assume it's good practice to do that for anything you'll bake then?
i added a new hair object to my avi and put the same mat as the other hair objects that were already in the avi but when i try change color/brightness/hue/emission ect ingame the new hair doesnt update, pretty sure the issue is to do with params or anims or smth but just checking here incase this is an issue someone knows the fix to
noted. Won't you have noise artifacts from downscaling in unity, or something like that?
no, downscaling algorithms don't produce noise
the ones in unity may produce blur, which is what we are going for, since it smooths out the noise
how is it supposed to look?
I see, makes sense.
Doesn't that mean you wouldn't want this for something like albedos?
you'd want the most detail/least blur possible on the base colour i'd assume
unlock the shader. If this is for an animation, also set the parameter as animated (right click on the value you are changing and select it)
yeah, but albedo is usually not produced through real-time rendering with lights
typically either hand-painted or pocederally generated using masks, filters, etc in programs like substance painter
it's really most important for AO
noted, would you bother with this for things like roughness/metallic?
no, I think I said the wrong things, this mostly only applies with AO since other maps aren't using real time lights to render them
the only other maps I'd suggest this for are skyboxes and matcaps
I'll try it next time i bake an AO, thank you!
the blur also isn't very noticable, and even if it was with AO, if you're not downsampling to an extremely low resolution and your UV islands have good margins then you won't notice any bleeding, and the target resolution is what you originally had, so the worst-case scenario is you have very very slightly softer shadows. Typically that's more desired than sharp shadows anyways
there are like 6 other settings and none of them work
another tip with AO is to make sure anything that is by default in dark shadow but may not always be is to bake the AO for it separately or with the deformation that would move it to an open space
as it turns out none of the hairs work now ;-;
(when the shader isnt locked in)
for example, I have a furry avatar that I want to bake AO on. The mouth is very easy to see inside of when open, but by default the mouth is closed. This will create a harsh black line and make the mouth almost completely dark. Instead, I open the mouth before baking. It still ends up in shadow, but since it does have exposure to the outside it isnt' 100% dark
okay, so then do what I said and mark the affected properties as animated before locking.
everything is already marked animated
Hi would like to know one thing
how many materials are on this mesh? try setting it with "rename" as well
How can I mak ears go down with gestures with my avi?
Like how can I make an animation for that
And apply it to my avatar
Ex: ears go down when sad
literally just one, i just added the new mesh and put the same hair mat as the OG 3
Either create an animation, or open your expression animation (like sad). Ppress the record button, move your ears down. If you created a new animation, set up your controller logic in your FX layer however you prefer so that it also transitions whenever your expressions transition. If your ears have physbones, make sure to also enable "is animated" at the bottom of the physbone component
that makes a lot of sense, thanks!
My avi doesn't have an sad ear anim in default so I should create a new one?
Or should I just move the ears only inside the "sad" anim
there's no reason you can't just edit the existing animations
So basically if the "sad" anim is connected to the already premade sad gesture all I have to do is just move the ears down when the "sad" anim is on?
though I tend to duplicate the base creator's animations and edit the duplicate in a different location, so I can restore from their package if needed.
I too do duplicate them
Yes, if you already have an animation that triggers when you like, you can add more things to it.
I do have a sad anim tho the ears stand up
... assuming they go in the layer you're working in - you wouldn't put full-body humanoid animations into something on the FX layer, you'd make a separate one for that.
that's not the case here though
Nono the avi in making is fully humanoid
With humanoid expressions and all
So yeah-
not what I meant
Huh?
if you're animating the "humanoid bones", you don't do that in the FX layer. Ears are not humanoid bones.
Oh you mean humanoid bones as in neck for example?
Yes
you have to do some special things to animate those.
again, not a concern in this case, just add to the existing animations, it'll be fine.
So all I need to do is hit record and then drag the ears down...but will the animation like be smooth or it will be instant like a toggle would?
that really depends on how you animate it, how many frames the animation takes, etc.
Won't the physbones do majority of the work? The way I want the ear to go down is basically like you know ears going down slowly...
it can, sure. this kind of stuff is pretty specific to your model. Try it and see
Hopefully some physbone work might do the trick..
if the ears have physbones that add smooth movement then the animation should look smooth as long as the physbones are enabled
So I should enable vrc physbone component to jt
It "
yes, and also scroll down to the bottom of the physbone component and enable "is animated"
otherwise it won't work
I need to do this before I create the animation?
no, you can do this whenever
Oh nice!
Thanks a bundle!
ofc!
i have two questions, first, idk how to turn off backspace culling but im being told to do so so that it renders the ahoge and certain textures.
im also being told that im supposed to map the neck and chest despite not needing to as it says it is optional (at least i think)
Backface culling, if available in your shader, is usually way at the bottom. Look in the inspector for the material in question.
Also what unity says is optional is not necessarily what VRChat requires - VRChat requires both head and neck to be considered humanoid.
and at least Chest.
I see
is it a good or bad to use sculpting make a avatar or would it be better the to do it another way?
It's a fine way, just one of many.
often you'll probably need to retopologize if you sculpt though, often one works at higher poly than you'd want for a final avatar
does anyone know why my parameters appear blank here? it's the same in new VRCExpressionParameters i create as well
Without me having to join the VRCFury discord or dig through the source code, does anyone know if the "Apply During Upload" feature "Poiyomi UV Tile" will enable or disable the tile discard in question? I'm assuming it checks the box, thus enabling the discard.
hey i think im still missing the upload button
can you show a screenshot ?
i don't even know what I'm looking at
and wrong unity version
should be 2022.3.22f1
so it is not correct
Yeah that's going to make so much else wrong
Just uninstall Unity 6000, you won't need it for VRChat.
exactly
Look in "Archive"
when it opens ill hopefully be eating crow, thank you
Once that's installed, expand it and add the android build support if you want to do Quest avatars
Thank you
what dose everyone think of the avatar
ive never heard of meta avatar SDK befgore thats news to me
i think its the upload to the creator hub that metas trying to rollout
yeah meta is weird
but if i can make money for having fun ill try it
some sort of avatar marketplace
This one may take a while
How do i make it so my giant tail not clip through floors or walls (using colliders)
my sps sockets dont turn off via toggle. it is a vrcfury install
figured it out! in order to see and modify my parameters, i had to remove the VRCSDK+ package in the creator companion
huh thats odd
might be a conflict with another package
these are my current packages, i just downloaded whatever the tutorial i was following told me to add, minus a couple they said were optional
i'm glad i'm past that though, i did NOT wanna lose all my work lol
never had an issue with dread tools before thanks now i know what i can do if that happens
Floors you can put a collider on your avatar at the floor. Walls you really can't do anything about in most cases.
wait, you can make a floor collider? 👀
Sure, make a plane collider positioned at your feet
If only there was a really good way to figure out when your avatar is seated in FBT....
maybe a contact recievers parented to hip bone slightly out infront of the avatar set to recognize the leggs??
sure, but that's not a wall, that's just a plane some distance in front of you.
Oo that makes sense, why did I never think of it? Well, now I know what to add to my avatar haha
Make a toggle for it, I find that most of the time I want it off.
You can make toggles for that? Damn, I'm learning so much
you can toggle on and off any game object you want, so sure
oo
wow I don't know what's going on but my Substance painter seems to be pretty broken with large files at the moment.
... or maybe it's just one file, that's annoying
hey chat, how do i put a "lock" behind avatars
im making a friends-only avatar, so only they know the "pin" to unlock moving the avatar
nevermindd
Feel free to laymans terms it for us, share with the class
It won't work. When the avatar is ripped, someone can see its params. The menu path needed to unlock it. Then they will share it to friends who'll share it with others. It's best your friend uploads it. Set it to private. You can upload for them, just remind them to change their password after.
there is a thing on gumroad also i think you can do it with vrcfury
as faras i know even if its ripped it wont have trhe parameters or menu paths
they basiclky rip the textures and meshes as far as i have seena anyways
so i would say its decently a safe option
They can be repaired. World scripts too. I've forgotten the exact steps. But it can be done. I shouldn't say more. If you upload as private, at least they'd have to rip it to use it. With a pass code, they can rip it and figure it out.
i doudt such tools are wide spread so i would disincentivise someone from adding the lock will keep away amateurs at the least
You don't need any tools. Just notepad. Anyone devoted and willing to tinker will figure it out in a few hours, then a few minutes the next time. There may even be full tutorials out there. I only suggested something that removes that attack vector.
well yes i agree that can happen but realisticly think how many people would spend the time on that not many they do exist but hey it will still scare away the vast majority and thats good enough
like honestly if someone is really dedicated to taking your avi they will get it
the same for your car or bike if someone is dedicated tot taking it they will
most preventative measures makes so its just not worth their time or effort and will hopefully go for an easier target
tho i do understand where you come from a full poroff solution is the best
Hmm. If they're going for the pin solution, they should also get the command that prevents avatar sharing worlds from uploading it. It's something you put in the avi description. I've forgotten it so I didn't suggest it. You could probably figure out what that is, and ping them with your recommendation of what to that. That would complement the pin solution, as it wouldn't be found randomly by someone on avi search world.
[private] adding that to the avi description will cause prismic search world to not index the avi even if it's public.
interesting
Ping pon if you wanna. They might not be lurking and won't see it and add your thoughts on the pin solution.
ok thank youuu
Does anyone here upload avatars for people?
Idk what the standard method is for that kind of thing but I am totally lost on this
yes i can be of assistance
where are you in the process
I have purchased the Avatar, tried doing it myself but Unity won't install properly
i would be very wary of sharing any account info with users aswell as if its a purchased model its likely against its TOS/TOU to share its files
you have the creator companion?
Yes
ok and you have set up the creator companion?
Well I'm trying to but it said I needed Unity, I went to install Unity but it's stuck on the Installing phase
I'm a questie I don't use PC
you installed unity hub correct?
Yep
ok and its currently installing?
Yep it just finished
or have you encountered any errors
Anyway, I installed this VRCC Fury thing it was a requirement for the avi
Now I need to get this
But what do I do?
I'd suggest starting with a tutorial video, like this one: https://www.youtube.com/watch?v=bSwMz4WcajQ
make sure you have android support installed
Yeah the VRC Fury went straight to VRCC
Just don't understand this Shader thing
Installing the Android support thing
that's only if you want quest though
There's a video
so you should be able to follow that
I'll report back with any issues
Thanks chat you're lifesavers, I just dropped $60 on this and it looks so good

yeah they are a questie
glad to help always open to question
Is there anyone who makes outfits in here?
Ask in VRCtraders. It might be in #1204490664637890580. Otherwise Google it. Here you'll get scammers in your DMs. Even if they show a portfolio, they can't be trusted.
what exactly is going on here
why does it become blocky in unity
that is how the model looks i guess but why doesn't it do it in blender
"in Blender?" Do you mean "in Unity?" Some sort of bowtie? Wrong shaders. You need to select one that supports transparancy. Find the material that has the bowtie, then you can search for a transparancy shader. If that's correct, it will also look blocky if you upload it to Quest, no transparancy allowed there. Best solution is to use the cut tool and physically cut out the parts you want visible.
left is blender and right is unity. you're saying i should cut the model, i assume in blender right?
sorry if i sound stupid. im completely new to this lmao
Yes. You could also use a transparent shader. If the bowtie is its own seperate material or you use a more advanced shader like poyomi and select transparancy maps.
Easiest, best, Quest-compatible solution is to cut it. Click the model in Blender, enter edit mode. You should see an invisible mesh on the bowtie. Then use the cut tool to cut out the brown, and delete the surrounding invisible parts.
would anyone be willing to share their metal shader settings for poiyomi? I am playing around with the settings but it just never looks right
I'm very out of date. I don't think they've added any other methods to allow transparancy.
ok thanks
Anyone know how to fix this?
Tposing model mouth moves but then the actuall model doesent
(Orange eyes is actuall model) Tposing is purple eyes)
(Avatar validation fail is from when i deleted the tposing one but it dident work so i put it back)
They are uploaded together as one? vrcavidescriptor can only control one avis blendshapes. You need to join their meshes if you want them both. When you deleted the t-pose one, vrcavidescriptor probably didn't automatically refind the remaining avi ones. You'll have to set it up manually in it.
Avatar validation has plaqued many, I haven't seen any full-proof solution.
So if Im trying to upload a .vrca file to vrchat of an avatar, what exactly would I do?
A friends asking me to upload a file, and gave me one thats just a .vrca file, and Im not sure if theres supposed to be more information, or what
Where'd your friend get the file 🤨
Is it possible to set up a Phys Bone so that the bone rotates about its own axis? Something similar to this: https://www.youtube.com/shorts/lIdz70MPjqI
Thats what Im trying to figure out now
I just found a webside about ripping avatars as I searched it up. Could it be a ripped avatar?
Thats generally the case with .VRCA's i dont think theres any other methods of obtaining them.
If you friend has a picture of the model then posting in #1138520828556890214 could help find the original model/avatar
Does anyone know why my animation isn't working like it should?
I've tried with other clothing animation toggles and none of them shrink any part of the body. ( I made all of them by hand, no vrcfury or other tools )
Manually is the best way. They need to go in the FX layer. If you have more than one frame (only see frame 0), turn off looptime on the anim. You can click the FX layer when you in playmode with GestureManager running, see if the transition to the layer is happening correct. You can test if the anim actually works, by finding it in the Animator where your vrcavatardescriptor is, in its controller. Right click it and make it orange. Then start playmode. If it works there, it's likely a transition problem in your FX layer.
You can use the Limits to decide how they rotate. Physbones don't have their own force per-say, but you could animate the Gravity slider to 0 to 100, and it might spin. Animating Physbone settings is not recommended by the documentation, but I've never had any problems. But it'd be better if you instead, toggled on "IsAnimated" and create an animation for the spinning yourself, by animating the gameobjects so they rotate. If you want the spinning to stop if you touch it, the physbone has some touch paramaters that would do that, or you could use a contact reciever to detect if fingers get close.
The animation itself seems to work but it's just not showing up correctly in playmode or ingame
The lower a layer is, the higher priority it has. The clothing layer is not very far down. If you have any other layers under it that has an anim that animates the same things, it will take priority.
Could that be it? You can turn all their weights to 0, except the one you want to work.
I don't have anything else that is messing with the feet. That's what i'm not understanding.
You should still do a sanity-check. Turn all their weights to 0 and create a new layer and a single state, and add the anim there. See if it runs. If it does, then something is interfering from the FX layer. If you have write-defaults on, it could be that.
Should write defaults be off?
VRChat recommends it. Them being on can save some work, and file-size. But they cause weird behavior you have to be aware of and anticipate.
Write defaults off: you create two states, one off, one on. The item is either always on or off.
Write defaults on: you create two states, one off, one on. The item is either always on or on and off or just off.
With write defaults on, the the off animations aren't needed because when an animation isn't actively changing something, the avatar itself reverts to what it was before the animation made the change
It only gets more confusing from there. But many have successfuly made write-defaults on avis. It's so easy as to just turn it off, you'll need to create an "off" animation to do so. In your AnyState, the "off" animation is just an empty state the layer rests at, and because you have write-defaults on, because it's no longer in a state with an animation, the avatar reverts the change.
It's difficult to explain, but if you won't do the process of elimination with me, that is what I guess is the problem. Write defaults on.
Did this and still not working
Write defaults off at the same time
Wait. What the-
Sanity check 1.1. Create a new fx layer, replace it, add the animation in there. Create an empty layer first, the second layer you add your animation in. A single state, the orange one is where you add your anim.
If it works there, you know your real FX layer is the problem. Or we'll look elsewhere.
it works.
new fx with write defaults off.
so there's something with the current fx i'm using.
I have an eyes close radial puppet and a blink toggle that switches between two different types of blinks, for some reason even when the radial puppet is at 0 it still overrides the blinking... Does anyone know why?
why use two layers for that?
I'm new to making vrc avis so I just got a base, but it didn't have a close eyes toggle so I tried to make it myself...
I didn't know how to put it in with the current blinking thingy
Maybe GestureManager turned on the layer weights. Sometimes entire controllers (fx layer, base layer) can get bugged and need to be made anew. Anims too can get bugged, but that's not the case here.
In earlier Unity versions (or maybe even this one), two specific slots of the FX layer are bugged too. VRCFury docs should have more info about that. But good work!
Something else VRLabs made can merge old controllers into new controllers. that way you don't have to recreate it entirely. but it could also be something up with the fx layer itself, and you'll have to narrow it as creating a new one might not work then.
Can anyone explain why I can't upload avatar?
I see an error above - always post the first 2-3 errors.
Looks like a missing script
I can half-read the word script in that cropped error lol
oh - I didn't see that, you're right
when you hate the head proportions, and are working with shapekeys and sculpting by hand, which is better to do first? I made a new shapekey for the hand-sculpting i want to do, but should I edit with the head's included shapekeys BEFORE any hand-sculpting is done?
Make sure you imported everything. There’s a missing script
I do the head edit first, then focus on tweaking the shapekeys 
But it’s all up to what you think works better
ohhh okay! am new so was wondering if it would break anything later
Is creating a shapekey FOR THE HAND sculpting necessary?
I like to keep one just in case I want the og head! Or if you plan on selling head edits
Oh never selling just wanna make my personal as best to my liking :3
Because what I do is make the edit with pre-existing shapekeys, then sculpt more from there and create a shapekey from mix (which just makes a shapekey of all the shapekeys you had set and whatever else)
ohhhh okay THAT part..
Im adjusting in blender all the shapekeys to my preference.. when im done going through the list, should i add a shape key for the hand-sculpting i planned for?
Then after that I’ll edit all the facial expression shapekey stuff, but tbf I don’t sell my heads so I dunno if there’s a more professional way to go about it 
If you think you want one, I’d say go ahead! It’s fun to see before and after’s that way too
Now if i want the E-girl body base's proportions adjusted, can i do the same?
ah heck all my meches arent joined either; head,neck,body..
loool what matters whEEEn xDD
you can reshape any mesh in Blender, sure
will that require reshaping following clothing as well? individually?
Oh! I mean, the clothes will need a bit of sculpting if you sculpt the body
But as a positive, you probably won’t need to re-weightpaint
probably yes
egirl base is so gud

I had a lovely mutual gift it to me recently and can’t wait to use it more
yeee i was caught between that and the fit base but def happy to see how much she can doo
finishing up shapekeys now, if my head, neck and body are seperate meshes, would it be easier to join them for the sculpting I do? or jus work hard n join whatever isnt connecting later?
I tend to have all of those together, it's harder to get the edges right otherwise
try using matcap it works wonders
I see! 🙏❤️ to make it safe, merge them before I sculpt? 👀
that's what I'd probably do
Thx there were missing stuffs but I just removed it and now I can upload it
good
Joined em but now I can't seem to sculpt at all?
Can only sculpt on Basis?
I see..
Finished sculpting to my liking. If I wanted to add tattoos, makeup, etc, would that be in Blender or Unity?
it can be done in both, you'd be editing a texture file for it. though fitting the model's UV to the texture and even drawing the texture directly on the model would be done in blender only
Editing a texture file for it.. i think i see! If I have certain makeup textures in a folder I want to add to my face, how would I do so?
Using nessys AMOUR pack
kinda depends on how they are meant to be used
? Can you elaborate?
If they look like this, how can you tell how they're meant to be used?
probably you'd have to know the model. maybe look at the UV map?
there's really no standard for such things
I was at least hoping for a lead 😅. It does seem the textures are specifically for the head.
I was hoping for instructions on how to per say.. add them to my face? Idk the terminology
How do I fix this
install whatever requirement you didn't, the "missing script" errors are the problem
As per instructions, I finished w my sculpting and shapekeys so now I'm focusing on textures? Or is that reversed ?
Probably should've messed with all the textures before I joined meshes.
doesn't really matter if they're joined or not
If they are meant for the head I am using, how would I add these textures?
textures go into materials, materials are assigned to faces
the what?
I scrolled down to this. I thought that was where an "overlay" sort of texture would be uploaded but.
All I'm trying to do is put the makeup /blush textures I have ontop of my face texture. Is that even possible and if so, how do I do that?
ah I don't know anything about that MMD plugin, sorry. You could overlay a texture if it's got a transparent background using a mix node in the node editor in the shader section.
But if the goal is VRChat you'd have to bake that to a new texture...and this may not be the way that package was intended to work.
Yes transparent background.. mix node?
so i noticed you can get the smoothness for a material from the alpha of the metallic map
how would i make the smoothness map the metallic alpha if i have them as separate textures
Having some issues with my visemes not working on vrchat...I have them set-up like normal but they just won't work. My mic isnt broken or anything it works with other models just not my upload
double check if all viseme slots are filled in
Even when all filled they do not work
correct mesh selected?
i cant remember for the life of me how to make a scrolling dissiolve trying to make the image appear somewhat animated
i want it to appear like its burning but have no clue on how i can achieve this
im guessing a scrolling dissolve
Would anyone know why my avatar is acting like a light source? It’s making every world bright and cast annoying shadows
