#avatar-help
1 messages · Page 142 of 1
Lots of people know how to do blender stuff?
I don't know how and I need someone who can add me or dm me so I can get help lol
feel free to ask questions here or in #3d-modeling
Lol it's more like I need a tutorial from someone who's experienced
there are lots of them on the internet though
I'd be surprised if you find someone interested in teaching you a class for free, but I wish you luck finding one
I don't got money and also YouTube don't work at all it's half @$$d
I'm sure I could recommend a video or two, but it doesn't seem like you're interested.
i got you home slice. im down to help whenever i can
Are u okay with direct messages?
ofcourse ive called and dm'd a couple people from here helping them out
im always down to give advice and help out cause part of my learning was people doing the same for me
Anyone have a general idea on physbone limits for a tail?
I don't want it to clip into me all the time, so I wonder if limits would help with that
they do - I tend to use a gradient, with less movement at the root and more at the tip
it depends a lot on the kind of tail you have, and how stiff you want it, but usually you want it stiffer than most people seem to make them 🙂
can anyone help me? When i try to configure my avatar bones in the rig section, the creator companion almost always crashes. It even crashes on just normal .fbx imports
it seems to be when i configure the chest usually. When i boot up the project again, the fbx is corrupt.
Hello! I'm having an issue with the shader's "shading" breaking and creating vertical stripes (for stuff like rimlight, matcaps, shademaps, etc) on poiyomi
For context, because this could be related??
My unity project has one of the decently recent versions of poiyomi, as well as an avatar unity package imported that has an older version of poiyomi locked into the materials. I never noticed this issue until recently so I don't know if I added the poiyomi package or the avatar package first (mentioning because I worry that could be relevant) I've never had this issue before, despite importing avatar projects with different poi versions/types in the past. It also affects all new poiyomi materials made, even if i choose the old version options
Left sphere has normal material (old and locked from unity package), Right sphere has broken material (newer version) (rimlight being shown)
i have waterguns on my avatar and they're supposed to be grabable but i cant grab them? does anyone have a clue as to what the issue could be?
not really without knowing how they're supposed to work
I'm guessing a contact receiver waiting for your hand and a grab gesture?
Where do I go to get commissions
VRC Traders discord, link is in #1204490664637890580
Thank you
does anyone know how you could make a material have a matcap on quest that also isn't affected by lighting/has emission?
I think I may just have to comprimise between the brightness and the visibility of the matcap..
just annoying since it's suposed to be a flame
Lf someone who can do renders
very broad topic but you can commission artists at the VRC Traders discord - see up a few messages for the link
Anyone experience this problem before? Whenever I try to go to build and publish this world, this object keeps turning itself back on. It doesn't seem to happen if the VRChat SDK screen isn't up.
How can I change the physbone to not rotate but rather move back and forth?
You probably have an issue with the animation that turns the object off or on
It's not in play mode, which is the weird part
¯_(ツ)_/¯
Physbones don't move, they rotate.
well, they can also stretch - you could try that
Angle limit and then use stretch and squish
Particles under my head done though toggles appear on my screen. I assume everything under the head would be shrunk so you wouldnt be blinded by it. I tried moving the particles outside the head and placed a vrc scale constraint and it still appears on the screen. Any pointers?
You can just use the VRC Head Chop component if you want to see them yourself
...or to not see them, it works both ways
Particles dont scale but any offset position goes to 0 cause its scaled down to 0
they should if you set the system's scaling option to "hierarchy"
Unity by default makes particle systems for me as Local, I will switch it to hierarchy to see if it works. VRC Head chop? I must be a bit new to the newer stuff added.
It always does this and never ever uploads, and even if it does it somehow fails, anyone got any ideas why 
It sits on that for like hours
And never fully loads
You should screenshot when it failed.
What you're showing is shader compilation, and its length depends on how many material you had on your avatar. And if you had underpowered PC, it will take even longer to process all the material.
ok so I'm in the scene view of my avatar and whenever I turn off the checkmark for an item too be visible... it turns itself back on-
Do you mean the enabling check box is off but the item is still showing, or checkbox turn on back by itself?
Is that when testing in gesture manager?
were you the one who posted that earlier? I saw someone had a video of it, very weird.
Is that only when the sdk window visible? Try closing the sdk then change the checkbox.
ok that fixed it but I need the sdk window to upload the avatar
So open the sdk back, does the check box stay?
no it goes back on
Try again but save the scene before open the sdk.
opening the control panel broke it again, even after saving
does anyone know how to take textures from a png and put them on a avatar? im lost
Can you click Edit > Redo button after the check box turn back?
Pngs already are texture. You have to put them in material asset.
I dont know how to do that
Is there any bugs with radials at the moment? cause im trying to set up HSV sliders for different parts of my avatar and so far only 3 of them work out of 7 ive set up so far
paramaters check out, settings do too
Does it happen to only that object, or every other objects as well? This seems to be a new sdk bug.
it does it on blendshapes too
hi, is it possible to render a custom camera onto an overlay?
so thatohe plays can see from the camera?
other players*
and other objects yeah
Does it show any error in console?
nope
the camera would write to a Render Texture, which can then be used by a material. I'm not entirely sure this works on avatars, I haven't tried it personally
yes
VRChat uses the built-in render pipeline.
or is that not necesscary
Ah
So like i want uh people in a certain uh radius to see my camera on their screen
like taking over their screen? screenspace shader, but of course this is very rude.
yep its an SDK bug since I rolledback to the previous SDK and it was fixed
Strange bug it is.
yep-
this looks like blender - is it multiple armatures, or just one?
there's two the green circled one is the main armature and the red one is the choker armature
I'd use just one, and re-parent the bones to whatever seems most appropriate, probably the neck
unless you specifically want to make an asset you'll attach with something like VRC Fury in Unity, like for sharing purposes, I'd just use one armature.
how would i go about that tho??
strip the new armature down to only the bones you want to add, ctrl+j to join it to the avatar's armature, re-parent the new bones properly
like deleting the pre-exiting bones that are on the choker?
I don't know what's on there so I'm not going to say what you should delete
idk if i explained it properly my apologize but i just want to see if i can connect the asset that was already rigged and connect it with my avi but the bones don't attach to said choker/main armature
you did, and I understood
well I'm not sure what you mean by "the bones don't attach"
idk how you fellas do this stuff my mind is being fried by how much of this i dont understand
Is there a way to stop a set hand from grabbing physbones
for example
I have a physbone in my right had that I dont want to be able to grab with my right hand, only with my left
you need to parent the bone
@alpine perch join armatures, reparent 2nd old root to neck, set armature modifier to a new one for bell
all of which was already said, yup
jus to make sure so ctrl+j the main armature and the choker armature together. then how would i reparent? T0T
edit the armature, select the bone, and you can set the parent in the bone properties box. Or select the bone, then select the new parent, and I think it's ctrl+p to do it?
hello! are any of you here experienced in texture painting in blender? I'm a little lost as to what I'm doing an dcould use some help.
kinda? Blender isn't great for this
what im trying to do is use this as a decal, and have it be on the avatar. the issssuuueee comes when i turn the avi
Im not really great with figuring out how to decipher the textures
is this for vrchat? I'd apply decals in your shader in unity
so ive been trying to do it in blender
it is yeah, the issue with that though is the decals arent reallllyyy finished
I only have the top parts and was gonna freehand the rest
trying to put my own tattoos on the avatar lol
ok so what's the issue? trying to find where 3D parts are on the 2D texture? You can go into "UV Editing" and select faces in 3D and see them in 2D.
Or in the texture paint mode, you can tab the 3D view over to edit mode, select some faces, tab back to paint mode, and turn on the paint masking so you can only paint in the selected area
im not very experinced in blender to begin with, so i'm not sure how to explain the issue. I'm sorry 
im guess im looking for a way for the texture to wrap properly arounnd the neck instead of stretching like that
I'm not sure if you can really do that in Blender
some other tools like Substance Painter let you project overlay textures in 3D. maybe blender can, I've just not tried
help
post the first 2-3 errors, there's unfortunately nothing of use in those.
go into the build control panel, there's probably a few "auto fix" buttons
I saw it, don't worry 🙂
how do i made a costome animation for my model if i dont have an action in theis section?
make an action layer
or rather copy og one to assets and edit, its somewhere in packages/sdk/examples or like that
You probably had Animator disabled or on preview when you were uploading it.
i'm trying to edit this avatar but for some reason the face keeps messing up(left) i'm using the same texture for both but it keeps happening. please help
wait that is a thing..? i thought the animator didn't count
(new to unity if anyone can't tell)
the animator didn't count
This doesn't make sense.
If you have the avatar in bike pose not reacting to any animation, that likely mean you had animation on preview while uploading it.
So this new texture i have for my saavi avatar I've managed to figure most of it out but i don't know where eve emmisive or where metalic is meant to go, anyone here able to help me out?
It basically go into slot with those names on it.
I cant find any slots called eye emmissive or body metalic tho, its showing me normal map and alpha map
Eye and body are objects the texture supposed to be used on.
Emission and metallic are ones of material properties where it depends on shader you're using.
anyone know how to solve this?
You have to look for more errors above that.
so I am really new to blender and Unity I was wondering if someone can teach me how to create avatars and other things like rigging adding bones the whole bunch
That's a lot, somewhat in degree of a whole collage course for that.
Question, do y'all know where i can find someone to comm to do some avi work? Im done trying to figure this out
Dang, didn't know it was that bad
i'd advise to check how that looks like in blender, the two bones should look the same as all the other fingers.
if it looks fine in blender, you might have changed the transforms of your armature in unity.
i need help with particles
i'm making a blood effect for an avatar
when i rotate the arm, it rotated the previous particles
i'd like the particles to constrain to the world
like this
the particles have gravity
but when i rotate my arm, the particles that appear before rotates with it
I have a gif shader for my avatar model but when i add it the gif is not playing and is static
will thisi work for quest btw
prob not
if its a custom shader it probably wont work for quest
thats my guess tho
never mind, i found the problem
i had the simulation space set to "Local" and not "World"
just change from local to world
you need to convert the gif to a sprite sheet then either manually animate it or use a particle to automatically animate it
i changed the pants on my model.
and, the skeleton is the same, just weight painting changed.
the general position of the skeleton in blender is almost one for one but the one with the new pants is a bit broken.
(left is new) (right is old and working)
i don't know how to fix this problem of knees inverting in
station you drop from avatar ?, cannot sit on your own station
you can reposition the bones in that screen go to the the bottom or just select the bone yourself and try to reposition it to look more natural
I uploaded a bike and it does this
Question!!
I want to make a 3D eyeball, which isn't round.
Is there any way to make the eye movements by offsetting the texture of the eye, instead of rotating the mesh
I have a question: Who makes avatars here?
Most people here make avatar.
What about for someone who has a project that needs to be done?
............. Is that a scam
This sounds like it's about to be a rule 10 violation
but here, I have lots of projects that need to be done 🙂
No, I have a payment coming in just wanted to work with someone on an idea.
if you want to commission an artist, go to the VRC Traders discord, the link is in #1204490664637890580
Ok thank
I'm trying to make one of my characters from my book for an avatar so thanks.
yes, you can use the rotation of the eye bone to move contacts using position constraints. These contacts will write to X and Y values that can be used to animate the texture offset
ofc since you don't want the eye to move with the bone, it shouldn't be weightpainted to the bone.
I wouldn’t use position constraints for that
I would add a contact sender to the eye bone and move it between two proximity based receivers, one determining X axis and one determining Y axis
Default value would be 0.5, 0.5
Up would be 0.3, 1
Down would be 0.3, 0
Left would be 0, 0.3
Right would be 1, 0.3
I’ve done this setup a lot
How does one put a video on a model in vrc. Like if I wanted it on a sighn or something
I've seen videos with audio on a avi before but idk how to replicate that
Or where I'd start
Thanks!!! I'll look into it!
I've also done this setup a lot, and I use constraints so that the shape of the contacts doesn't interfere with the collision
all that sounds complicated
never used contacts before
technically it doesn't give exact X and Y values, it gives sin(eyeX) and sin(eyeY)
i appreciate the vrchat documentation, very precise
it's not too complicated to set up imo, but you do have to be precise with the position and size of the contacts
I've never really used Unity other than for VRChat content creation, is there a reason why VRChat only accept bone rotation for the eye tracking?
no probably not, just because it's what's typically used i guess
this is how i set up my contacts
thanks for the help :)
the blue are recievers, the yellow is a sender. Black represents the radius, and red represents 1/2 of the radius (which is how much they should be colliding by default
they should all be the same size. The senders should be position constrained to an empty object that is a fixed distance away from the eye bone and parented to it. The radius of all contacts should be twice this distance.
then the top reciever should only have the X freeze axis enabled, while the bottom one should only have the Y freeze axis enabled
you can't really do this except as a flipbook
hello I would like someones help with creating and uploading my first avatar I was wondering if someone can help me with it? your allowd to dm me and I appreciate it 🙏
Im trying to basically add a walkman onto my avatar, but i want the wire to move with the body and not stay still, aswell as the headphones move with the wire, Basically in a way so that the wire mesh stretches and compresses depending on how the body moves
you're more likely to get help if you just ask in here.
fair welll is anyone willing to go into a call?
not me
Is there a way to fix this?
You'd have to rig the wire with bones and use a physbone chain. You can't anchor it to both ends though, so it'll be tricky to get it to look decent.
guys idk what email is for my vrchat account and ive done the email thingy is there anyway i can make a ticket so the game can tell me my email if i show proof its my acc
cuz i got vrchat plus and would like to make use of it
i feel so stupid for forgetting
I meant not with physics, like i saw an avatar once with a gun strap and the mesh stretched to go forwards with the gun, is there a way to do that so the wire stretches with the body starting from the head?
Okay, well the answer is still likely weight painting the wire's mesh to various bones, be it the existing bones, or a new chain
I tried weight painting, but it still acts weird in blender
yeah, I imagine it will
ah ok now I see what you have. Yeah, this is really tricky to get looking good
So what am i going to have to do? (sorry if this sounds rude, not trying to be : (. )
also not trying to be rude, but "better weight painting"
i need my emaail for that too
I'm really not sure without playing with it, but I think it's going to be a pain in the butt 🙂
So try and not red out it? More light weight paint?
Discord ticket is for moderation within discord server. It isn't for resolving your vrchat account issue.
I'd be trying to do gradients between the parts it's supposed to move with. I did this on a strap for a shoulder bag and... well it isn't great.
Okay, makes sense
we don't deal account issue and not has access as Ren told you.
hey chat
can anybody upload an print of an pfp i want
so i can
make a pic of it
i would rlly apreciatte it
upload?
There is many image hosting service there.
Just upload to there.
https://imgbb.com/
print?
if need
i cant get it to my account
i cant log in
if you mean just want to save as picture file, paste it to paint kind of app and save it.
ill just wait for someone kind to help me out
it's really not clear what you want
yk like with vrchat plus u can print pictures
i cant log into the app on my phone forgot my email
ahhh, why didn't you say that in the first place?
and making a ticket is to complicated for me
so i need someone to print it
so i can make a picture
of a profile picture i want
Ive managed to make it look better, but the headphone input is still finnicky, I might know why though
dude is that mike dirnt?
good keep up the great work
yes
that's awesome lol
@green sleetcopy and paste here, then right click on visual and save it, then delete. (lazy way)
i am a great green day fan
idk what ur talkin gabt
i made countless green day avatars for my friends, some are funny as hell
wow I'd never have guessed that
i go on dc on my vr?
where do you get the models? the first place I'd think would be from the green day rockband game, is that where you get them?
yes!
exactly!
some are on sketch but you need to rig them
akimitsu?
im still looking for help on tryintg to get these toggles to work
provide details?
your name sound fimiliar
no
that is so cool, I loved that game when I was younger and I'm a huge green day fan too :D
syfm
but you don't need screenshot to make ticket? don't you?
the models are stylized really well and capture their liknesses too
im to dumbb
tony
can u upload it for me?
load.
if ur not busy atm
you don't need it....just type it
bro my brain is smaller then a goldfish
idk what ur talking abt
yeah, i (funnily attempted) to make acdc out of their bases of avis
kooky kobold
never heard of that
hello can someone help me with fixing some stuff ? is my 1st time uploading an avatar and i got some errors
Show errors, describe the problem, describe what you've done.
wait so do i copy paste that on my vr?
not waht im gonna use but
is that waht i need to do
well i bought an avatar from gumroad, i got the avatar package and stuff, i installed unity and vrchat companion. But when i upload the avatar it downt work, but in unity it seems like it works
this is the 1st error i got
sorry for my english is not my main lenguage
just type your username by hand.
simple
ye nty is this what i have to o
and then copy paste it
Open the package manager and upgrade what it tells you to. This is Unity 2022.3.22f1, right?
are you logged in on browser?
no other wise i wouldnt be making a ticket
then how am I suppose to know your username really....
majdi_6678
it lit says email above it
enter e-mail address you have access to.
then state it on description
even fucking ai didnt know what i was talking abt
i dont know how to change to the older 2022 version it opens the 6.1
there's your problem, you cannot use that for VRChat.
now you wait....that's it.
includes install instructions and such.
that's not available
does this all need to be in avatar help?
Now im having an issue with the walkman not moving with the leg, hmm
wdym😭
reply to e-mail if you want to add more info.
login is for support staff only
you just wait by now as you already submit ticket, that's it.
well
can u help me get that print tho
cud u print smth out for me
I don't know what you are talking about.
u got vrchat plus?
yeah?
damn i had 2 versions selected
cud u add me on vrchat print out the foto i send u
so i can make foto
and set it as my pfp
do yourself....
do it once recovered, that's it.
Whats the link you're trying to login?
idk my email
i need a fricking recovery
Not what I asked
finna take so long
You can use your username to log in
and my pass
or email
is u stupid
why are we doing this in this channel?
wanna see the size of my brain
Good question
That's fine I already use flipbook a lit
https://fxtwitter.com/kitnxi/status/1513784768281853953
I hope im supposed to put this here but im wondering if anyone has these files because the link is broken
Bit
rlly bro
nobody finna help me out
nobody that nice to just say ye ofc bro whats ur user
You can wait til you recover ur account g
Probably because they either dont understand what the issue is or you are spamming into the wrong channel for help
I'd have considered it if you asked in a reasonable channel
It's not our fault you don't know ur info
not my fault ur not in a mental hospital yet
get out of here
Thats harrasment
mb
already reported
Calling me a slur yet you can't remember basic shit like a password
insane behavior ngl
i just showed u the size of my brain
here it is again
But uh yeah this is the avatar help chat so if you don't need help with avis we can stop this conversation
do i click autofix?
Yes
eh.... be careful 🙂
Thanks, also would you know whats up with the walkman? I may have messed up on weight paint so ill check first
I don't have anything else I can really suggest without me having the model and trying to do the actual work myself
oke got this, is it good to upload?
Looks good 2 me :-)
Yeah, I understand, I would ask if you could do it but ive already asked for a lot, thanks : )
no way would I want to do this, this is the most annoying part of avatar creation 🙂
Real!
Any reason to why this happens?
"this"
no it's a video but exactly what are you referring to in it?
oh - because those two vertices don't have exactly the same weight.
you could join the vertices, or you could give them exactly the same weight.
that seems painful
And how would i do that? not a blender pro lol sorry
which one?
for weight you can sample the weight with the eyedropper tool, or you can look at the vertex in edit mode, in the "item" box you'll see weights.
Sample? Im trying but it doesnt seem to work
works for me
Do i just click?
yeah just click and then at the upper left it'll report the weight, and when you switch back to a paint tool, your weight value will be set to that
Figured it out!
I put the same exact weight on these points, but still nothing. Hmm
(color is orange for mesh)
They are both red but dont seem to move the same
very gj!
Edit mode, click on a vertice, check on the top-right if it ONLY has weights from the head-bone
It doesnt have bones on the wire
If it has weights from other bones too, they won't act the same as blended auto-normalizes first
Its just a mesh on its own (id rather not pain myself lol)
Yea, but the mesh has weights of 1 to the head bone, correct?
yeah you have to check all the weights on those, not just the one you're painting
Im not sure what you mean? (blender noob here lol)
I have to restart the WHOLE project, i accidentally joined something and now its too late to undo it
The texture doesnt go on correct now
I hate blender
you can try looking in your autosave folder
and also your blend1 file
That happens when UVmaps of meshes you join have a different name
And its sadly unreversible?
Unless you can "undo", try what Sun said
I went to autosave and it just got me back to where i was 5 secs ago
Actually, it might be
try separating them and looking at the UV map channels
Ok
WAIT
I can just reimport the thing
I figure you can reimport the original mesh and copy-paste the UVmap as well
this is a backup btw, it's saved in the same location as your .blend file. If you just change the filetype from .blend1 to .blend (and rename the file) you can open it
Or that
That's a thing???
Goddamn you saved me so much stress, thanks
make sure you save your preferences with the hamburger menu in the bottom left
if you want it to move, it must be weight painted
else it'll just get dragged along with the root bone
If its seperated on the dae?
I may have an easy solution to what you just said
What if
nvm
that was my original question lol
yep, each object 🙂
jeez
I would merge them once you are done as well
it's super unoptimized to have them all separate
It messed up the textures
you may need to atlas the textures
oh jeez
Yeah merge them when you export. I often keep parts (such as clothing) separate in blender
its all one texture
when you merge make sure you have all transforms applied first
it follows one texture, its just the UV
if it's all using the same texture, it may be that they have different UV channels
That!
You should make sure that the UV channel you want them to use has the same UV Map name for each object
in the vertex data properties
I use a great plugin called ZenUV for managing UV maps, you can copy and paste data between them
(not free)
would this be easier if the headphones and the walkman come from the same fbx/dae/obj, etc?
so it doesnt matte rif they are made differently?
like one is from something different and so on?
it's all just mesh and bones inside blender
damn
unless there's really weird things going on
Well
Ill thank you all for helping
Ill use this knowledge in the future, but for now the walkmans going to rest
I cant stress about this anymore lol
where'd you get the walkman model from?
sketch
should be called "Old Walkman" or the sorts
Real brief,
this error in the logs, What is VPM, and am I expected to migrate my project to it manually?
Im trying to update a 2019 project via VCC.
If anymore information is needed, inform me
vpm is the command-line tool that does what vcc does
I see, so what exactly is preventing VCC from accessinmg it?
I've tried closing all unity instances and vcc
I don't use VCC, as it doesn't run on Linux, so not sure, but #creator-companion existis
i just found out the EASIEST way to fix ALL of this, wireless headphones, originally was hiding from them for realism
hahaha
ah, pardon. Thanks for the link.
I literally never go to this server anymore, didnt know iit existied <3
how obvious
lmao
Yeah i wanted it to look the most knowledable as i could
But now i gotta go with what works
cat
cat
I can't not upload
you haven't shown us anything about why though. maybe the build window or errors in the console?
"missing credentials" seems like the network issue a bunch of people have had
Okay
hi guys im usually an avi uploader but I want to get into modeling i have watched tons of tuts and know basics but if you guys got any tips please let me know as im still only a beginner avi creator
always wear sunscreen
thanks
seriously though I can't think of anything other than watching many tutorial videos
have any in particular?
nope, not really
does anyone know how to fix this? I modified my avatar in blender to add some new blendshapes. But after importing the new FBX the fingers curl way differently. Toggling legacy fingers ingame doesnt change anything. The first 2 are before the edit, the last the pics are after the edit. As you can see my fingers curl way too much now. Does anyone know how to fix that?
How do I fix this
The blocking problem isn't shown
Hey sorry its been a hot minute but I got it to work thank you!
Glad I could help, you're very welcome !
Don't look up VR chat tutorials. Look up just regular 3D modeling blender tutorials
is the SDK having issues with updating content metadata (names, thumbnail, description)?
i have too many assets in my scene to be able to upload to android version, how do i reduce?
i added a material to an avatar i bought but when i go into play mode the material switches back
you probably have an animation that switches it
delete them
delete what tho
is there a way to make an avatar just not be affected by lighting at all that works for both pc and quest
i have a specific material on an avi that basically makes it look like when cartoon characters are in a really dark room and you can only see their eyes and i need the eyes to like glow in the dark and i have NO IDEA how to make that work
yoyoyo! so im trying to make a bunch of stuff for vrchat but what i have tried already isnt working out.. could someone help pls!
Yo bro, same thing, I used to upload avatars before too but I kinda forgot a lot and I’m just messing up lmao
yeah lol, i had never actually learned so thats why im asking for more help
We should find someone to help us both lol
but what sucks is that im trying to port models from a game but the bones arent the same that are needed for vr chat
yeah
You might have to remake the bones lol
You got mic?
yeaah why
Because trying to troubleshoot over text is going to be hell
yeah but wdym
Wdym Wdym
i mean wdym trying to troubleshoot, like with me or yourself?
With both of us, the third person who will help us
oh yeah but its not like anyones here rn
☹️
I hate not knowing this stuff
yo, whats the name of the system that you can like. punch someone and they go flying? if anyone has a link to wheree i can buy it pls send
Look up videos on how to rig, you will most likely need to re rig
I have but they dont work, and i think its very specific for the characters im doing
Hey is anybody willing to help me with unity
I’m trying to make an avatar
I have assets to make a kobold but idk how to use them
What do you mean they don't work?
im trying to port models from a game but there arent any specific videos that tell me how to re-rig those models (game is dragon ball sparking zero)
Yeah you'll just have to rig it like every other vrchat avatar
What i do when I port roblox avatars into vrchat, since they don't come rigged, I import a body base that I purchased with a basic rig setup, delete the mesh and any extra bones, then I just line up the bones with the character, parent with automatic weights and then clean up the weight painting cuz automatic weights will not weight it right first try so you'll have to go in and touch it up
interesting, thanks for the explanation!! but are there any videos that you know off the top of your head that could show that?
Not any of my specific technique. I taught myself lol but there are a shit ton of rigging tutorials that will go over the basic premis of how to rig
So I’m having a problem here I’m trying to get the accessories out of the model but unity isn’t letting me
Check for blend shapes maybe
Can you help me with textures please 😺
alr thanks
How would I do that I’m pretty new
What's ur issue?
Click on the mesh and look in the inspector window
If it has blendshapes, it will have a drop down menu labeled as such
I apply textures in blender but when I import to unity it’s white like limestone
What is this guy talkin about
Then make the materials urself. That's what I do
I don’t know the ui anymore , it’s been like 3 years since I used to know
I just make a new folder in the project window and name it like materials and textures, then I go through one by one and import textures and make materials
If you don't know how to make materials, there are good resources and tutorials online
You can just drag and drop textures from your download folder into unity and they will import
Is making a material same as importing texture?
No
A material is what you put on the avatar, you put the texture inside of the material
Importing textures is just drag and drop, but you actually gotta make the materials and put them on ur avi to see ur textures on the avatar
is there a way to animate the view position camera? as is, the avatar descriptor script cannot be animated because it doesn't exist in the game, but the viewpoint is on itself a Unity Camera. How do I override this camera with my own?
Is a there a video you recommend? Or how do I even search for that?
I just googled "vrchat how to make materials for avatar" and this was the first video to pop up:
https://youtu.be/igDeAFJrFbo?si=FbwNXqv9NkhLGV5K
It should help
I apologize for the continuous questions but where can I find the rigs that you use for this?
https://zinpia.sellfy.store/bodys/ cosmo said they use a body they purchased, obviously I don't know which one they use but these are some of the most common ones people use
and imo, they're probably the best, just remove any twist bones for now since I think you're quite new to rigging
yeahhh but ion have money so I was asking because I was hoping for a free alternative
but I think ill take the one of the vr chat base in unity
https://jinxxy.com/ this websites pretty good for finding assets :) you might be able to find a free base on there
but otherwise yeah, vrchat should have a sample robot avatar you can just take the rig from
trying to upload my own Vrchat Avatar but uh....
proving very hard
i have NO idea what im doing rn

thank you!
how do I add bones too an existing humanoid armature? everytime I add bones in blender and export it with the same export settings when I simply add a blendshape or adjust weight painting it ends up fine, but when I add a bone the whole avatar dissapears
what exactly are you trying to do?
Any body base will work honestly. I used pandas old female base cuz it had a very simple rig set up and i just delete any extra bones I don't need, like twist bones n stuff
yeah that can happen if the heirarchy is disturbed i'm pretty sure, you should be able to just go into the import settings, remap any bones that need remapping then try forcing t-pose
reset the pose then force t-pose*
fall back to an older ver of blender
i still use 3.4 and it works perfectly
there's no reason to do that
yes
Me too fr
remap? wdym?
if the blender ver is too new it sometimes breaks the model and that happens
its happened to me before and plenty of other people
I always use the most recent version, there are no issues lmao?
You can configure your avatar in unity to be able to map bones.
well, im trying to figure out why its like...
which likely isn't caused by the new blender version
alr alr
You got wire frame mode on?
how old?
what have you done so far? just imported an fbx?
just try 3.4
just imported it
How do you turn it off?
do I just click automap in the rig settings in unity?
i dont remember having it on at all
i dont see wireframe mode on
do you need the link for the 3.4?
ive got it bookmarked
Not sure
I wasn't aware you could fix the avatar disappearing that way.
Does someone have the download link for 3.4 blender?
you're welcome, i hope it fixes your issue
alright so i found a base, your saying that if i match my character to this base armature, it would work?
you'll have to weight paint the mesh to the rig
so uh
you can automatically do that but it'll likely be quite broken
slight issue
especially if you use an older blender version.
weird
i gotcha, im using 4.2 rn
i got that from the official site
it's honestly a waste of time but that's just a pop up that windows comes up with if it doesn't know the publisher, just ignore it
you should be able to view more options or something then tick that you accept the risks i think
then it lets you install
i can't remember exactly, I haven't had to install blender versions in a while
version 3.4 might be on steam though, just go into the options and change the version where you'd usually change to beta
As long as you rig it to work with the mesh, yes
right click, select properties, then betas, then select a different version
I just reset it up ngl
reseting does nothing
I use pumpkins tools to copy shit like materials and physbones but then I just reset the avatar up with the fresh fbx
it's till vanished
You have to drag and drop the new fbx into the hierarchy
just delete the fbx and import the new one
dont replace the old one
then I would have to make a new avatar ;-;
yep </3
That's what I mean by "re set up the avatar" I didnt mean reset the fbx itself
why are my physbones wigging out on my avatar? i have a toggle that makes the bones longer and the 2nd picture is how they're supposed to look but the right picture is what happens if i have the physbones enabled when the animation is played.
you could try importing the fbx into a different project and see if it comes up
bc if it's still invisible then then it's your export settings or something in blender at least
not unity
but if it shows up then it's unity and then if enforcing tpose doesn't work you'll have to just redo the whole thing i think </3
colliders probably
the physbones don't have any colliders attatched to them
Yepp that's also why I mentioned pumkins avatar tools. It's good for instantly copying physbones, materials and other things from the broken avatar to the not broken avatar
It's soooo niceee
I used to manually put the materials and stuff back on and it would take me hours
i mean you can always just set the avatar in the heirarchy to use a different fbx and it will do all the conversion for you :P
That always caused weird issues for me
not seeing a 3.4
beta
theres a 3.3
just use 3.3 then
yeah 3.3 should be fine
I don’t understand why people sell clothing in unity packs and not blend files or fbx?
how do i fix these errors been having this for over an hour and im losin my shit.
AM I supposed to put the clothes on in unity? Instead of blender?
you sure there are no other errors?
yeah some people do, i think it's lazy tbh since a lot of assets aren't optimised so the avatars they go on end up massively unoptimised, you can just extract the files out of the unity project though
Is anyone willing to go into a call and help me with making an avatar I have all of the assets I want and a model to work with I’m just having trouble with making sure it works and I could actually wear the avatar
there's plenty of youtube videos, if you want links lmk :) it's usually something that takes a few days, not really a 1 call kinda thing and it takes a lot of time so you probably won't find someone who can spend that time teaching you for free
these are the issues im having. however it let me upload with no chest thingy
I second this
it says right there you need to map the chest
Yeah that would be appreciated
in the import settings
https://www.youtube.com/watch?v=4dCqejz6_lU&ab_channel=Samaye this whole channel is really good for beginners!
https://www.youtube.com/@PxINKY and so is this one, but they have more specific videos, if you have an issue, they've likely covered it!
if you wanna know how to export assets from unity into blender lmk!
Is it easy?
yes, very easy :)
so what do i do?
Me likely, me likely likey likey
so
it worked
but uh
another issue
the hair is fine but everything else
kinda is messed up
like..
no idea what to do next
is there lik
like
a video you can send on youtube or smth?
When configuring your avatars armature
Make sure everything is linked correctly
it's telling you what to do
What could be causing this? Hips are wrong in-game but are fine in the SDK
I can't get to figure it out
PC died doing this apparently lmao
its just the textures are assigned to the wrong place
But the hips are messed up when standing still
I'm not sure what i can tell you that isn't in the error message T-T
your bones are not parented properly, or you have something assigned as upper chest in the fbx import settings
Ok!
imported it a second time
cause i wanted to start over
and it just kinda
fixed itself???
ty for the help now i just gotta upload it!!
where si the chest bone? you kinda need that
its in the fbx for the avatar looks like the spine bone is in the the wrong slot
likely cause might be armatre was set as the hip instead of the actual hip check the rig on the fbx
The pelvis is set as the hip
And walking and everything else seems normal
hmmm then im not quite sure whats causing the wierdness
anyway to have liltoon fallback to toonstandard while preserving hue shifts?
How do I make my Avatar IoS/quest Compatible?
It’s greyed out in the settings in the SDK
I’m now a new user not vistior
Sorry on headset rn expect typos
if your avatar has all the errors fixed, you may need to install Android Build Support for your unity version
I had an issue like this i had to rename the bones in blender and then it worked. make sure its named Hips, Spine, Chest, Neck, Head
This is weirding me out cause its only when im not moving
Anyone on here able to help me get my avatar setup? i got odos pup pack
do you have the avatar in unity already?
it should be as simple as search for the .PNG or .PSD files inside your assets and edit them directly
you can find many prefabs for clothing or items and the like on sites like gumroad or booth. adding them with VRCFury is simple, just add an armature link!
well i got the avatar but it seems a bit bugged
is my 1st time doing an avatar
editing i mean
how do i merge this shapekey into the base model
Hello this is the first avatar i've been working on (a lasyusha) and does anyone know how to make the lower part of the outer layer of bottoms follow the rest of the pants? 
this is the avatar i want to edit, the eyes are all black (dont know why) now im trying to put some clothes on the avatar
open it in blender and weightpaint it to the legs
I apologize for coming back for this but could I get someone that could personally help me with certain things if they dont mind questions and stuff
probably not without paying someone. That's a lot of time to invest. I would just ask here and whoever sees it can answer. It's usually not too long until someone can help
Hihi. sorry, I'm still having trouble
I checked and have android available to select, but in the actual VR Chat it's not showing the avatar I uploaded (through Android selection) as android-compatible???
It keeps saying Windows only.
How do I change supported Platforms?
Hello? Please help.
if it's windows only somehow you didn't upload an android one
I uploaded a Quest-compatible model??
I'd think that if you did that, it would show that
did you use the same blueprint ID as the windows one?
none of that answers my last question though
oh, if you don't know that then you definitely did not do this correctly
ok?
That is the avatar's ID - you must take the blueprint ID from the first version you uploaded and put it into the second version so when you upload they're matched
any tutorial on this should explain it
did VRC change performance ranks?
hmm nevermind I think its showing me quest performance even though my build platform is windows
nope, that's windows requirements, numbers seem extremely unoptimised
how do you have that many phys bones and phys bone collisions?
-_-
my theory was correct, it was showing me quest performance
have you seen the average VRC avatars performance? yes mine's bad but compared to most peoples its great
you're right .w.
that was a little rude of me sorry
im working on that model can you help me with mine?
I cant figure out how tf can i get the clothing out of the mfmodel
Same...
I assumed it was using the Gogo App thing they recommded havinh
Sorry got typos headset & keyboard lol
Ok, let's try this:
I want my avatar to be cool and have cool custom animations that are toggleable, but there's no "animation library" that I can find anywhere.
Where can I get cool custom animations for my avatars?
mixamo has a bunch of interesting ones, decent place to start
i keep needing to start over so out of frustration ive begun making a step by step so i cant forget anything. would anyone be willing to help me with blender creation thru assets
?
Just to clarify, I'm not looking to commission anyone if that's what you're intending.
But yeah, I'd love some animations for avatars 😀
got some hairs, shoes, outfits, one or two accessories, missing tattoo-type materials but got skin on a head n body in blender as two meshess
He just got raptured 😰
couldnt figure out the stupid seamless neck eitherr
that's tricky
you need to use data transfer modifiers... or you know, just join it to the body. there's little reason not to
hiiii im back, so I got my model to work (im gonna focus on textures later on) but the hair for my character always seems to stay in place instead of on my characters head
in blender? I've had success with joining before but :c forgot how to do everything
oh okay cooll! i remember my net question now..
without knowing anything about how you've attached it to the avatar, it's difficult to suggest things
it was already on, I used a model from dragon ball sparking zero
Im interested in complete customization of the AMour - Nessy head and Egirl Zinpia base. If I want to custom sculpt, what is best to keep in mind? - when do shapekeys come into play?
also forgive any typos, i just got new nails and idk how to use me 😭 🙏
unfortunately, that doesn't help much
my bad, may I dm you to show you whats going on?
I don't do private help for free, sorry
aw dang okay
bro id pay you for ur knowledge rn
I'm not interested in teaching.
Don't assume that I speak for anyone but myself
I’m just gpting things at this point better off
that part its the same responses at this point
ill keep lookng
I looked at what you posted, but I don't really have anything to suggest, I have never used those assets and much of that is really just "however you want to do it", as useless as that sounds. There's no one correct workflow for something like this.
specific questions are easy. "what should I do?" is not
advice i asked for was and is open ended. i feel personally your choice of response could have been more closed- ended. i appreciste the response regardless.
anyone know how to fix this problem
the scale is at 0 try making it at 1 maybe? im not sure
guys i used character companion to open a unity project and when i publish the vrchat sdk always fails to authenticate and say missing credentials error. assuming that i have installed all proper and latest version of dependnecies in creator companion what else could be possibly the issue. my account is properly logged in on vrc sdk so theres just really a problem when i publish my model
when i test model it works fine on vrc but not publish because of authentication and missing credentials error
☹️
hey this mi9ght help you out here you go: 🧰 Step-by-Step: Clothing Toggles for VRChat (Avatar 3.0)
✅ 1. Keep the Clothes as a Child Object
You already have the clothes object inside the avatar. That’s good — leave it there.
Make sure it's:
Skinned mesh renderer ✅
Parented to the same armature as the body ✅
Uses same root bone (usually Hips) ✅
From the screenshot, it looks correctly set up.
🗂 2. Make Two Animation Clips
You need two animations:
One to enable the clothes (set GameObject to "enabled")
One to disable the clothes
How to Make Them:
In Project tab, go to a folder like Assets/Vulthra/kobold/anim/ or make a new one called ClothingToggles.
Right-click → Create > Animation
Call one Clothes_On
Call the other Clothes_Off
Open each one in the Animation window:
Open Window > Animation > Animation if it's not already open
Select your Avatar in the Hierarchy
Open the animation clip (Clothes_On), click "Add Property"
Navigate to:
nginx
Copy
Edit
kobold > clothes > SkinnedMeshRenderer > enabled
For Clothes_On: Check the box ✅
For Clothes_Off: Uncheck the box ❌
Save both animations.
🎛 3. Create an Animator Toggle Parameter
Go to your FX Animator Controller:
Open FX controller (usually found in your avatar's folders or assets).
In the Parameters tab, click the + button → Choose Bool.
Name it something like ClothesToggle
🎞 4. Set Up Animator States
Inside the FX Animator:
Drag both Clothes_On and Clothes_Off animations into the Animator grid.
Create a Default state (usually Clothes_Off).
Create a transition between Clothes_Off → Clothes_On
Set condition: ClothesToggle == true
Create transition from Clothes_On → Clothes_Off
Set condition: ClothesToggle == false
🧠 5. Add to Expressions Menu
Go to Avatar Descriptor (click your root avatar object).
In the Inspector:
Expand Expressions
Add a new Parameter:
Name: ClothesToggle (same as in animator)
Type: Bool
Add a Control to your Expressions Menu:
Type: Toggle
Name: Clothes
Parameter: ClothesToggle
🧪 6. Test in Unity or Upload
Now you can:
Press Play in Unity and toggle the ClothesToggle parameter manually in Animator to test
Or upload to VRChat and toggle using the Expressions Menu
Tysm!
I keep getting the Avatar validation failed error when I try to upload, how do I fix this?
also guys question. can you share a unity package with the plugins and addon on the package? im thinking of just sharing the package to another person to publish there if i cant get past this authentication error
im having the same problem TVT
Odd
yea. im having the missing credentials error and authorization errors
this shouldnt happen, theres nothing wrong with my rig
the test work and i can see the avatar on my vrc
but for some reason uploading fails. at start avatar uploads and then it gets interrupted by an authentication error
perhaps something is wrong with our computer or network
✅ Common Causes & Fixes for "Avatar validation failed" in Unity
- Check Your Rig Configuration
Go to:
Inspector → Rig tab (after selecting the avatar model)
Make sure:
Animation Type is set to Humanoid
Click "Configure..." → ensure all bones are correctly mapped
Fix any red warnings (like missing head, spine, or limbs)
🔧 If mapping fails: Try selecting Create from This Model under Avatar Definition and then manually assign the bones.
- Model Is Not Marked as Humanoid
Unity will only validate avatars that are set up as Humanoid rigs.
If your model is set as Generic or Legacy, the validation will fail.
Change the Animation Type to Humanoid, then click Apply.
- Model Has Missing or Invalid Bones
Open the Avatar Configuration and verify all bones (especially spine, chest, head, arms, legs) are assigned.
Any unassigned or incorrectly mapped bones will cause validation to fail.
⚠️ If you see warnings like "Required human bone ‘Hips’ not found," Unity won’t let the avatar validate.
- Fixing T-Pose or Pose Issues
Some platforms (like VRChat) require the avatar to be in a T-pose.
In Avatar Configuration, click the “Pose” button and make sure it's set to T-Pose.
You may also use the “Enforce T-Pose” button if available.
- Too Many Materials or Polygons (VRChat-specific)
If you're using this avatar in VRChat, it might fail validation due to:
Too many materials, polygons, or mesh renderers
Fix by:
Reducing texture size
Combining materials or meshes in Blender
- Using VRC SDK? Check the Console
If you're using VRChat SDK, go to:
VRChat SDK → Show Control Panel → Builder
Click "Build & Publish" — any validation errors will be shown in the Console and Builder tab. Fix them before proceeding.
- Reimport or Re-Export the Model
Try re-exporting the model from Blender or whatever 3D tool you used
Ensure it's exported as .fbx and set up for Unity
🧰 Still Stuck?
If you can:
Share the platform you’re developing for (e.g., VRChat, game, AR app)
Let me know the source of the avatar (Blender? Asset store?)
Paste the exact error from the Console
Wait if I am required to have a chest bone than why am I being told In Unity that it's optional to use?
Unity’s Built-in Validation:
In Unity's Avatar Configuration, the Chest bone is marked as optional because:
Not every humanoid model has a chest bone.
The Humanoid rig can still work without it by interpolating spine movement between other bones (like Spine → UpperChest or Spine → Head).
Unity will still create a valid humanoid avatar without it.
Some Platforms or Tools Require It
Even though Unity doesn’t require the chest bone, other platforms or SDKs might — such as:
VRChat (with SDK3):
While technically optional, avatars work much better with a Chest bone.
Many VRChat animations assume it exists — so if it’s missing, things like arm twists, breathing, or gestures may look wrong.
VRChat's validator might still let it pass, but your avatar could behave oddly.
Animation Retargeting:
If you plan to retarget animations, missing bones (like Chest) can cause glitches, missing motions, or bad interpolation.
Unity may give you warnings, or skip applying parts of animations.
Because Unity thinks it's optional but vrchat requires it.
much of the response from this chatbot are misleading or wrong.
not a chat bot womp womp
XD
congratulations then
👍
you successfully sound like a poor-quality chat bot
thanks I take pride in that mr helpful
the emojis really sell it... people don't typically add emojis as "icons", but rather to convey an emoji or expression
im copying and pasting gpt
well that makes sense
... so it is a chatbot
so chat bot responses, you're just not a bot personally
you called me the bot not gpt
"response from this chatbot".. not calling you a bot, just saying the responses are from one.. which they are.
Yes, that.
thanks
I still need help myself but I said fuckit and went to gpt
Ok, so lookie here:
I want this toggle to make my avatar a shiny gold, ok?
I recorded an animation of the avatar switching to this golden material, and it seems to be just not doing anything
Can someone help me make the toggle trigger the matcap?
How did you make the animator layer for it?
am I allowed to post videos here to show an example of what I need help with?
Yes.
There is no error shown in your image.
for uh reference imtrying to uh
Make a camera that is veiwable by other playera
but uh what is the non local contact component?
Should i be worried about that or no
Not an error.
Camera is disabled by default on remote player. You have to make animation to toggle to enable it.
And camera only work in player who is your friend.
mmm
Ok
Yeah thats fine
I am friends with most of the people i do stage work with
You have to animate to enable the camera component. Toggle game object the camera is on doesn't do it.
heres what im experiencing (yes he has no textures that was intended) but his hair is doing that weird thing
Look like the hair is missing weight paint or bones aren't parented to head.
Did you edit the model yourself in blender?
nope, its ported from a game
Do you need to see my animation layers?
Does the hair have bones?