#avatar-help
1 messages · Page 143 of 1
Post screenshot to confirm it.
alr gimme a sec
Animate the camera component itself, not the game object it's on.
You toggled the game object.
The animation thats on the
Ohhh
so delete the camera movement on the game object?
No.
also should my camera be a child of the game object
That's irrelevant.
Oh
So you actually can edit the model in blender. Do those bones have head bone as an ascendant?
hrm
i didnt see that no
Then make sure that the starting bone of a strand is a child of head bone, or make one hair root bone as child of head, and parent it to other bone strand.
You need the game object to be on, and animate camera component to toggle on.
I went to the animation window, and made a new file, which made a folder in my computer
The question was more toward how did you configure the animator for that toggle.
You still sound so confusing, but that might work if I understand what you meant by that.
It is late for me atm, I will answer in the morning in a more detailed fashion
(If you have a yt video I can follow that would save my life)
Look for Sippbox's videos. Object toggle.
You just have to animate material switch instead of object toggle, the rest are the same.
So when the game object is toggled, I want to sync the camera toggle ON?
You could just record object toggle and camera component enable in the same animation.
this is concerning. i tried 2019 version if i can publish there. still no. missing credentials
2019 is too outdated by now.
https://streamable.com/xp6ote like this?
After 2 second is all black screen?
for context i tried the normal 2022 f1 unity and did all of the latest but vrchat sdk keeps failing to authenticate with error message "missing credentials" i tried all troubleshooting and only left with one choice to downgrade and still no. man idk what to do
did you try turning off ipv6? some people have said that helps
i did along time ago still nothing
this issue of mine is odd. i use vcc so everything should be set up. nothing is wrong with my rig and doing test, the avatar appears on my vrc
the error messages kind of points out that something is wrong with VRC.SDKBase.editor.api it self
Did you actually animate to record this?
What did you understand when I said "toggle the camera component"?
Oh
LOL
SOrry im a bit slow
Yeah i was toggling the game object and not the component
Guh
so do i need to keep the animations i created for the camera toggle?
Or the parameters?
If you recorded the toggle in your long animation already then no.
Maybe. I don't know how you did it.
mk
bump
i duplicated the materials used on my avatar, applied toon standard to the material, and added that material's way of doing hue shift to my hue shift animation before reverting back to liltoon, but it did not work. guessing its doing something different?
why animation die :(
Ive tried changing the idle anims and remaking the whole thing, nothing seems wrong with the armature
idk whats causing it
I'm experiencing an issue where I can't grab props attached to my avatar. I added four props to my model, intending to pick them up, but for some reason it's not functioning correctly for me, even though others on Quest are having no issues. I'm using an Index, and despite having gestures enabled, I'm unable to detach the props from my model. Does anyone know what might be causing this and how to resolve it?
sometimes avatars struggle with index dynamics
because its not a matter of gripped or released
ya that does not help me
Assuming you're using physbones make sure you have "Avatar Self Interact" on in-game
wasn't quite sure where to ask this, but I have a general question for people who do avatar commissions. If an asset's/avatar base's ToS requires both parties to own it, how do you handle the costs if you don't already own the asset/base?
Thank you very much; I was completely unaware that such a feature existed in VRChat.
TYSM for the help!!!! I GOT it working
Now I can make my animation play on a Jumbotron lol
And other people that aren’t my friends can see it
Yipppr
Hi everyone! I tried looking everywhere for why this is happened but I still can't figure out why. I have a mask for Emission in my Material for Liltoon, but it's duplicating it around the face instead of just on the eyes. Doesn't anyone know what setting is causing this?
Expand the texture slot and see its tiling.
is there any possible way to do transparency on quest without killing their performance?
Transparency kills performance. Period.
:(
I wonder why transparency is fine for PC but mobile GPUs just die at the thought of it
Mobile gpu is much less powerful to begin with.
well yeah but transparency is especially hard on it compared to other shader stuff
but on PC it isnt
It primarily because transparency requires intensive read/write to graphic buffer. And mobile doesn't have much memory bandwidth for everyone to use it unregulated.
Thank you! SO that's why! For some reason it was set to X 10 Y 10
Can someone help me with something a bit odd?
Basically Im modeling a character that has no wrists, and unity seems to hate that there's no wrist bone, I just want it to rotate with no wrist movement, is there any way to achieve this?
It isn't odd because it's the requirement. You could just add wrist bone without anything weight painted to.
The issue with that is the fingers would still respect that parent and the finger bones would float around the model
Instead of staying locked on the arm
How would you want to deal with finger stuck to arm bone?
Could you move the wrist starting position to the center of every finger?
Of starting of proximal bone actually.
Otherwise, you will need dummy hand bones with fingers. Then use rotation constraint to fix rotation of robot finger to dummy finger.
Is it possible to have the wrist bone be there but have the fingers parented to the arm so it doesnt affect them?
Without unity throwing a fit that is
No.
Unfortunate
I already suggested another way.
Yes, I know. I was asking if that was a possible solution
How would I go about doing this. Im not an expert at unity, its new to me for the most part, I usually just use it to upload projects from substance and blender without much editing
i think unity hates copying stuff
To start, just make another hand bone with all the finger. Do not touch the robot finger bones.
Gotcha
Leave them in the same spot I assume
As the OG bones
I think you’d have your actual hand be weighted to nothing while the bones that control the fingers are rotation constrained to the actual finger bones that aren’t weighted to anything?
Sorry wha?
like have a hand with the fingers parented to the wrist, then have your fingers be weighted to bones that are directly parented to the forearm
the one with the wrist has no weights at all
but in unity the one that isn’t visible will be the hand you use for the avatar, while the fingers parented to the forearm will be constrained to the invisible hand
sorry if I’m not the best at explaining
Okay so to make sure I got this right, you want me to duplicate the hand bones and make basically a "Ghost hand" that has 0 weights from the wrist down and use rotation constraints to copy the movement of the bones from the ghost hand to the fingers
yeah, but you’d also have the original fingers with no wrist
the ghost hand just exists for the parent constraints
Gotcha
So how do I add the constraints to the bones to copy the movement of the ghost bones?
Have you put it in unity?
The model.
Is there a way to add it to all of them simultaneously or do I have to do this one by one lol
And the source transform will be the dummy bone matching each bone.
You could select all the bone and add component all at once.
Got it, thank you
You still need to assign source transform one by one.
Yeah :( I figured that out lol
Also set solve in local space for the constraints.
idk were to ask this but does anyone know were i can find some funny animations for my avatars, like for when they are walking and running
anyone?
lighting settings in your shader
there is a min and max value you can tweak usually
i'm not using poiyomi i'm using toon standard does that still work
good question, i assume it still has the same settings somewhere. I can't check atm
Ohhh I just noticed
the regular constraints are PC only
oh I prolly have an ancient SDK
VRCRotationConstraint all one word
im trying to upload a finished one but everything says loading and i cant click on any of the options (name, warnings, description)
im uploading an avatar for quest, i already have the pc version uploaded but my quest version is hot pink and not only that when i try to switch it to the android build it doesnt work, it opens ny files and says apk as the file type
It worked! thanks fellas
Is there a way I can edit the closed fist pose for index controllers?
yeah, I had that issue for a while too, I was trying to figure out how quest avatars were using constraints
I deff did, it was like 3.4. something lol
you've uploaded pc before, think you can help me if you know?
those constraints seem quite powerful
sure! whats the prob?
i got a model and everything is fine, its just nothing is loading properly on the SDK panel
Have you tried reloading the sdk
@still shuttle any thoughts?
It just looks like the sdk needs to be reloaded to me honestly. Or close the project and reopen it. That's usually what I do when my sdk is not loading
so many times
reopen the project
Is your sdk updated?
i didnt even think abt that lowkey
the.. console 💔
Do you have a stable internet connection on your pc?
yep
It won't let you upload if you don't have good enough internet
And definitely make sure your sdk is updated.
im on ethernet
You could also try restarting your computer
could
boost💔
mine aswell
The hot pink is a shader issue, not sure about the other one
Gotta make the materials quest compatible. Quest doesn't accept custom shaders
Do you have both a pc version and a quest version of the avatar?
You will need 2 different versions usually especially if the pc version uses custom shaders like poiomi
Why dont these parts move?
bone thing
yea i have thw pc version
Theyre seperate objects under the spine, they should just move, no?
Does it come with a quest version?
You will have to upload the quest version separately but they will be connected by the blueprint id so you won't have 2 avatars 1 pc 1 quest, if you use the same blueprint I'd on the quest version it will make that one avatar pc/quest
yupp!
yea ik all aht the blueprint but
And you say the quest version is pink? If this is an avatar you purchased i would contact the creator
the mats / textures and the android are my main prob
thing is after i bought the avi she kicked me from her server
Did you maybe do something to get kicked? Like maybe wrong info at checkout or something?
You could also try dming them. Or emailing them
yea no i didnt do anything! i just bought it and then i go to her server to try and figure out why its pink and i dont see her server 💔
That's actually crazy. Yeah I'd definitely try DMing and if you can't do that, try sending an email
yea ill def try
Did the avatar come with a read me file?
If you double click the tab it should minimize
Def check for a read me file and see if it has instructions on how to upload, maybe you're missing something
oooh ur right
theres no read mes
💔
🫶yesyes
What about on the store page of the avatar
Sometimes they have instructions on the store page
there is but its for pc only
its pc and quest
That's really odd
Not sure why they wouldn't include quest upload instructions if it's quest compatible
Yeah I'd send em a dm or an email ngl
Question Is there a way to have hand gesture expressions and also have toggle expressions and if so how would i go about making that?
I have absolutely no idea what I'm doing in unity please help
What do you mean by this exactly
What issues are you having?
Do you mean like, an option to toggle off the face expressions so the face doesn't change with the hand gestures?
Sorry for the late response yes I think that's it I've seen on sum models where they have gesture for hands and toggles and there's a option to turn of hand gestures to use the toggle variation?
im trying to make an avatar but unity is crazy complicated
I'm a bit confused but if you mean just toggling off the face changing with the hand movements, you need to go into ur FX and find your left/right hand layers and add a bool parameter to them. I usually make one and name it gestures. Add that to every single transition for each animation for both left and right hand layers. Then you can add it as a toggle in your menus
There's not much anyone can really do for you if you don't have a specific problem you need solving
It's highly unlikely someone will be willing to sit down with you and teach you one on one, but there are plenty of helpful YouTube tutorials on how to make avatars
I'll have to try it in the morning sorry if it sounds confusing iam kinda bad at explaining things but when you do this are you able to use toggle based expressions or no
It toggles on and off the option to have face expressions.
If you want all face expressions as separate toggles, you will have to do something very different
Mmm I see do you perchance know how to do it?
it said that bone was optional as seen in the screenshot so im lost on why it still doesn’t work. there’s nothing i can add into that slot to fill it in without ruining my rig.
so, you want to be allowed to:
- control gestures with hands
- control gestures with a menu
- turn off gestures with hands, and only use the menu
Is that right?
Yes
easy enough, how does your FX look like at the moment?
At this moment I can't cause iam laying in bed it's 4:42 so I'll probably have to do it later or do you have like a screenshot of what it should look like?
TLDR of an easy way to do it, is as follows.
- Gesture Left
Layer - Gesture Right
Layer - Expression menu
Layer
Because the bottom layers overrides the top animations, if you do anything in the expression menu, the gesture left and right won't overerride the menu.
Important note here, is to animate All the blendshapes used for facial animations for ALL THE ANIMATIONS. If something is not used for a facial expression, it should be animated to 0.
Alright now should this be done in the fx or gesture layer?
just use another parameter to trigger alternative sets of gesture/expressions , there you have a toggle for alot of variations
gestureleft + whateverparamater false / gestureleft + whateverparamater true (bool exsample)
With my method, it'd be FX layer.
Alright I'll try both of these methods in the morning i really appreciate the help
it can be done in a lot of ways. I've seen these menus even crammed into a single layer
It's best to do it in a single layer for optimization's sake, however, that does make it quite complex
^
was that made for your avatar?
uuh yes and no, and I'll explain
yes it was made for my avatar coz well
shadow x bodysuit by holo.exe
yup yup burned through my bank account for it
and no, coz well
I may have sculpted the model a bit just to make sure it fits well
everything else works just fine
the entire bodysuit moves Oki doki
but
the arms are a WHOLE different story
as you can unfortunately see here
OH AND it's actually a toggle right next to some others
it ain't a default outfit
oh, i tought this was a simple case of not having the armatures merged.
oh wait a minute, your avi is not in a T pose
can you reset both armatures to T pose?
I can do that in unity??
i don't do that from a while, but i think it's possible.
you'd need to do some research / wait for someone else to answer that
i don't even think they MUST be in a T pose, but i assume they must be at least in the same pose.
yeaaaa that's exactly what I'm trying to do ;-;
one way or another to just make it fit whenever I'm in play mode
I just want those arms to stop flailing around
hows the stuff added?
the toggles?
the clothes that are awfully out of place
thats...
modular avatar keeps clothes in place, vrcfury makes the toggles
each compensating for one another
go into your import settings and enforce t-pose
you do know that vrcfury has armature link too?
I tried that last time, and it ended horribly
got it ^^
I would just add it in blender, avatars that have assets added in unity are often unoptimised and broken imo
this is how you do it :)
I merge armatures in blender instead?
Hi, I have the Mayu model and I want to use the latest version. the problem is my friend made my texture during the first version, this is when the entire texture was just one texture. The texture now is split into two at the body and the head. I am wondering if there is an easy fix or will my friend have to remake the texture?
yeah just add the asset in blender, then you can optimise/decimate it if it needs that
and it's really easy to merge armatures
if it merges to the base model, wouldn't I need to reimport it all over again? :')
you should be able to just replace the fbx
you'll probably need to reanimate the toggles for the bodysuit (I'm assuming that's what you're tryna add)
but that's all
so I go in blender, merge armatures, and somehow import the new model into unity without having the go through that basic grueling process of turning a model into an avatar?
that right?
this is how to merge armatures, I'll make another video on how to replace the fbx 1 sec
lmk your blender version and I'll send you a link to the cats version you'll need if you don't already have cats <3
I already do have cats, much as the version of blender I got ain't updated to it
the official cats was discontinued but someone else picked up the project and made updates
youre probably using the old original
this should help!
if you need me to explain a bit differently lmk and I'll rerecord it :)
this server is so nice ;-;
https://github.com/teamneoneko/Cats-Blender-Plugin-Unofficial-/releases
this is the link to the newer versions of cats
how helpful
you cant assume fbx scaling all local will work for everyone
my models for instance use fbx all for scale factor
me confused now
if it doesn't work we'll cross that bridge when we come to it, you should be fine
thanks for the help imma try this and cross tm fingers it works
so uuuh, me no have apply transforms option now
and I didn't merge yet 🥲
ah, this is true pain
@austere bay
There is an issue with my scene or more so the floor, I guess? No matter what the model is, they continue to have a tilt in their step which wasn’t previously there until maybe 10 mins ago. I saw it on one of my models and then it progressed to all of them after checking thinking I might have just messed up on one model itself. I have tried deleting the SDK and redownloading it, still the issue remains unresolved, and I don’t think it’s about IK tracking since I feel it would just be a problem with one model in general instead of spreading to the rest of the models I own
This is a side by side comparison of it normally in the Unity project and when I hit play for gesture manager
thats just how idle animation looks like
Is there a way to turn it off? (Not part of the model since it doesn’t have any idles on it)
I swear the step was never there before
side by side of an older project i have that doesn't have this problem (again this is on all the models in the newer project i have, none of them have idles and should be in this same standing up pose wthout going through the floor)
yup, completely normal
disabling locomotion will make your av slide around wierdly , any vr/fbt users can toggle it in setting somewhere
old exsample, funny how calibrate lift you up slightly
tysm, i thought i messed up something in my project, went through a whole scare thinking i lost my scene, struggle with the new avatar i bought tooth and nail to try to get to work. i'm glad everything is okay and it didn't just ruin my whole project just having it in there
Little question
So, im a FBT user, and ik locking the avatars feet in place on the gogo menu prevents it from doing the walk cycle when moving around
Some of my avatars stay in the pose i'm in when im moving around and its perfect cause when i move and im seated it stays in the pose im in
But why do some avatars, when the feet are locked in place and you move around while in fbt, just do the straight leg pose? Its really annoying and i wanna know if theres any way to fix it 
having this problem where my avatars fingers bend too far on all gestures :( These are the default gestures, didn't change anything
Did anything change in the past 18 months regarding the use of animators for custom clothes toggles, or am I just being thick?
I'm trying to re-use the animation controller I've been using for forever, but nowdays in the new Unity version it's not working too well
not really, nope
huh
I swear I'm doing the exact same thing as before, but now when I try to use the animations, shit just doesn't work
The animations still work, and even the animation controller still works. But when I try to put that together with VRC, it seems to pretend it doesn't exist
also: the thumb bends way too far, as well. Could it be a weightpainting issue?
try changing your muscle settings
I just managed to fix it by enforcing T-Pose in the rig configuration! I feel like Pumkin's pose tools might've broken something
ah, I figured it out. Seems putting the custom controller in the FX layer is how you do it.
or at least, how you do it these days
soooooo
yes, that is always how you've done it in sdk 3.x
im trying to overlay my screen onto others with a shader
what's wrong with my resolution?
ohhh I didn't realize you were talking about something that old
Look, I haven't touched Unity in 18 months or so, and last time I did there wasn't a way to use the package manager on Linux.
well if you're using such an outdated SDK it's a little misleading to ask if anything has changed within the past 18 months. Your SDK must have been multiple years out of date
It was recent for the time, it was just a pain in the ass to get working
Now I'm up to date, with all these new bells and whistles like Modular Avatar and ALCOM
i get that, but i'm glad we have better options for non-windows systems now
Problem is, I don't know what might be causing any problems I have as a result
So, like this?
When I hit the preview button, the avatar goes into this ball position and becomes gold.
When I disable the preview, the avatar goes back to its original form.
Did you create animator controller?
Yes
Did you create toggle logic in the animator controller?
Then create the logic first. You didn't follow the video fully.
I have set the gold toggle to an Integer.
It was a little weird trying to follow the video, since I'm trying to replace materials and he's replacing props.
After spawning a test avatar in vrchat, I have come to the conclusion that something just isn't clicking with the toggle.
I recorded both material changes, being named after their correlated material, and the preview correctly shows both changes.
I'm trying to make an image overlay with Leviance's shaders, how do i do it
is my setup correct
as an aside, you don't need two gesture managers 🙂
it does seem like the screenspace shader is taking effect. I haven't tried using the image overlay in Leviant's though, that doesn't seem like it's working there
yeah
uh yeah
bruh
Now that I've figured out the shit I did in January of 2024, time for my main question: My model has some issues with MMD worlds. I've read in this chat that the first two layers in the animation controller get overridden by MMD. I made it entirely from scratch, so I was wondering if there was any way to make it more compatible, if that isn't enough.
what issues?
This is probably pretty basic but I havent messed with mekanim much. I want the arm closed animation to only play on startup and when activated play the arm open animation and not return to the closed animation. what do I set the conditions to to acieve this?
This may be worded incorrectly because I dont know how to plainly describe what I want
So does anyone know how to make the screen overlay work
its eyes go blank, curling up into its head, its outfit goes to what I exported it as instead of what I set it to with the outfit toggles, and it generally looks horrifying.
Texture overlay?
I’m honestly quite confused why it isn’t working
Is there any tutorials out there
Could be you're trying to do things on the first two FX animation layers? Generally do nothing in the first except maybe resets
Does anyone know?
I don't see why not
I have blendshape resets on the first and gestures on the second, haven't had an issue
I think the massive karnaugh map with the clothing options is in the second layer
ah yeaup, that's where it be
yep, named after Maurice Karnaugh
I'd never looked it up before
tbh I only learned today his name was Maurice when checking my spelling
that seems to have solved the clothing issue - the satanic stare is still an issue, but I guess that's mostly due to how I made the eye bones go bolt-upright instead of the correct direction
hmm
Can you change the blendshape names and positions in Unity? I have a fair few extra visemes I could probably rearrange and rename to make this work better in MMD (I kitted the model out for ARKit initially)
no, you'd need blender or similar for that
darn, was really hoping I wouldn't have to re-import the FBX again
that'll break most of my animations
it shouldn't, unless you've done something really weird
every clothing toggle is several blendshapes
so? those are by name
blendshape toggles, oof
the only thing that cares about order are the ones in the avatar descriptor for eye look
imagine if it was possible to upload more than one avatar
Last time I did this, I distinctly remember them being by position in the list of blendshapes
nope
well, that was in January of 2024
still nope 🙂
make-it-mmd seems to be useful, but its documentation is hidden by a broken CA certificate
oh hey I can make this work - it can simply translate the facial expressions I have into the facial expressions I need
I use this tool for that: https://github.com/MMD-Blender/blender_mmd_tools
er.. is this the right one?
look, I have 94 shape keys on this model, and most of them are for the face. Might as well put them to good use
definitely
(Just gotta go rooting around my parts bin, I'll figure something out)
So are On Entry contacts just super inconsistent?
I haven't noticed that
inconsistent in what way?
hmm what's your animator look like? I'm assuming you're waiting for any one to go active
Oh does that cause a problem?
^
yeah because the ones not active would set the variable to 0
Oh that makes total sense
I was wondering why they flashed mint green instead of yellow
Thank you so much!
But yeah my method for this is super hacky
that's not hacky, that's clever
tbh i find that super cool as well
I have two nested blend trees to set the spin speed and direction, then a layer that makes a spin factor parameter decay over time
that sounds perfect
huh, it seems that in preview mode, Unity thinks it best to turn the model's eyes around 180 degrees. Wonder if VRC's doing that too?
there's no bone roll or anything on the eyes
Gimbal lock maybe?
Like, it works fine until I go into an MMD world, and then I get satanic no-eyes
did you turn on legacy blendshapes and normals?
this is an armature issue; I don't think tha'd be the proble,m
Once again suggesting this is probably a gimbal lock issue
I did check that though
one time it took me 5hrs to troubleshoot something for that setting alone, wasn't fun.
this is exactly how they're supposed to be imported
Bolt-upright, zero bone roll
I mean yeah you can do all bone rolls perfectly and still run into it
Yes, that would cause gimbal lock, but at the same time why are they suggesting you put the eye bones in a place where they'd get gimbal lock?
Had that happen with my model’s propellor when I was animating it, had to do it in quaternions instead of Euler
there's no way to swap to quaternions in Unity
Some of VRCs components use quats when you turn on debug component view
I know eyelid bones are an example of that
but I can't change that
Especially since the SDK is bugged and it initializes the quaternions wrong
Yes you can? Just enable debug mode for the avatar descriptor
…there's no setting for debug mode, in either the current avatar descriptor or the SDK itself
or maybe MMD worlds expect the eyes to have 180° bone roll or something
all the avatars I have with vertical eyes with 0 roll work fine in MMD
… OK for some reason the head has 180° bone roll
ooh, that'd probably be an issue
I fixed the problem in Blender, I export the FBX, I… get the same result?
fuck it, let's see if this works
Does anyone here have any idea how I could force an object to always point down but still preserve the Y axis rotation of its parent?
A rotation constraint wont work here due to gimball lock, if the Y axis is rotated the other axies change too
at a guess, empty object on the floor, look at constraint with the X and Z axes locked?
Will try
@somber sequoia seems that 1.5 degrees made all the difference
hmm?
Look at constraint doesnt allow for axis locking from the looks of it
oh! that
So sadly this wont work
are you using the VRC constraint though?
Yes
the solution to my eye terrors was to change the head rotation up so it was bolt-upright
@graceful elm wha. why look at when you said preserve axis form parent
aww. That was a guess, I hadn't looked.
I was guessing
ohhhhh the head rotation, yeah that does make sense
Because thats was the suggestion. Youre welcome to suggest something else
day 2
what the HELL
is going on with her arms
😭
bones looked normal
but when i pressed force t-pose
they uh
yeah
"preserve the Y axis rotation of its parent" preserving rotstion should be done via rotation constraint (or parent constraint) wtih some axes locked.
Right. but as I already said in that same message, a rotation constraint wont work
Any other ideas?
Really sorry for the ping but how would i go about this is it done in the gesture layer or fx layer??
probably watch some tutorials on animations, if you haven't
I have but usually i either just do hand gestures or expression toggles but i didn't know you can combine them and mainly iam not smart either
Sure, it's a full finite state machine, you can do anything you want with it. In this case you could have it go from Enter to a choice state where it picks from two different full sets of gestures depending on the first variable.
I did that at first when I got started playing with face tracking, figuring I may want all my hand-based gestures when it's not active, but then a subset for doing things like eye closed expressions (I don't have eye tracking) when it IS active.
Turns out I never go without face tracking now, but still, it works 🙂
so confusing unity is not made for small brain people like me
I noticed this trend of people calling themselves "small brained" or "stupid" lately. probably you're not, you just haven't learned how to use it yet 🙂
it's not like those of us who know how to use it didn't have to spend the time to learn..
i mean ya kinda it just really confusing like maybe this is lazy but i wish there was an actual tutorial or Something but gotta learn somewhere
there are lots of tutorials
what there often is not is a tutorial that matches your very, very specific requirement exactly.
can someone help me with the bones?
first guess, bone roll for your humanoid bones is not 0
it's a property of bones you can change in Blender or similar.
ahh
is there like
a way i can just use blender to import a Vrchat avi?
or
no
cause in blender the bones look normal
Sure, you can just import the .fbx file into Blender
cool, then edit the armature, select each of the arm bones, and see if the roll is 0
where would i find that?
it's in the "Item" tab of the 'n' popup sidebar
Hii, well I have a problem, Unity say that my avatar is too short, but even when I scale up or move it up it doesn't work
this?
Ahh okay
That avatar need alot of bone merging , it has alot of wierd bones and tiny ones - but they are all there
had it for awhile now 
ooh that's helpful info
many ways, here is cats way
recommend using pose mode then wobble bones around so you know wich one goes togeather, that model have alot of twists thats not even connected
someone know how I can fix my issue ?
which issue?
That one
how are you scaling it?
With this
don't clip so much, we can't tell what that is
when avatar have a descriptor on it, click it and see where origin is , if its anywhere but right below your feet - you need to set it in blender
since you have that
Wait I can't see that arrow
You can definitely set that, or you can scale in the FBX import settings, it's right at the top of the first tab.
thats paint 
ohhh that's the issue, yep
i cant figure out how to download this avi 🥲 anyone able to help?
Oh sorry
"this avi"?
I think I can't see things, sorry 😭
shii my b i bought an avi from cozu and i keep getting this
I don't think it's in the right place-
no idea, never seen that before
i am actually crashin out over it, i cant get it to open through vccc
and how do I set in in blender then...
I'm gonna have to redo all of the visemes, I wanna cry
nah just set origin in blender , overwrite (long as its not unpacked)
unpacked ?
your model comes into Unity as a "prefab", which you can unpack, but you should never ever do this unless you actually understand what you're doing.
i dont think the bones not being merged was the problem
they were like
rolled all the way back to like
-230
so I guess I'm done
I'm not sure what you are showing here
I don't know how to explain it
you have to do it manually so if you never entered this thing its fine / and avatar text shows up as blue not white
good.
well I guess it's good
so I just have to change the origin point in blender, reexport the FBX and replace it ?
cause in Blender when I select all of the model it's like that
The origin is in my chest
Yeah it should be at the world origin, and your avatar should be standing on that point. For VRChat purposes.
How can I change that easily ?
cause I know how to use blender, but I don't wanna mess up anything
can someone plz help me? i designed a avatar and i need to know how to upload it, someone offered to help me HOWEVER they are demanding money to help me figure out how to upload it
I usually do this with the 3D cursor - set that to the origin, then Object -> set origin -> origin to 3D cursor. Then apply all transforms.
There are many tutorials for this, such as this one: https://www.youtube.com/watch?v=bSwMz4WcajQ
I think I put it right ?
and how do I overwrite the one in Unity with the new one I just exported from Blender ?
i found it
wdym add to a camera
is it possible to substract a shape key using an animation, but clamp it so it doesnt go below zero?
I have an additive animation that subtracts values from some shape keys and it works great, but the problem is that if those shape keys are at zero the animation causes them to dip below zero and the mesh turns in on itself
I guess another way I could do this is animating the weight of another animation layer to subtract the shape keyy, not sure if thats possible though
That is - VRC Playable Layer Control
That component doesnt give control of the weight on a per frame basis of the animation, it doesnt really let you be granural with it
oh true, it doesn't do that.
Oh well, I'll try to make it useful
Though I dont think its going to be possible, because you cant set when the blending occurs in the animation time.
It always occurs at the beginning, even if the animation is playing in reverse
I want it to display only in the camera's view
similar to a hud
like the vrchat camera?
Yes
thats not the vrchat camera
then disappear
Yeah its a custom cam i made
I don't want it on the vrc cam, I want it on the custom cam
just use a screenspace shader
then just move the object that is using it on the camera
Can't do that cuz it would mess up my scene, would i need to just reacte a new 3d object
That is a child of the cam?
or just move it with the camera
sorry for the ping but when you have time do you think its cool if you can help me with the gesture thingy cause i tried and all i did was confuse myself
Guys i really need help with something, i have an avatar i uploaded on quest and everything is working fine except for the hair bones and i tired everything but nothing worked. The avatar design is Rindo so is there like another version of that design or is there something specific i have to do?
where are you stuck?
so i have my gesture layer setup and the toggle variant setup but i don't know how to make them correspond nor like the toggle but iam guessing the toggle is just a bool?
Hey I'm back, so the model works !
Thanks for helping me !
But now I have a 2 problems, the mouth is a png image so I have to do 2D Visemes and I don't know how to do that, and there's no shader for VRChat/Mobile that support transparency (well I guess there's one but yeah you get the idea)
Sure, you can do that with a bool.
alright that good to know but how do i make the gesture layer and toggle expressions correspond?
Do you mean two layers in the same animator, or do you mean using both FX and Gesture animators?
its in one animator the fx i got a screenshot of what it looks like in the menus from a different avatar
You'd have to explain what you want these things to do probably
control gestures with hands
control gestures with a menu
turn off gestures with hands, and only use the menu
turning off gestures is just a matter of having a bool parameter that must be true for the transitions from the idle state to the gesture state to work
so how would i go about setting that up then?
You add the extra parameter to the transitions in your animation layer which does the gestures
Then that should let me use expression toggles when i do that?
I have no idea how your animator is setup, so there's no way I can answer that
it just looks like this rn atp i got to confuse so i just restarted
Sure, so you can add a toggle for those to each of the transitions, if that's what you want
well i mean its turns off the gesture but i cant use any expression toggles?
So I'm now getting around to playing with the toon standard shader. Does it not allow for main texture color animation or am I missing something? I know they have hue shift, but having the ability to change main texture color makes for vast color options.
what does "Toggle exp" do there?
well i thought making that bool toggle would make it where i can use toggle expressions but all it did was turn the gestures off i got very goldfish brain
by "toggle expressions" do you mean you have a menu with toggles to change the expressions, instead of using hand gestures?
Nothing is loading my avatars are all robots and I keep getting the we're sorry something went wrong every time I load in
I got what I assume is a pretty simple question. There's a prop on my avatar and I can see it in my mirror/camera and my friends can see it. However I can't see it in my first person view. I did a quick little search and it said something about culling but I can't actually find out how to edit culling to fix this issue. How do I go about that?
yes
Do those use a single variable (probably an int) or many bools?
that's not what I meant - GestureRight is the one set by your hand gestures
like the parameter? or something else
Yes, the parameter used by those menu items
I'm guessing that 0 means "no expression" and so you could add that as a requirement to all the transitions in the hand gestures so they don't trigger when it's non-zero.
The unsheath option (It says sheath currently) isnt working. instead it just closes the arm, I am very bad with mecanim so I dont know if there is something I am doing wrong. Is there anything obvious that I should correct?
so should i make the value 1 then?
Oh, and the buttons stop working after pressing sheath
... why?
sorry iam like really confused rn
Mantis toggle opens the arm, blade toggle makes the blade rise, and sheath toggle does what it says on the tin
yea nah iam lost
i dont have the project files for an avatar i made in the past. i built a test version of it though, and i still appear to have access to that. is it possible for me to recover the files of my test avatar?
I dont believe so
Aright i finally figure it out iam really sorry if i caused trouble for you i really apricate the help
no worries
ok so when i merged armatures i merged the hairarmatures to the head, yet none of the bones are attached, is there a way i can fix this? (no, i cant ctrl z my way out of this)
The way that mesh gets connected to bones is via skin weights (i.e. weight painting), and those are stored in vertex groups which match to bones based on their name.
If this mesh was weight painted before, possibly when merging you ended up with vertex groups that don't match the names of the bones in the new armature
you may be able to simply rename the vertex groups to match.
I can't tell what's going on there though - possibly instead you have the root of that hair not a child of the right bone (usually the head)?
You can swap materials via animation clips, ye?
I have a stubborn clothing blendshape that just won't do as I want, and I'd like to solve this problem with a sledgehammer
yes
Material and blendshape don't have anything to do with each other though?
they're two ways of solving the same problem - making clothes disappear
I personally consider blendshapes a far more elegant solution, since you don't need another material
you don't need another material
oh? I thought you needed another slot. You can get another slot without another material?
why would you need another material slot?
Well, when I make my model, to cut down on resource usage, I make all the bits of clothes into a bit of a katamari mesh. Why I need the blendshapes in the first place, since I only have one mesh and can't disappear individual objects
Sorta, but i'm more just interested in seeing what I can do while still retaining 'good' performance
I usually do UV tile discard.
The model I've been kvetching over, for instance, has six outfits with granular control of what you wear and is yet in the green
nice work
problem is that a skirt does not take kindly to blending into the legs
yep, exactly.
so I'm getting out the sledgehammer and trying to figure out how to swap the skirt's material for something a bit more see-through
aha, found what I needed
it was a long coat that got me using tile discard in the first place
thing is I'm doing a lot of the optimization by hand
and I'm doing it the way Kerbal modders do it - which is to say, big sheet with UVs packed like sardines
heh yeah, that sounds about right
Can you do tile discards with a UV like that?
yes
well, it seems to work, but the other object with the same material is now being disappeared as well.
figured it out; now begins the process https://www.youtube.com/watch?v=OoBl1yEv790
(For those not in on the joke: in a Jon Bois documentary, this is usually the song that plays when it's time to grind through a seemingly endless spreadsheet)
Would someone be able to help me? I’m trying to launch the creator companion for making avatars and for some reason the application in unity isn’t opening.
hi
So im trying to do this
For a shader
would i need to modify the player view code?
anybody know how to add fake arms to ur avis?
i got a model with no arm and im trying to add a fake robotic arm, but it doesnt work, it stays attached to the avatar, but doesnt move like a left hand
not sure if thats because there neeeds to physically be a left arm first or what but it doesnt work dont know if im doing it wrong or not
does the new arm have its own bones? How are you attaching it?
Does anyone know how to make a poyomi dissolve toggle to were it will dissolve into another texture
What im doing is using vrc position and vrc rotation constraints on the the start of the bone connecting to my hips bone
And then using my rotation constraints on everything else and connect left arm to my left arm left wrist to my left wrist
Following a youtube tutorial i saw
But doesnt seem to work
so.... it has bones? use VRCFury's armature link
And do i just place that in the fake arms armature?
take a look at the docs, it should explain. they have a discord too
(I do this kind of thing in blender)
tf do i do lmao
not cross-post, I answered in the other channel
i had no problem earlier but i closed the vrc sdk to put GoLoco on it because i forgot and now it no longer lets me publish..
how do i fix this without starting over
it just greys out and i can no longer publish to that project
did you uh
Did you modfy anything that would make it so it can't publish to
Mobile
Try closing and re openning unity.
should i be worried about it?
do you have a link to the discord?, I cannot figure it out
i kkinda did it? i added a armature link to each and every armature bone and linked it up, which Kinda worked? except for the fact the fake arm is seperated and wiggly
i found out that i selected the wrong thing
hi chat, apologies if this is a common or super easy thing, but i can't seem to fix this no matter what i do
i'm passingly familiar with vrc unity stuff but much less experienced with unity in general
whenever i try to upload a (test) avatar, i get these errors
this happens with any avatar, even the default sample ones
i've tried updating the collections package, no dice, i've tried editing the NativeList.cs around the specific error, but it just reverts itself
i've reinstalled unity, reimported every package i can think of, tried different storage drives, i even tried it in a vm and got the same result
i got it to upload, somehow, one time the other day, but i haven't been able to recreate it, even in the same project without making changes
worth noting that i am using linux, my vm was on windows 10, but as far as i can tell the platform doesn't change anything
I don't really use it but probably it's listed on their website?
But you should just need one armature link, not one per bone.
you're using Unity 2022.3.22f1, right?
So i made clothing in blender for my avatar even thogh it fits snugg in blender it clips into my avatar on unity
even with the visemes set up when i go into gesture manager the mouth is just stuck open, how do i fix this?
often you have to make it a bit less snug. But yeah, this is how it goes, you have to get it close in blender, then test in unity.
I just did this tonight actually, made a new thing, thought I had it right, posed in VRChat and nope. I take pictures of the pose and the clipping, then go back to blender to try to recreate it so I can fix it.
if you have a jawbone mapped in the rig setup, remove it
the butt is the only clipping when i t pose but when moving everything starts clipping
how do i add my own costum tatto on my paid avi?
and can i make a imiage that i can find on my phone a tatto?
any image could be, sure.
okie pefect. how?
I'd probably do it with a decal using the Poiyomi shader.
do you know if there are videos on that? i just started uploading avis today so im a little in the dark
no idea. but there's some detail here: https://www.poiyomi.com/color-and-normals/decals
This won't work for a quest avatar though.
ok i fixed my earlier problem it was the wrong body mesh but when i go into gesture manager to test it it still clips kinda
looks like you need better weight paint still
when i move
idk how to properly weight paint them and i found 0 videos coving how to do it
is there any way to move your avatars position, lets say upwards and have our viewpoint move with it as well?
I just searched youtube for "weight paint tutorial blender" and found a ton of videos
ya but none explne how to properly do pants and stuff
the first few I glanced at definitely do
you won't find something exactly specific to your avatar, you'll find generic stuff and have to learn from them and do what's needed for your own situation
The only thing they might not explain, is topology. You could use robust weight transfer to have a good starting point.
it looks like they already have a decent starting point though, from there it's really just touch-up
and I say this as someone who is literally weight painting right now 🙂
i tried everything I know with my skill level
if you're lucky, this might do it for you, and need less "fixing" https://jinxxy.com/SentFromSpaceVR/robust-weight-transfer
it's just a better weight transfer addon
yep, it's pretty great
just don't go thinking you can use that and it'll be perfect
^
it's a good starting point, but it won't save you from learning how to weight paint
yep
Now that i think of it, we can do this even more easily.
- Gesture Left
- Gesture Right
- Expressions
In expressions, make all your facial toggles with an INT parameter. Make sure they use values from 1 and above.
In Gesture Left/Right, add in the transitions that the parameter has to be less than 1
found out how to transfer and it fixed everything
what does
KeyNotFoundException The Given Key "name of the thing" was not present in the dictionary
mean?
Could someone help me please?
I would like to change the color of my avatar's eyes but I can't do it.
without context, some function tried to access a key in a dictionary that doesn't exist.
How do i fix that? im not sure what any of that means
again, without any context, I have no way of knowing anything more about it.
If you have multiple errors, perhaps post the first 2-3
Trying to export something in the hierachy as a FBX using a "FBX EXPORTER" from Package Manager
you're trying to export a FBX from Unity? Don't do that.
your project probably already has an FBX file
Except it doesnt
and im not sure why
so only other way i could think of getting my hands on the fbx is by the fbx exporter
that's very, very strange. If this wasn't a rip, I'd ask the creator for it
maybe it has a .obj?
it does
oh, then that's probably your model file
I’m using an avatar base I got , and I just want the hair to be seen not the head
Cuz my oc covers their eyes with thier bangs
It’s my hellaverse oc lol
is there any male heads that come with seamless neck connection?
Could someone help me please?
I would like to change the color of my avatar's eyes but I can't do it.
on the gesture left/right do i just make the parameter in the same transition or add another one?
Same transition. The idea is that they don't play UNLESS that value is set to 0
like this?
less than 1, not 0
whoops my bad
alright i got it to work thank you for this easier method
any way i can make a bone item (hand) be toggled on and off in blender? cause i can merge it to make it one model, but what if i want the hand to be a toggle? and if i toggle it on, it works fine?
Either blendshapes, or UVtile discard with shaders.
not sure what that means-
wait, what do you mean for "bone item" exactly
like, you're trying to literally turn your hand off? Or something that you hold in your hand?
I have a model with a missing arm, and i got another model with robot arms, i took the robot arms off and put it in a good place as a prosthetic arm
And i can merge it in and make it one but
I wanna make a toggle so i can turn on and off the other models arm but also make it functional on my avatar
Any way?
i assume you already figured out the armature and weight painting?
Weight painting no, couldnt even see the option
But for the amature yes but no
Using something called Cars Addon that allowed me to click a button which merges the armatures and makes it one
you'll have to make it functional before you even think about making it a toggle
but to answer your question, you can make a toggle if you merge them, with either blendshapes, or UVtile discard (it's present in some shaders like Poyomi)
they are both fairly straight forward, you can find tutorials about them easily
Alright
So all i need is blendhsapes or Uvtile discard and thats it km done?
If i understand your setup correctly, yes
I've heard you can do toggles with bones. If they have their own bones, that might work too, but i've never done it.
did anyone have problem like this? any solution? i already try to turn off my ipv6, reinstall my unity and VCC
gotta be -1 to activate
ok so i need some serious help with a model im working on and its driving me up a wall, right now im working on making HSV (hue saturation value) sliders for several pieces of clothing on an avi, and even though i manually went through each one setting up all the paramaters correctly, it seems that only the value sliders are working while the hue and saturation sliders for each piece of clothing arent, and i cannot figure out why.
For context I am using the liltoon shader but i have access to poiyomi and other shaders assuming there is known bugs with liltoon preventing these sliders from properly working, and its the same for every mesh with an HSV set of animation clips assigned to it, any ideas on what i might be doing wrong?
and for reference when it was only 1 layer it was working prefectly fine, once i made the rest i decided to have a hissy fit
Heyy, I just wanted to know if there where a simple way to do 2D Visemes ?
if you put "less than -1", it would activate when it's 0?
actually, could've simply put "equals 0" now that i think of it, but i'm still curious about that reply
Thought i fixed it, guess not lmao, Im trying to make it so the stick hits the cymbal and not pushes it
no, less than -1 is -2...
oh, then no, that's not what we were trying to do.
we wanted it to activate if it was 0
yes
I was just trying to say that they made it so it had to be -1 or less originally for it to work
Oooh i get what you mean, nevermind.
Currently trying all of my ideas, if anyones free to help please do!
hey i have a question
soooo... is it possible to have 8-bit icons in the expressions? or will they just become a blurry mess? here's an example
Set texture filtering to Point.
As of right now, nothing has worked from my knowledge, As ove said, Id like it so that the drumstick hits the cymbal making it move
How did you make it?
I basically did wieght painting in blender to the bones
Then added phys components to all the bones
then added phys colliders to the sticks, sized em appropriately
And this is the outcome
Ive tried changing a bunch of phys settings to no avail
Closest ive gotten is changing the pull setting but it would still push the cymbal away
I wonder if there is a way to make it so that the cymbals collide with the sticks without a phys collider
Would this be better posted in #avatar-dynamics ?
soo is there a easy way ?
Cause I've looked tutorials on Youtube but it's doesn't work for me
good news is me got assassin outfit to, well, fit, bad news is I'm trying to figure out a way to make contact toggles that way I could pick up ma dual knives from ma back and sippbox's tutorial ain't helping
tryna get the same look as soshiro hoshina ya see 😌
Looks like you have both weights at 1 - probably you want one of those 1 and the other 0.
oooh I see
1 = where the thingy is. 0 = where the thingy isn't.
hi!!! quick question: do i add physbones in unity or blender? not surew when im supposed to add them so my hair isnt stiff 😭
you add bones in blender, and make them physbones in Unity
alright!!
quick question about physbones;
I have a tail with 25 bones. I do not need every single bone to have a physbone, specifically due to optimization concerns. is there any way I can reduce the amount of physbones?
or would I have to use ignore transforms and do that for every 3-4th bone?
You mean physbone transforms, right? You can ignore some, there's the "ignore transforms" slot, but for a tail it might be better to bring it into Blender (or similar) and merge some bones
I'm trying to disable eye blinking when doing a hand gesture (thumbs up = closed eyes expression) by using Animator Tracing Control, but it doesn't work. Any idea how to fix that?
that's how I do it.
Ideally you put it on its own state before the actual gesture
enter -> wait/choose -> disable blinking -> do gesture -> enable blinking -> exit
One message removed from a suspended account.
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not quest, right?
you can't do audio on quest
sure
well can you help me? what do i need to do or what do i neet to get?
I have no idea what effect you want or what you have, you'd have to provide some detail
well i'm looking for a good effect rn but i pretty much have one ig and i'm tryna get the effect on a weapon prop
a shot on a gun to specify
well presumably there's a variable that triggers the gun to shoot, and an animation to do the shooting, you can edit that and add more effects
right but how do i set that up?
i got the gun working on the menu
just no shooting
I like to used the "point" gesture as "gun ready" and "fist" as "gun fire", it feels pretty natural.
Do you know how to work with the animator?
so setting it up like this? (pretend the "new state" ones are gestures)
Yeah that's pretty much how I have mine
though I have two paths, since I only disable blinking for the eyes closed gestures.
what do i do now (not tryna be pushy or annoying btw sry)
I can't really teach you live, but I'm happy to answer specific questions. There's probably a tutorial somewhere though
well
the effect is an animation i made in unity
the gun is it's own prop
how do i "connect" them ig so for example spesific gesture for shooting?
make your shoot animation happen when one of the gesture parameters is the value you want.
They're listed here: https://creators.vrchat.com/avatars/animator-parameters/#built-in-parameters
so like make the non-closed ones only connected to idle and exit?
right
aight thanks! I'll see if i can make it work lmao
Hello Guys! I played yesterday with the game, and uploaded my VTuber avatar. Today, I got this message again. I spent time in the game. Why is it showed up again?
You haven't spent enough time
I have 10 hour, what could be yeah. But it's worked yesterday, and before. Or is it normal, if the game decided, okay, 10 hours is not enough?
it's not really time
Thank youu!
wait, it worked before but doesn't now? Same account?
Yep
I just made some changes on my model today, and I was suprised, when this thing showed up xd
Might have to check again if you got downgraded back to Visitor.
is that a thing?
It's possible.
Damn. What thing can cause that?
rude.
I just plays only with my friends
(not you, the game)
10 hours barely can promote you to New User. So something minute could send you back to Visitor.
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One message removed from a suspended account.
Ahh
Then I guess, I really should put more hour to the game
Because it's my avatar, what I uploaded yesterday lmao
The "new" thing means perhaps, I was promoted back as a new player I guess
hey guys. any reason the SDK won't let me upload an avatar despite being the new user rank?
Anyone know how to fix this problem for the hand tracking on avatars? (Aka ghost hand) I do know there's a way to remove this problem yet cannot figure out what is the current cause of this.
Found an easier way to explain
How would i make it so that the cymbal doesn't magnet to the collider and instead gets pushed away by the collider
If thats even possible
Avatar help please!! I’m current working in blender, I am trying to match the bangs to the hair on my nova beast! But the novabangs r darker in unity
(Unity perspective)
I am still learning myself, help will be appreciated
i think, camera is detecting your room something.
camera thinking, mistaking a hand…
