#avatar-help

1 messages · Page 143 of 1

sour sparrow
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yes, i can provide those too if needed

ornate stump
sour sparrow
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alr gimme a sec

ornate stump
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Animate the camera component itself, not the game object it's on.

stray lintel
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I did?

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I have a seperate animation

ornate stump
stray lintel
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The animation thats on the

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Ohhh

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so delete the camera movement on the game object?

stray lintel
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also should my camera be a child of the game object

ornate stump
stray lintel
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Oh

sour sparrow
ornate stump
# sour sparrow

So you actually can edit the model in blender. Do those bones have head bone as an ascendant?

stray lintel
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hrm

stray lintel
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Oh wait but i need the game object to be toggled

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I'm confused....

ornate stump
# sour sparrow 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.

ornate stump
ember blade
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I went to the animation window, and made a new file, which made a folder in my computer

stray lintel
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Oh wait so

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Make a toggle for the camera on, when the game object is called in?

ornate stump
ornate stump
ember blade
ornate stump
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You just have to animate material switch instead of object toggle, the rest are the same.

stray lintel
ornate stump
stray lintel
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Ohhhhh

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mk so

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Lemme take a screen rec

twilit fog
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this is concerning. i tried 2019 version if i can publish there. still no. missing credentials

ornate stump
twilit fog
# ornate stump 2019 is too outdated by now.

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

somber sequoia
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did you try turning off ipv6? some people have said that helps

twilit fog
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i did along time ago still nothing

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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

stray lintel
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Ok so

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I did this

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Camera= off at 0:00

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Camera=on at 0:01

twilit fog
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the error messages kind of points out that something is wrong with VRC.SDKBase.editor.api it self

ornate stump
stray lintel
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Oh

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shoot

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Uhhhh

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No

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Oh so i need to check and uncheck

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oml

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Ugh

ornate stump
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What did you understand when I said "toggle the camera component"?

stray lintel
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Oh

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LOL

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SOrry im a bit slow

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Yeah i was toggling the game object and not the component

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Guh

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so do i need to keep the animations i created for the camera toggle?

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Or the parameters?

ornate stump
stray lintel
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mk

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So i can delete the animator for it and the animation and menu objects?

ornate stump
stray lintel
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mk

snow goblet
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bump

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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?

wicked valley
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why animation die :(
Ive tried changing the idle anims and remaking the whole thing, nothing seems wrong with the armature
idk whats causing it

idle dirge
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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?

wicked valley
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sometimes avatars struggle with index dynamics

wicked valley
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because its not a matter of gripped or released

idle dirge
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ya that does not help me

prisma sedge
blissful pulsar
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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?

idle dirge
stray lintel
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Now I can make my animation play on a Jumbotron lol

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And other people that aren’t my friends can see it

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Yipppr

winged condor
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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?

ornate stump
unkempt marsh
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is there any possible way to do transparency on quest without killing their performance?

ornate stump
unkempt marsh
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:(

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I wonder why transparency is fine for PC but mobile GPUs just die at the thought of it

ornate stump
unkempt marsh
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well yeah but transparency is especially hard on it compared to other shader stuff

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but on PC it isnt

ornate stump
unkempt marsh
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that makes sense

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ty

winged condor
true flax
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Can someone help me with something a bit odd?

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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?

ornate stump
true flax
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The issue with that is the fingers would still respect that parent and the finger bones would float around the model

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Instead of staying locked on the arm

ornate stump
true flax
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I just want them not to move other than curling

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See with a wrist bone it does this

ornate stump
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Of starting of proximal bone actually.

true flax
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Like this?

ornate stump
true flax
ornate stump
# true flax

Otherwise, you will need dummy hand bones with fingers. Then use rotation constraint to fix rotation of robot finger to dummy finger.

true flax
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Is it possible to have the wrist bone be there but have the fingers parented to the arm so it doesnt affect them?

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Without unity throwing a fit that is

true flax
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Unfortunate

ornate stump
true flax
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Yes, I know. I was asking if that was a possible solution

true flax
tardy nymph
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i think unity hates copying stuff

ornate stump
true flax
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Leave them in the same spot I assume

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As the OG bones

sick loom
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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?

true flax
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Sorry wha?

sick loom
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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

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the one with the wrist has no weights at all

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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

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sorry if I’m not the best at explaining

true flax
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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

sick loom
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yeah, but you’d also have the original fingers with no wrist

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the ghost hand just exists for the parent constraints

true flax
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Gotcha

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So how do I add the constraints to the bones to copy the movement of the ghost bones?

ornate stump
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The model.

true flax
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Yes

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Is it parent constraint?

ornate stump
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Add vrc rotation constraint to each robot finger bone.

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"VRC Rotation Constraint"

true flax
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Is there a way to add it to all of them simultaneously or do I have to do this one by one lol

ornate stump
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And the source transform will be the dummy bone matching each bone.

ornate stump
true flax
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Got it, thank you

ornate stump
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You still need to assign source transform one by one.

true flax
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Yeah :( I figured that out lol

ornate stump
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Also set solve in local space for the constraints.

small raft
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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

mossy ridge
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anyone?

true flax
sudden violet
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lighting settings in your shader

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there is a min and max value you can tweak usually

mossy ridge
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i'm not using poiyomi i'm using toon standard does that still work

sudden violet
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good question, i assume it still has the same settings somewhere. I can't check atm

sick loom
true flax
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Ohhh I just noticed

sick loom
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the regular constraints are PC only

true flax
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It doesnt seem to exist

balmy barn
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older sdk will not have them

true flax
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oh I prolly have an ancient SDK

balmy barn
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VRCRotationConstraint all one word

minor trail
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im trying to upload a finished one but everything says loading and i cant click on any of the options (name, warnings, description)

slender fern
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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

true flax
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It worked! thanks fellas

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Is there a way I can edit the closed fist pose for index controllers?

sick loom
true flax
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I deff did, it was like 3.4. something lol

minor trail
sick loom
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those constraints seem quite powerful

slender fern
minor trail
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i got a model and everything is fine, its just nothing is loading properly on the SDK panel

slender fern
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hmm wdym

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send screenshots

minor trail
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k one minute

still shuttle
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Have you tried reloading the sdk

slender fern
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yeaaaa..

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show me the console thing

still shuttle
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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

minor trail
slender fern
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reopen the project

still shuttle
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Is your sdk updated?

slender fern
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i didnt even think abt that lowkey

minor trail
minor trail
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a bunch

slender fern
still shuttle
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Do you have a stable internet connection on your pc?

minor trail
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wrong one

slender fern
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aghh

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oh boy

still shuttle
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It won't let you upload if you don't have good enough internet
And definitely make sure your sdk is updated.

minor trail
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im on ethernet

still shuttle
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You could also try restarting your computer

minor trail
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could

minor trail
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mine aswell

still shuttle
slender fern
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ack

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how do i fix that

still shuttle
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Gotta make the materials quest compatible. Quest doesn't accept custom shaders

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Do you have both a pc version and a quest version of the avatar?

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You will need 2 different versions usually especially if the pc version uses custom shaders like poiomi

true flax
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Why dont these parts move?

minor trail
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bone thing

true flax
true flax
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Theyre seperate objects under the spine, they should just move, no?

still shuttle
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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

slender fern
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yea ik all aht the blueprint but

still shuttle
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And you say the quest version is pink? If this is an avatar you purchased i would contact the creator

slender fern
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the mats / textures and the android are my main prob

slender fern
still shuttle
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That is sketchy asf

slender fern
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yeaa

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its fettybites

still shuttle
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Did you maybe do something to get kicked? Like maybe wrong info at checkout or something?

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You could also try dming them. Or emailing them

slender fern
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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 💔

still shuttle
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That's actually crazy. Yeah I'd definitely try DMing and if you can't do that, try sending an email

slender fern
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yea ill def try

still shuttle
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Did the avatar come with a read me file?

minor trail
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this is a pretty stupid question

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how do i close conslole

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:(

still shuttle
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If you double click the tab it should minimize

minor trail
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nuh uh

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when i opened the project

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it put me on the console

still shuttle
slender fern
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oooh ur right

minor trail
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haha i did it

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im smart

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still aint loading tho

minor trail
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YAHOOO

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im a genius

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It only took me

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Uh

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5 hours and 20 minutes

slender fern
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💔

minor trail
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Well thank you fellas for giving me

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Support

slender fern
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🫶yesyes

still shuttle
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Sometimes they have instructions on the store page

slender fern
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there is but its for pc only

still shuttle
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Bruh

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Is the avatar supposed to be pc/quest?

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Or is it advertised as PC only?

slender fern
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its pc and quest

still shuttle
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That's really odd

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Not sure why they wouldn't include quest upload instructions if it's quest compatible

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Yeah I'd send em a dm or an email ngl

opaque flax
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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?

grizzled cipher
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I have absolutely no idea what I'm doing in unity please help

still shuttle
still shuttle
still shuttle
opaque flax
grizzled cipher
still shuttle
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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

still shuttle
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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

opaque flax
still shuttle
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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

opaque flax
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Mmm I see do you perchance know how to do it?

prisma monolith
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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.

sudden violet
sudden violet
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easy enough, how does your FX look like at the moment?

opaque flax
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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?

sudden violet
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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.

opaque flax
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Alright now should this be done in the fx or gesture layer?

balmy barn
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just use another parameter to trigger alternative sets of gesture/expressions , there you have a toggle for alot of variations

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gestureleft + whateverparamater false / gestureleft + whateverparamater true (bool exsample)

sudden violet
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With my method, it'd be FX layer.

opaque flax
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Alright I'll try both of these methods in the morning i really appreciate the help

sudden violet
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it can be done in a lot of ways. I've seen these menus even crammed into a single layer

lilac musk
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It's best to do it in a single layer for optimization's sake, however, that does make it quite complex

sudden violet
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^

river jewel
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someone halp 🥲

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me Avi armor not being cash money rn

sudden violet
river jewel
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uuh yes and no, and I'll explain

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yes it was made for my avatar coz well

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shadow x bodysuit by holo.exe

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yup yup burned through my bank account for it

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and no, coz well

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I may have sculpted the model a bit just to make sure it fits well

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everything else works just fine

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the entire bodysuit moves Oki doki

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but

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the arms are a WHOLE different story

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as you can unfortunately see here

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OH AND it's actually a toggle right next to some others

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it ain't a default outfit

sudden violet
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oh, i tought this was a simple case of not having the armatures merged.

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oh wait a minute, your avi is not in a T pose

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can you reset both armatures to T pose?

river jewel
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I can do that in unity??

sudden violet
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i don't do that from a while, but i think it's possible.

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you'd need to do some research / wait for someone else to answer that

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i don't even think they MUST be in a T pose, but i assume they must be at least in the same pose.

river jewel
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yeaaaa that's exactly what I'm trying to do ;-;

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one way or another to just make it fit whenever I'm in play mode

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I just want those arms to stop flailing around

junior void
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hows the stuff added?

river jewel
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the toggles?

junior void
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the clothes that are awfully out of place

river jewel
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glad you asked

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well for one, I combined both modular avatar and vrcfury

junior void
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thats...

river jewel
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modular avatar keeps clothes in place, vrcfury makes the toggles

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each compensating for one another

austere bay
junior void
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you do know that vrcfury has armature link too?

river jewel
river jewel
austere bay
austere bay
river jewel
stray gorge
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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?

austere bay
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and it's really easy to merge armatures

river jewel
austere bay
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you'll probably need to reanimate the toggles for the bodysuit (I'm assuming that's what you're tryna add)

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but that's all

river jewel
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that right?

austere bay
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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

river jewel
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I already do have cats, much as the version of blender I got ain't updated to it

junior void
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the official cats was discontinued but someone else picked up the project and made updates

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youre probably using the old original

austere bay
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if you need me to explain a bit differently lmk and I'll rerecord it :)

river jewel
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this server is so nice ;-;

austere bay
river jewel
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how helpful

junior void
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you cant assume fbx scaling all local will work for everyone

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my models for instance use fbx all for scale factor

river jewel
austere bay
river jewel
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thanks for the help imma try this and cross tm fingers it works

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so uuuh, me no have apply transforms option now

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and I didn't merge yet 🥲

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ah, this is true pain

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@austere bay

ripe island
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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

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This is a side by side comparison of it normally in the Unity project and when I hit play for gesture manager

timber wharf
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thats just how idle animation looks like

ripe island
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Is there a way to turn it off? (Not part of the model since it doesn’t have any idles on it)

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I swear the step was never there before

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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)

balmy barn
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its always been like that in play mode it plays idle from locomotion

desert elk
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yup, completely normal

balmy barn
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disabling locomotion will make your av slide around wierdly , any vr/fbt users can toggle it in setting somewhere

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old exsample, funny how calibrate lift you up slightly

ripe island
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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

cunning grove
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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 ratl

kind heath
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having this problem where my avatars fingers bend too far on all gestures :( These are the default gestures, didn't change anything

sharp magnet
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Did anything change in the past 18 months regarding the use of animators for custom clothes toggles, or am I just being thick?

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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

somber sequoia
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not really, nope

sharp magnet
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huh

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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

sharp magnet
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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

kind heath
arctic ginkgo
kind heath
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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

sharp magnet
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ah, I figured it out. Seems putting the custom controller in the FX layer is how you do it.

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or at least, how you do it these days

stray lintel
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soooooo

arctic ginkgo
stray lintel
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im trying to overlay my screen onto others with a shader

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what's wrong with my resolution?

somber sequoia
sharp magnet
stray lintel
arctic ginkgo
sharp magnet
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It was recent for the time, it was just a pain in the ass to get working

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Now I'm up to date, with all these new bells and whistles like Modular Avatar and ALCOM

arctic ginkgo
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i get that, but i'm glad we have better options for non-windows systems now

sharp magnet
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Problem is, I don't know what might be causing any problems I have as a result

ember blade
ornate stump
ember blade
ornate stump
ember blade
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Uhhh no

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This is what it is atm

ornate stump
ember blade
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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.

stray lintel
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I'm trying to make an image overlay with Leviance's shaders, how do i do it

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is my setup correct

somber sequoia
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as an aside, you don't need two gesture managers 🙂

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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

stray lintel
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yeah

sharp magnet
#

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.

radiant night
#

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

stray lintel
#

So does anyone know how to make the screen overlay work

sharp magnet
# somber sequoia what issues?

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.

stray lintel
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Texture overlay?

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I’m honestly quite confused why it isn’t working

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Is there any tutorials out there

somber sequoia
stray lintel
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Does anyone know?

sharp magnet
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Ah, that could be it

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Can I just put two empty animation layers in there to pad it?

stray lintel
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Ugh

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This is really annoying lol

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It’s such a new technique

somber sequoia
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I have blendshape resets on the first and gestures on the second, haven't had an issue

sharp magnet
#

I think the massive karnaugh map with the clothing options is in the second layer

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ah yeaup, that's where it be

somber sequoia
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ohhh yeah that'd do it

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oh that's what the k in k-map stands for

sharp magnet
#

yep, named after Maurice Karnaugh

somber sequoia
#

I'd never looked it up before

sharp magnet
#

tbh I only learned today his name was Maurice when checking my spelling

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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

somber sequoia
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no, that is correct for VRChat

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straight up, no chaser^Wroll

sharp magnet
#

hmm

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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)

somber sequoia
#

no, you'd need blender or similar for that

sharp magnet
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darn, was really hoping I wouldn't have to re-import the FBX again

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that'll break most of my animations

somber sequoia
#

it shouldn't, unless you've done something really weird

sharp magnet
#

every clothing toggle is several blendshapes

somber sequoia
#

so? those are by name

timber wharf
#

blendshape toggles, oof

somber sequoia
#

the only thing that cares about order are the ones in the avatar descriptor for eye look

timber wharf
#

imagine if it was possible to upload more than one avatar

sharp magnet
#

Last time I did this, I distinctly remember them being by position in the list of blendshapes

somber sequoia
#

nope

sharp magnet
#

well, that was in January of 2024

somber sequoia
#

still nope 🙂

sharp magnet
#

make-it-mmd seems to be useful, but its documentation is hidden by a broken CA certificate

sharp magnet
#

oh hey I can make this work - it can simply translate the facial expressions I have into the facial expressions I need

somber sequoia
#

er.. is this the right one?

sharp magnet
#

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

somber sequoia
#

definitely

sharp magnet
#

(Just gotta go rooting around my parts bin, I'll figure something out)

cinder frost
#

So are On Entry contacts just super inconsistent?

somber sequoia
#

I haven't noticed that

sudden violet
somber sequoia
#

ooh that's how you did this

#

but also yeah, why is that working weirdly

sudden violet
#

i also have no clue

#

what does the transition in the FXlayer look like?

somber sequoia
#

hmm what's your animator look like? I'm assuming you're waiting for any one to go active

cinder frost
somber sequoia
#

multiple contacts set the same variable?

#

probably don't do that

cinder frost
#

Oh does that cause a problem?

somber sequoia
#

yeah because the ones not active would set the variable to 0

cinder frost
#

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

somber sequoia
#

that's not hacky, that's clever

sudden violet
#

tbh i find that super cool as well

cinder frost
#

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

somber sequoia
#

that sounds perfect

sharp magnet
#

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

cinder frost
#

Gimbal lock maybe?

sharp magnet
#

Like, it works fine until I go into an MMD world, and then I get satanic no-eyes

sudden violet
sharp magnet
#

this is an armature issue; I don't think tha'd be the proble,m

cinder frost
#

Once again suggesting this is probably a gimbal lock issue

sharp magnet
#

I did check that though

sudden violet
#

one time it took me 5hrs to troubleshoot something for that setting alone, wasn't fun.

sharp magnet
#

Bolt-upright, zero bone roll

cinder frost
#

I mean yeah you can do all bone rolls perfectly and still run into it

sharp magnet
#

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?

cinder frost
#

Had that happen with my model’s propellor when I was animating it, had to do it in quaternions instead of Euler

sharp magnet
#

there's no way to swap to quaternions in Unity

cinder frost
#

Some of VRCs components use quats when you turn on debug component view

#

I know eyelid bones are an example of that

sharp magnet
#

but I can't change that

cinder frost
#

Especially since the SDK is bugged and it initializes the quaternions wrong

cinder frost
sharp magnet
#

…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

somber sequoia
#

all the avatars I have with vertical eyes with 0 roll work fine in MMD

sharp magnet
#

… OK for some reason the head has 180° bone roll

somber sequoia
#

ooh, that'd probably be an issue

sharp magnet
sharp magnet
#

I fixed the problem in Blender, I export the FBX, I… get the same result?

#

fuck it, let's see if this works

graceful elm
#

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

somber sequoia
#

at a guess, empty object on the floor, look at constraint with the X and Z axes locked?

graceful elm
#

Will try

sharp magnet
#

@somber sequoia seems that 1.5 degrees made all the difference

somber sequoia
#

hmm?

graceful elm
somber sequoia
#

oh! that

graceful elm
#

So sadly this wont work

somber sequoia
graceful elm
#

Yes

sharp magnet
#

the solution to my eye terrors was to change the head rotation up so it was bolt-upright

timber wharf
#

@graceful elm wha. why look at when you said preserve axis form parent

somber sequoia
#

aww. That was a guess, I hadn't looked.

somber sequoia
graceful elm
rain sail
#

what the HELL

#

is going on with her arms

#

😭

#

bones looked normal

#

but when i pressed force t-pose

#

they uh

#

yeah

timber wharf
graceful elm
#

Right. but as I already said in that same message, a rotation constraint wont work

opaque flax
somber sequoia
#

probably watch some tutorials on animations, if you haven't

opaque flax
#

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

somber sequoia
#

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 🙂

opaque flax
#

so confusing unity is not made for small brain people like me

somber sequoia
#

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..

opaque flax
#

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

somber sequoia
#

there are lots of tutorials

#

what there often is not is a tutorial that matches your very, very specific requirement exactly.

rain sail
somber sequoia
rain sail
#

uh

#

that means

somber sequoia
#

it's a property of bones you can change in Blender or similar.

rain sail
#

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

somber sequoia
#

Sure, you can just import the .fbx file into Blender

rain sail
#

done that already

#

i did everything on blender and tried importing it into unity

somber sequoia
#

cool, then edit the armature, select each of the arm bones, and see if the roll is 0

rain sail
#

where would i find that?

somber sequoia
#

it's in the "Item" tab of the 'n' popup sidebar

sly rose
#

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

somber sequoia
#

yes but when you are editing the armature.

#

as in, you have gone into edit mode

rain sail
#

Ahh okay

balmy barn
# rain sail day 2

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 ratl

somber sequoia
#

ooh that's helpful info

rain sail
#

ahh

#

okay

#

so uh

#

how do you merge bones? 😭

balmy barn
#

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

sly rose
#

someone know how I can fix my issue ?

somber sequoia
#

which issue?

somber sequoia
#

how are you scaling it?

sly rose
#

With this

somber sequoia
#

don't clip so much, we can't tell what that is

sly rose
balmy barn
#

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

somber sequoia
# sly rose

You can definitely set that, or you can scale in the FBX import settings, it's right at the top of the first tab.

balmy barn
#

thats paint ratl

somber sequoia
#

ohhh that's the issue, yep

fluid pebble
#

i cant figure out how to download this avi 🥲 anyone able to help?

sly rose
sly rose
fluid pebble
sly rose
somber sequoia
fluid pebble
#

i am actually crashin out over it, i cant get it to open through vccc

sly rose
balmy barn
#

nah just set origin in blender , overwrite (long as its not unpacked)

sly rose
#

unpacked ?

somber sequoia
#

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.

rain sail
#

i dont think the bones not being merged was the problem

#

they were like

#

rolled all the way back to like

#

-230

somber sequoia
#

I'm not sure what you are showing here

sly rose
#

I don't know how to explain it

balmy barn
#

you have to do it manually so if you never entered this thing its fine / and avatar text shows up as blue not white

sly rose
#

I never clicked that button

#

and yup my avatar text is still blue

somber sequoia
#

good.

sly rose
#

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

somber sequoia
#

Yeah it should be at the world origin, and your avatar should be standing on that point. For VRChat purposes.

sly rose
#

How can I change that easily ?

#

cause I know how to use blender, but I don't wanna mess up anything

slate raven
#

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

somber sequoia
#

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.

sly rose
#

I think I put it right ?

slate raven
#

where can i download unity hub

#

?

sly rose
#

Woops

#

I wanted to say I think it's good now

slate raven
#

i didnt use unity hub to design it i used a different 3d avatar designing app

#

nvm

sly rose
#

and how do I overwrite the one in Unity with the new one I just exported from Blender ?

slate raven
#

i found it

rain sail
#

Nvm bones still broke when importing to unity

#

god

stray lintel
#

quik question

#

How do I add text to a camera

#

Do I need to add a plane

night ember
#

wdym add to a camera

graceful elm
#

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

somber sequoia
#

That is - VRC Playable Layer Control

graceful elm
#

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

somber sequoia
#

oh true, it doesn't do that.

graceful elm
#

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

stray lintel
#

similar to a hud

night ember
stray lintel
#

Yes

night ember
stray lintel
#

I want it to render on the camera

night ember
#

thats not the vrchat camera

stray lintel
#

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

night ember
#

just use a screenspace shader

stray lintel
#

I am using one...

#

I'm using one for the box

night ember
#

then just move the object that is using it on the camera

stray lintel
#

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?

night ember
#

or just move it with the camera

stray lintel
#

Ah ok

#

Yeah i think i get the gist

#

Thanks

opaque flax
merry thistle
#

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?

opaque flax
# somber sequoia 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?

sly rose
#

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)

somber sequoia
opaque flax
somber sequoia
#

Do you mean two layers in the same animator, or do you mean using both FX and Gesture animators?

opaque flax
#

its in one animator the fx i got a screenshot of what it looks like in the menus from a different avatar

somber sequoia
#

You'd have to explain what you want these things to do probably

opaque flax
#

control gestures with hands
control gestures with a menu
turn off gestures with hands, and only use the menu

somber sequoia
#

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

opaque flax
#

so how would i go about setting that up then?

somber sequoia
#

You add the extra parameter to the transitions in your animation layer which does the gestures

opaque flax
#

Then that should let me use expression toggles when i do that?

somber sequoia
#

I have no idea how your animator is setup, so there's no way I can answer that

opaque flax
#

it just looks like this rn atp i got to confuse so i just restarted

somber sequoia
#

Sure, so you can add a toggle for those to each of the transitions, if that's what you want

opaque flax
#

well i mean its turns off the gesture but i cant use any expression toggles?

lilac musk
#

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.

somber sequoia
opaque flax
#

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

somber sequoia
#

by "toggle expressions" do you mean you have a menu with toggles to change the expressions, instead of using hand gestures?

late inlet
#

Nothing is loading my avatars are all robots and I keep getting the we're sorry something went wrong every time I load in

prime agate
#

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?

somber sequoia
opaque flax
#

yea there all ints

somber sequoia
#

that's not what I meant - GestureRight is the one set by your hand gestures

opaque flax
#

like the parameter? or something else

somber sequoia
#

Yes, the parameter used by those menu items

opaque flax
#

yea its a int and the valu is set to 0

#

this is also what it looks like

somber sequoia
#

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.

radiant night
#

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?

opaque flax
radiant night
somber sequoia
opaque flax
radiant night
#

Mantis toggle opens the arm, blade toggle makes the blade rise, and sheath toggle does what it says on the tin

opaque flax
#

yea nah iam lost

sharp osprey
#

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?

radiant night
#

I dont believe so

opaque flax
# somber sequoia ... why?

Aright i finally figure it out iam really sorry if i caused trouble for you i really apricate the help

somber sequoia
#

no worries

stuck oxide
#

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)

somber sequoia
#

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)?

sharp magnet
#

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

somber sequoia
#

yes

ornate stump
sharp magnet
#

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

somber sequoia
#

you don't need another material

sharp magnet
#

oh? I thought you needed another slot. You can get another slot without another material?

somber sequoia
#

why would you need another material slot?

sharp magnet
#

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

somber sequoia
#

are you doing this for quest?

#

blendshapes make sense in that case, certainly

sharp magnet
#

Sorta, but i'm more just interested in seeing what I can do while still retaining 'good' performance

somber sequoia
#

I usually do UV tile discard.

sharp magnet
#

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

somber sequoia
#

nice work

sharp magnet
#

problem is that a skirt does not take kindly to blending into the legs

somber sequoia
#

yep, exactly.

sharp magnet
#

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

somber sequoia
#

it was a long coat that got me using tile discard in the first place

sharp magnet
#

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

somber sequoia
#

heh yeah, that sounds about right

sharp magnet
#

Can you do tile discards with a UV like that?

somber sequoia
#

yes

sharp magnet
#

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)

hasty gorge
#

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.

stray lintel
#

hi

#

So im trying to do this

#

For a shader

#

would i need to modify the player view code?

primal spruce
#

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

somber sequoia
#

does the new arm have its own bones? How are you attaching it?

spare gust
#

Does anyone know how to make a poyomi dissolve toggle to were it will dissolve into another texture

primal spruce
#

Following a youtube tutorial i saw

#

But doesnt seem to work

somber sequoia
#

so.... it has bones? use VRCFury's armature link

primal spruce
somber sequoia
#

take a look at the docs, it should explain. they have a discord too

#

(I do this kind of thing in blender)

versed bramble
#

tf do i do lmao

somber sequoia
#

not cross-post, I answered in the other channel

tall wharf
#

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

stray lintel
#

did you uh

#

Did you modfy anything that would make it so it can't publish to

#

Mobile

ornate stump
tardy nymph
#

should i be worried about it?

primal spruce
#

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

tardy nymph
ruby marsh
#

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

somber sequoia
somber sequoia
ruby marsh
#

yeah

neat crow
#

So i made clothing in blender for my avatar even thogh it fits snugg in blender it clips into my avatar on unity

stuck oxide
#

even with the visemes set up when i go into gesture manager the mouth is just stuck open, how do i fix this?

somber sequoia
somber sequoia
stuck oxide
#

sorry wdym im new to avi creation

#

oh i found itt

neat crow
#

the butt is the only clipping when i t pose but when moving everything starts clipping

lavish hatch
#

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?

somber sequoia
#

any image could be, sure.

lavish hatch
#

okie pefect. how?

somber sequoia
#

I'd probably do it with a decal using the Poiyomi shader.

lavish hatch
#

do you know if there are videos on that? i just started uploading avis today so im a little in the dark

somber sequoia
neat crow
#

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

somber sequoia
#

looks like you need better weight paint still

neat crow
#

when i move

#

idk how to properly weight paint them and i found 0 videos coving how to do it

raven apex
#

is there any way to move your avatars position, lets say upwards and have our viewpoint move with it as well?

somber sequoia
#

I just searched youtube for "weight paint tutorial blender" and found a ton of videos

neat crow
#

ya but none explne how to properly do pants and stuff

somber sequoia
#

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

sudden violet
somber sequoia
#

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 🙂

neat crow
#

i tried everything I know with my skill level

somber sequoia
#

skills can be acquired

#

it's not easy

sudden violet
#

it's just a better weight transfer addon

somber sequoia
#

yep, it's pretty great

#

just don't go thinking you can use that and it'll be perfect

sudden violet
#

^

#

it's a good starting point, but it won't save you from learning how to weight paint

somber sequoia
#

yep

sudden violet
neat crow
#

found out how to transfer and it fixed everything

primal spruce
#

what does

KeyNotFoundException The Given Key "name of the thing" was not present in the dictionary

mean?

chrome osprey
#

Could someone help me please?

#

I would like to change the color of my avatar's eyes but I can't do it.

somber sequoia
primal spruce
somber sequoia
#

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

somber sequoia
#

yeah no idea

#

what were you doing to cause it?

primal spruce
somber sequoia
#

you're trying to export a FBX from Unity? Don't do that.

#

your project probably already has an FBX file

primal spruce
somber sequoia
#

that's very, very strange. If this wasn't a rip, I'd ask the creator for it

#

maybe it has a .obj?

primal spruce
somber sequoia
#

oh, then that's probably your model file

dusk falcon
#

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

timid kite
#

is there any male heads that come with seamless neck connection?

chrome osprey
#

Could someone help me please?
I would like to change the color of my avatar's eyes but I can't do it.

opaque flax
sudden violet
sudden violet
opaque flax
#

whoops my bad

opaque flax
primal spruce
#

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?

sudden violet
primal spruce
sudden violet
#

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?

primal spruce
#

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?

sudden violet
#

i assume you already figured out the armature and weight painting?

primal spruce
#

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

sudden violet
#

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

primal spruce
#

Alright

primal spruce
sudden violet
#

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.

inland zealot
#

did anyone have problem like this? any solution? i already try to turn off my ipv6, reinstall my unity and VCC

sick loom
lean edge
#

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

sly rose
#

Heyy, I just wanted to know if there where a simple way to do 2D Visemes ?

sudden violet
#

actually, could've simply put "equals 0" now that i think of it, but i'm still curious about that reply

soft aurora
#

Thought i fixed it, guess not lmao, Im trying to make it so the stick hits the cymbal and not pushes it

sick loom
sudden violet
#

we wanted it to activate if it was 0

sick loom
#

yes

#

I was just trying to say that they made it so it had to be -1 or less originally for it to work

sudden violet
soft aurora
light charm
#

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

ornate stump
light charm
#

sweet, alr i'll try that

#

thx for the help

soft aurora
soft aurora
#

I basically did wieght painting in blender to the bones

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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

sly rose
river jewel
#

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 😌

somber sequoia
#

Looks like you have both weights at 1 - probably you want one of those 1 and the other 0.

river jewel
#

oooh I see

somber sequoia
#

1 = where the thingy is. 0 = where the thingy isn't.

unkempt iris
#

hi!!! quick question: do i add physbones in unity or blender? not surew when im supposed to add them so my hair isnt stiff 😭

somber sequoia
#

you add bones in blender, and make them physbones in Unity

unkempt iris
#

alright!!

quaint hound
#

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?

somber sequoia
#

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

quaint hound
#

sybauuu i hate blender

#

alright

#

i should prooobably do that

vernal quarry
#

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?

somber sequoia
#

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

twilit glen
#

One message removed from a suspended account.

#

One message removed from a suspended account.

foggy torrent
#

can someone help me i want to ad gunshots to my vrc avi's gun

#

?

somber sequoia
#

not quest, right?

foggy torrent
#

i mean

#

yeah for quest

somber sequoia
#

you can't do audio on quest

foggy torrent
#

it's fine

#

but effects right?

somber sequoia
#

sure

foggy torrent
#

well can you help me? what do i need to do or what do i neet to get?

somber sequoia
#

I have no idea what effect you want or what you have, you'd have to provide some detail

foggy torrent
#

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

somber sequoia
#

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

foggy torrent
#

right but how do i set that up?

#

i got the gun working on the menu

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just no shooting

somber sequoia
#

I like to used the "point" gesture as "gun ready" and "fist" as "gun fire", it feels pretty natural.

foggy torrent
#

got it but still

#

i don't know how to implement that

somber sequoia
#

Do you know how to work with the animator?

foggy torrent
#

uhu

#

i also have toggles i made and stuff

vernal quarry
somber sequoia
#

Yeah that's pretty much how I have mine

#

though I have two paths, since I only disable blinking for the eyes closed gestures.

foggy torrent
#

what do i do now (not tryna be pushy or annoying btw sry)

somber sequoia
foggy torrent
#

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?

somber sequoia
vernal quarry
somber sequoia
#

right

vernal quarry
#

aight thanks! I'll see if i can make it work lmao

earnest gust
#

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?

somber sequoia
#

You haven't spent enough time

earnest gust
#

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?

somber sequoia
#

it's not really time

somber sequoia
#

wait, it worked before but doesn't now? Same account?

earnest gust
#

Yep

#

I just made some changes on my model today, and I was suprised, when this thing showed up xd

ornate stump
somber sequoia
#

is that a thing?

ornate stump
#

It's possible.

earnest gust
somber sequoia
earnest gust
#

I just plays only with my friends

somber sequoia
#

(not you, the game)

ornate stump
twilit glen
#

One message removed from a suspended account.

#

One message removed from a suspended account.

earnest gust
#

Then I guess, I really should put more hour to the game

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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

next sand
#

hey guys. any reason the SDK won't let me upload an avatar despite being the new user rank?

slate lantern
#

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.

soft aurora
#

How would i make it so that the cymbal doesn't magnet to the collider and instead gets pushed away by the collider

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If thats even possible

warm cedar
#

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

limpid cargo
arctic ginkgo
#

does anyone know why my animation previews might not be working...?

#

i'm really confused as to what's going on here. I press the preview button, but the values don't change