#avatar-help
1 messages · Page 144 of 1
same thing happens when I press the record button (except they are highlighted red)
and if i press the record button and then change a value, the other values switch in the animation to what is showing in the inspector
I'll just try reopening my project i guess..
why is my gesture manager rred?
that happens when you're missing the prefab, which likely means the file is missing. Try reinstalling gesture manager.
nope.. still didn't fix it.. wtf is going on??
I already did, but its still red
try removing the prefab and then adding it back into the scene
so quick question: if let's say I used unity constraints on my beloved daggers, would they automatically turn into vrc constraints? coz genuinely I am struggling to make contact toggles and at this point I'm literally gonna use unity constraints
Google and chatgpt counldnt gimme a straight answer
no but there's a converter tool in the SDK, I think it shows up in the build window
there isn't a whole lot of point in using a Unity one, the VRC ones do the same thing but (for our uses) better.
I'm actually reinstalling Unity so I can't look at the moment 🙂
I tried using vrc parent constraints to make contact toggles but failed ;-;
I'm not 100% sure what you mean by "contact toggle"
it's in sippbox's tutorial, well ya see
how do I explain this
I want these 2 daggers to be sheathed and unsheathed
sure
With a big size model what the best approach to to make the thigh not puncture thru the body.
goodness me
tf??
well I mean
you can be whatever you wanna be in vrc
plus most of us here got female avis anyways so we can't be talking

now I just need to figure out that one tool to convert ma shit into vrc constraints
and not even Google could give me a straight answer on that
is there a message in your build window? probably near the bottom?
If you swap your build to Android it can auto-convert the constraints when you autofix
It’ll ask if you wanna convert your constraints to the vrchat ones
what the message in yellow text at the bottom of unity?
I-
so it can convert automatically??
at the bottom of the build console, I thought that's where it shows up
me confused
Its an autofix thing you click in the sdk window
I just cant recall if you need to swap the build to android for it to show lol. Open your sdk
OOOOH
I didn't think so - I've seen it and I almost never make android content
found it?
it's an autofix thing
well Oki doki
Yes
wait will it break my shit if I use it?
probably not
ok PHEW
(make backups, as always)
god this is better than relying on some ai to help me ;-;
how
copy the project to wherever you like
I use git for mine, but as a software engineer, that's just a normal thing to do 🙂
Oki doki I'll do that from vrc creator companion
Anyone can help? Please?
how is this setup?
wdym
I did say how i set it up
process here
Unless thats not what you want, Incase im not sure
so there are bones on the cymbals, which you're making physbones with colliders?
I want them to collide with the sticks
Like when i put the stick with the collider near it it pushes it, I want it to hit it
can you show the gizmos or something so we can see what the cymbal looks like?
Yeah hold
(or if you did that already, link to the image, I don't see it)
oh I see
yeah I'm not sure you can get the capsule flat enough for that to work well
I'm not sure, haven't actually tried something like this.
Looks like an interesting challenge though
Ive seen some avi creators that do beatles and green day do it somehow
I can show you a vid when i get on vr and record
Ill do it rq
try enabling the contact overlay and the phsybone overlay to see if and how they are using those components
How do i do that in vr?
this?
Does this seem like a hard process?
that works a lot better than I expected
So, what could be the fix?
honestly I'm not sure how they did it..
i'm a little busy rn but if you send the link to the avatar I may be able to try it later and see if I can figure out how it works
Ok one sec
I'm using shader graph but that causes a seeing double like effect. Can anybody tell me why?
Do yall think this is ok to upload on quest or too laggy?
I don't use quest so I don't know how much that would impact it
itd be hidden by default entirely
I know that, but if someone chooses to show it
and if it's hidden by default that means they see my fallback right?
or the imposter if one is created and they have them set to use
diet
I wish there was some way to see how the avatar actually performs rather than relying on just the stats
actually use the hardware
I think it might only have 6 draw calls and a lot of other stuff that aren't shown in stats have been optimized so I figure I'll be fine
it doesnt look that bad albeit something that was probably made for pc that was attempted to be shoved onto quest
Good evening, excuse me, I’m new to VR Chat. Do you know if it’s possible to create our own avatar?
but then again the most optimized stat wise avatars can cause issues and crashes
blender
kitbash, vroid, from scratch in blender
is it possible to do it on Meta Quest?
ah
Do you know if there are any avatars of the actress Nina Dobrev, who plays several characters in the series The Vampire Diaries?
Very well, thank you very much. Sorry for all these questions!
So is there anything in game I can do to trick the system when calibrating to fix my arms from stretching to the max as if the arms were made shorter than my actual arm/controller length?
For context if anyone is familiar with foxipaws avatars. Their cyber alt wolf is what my avatars base is using.
for posterity, solved:
despite unity hub claiming that windows build support was installed, it was apparently not
i reinstalled unity alltogether alongside windows build support several times, with no results
but installing unity from the specific download assistant from https://unity.com/releases/editor/whats-new/2022.3.22 worked like a charm
Can't upload as well as a new user, but can verify the the CLI worked on Linux.
Sadly I can't purchase credit through my Vive Elite XR either so I don't think there's a way for me to actually get any avatars. Would be nice if I can purchase through a webstore.
right below this image should be a dropdown with the error.
using the latest and reccomended version of unity, why is it doing this?
yoou need to install andriod add on
where can I find that
unity hub
click on intalls you will see your version of unity
then click the right click and look at modules
intall the adriod one
ive added contain colliders, regular colliders, turned immobility up and the boobs still just clip through the chest when moving, how do i fix this?
usually, better weight painting
ill try my best 💔
Good luck! It usually takes me a few passes
so like remove the weight painting from the chest so the boobs are only weight painted to the boob bones?
it's really hard to say without watching it move
Never mind, just got access.
oh I didn't mean that you should show a video, I meant it's hard to figure out how the weight paint should be unless you're actually working on painting it in Blender, moving around the bones and watching how vertices move.
Don't be afraid to actually reshape the mesh too, often just making it be further from the body is the way to fix things.
this is how its currently weighted ive never weighted a body before so im not sure what needs changing
I usually try to recreate the position I observed in-game, and see what clips, then adjust.
im so confused sorry 💔
I'd suggest finding a tutorial on weight painting, it's easier to understand when you can see it.
how can I fix this
help my camra in in my chest
Look for errors above that one, it's probably not the root cause.
i got boob cam
hey chat
im having trouble figuring out how to properly set up audiolink for something like this
have you not tweaked the [hysbonme setting themselves i would reccommend increasing fiddling around with them to generally increase rgidity
i did
hmmm
i dunno if the mask im using (right photo) is correct. it says in the documentation RGB: Volume/Band/Intensity
no matter how i see it. it looks like a physbone issue hard for me to really make any definitive guesses unless i ahve that avi in playmode on unity to tweak and fiddle around
1 more thing. some people like to add clipping blendshapes to their avatars, for example if your arm os completely covered you could add a blendshape that shrinks all the topology of the arms and have it toggle when animated
go into configure likely to see the error there
ive already done that aswell
im pretty sure its just weight painting im messing with it atm
👍
hope it goes well
Weight painting can be very annoying, good luck
me too or my curvedmonitor might become more curved than it already is
lastly, when i enter play mode, it looks like this and not emissive audio bands
ngl the weightpainting you already showed semed more then decent enough to im just as confused
yeah
im just weighting it more to the chest so theyre more secure if that makes sense
its helped a bit
ok i feel you
well if you are down i woul;d like to see how the avi behaves in unity maybe there is something im missing
The unsheath option (It says sheath currently) isn't working. instead it just closes the arm and the toggle stop working, I am very bad with mecanim so I don't know if there is something I am doing wrong. Is there anything obvious that I should correct?
Mantis toggle toggles the arm, blade toggle makes the blade rise, and sheath toggle is self-explanatory
idrk how to show it in unity i just use gesture manager not so much animations
Its not the same video btw
yeah exactly you can grab the avi bvase and just giggle it around to test the physbones in playmode
in play mode it doesnt look all that bad its justi n game
hmmm
Anyone else figure this out?
ok im looking at the fx and im trying to simplify each section into seperate blocks and understand how it works so far i see that there are some unnecessary conditions
for the arm open toggle to open them up you really only need the open parameter to be true no need to check all the others for sheath and and blad rise
then for closing the arms you would need to have those checks but you could aslo include parameter drivers instead that would cause the blade sheath and blade rise to turn false
same goes for blade rise to riseup you only need to check for if arm is open and then blade rise toggle is on. then to close the blade only check for if sheathed and blade rise toggle you could also do as beefore and make a prameter driver to retract the blade when the toggle off is hit
then for the sheathe this would have to only check if blade rise is on instead of checking arm open since if arm isnt open blade rise wouldnt be on either so reducing complexity and checks needed
and to re sheath only need to check the sheathe toggle if false then sheathe
@radiant night after looking it opver this is what i could come up with to help
im not entirely sure why your toggles brake but simplifying things will make it a lot easier to find points of failure
Thank you. im trying these now
hi ok assumin i have to make an armature for physbones in blender- what do i connect it to? i have the body rigged and everything so do i just parent this rig to the body rig orr? do i keep it a seperate armature
ideally you just have one armature, no need for more unless you're selling an asset.
make the root bone of the hair bones be a direct child of the head, that's all
okok!
my avatar is headless and the camra is in the ground
how do i get the hairbones to actually move the hair and not.. nothing 😭
Did you weight paint the hair to the bones?
probably not i have no idea what im doing 😢 the hair moves as a whole when i move the head bone or neck bone but not when i try moving the hair bones
so you didnt
this is my first model dude
mesh moves along with bones because of weight paint. No weight paint, no movement
Yeah you'll have to actually rig the hair to move and that includes weight painting the mesh to the proper bones
(it'll still get dragged along with your root bone though)
how do i weight paint it to those bones..
weight painting is the kind of thing that a video tutorial will be best for, it's very visual
hey is anyone else having an issue where the packages for the SDK in the unity project are just not showing up in unity itself? like i can see all the stuff is there but everything is just not?
like i can go to the control and upload an avatar but all the stuff that would be showing up in packages are just not showing up in unity itself
click on the eyeball in the upper right of the project window
i have fixed the hair not moving with the hair bones but now i have the problem of some parts of the hair is moving with the wrong bones.. even though it is one mesh unrelated to those other bones
anyone know why this happens in substance painter? none of the uv maps are overlapping, i made sure of it. Its also mirroring parts that arent supposed to be mirrored . first picture is in blender
Still in need of help if anyone knows how to fix this please qwq
Maybe if you post the stats from the build console, it's difficult to suggest anything without a clue as to what might be the issue
found out this is a weight painting issue but it literallty wont let me correct it manually. im trying to wait pain the parts to zero on those bones but they arent changing
if you really mean zero, don't weight paint, just remove the vertices from the weight group
Start with very basic build of the Avatar. Drag the fbx into the scene, Put an avatar descriptor on it with minimum settings, upload. If that uploads fine, then you'll know that it's not the fbx itself. It's something else and just keep working at it by adding things slowly one at a time until you find out what's causing the security checks to trigger
It's a bought avi, so im not too sure how things were placed on it, but I think I can try that out, thank you very much!
Could also contact the creator and see if they have any insite
can you make a constrainted object bounce around instead of just look for the target?
this is a bit difficult, tried rigidbody and it lags a lot
jittery
i saw someone use a constraint and it bouced around the target and wasnt staying still dunno how to do that
oh wait
spring joint
I tried uploading this avatar for my bf but this is all that comes up
clear the blueprint and upload it again
if there is a blueprint
scroll up, paste the first 2-3 errors from the console. The ones you've shown are mostly side-effects of what's not visible
Then see if there is a blueprint ID. I'm betting not, I can see a different error there, just barely.
Can you make the spring joint anchor dynamic and be fixed to a target?
id expect so but have no idea how
stuck up here should be down at hand
You have a missing script
That probably means you didn't install a requirement, check the creator's website or documentation to see what it might be
Re: that blueprint error - that's a side-effect. Always check the first few errors, at the top, not the last.
The anchor is a rigid body, put it onto a bone or something
i dont know what its missing and the website didnt say anything, it just listed the toggels
it's hard to see what it might be from just the errors
if you can find the actual error, it may say which object the broken script is on
yeah i have it to my finger
good, that should work
yeah it doesnt like that
weirdly
it still throws it up there
you can see it starts there, though
and then gets pulled back to the anchor
oh
i put it in the wrong parent?
nope, still has the same effect
that stupid anchor isnt moving
Quick VRC Station question: do state behaviors work?
I.e. in a station's animator, can I add a pose space state or a tracking control state?
Yes you can
Y'all, I've been trying to find this one emote from the fortnite icon series, that goofy Prince of Egypt dance
Only problem is that I can't find it at ALL, I even downloaded the entirety of the icon series emotes and still had no luck ;-;
If someone has that anim, I'll be happy to take it
Does it end upon exit?
Unsure, test it and see. If I were to guess, it probably does since you wouldn't want smt like Pose Space to linger
Yeah that's what I'm thinking
so im trying to fix this weird issue, once i enter playmode this happens but i dont know whats happening
Is it possible to have each eye be controlled manually, independant of each other? I know you can have them both controlled at the same time but idk if seperating them is possible
For example, I want to have each eyelid be controlled by the grip button but I dont know where to start
I want to be able to mimic this gif
Oh, right
separate blendshapes
thats a cool avatar you got there
How do I detect what button is being pressed?
Also your tips helped me fix the issue, thank you
yayyyyyy im so glad i helped. i literally had to sit with a pen and note book and rewatch your vid of the fx layer a few times to come up with it
I saw you typing for a few minutes lol
im guessing you mean gestures. so first of all there are a couple ways you can go about this the way you want to do it is interesting best way is to see if the avatar has blendshapes for blinking if you are lucky it might have blendshapes for individual eye blinks if not then your gonna make those blendshapes in blender and then animate the frog blink and set it to loop then make a toggle for it
yeah had to theory craft in my head
Not really gestures, at least I dont think. I want to be able to tell when a specific button is pressed, independant from the others
do you have vercfury in your project? since its sps thats my first guess
oh? hmm im not quite sure how possible that is. as far as i know gestures are your best bet, i think there is a gesture for each individual button press that doesnt open a menu
but i could be wrong
I thought gestures could be controlled by multiple buttons but you are probably right
well grip only will be finger gun
then trigger only will be rocknroll
those are pretty much the only buttons ytou can press lol
so about 4 buttons since left and right side are seperate
I can work with that, ill just need to be careful about my hand placement in VR
Im going to head to bed now, thank you for the help
is this for the frog blink? or do you have something else in mind?
I think it would really funny to see a tiny furry with this face look directly into your eyes and slowly blink each eye
wait you know you need to make a blendshape for each eye blinking right
I do know how to make blendshapes
sick well why go with the button thing instead of making an animation for the blinking seems way easier
Yeah but wouldnt I need to be able to tell what buttons are being pressed to manually control the eyes?
Oh
lol, im pretty dumb
I see what you are saying
That would be a lot easier
lol prob cause your tired lol
no worries i see where you are coming from i tend to over complicate stuff sometimes too
Nope, I have had this idea for several weeks now and only came to that realization after you said it
lmaoooooo
Alright, good night for real this time
good luck im also going to bed
Hello? I might need help with a thing
im trying to swap heads where one head talks and the other one talks as well. Like a toggle where you can switch to see one talking and then switching to see the other one talking
anybody got a clue why my eyes do this while i try to rotate?
they'll probably need to be the same mesh. And for PC you can maybe make one of the materials disappear and the other one appeared to toggle them
I did try to merge both of them in blender,but every time i do,the head disappears when unity updates them
I don't, but you're using official cats on a version of blender it doesn't support, it can cause a lot of issues. I highly suggest switching to unofficial! it works way better
https://cats.neoneko.xyz/
because you're talking about them squashing?
yea
is there a particular reason you need to rotate them in blender?
because nowadays eye movement is set up in unity
that's why I suggested upgrading cats, because it's probably making you believe you need to set it up in blender, which isn't true
this is testing the rig
you'd do that in pose mode
the bone is warping while it rotates in pose mode
as, I didn't look at the video properly
it is in pose mode
are your bones positioned properly?
they're not
they should be vertical for vrchat
bigger circle at the bottom, small at the top
and bone roll set to 0
like this
is this right? where's bone roll?
yes, that's correct
in the "item" category in the side menu
Do I need to do this so the head doesn't disappear when I merge in blender or is there an easier way?
I don't even understand what this means. You can and should combine meshes in Blender. It's just Ctrl J.
When you say they disappear, what do you mean by that? Are you able to send a before and after screenshot?
i unfortunately don't have any other ideas as I don't use circular eyes. Maybe someone else will know something
the left is when they are seprated and the right they are merged
in unity and my outlines are causing me 1 issue: the hands become entirely black,, nothing else on my model is having issues with the outlines
- why is your model unpacked?
- did you apply all materials properly?
my model was unpacked because some how, one of the props i made for it was packed for some reason? idk why. Second, I believe I did? I made sure all of them were.,but I'll check to be sure
I made sure and all are there. I'm thinking right now if using c.a.t.s for visemes was a bad idea
that wouldn't cause the mesh being invisible
are those materials attached to the meshes?
oh
i see something off
could you tell me how you merged the meshes together?
because i see this
and on the hierarchy the meshes are separate
it looks like you didnt actually merge them at all
i see. All i did was merging the pumpkin head and smaller head together. Do I need to merge everything together or is it specific?
You should just not "unpack" at all. It will make everything easier.
this too
never unpack
Unpacking will break object in the scene and stop it from update correcrtly with the fbx file, that's the whole mess happening right now.
Is there a way to fix it?
and not overriding
start over and don't unpack
Drag the new file into the scene. Start from there.
I see
the reason why i did that is because one of my props would not drag onto the hand I wanted to
thats why i unpacked it
Or use parent constraint.
is it because if this?
You should have only one armature per fbx file.
it looks very messy
That wasn't even merged.
Having multiple object within the same fbx file isn't called "merge". It's where you join multiple object into a single mesh.
Oh okay
yea
I did have props before in one fbx and didn't have a problem,but i guess it just does this time
It's better to understand what actually is happening instead of just "guessing".
right
so even if there needs to be one armature per file, is there a way to add them because I do want to add phys bones
To add what? If you had multiple mesh with its own armature got merged, you will have to merge the armature as well.
So everything. Okay
what does unpack mean??
The "Unpack Prefab" button. Make an object single instance and not have any external data link.
oh interesting
i personally completely unpack when im working on an avatar
makes it easier for me in certain ways
never heard of it breaking an avatar before tho
weird
It usually is fine if you don't update its FBX file.
ok interesting never encountered problems in those intances either but who knows maybe im just lucky lol. will keep it somewhat in mind for future reference as a potential source of issues
dang it forget they dont allow that lol
Updating some mesh vertex data is also fine, given you exported with correct export settings. But once you changed its object, that will mess thing up.
interesting
or try and modify an armature
Especially when adding/removing bones.
oh yeah i definetly agree there
in those cases i just use a new fbx and pumpkin over materials and other stuff
The weight of keeping it pack to automatically update is outweighted the hassle of keep copying over the new model.
for me the convinience of not getting jump scared by the "THIS IS A PREFAB YOU CANT MOVE THAT" message and also just being able to fiddle with many things to my hearts content outweighs the pack thing for me.
but hey matter of personal preference yknow
You woudn't have that problem if you actually managed it correctly in blender.
its not a problem lol. i just prefer not to have it
and no creator is perfect certianly not myself ofcourse i will make several iterations of an avatar im working on its just the worklow.
but if you can one and done from beginning to end with no problem or troubleshooting thats incredibly impressive
but i aint that good yet so i shall stay with my neanderthal ways and unpack my avatars
Hope that you don't recommend other people to do the same because unpacking has never been the answer.
for you that may be for me it has been on more than one occasion, again genuinely just a difference in preference for something that really not that a big a deal
You might be surprise how many times I have to answer in this channel the solution of problem people are having is to not unpack. Sure you can do it your way if you know what to do. Just don't recommend people to do the same without them know what they're doing.
So i joined the heads together,seeing if the other one moves with it. nothing
You will have to check weight paint for what you merged.
ok sounds good lol. im sure there are issues that are solved by that ill try and look through here to see for myself.
p.s ill tell everyone i help to unpack
im joking btw
lol
I'll check. so for the second head,does it need to be in the red or blue for weights?
Blue means zero, doing nothing. Red means one, follow that bone.
okay
Another question, i was told if I want the second head to have the same visemes to move and talk exactly like the first head,how that is achived?
Is it the same mesh now?
Yes. The first head is joined with the second
Does both part have their own visime shapekey?
they do. the one without the 00.1 is the first head and the one that has 00.1 Infront of the visemes is the second head
Then you have to mix shapekey from both part into one shapekey. Probably by create new shapekey by using "Blend from shape" command.
THAT"S WHAT I HAD TO DO! OMG!!! You are amazing and im just gonna pass out from just not thinking about that. I thank you so much for that...
im so sorry for bugging you so much. i was trying to figure out that one thing all day for hours and it was so simple
can someone help 😢 i dont understand why the hands turn black in unity/are completely outline 😭😭 looks fine in blender
cannot screenshot i do not have discord on that account on the computer
Hello! Me and my friend have no tech understanding or knowledge of importing avatars, much less anything about how they really function or such. I only know a couple things but not really a full picture of anything. My friend got an avatar off online, and has been trying to import it. We have done tried following all the steps by the notes and other things by looking online, installed the shader and VRCFury, but it still looks like this. Is it supposed to with the white clothes? The lighting or anything didn't change when we put it on, only for a split second before reverting and that red thing at the bottom showed but we don't know if that's okay or not. Do you guys know if it's normal? Did we install something incorrectly or miss something that wasn't clear? We tried going to the creators discord server but it is a invalid link on all websites.
have u tried dragging the material onto the clothing itself
Not yet, we weren't sure if we were suppsoed to for this avatar, or which things were exactly the materials. (I'll try figuring it out)
if u wanna hop in a call (muted) and share ur screen i can prolly help
Yes please!! Would really appreciate that, we have no clue what we're doing
😭
hi, why does this happen or how can it be solved? ;-;
what's the issue?
if the UV isn't present here, it means that it is probably seperated and placed somewhere else in the UV map
it happens
The entire mesh is selected, but it still has those holes ;-;
You can use the stitch tool to attach the seperated verticies
what tool is that?
Yo can someone help me? ive been having this problem since i resseted my pc and downloaded vcc/unity again. for some reason everytime i try to upload an avatar and is clearly ready to get uploaded it doesnt show in the builder. it just says "A VRCAvatarDescriptor is required to build an Avatar" and im like tf you mean?? never had this problem before i would just put the avi in the project put my stuff in it and the builder would recognize it
You need to add a VRCAvatarDescriptor on your avatar
now, IF you have that component, and it doesn't work, it might be something else. I'd share a screenshot.
if it doesn't work, it could be on the wrong object
i do recommend sending a screenshot of the avatar descriptor and where it's placed
guys i have been trying to trouble shoot this for the past 3 days. when i publish an avatar it gets uploaded in progress and it generates a code in pipeline manager and then when it does bam it the upload cancels because of missing credential. can somebody help
i disabled tcv/ipvp6 thingy
i tried down grading to 2019. log in log out. everything that the internet has to offer for a troubleshoot
this is frustrating
TvT
are you sure your account has permissions and can you screenshot the error you're getting?
yis? im a newplayer badge
do i need more permission than that?
bam
TvT
they say that but in earlier screenshot its revealed that i have no id in the pipeline manager
and also i modelled the avatar so it shouldnt have an id there to begin with
but when midway uploading an id generates and then that might be the reason why missing credentials error pops up?
this is odd isnt it
you need an official vrc account with a trust rank new user or higher.
Can someone answer a question for me? In blender, when i use the hair tool, what exactly will that hair look like in unity?
you mean the paid one or whic hair tool?
i have a new user rank and i have published a test avatar
oh i see
close and open the project, log in and out, try a different wifi
and review any errors in the "Alerts" section
tried it so many times. errors often are failed to authenticate and ApiErrorException: Exception of type 'VRC.SDKBase.Editor.Api.ApiErrorException' was thrown.
Unauthorized, try logging out and in again
UnityEngine.Debug:LogError (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,string,UnityEngine.Object)
VRC.SDKBase.Editor.Api.VRCApi/<MakeRequestWithResponse>d__15`2<object, VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:286)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
it has to do with the sdk authentication?
i tried using different versions in character companion but still no gud
Woke up today trying new things, nothing helped yet, anyone figure it out?
One thing i gotta ask is
Is there a way physbone collider can pull instead of push a bone? Like can the drumstick pull the cymbal towards it when its close? Then release when off the cymbal?
so uh dudes, why ain't there any hand gestures for me to pick from? :')
me tryna make contact togglesssssd
click + that's over there to add a new condition
still nothing 🥲
Show your parameters list
You need to add it to the parameter list on the animation controller
^
ah, I see
and then I'd have to make a whole animation based on that hand gesture huh 🥲
don't you have a base?
how do you plan to add this to it?
cause in theory, i'd simply do everything on the base already
Unless you're going for a VRCfury / Modular Avatar approach
even within my base fx layers, neither of them have hand gestures
and mind you hand gestures work just fine in play mode 🥲
i'm not understanding the workflow here, but doing what Silver said will make it work.
gestures are supposed to be on the gesture layer of an avatar, which means if you have a base, you don't need to re-create the gesture animations.
what did silver say?
How do I fix this?
you didn't install something
read the instructions again and make sure you installed everything
it could be vrcfury that you're missing
dammit I dunno how to test if it'll work ;-;
i added those aswell as thry but now theres no sdk to publish xd
im gonna take vr fury out
I already got those, but imma give that a shot
wait how do I use it?
gesture manager is in tools
add it to your scene and enter playmode
it'll allow you to text the hand gestures and toggles and stuff
the hand gestures work like a charm, toggles too, the kicker is
I wanna be sure that the contact toggles work
I might as well take the gamble and just cross my fingers it'll work the moment I upload it to vrc 🥲
You can put a contact sender on a sphere or something, then move it around in play mode, in and out of a contact receiver
okay now the sdk is fully gone
did you make the project in vcc/alcom?
or did you install the sdk manually?
it's either this or that, don't mix them
I'm asking cause I see the sdk folder
I got it to work! The sdk at the top had no splash panel so I just imported it again and it worked
still having the same error issue
Can someone who understands avatar errors come to my dm? I urgently need help recording a clip
you've got a missing script, you'll need to install whatever package that requires. Check the avatar creator's docs or website for clues as to what it is.
its an old avatar, and ive downloaded everything it says for me to download and more
it might be, i think i still own it, should i add it in now or start over again?
starting over gets you nothing, just add that and then use the converter tool in the SDK to make those bones into physbones
what am I looking at
oh okay.
explain what you're referring to
wait i fixed it
not sure what I did,but the camera is facing this way when it shouldn't
So like is there a way to use shader graph for vrchat? Because I tried and it's causing this weird double vision effect. Probably because vrchat is using the built in render pipeline
you're my new god
I've been looking for answers everywhere but nothing. So massive thanks!
Glad I could help 🙂
well, how's your avatar and the view point positioned in Unity?
something like this
i want to move it out of there,but
well, learn to export only required parts from blender and deleting/moving in a separate collection stuff you dont need. but you can also just remove camera component for now, making that object empty useless one.
Can someone help me with objects disappearing in the hierarchy as soon as play mode is pressed?
does anyone know why my avatar boobs keep disappearing🤣 😭
Sounds like the physbone setup is very bad
a specific part of it? or all of it
Well specifically the right one at first glance. Tho you probably want to use only one physbone for both. Was this happening while standing still or moving?
i dont know when it happens, i just look down and sometimes theyre just gone xd
Just look at yourself in a mirror, try a few things, moving, staying still, grabbing, colliding...
I am very new to setting all this up so any help would be v appreciated. What exactly does this warning mean?
It's related to one of your shaders, possibly it's an outdated version?
Well I just installed poyomi again directly from github
same thing
I'mma be real though not sure if I installed this correctly
hmm looks like there's something old around. did you actually remove the old poiyomi package first?
Are you having any issues in the project? in myt expirience you can pretty much ignore most of these yellow errors. unless there is actualy something not wortking on the avatar or it isnt uploading
I mean I can still edit the colours with those rgb tabs so I think its fine. It just keeps popping up.
in taht case dont worry about it lol
there is no end to those yellow errors so no point worrying too much about them.
reinstalling blender and cats rn. Using blender 3.6 and the cats plugin gave me an error about the lien of code that has testing in it. I removed that like any tutorial would tell me to and now its saying something about no mmd tools module found. any idea what to do.
I recently did a headswap on my avatar and am now trying to add new outfits to my avatar, previously adding outfits to the model was a breeze, but now when I export from Blender and Import into Unity, the mesh deforms. I had asked a friend about it and they mentioned about applying transforms, but I check that option when exporting from Blender and it still breaks
I really need help with this, Every time I open my project with VCC the VRC SDK option doesn't load into the project even though it says the SDK package is there I honestly don't know, and I'm also getting a lot of errors and it says vrc dynamics not loaded. (It didn't save all the stuff I already did for the avatar.)
i know its a bit messy,but i was able to get a prop open from the prefab by duplicating the object. Opening the duplicate without effecting the other
how can I fix the SDK?
im not a mod or an expert for unity stuff. I'm sorry
oh ok,
make sure you're using the right version of cats, get it here: https://catsblenderplugin.xyz/
i want to add this gogo loco,but im afraid to do so because of this warning
make sure you have installed both the gogo loco and vrc fury packages
are these vertices weighted correctly?
the one with the particle system
and afterwords when you select the hair option, the model looks like its got long straight porkiepine spikes that you can use the sculpt tool to coam into a ahairstyle
whoa, cool 'do
oh no i didnt do this, i screenshotted this from a youtube video
i dont wanna actually start working on hair until i know for a fact that this hair will appear in unity when i bring it there as an fbx from blender
Howdy Hi I'm doing Unity work for a friend, and some reason one of the arms is. positioned weird. the position of the bones in Blender is fine too
I even did try to "Apply All Transforms" in blender, and still nothing fixed
Let me try that
Godspeed thank you that fixed it!!!
so i have the head joined with another head with blend shapes to hide it,but idk what to use. an int toggle,float,or bool? when i tried to used the blendshape to hide it,then back to the play button,pressing the toggle and it doesn't work
the head is seperate form the body,just to let you know
I'd use bools. It would be set up in the same way as any other bool toggle, just use the blendshapes instead of hiding objects
if the toggle doesn't work, inspect it, somethings probably set up wrong
is there any way that i can mix blendshape together for example .. If I toggle 2 different items (which have blendshape activated already for every single item), activate the third blendshape only when I have these 2 items active. I don't know if that makes sense.
like only if i have toggle 2 items togather active 1 blendshape
Yeah, you already have a toggle parameter for both. Just use those as conditions to go to a state that "activates" that blendshape.
ok my first guess would be the the fbx isnt setup properly in unity take a look and make sure the bones are placed in the right areas. then i wouldf also check weight paints and bone parenting inside blender
ok looks like these errors are not letting the project all the necessary packages
anybody got any tips for making an avatar from scratch? i dont want to just look up avatars and upload them, i wanna make my own avatars
Does anyone know why i cant play certain animations on my avatar, however in unity it works fine and for other people it works fine? I tried clearing cache and the whole deal several times 🤔
I vaguely remember an issue with using avatars then uploading a seperate iteration to it without changing out it breaks for you locally but how do i fix that
tip is…
learn the general use blender.
learn just for vrchat is not effecient…
why is my animation working in regular play mode but not when I use gesture manager?
the rotation for the object is not being played in gesture manager
start by installing both gogo loco and vrc fury
i have both
it seems you don't have the prefab it's looking for though
do you have recent versions of those?
well you could just remove that broken prefab and re-add the one from the gogo loco package
ok so im having an issue where my viewpoint is completely off in vrchat but fine in unity. i originally had my avatar sized at 1.1 but it was huge- like way over the ceiling of the world i was in. so i shrunk him in unity using transform to .4 which did put him at a normal size but the view is like way in front of his head in vrchat wheb it isjt like that in unity
would i have to shrink the model in blender ? im a bit confused bc i believe the model size is causing the view issues
Does anyone know how to add gogloco to an avi
nvm you answered my question
hehe good
Could someone help me figure out how to set up a project?
I'm brand new to doing anything and am at a loss for where to find help
Anyone knows how to paint scales for a material in substance painter, i want to put in some specific zones scales but smart materials won't cut it
I guess I more need help uploading an avi rather than creating one
what issues are you facing?
So I have the unity package for an avi that I bought, and don't know how to import it into a project
Well I mean I think I know how to
But I don't know if it has any shaders or anything else that I need to download first
You'd have to check the description in the page where you got the avatar from.
That's the thing, I checked the description, but there wasn't an explanation for what to do
Can you link the page?
Yeeeee
Should I do it here?
Wait I think I might be stupid
Lemme try something rq
ideally
if there isn't a description on the page, there could be a read me file
Sorry. I wanted to know, I'm working on an avatar for PC/Quest, everything is fine, I can upload it, but sometimes when I click on Build & Publish, it becomes inactive, and I have to re-enter the project with the avatar. It happens to me every other time. Is it a bug, a problem with the avatar or something with my Unity?
How would I add a tab next to the inspector for something like sps?
You have to open it from top menu. Each plugin has its own location of the menu to access.
Is it in one of these you mean?
Yes.
Oooooo, I got it! Thanks for the help :3
how do i add idle, crouch, and prone anims with gogoloco?
Hey I need help, I just optimized an avi but idk how to switch the avi FBX
@iron dove step 1 backup unity project, step 2 overwirte fbx in assets (on blender export for example)
wondering what could cause this .. its moving perfectly fine in the mirror and face mirror, how i wqant it to, but the view is completely off
make sure to use the same export settings as the first timr
well, where is it in unity? the view point
but how
Anyone know why whenever I apply a normal map to quest standard lite and then upload it looks fine on pc side but poopy on quest side?
you need to locate the assets folder of unity in the explorer
for example by right clicking in the assets and selecting "Show in explorer"
you need to then save the new FBX from blender in that location with the same name as the original fbx
this will update it
tbh idk why the move arrows arw way over there 😭 i had issues with the view port being way in front of the avatar and it completely moving wrong so i rotated the avatar 180 in unity and moved the view which caused thag problem instead
your avatar should be positioned at 0.0.0. If you do that and the avatar's feet aren't at world origin origin, you need to go to blender, position it properly, apply all transforms and reimport it to unity
And the viewpoint's X should be 0.
Anyone know the answer to this?
ok i will attempt to do this 😭
also if you needed to rotate it, do it in blender
it's better if it stays default in unity
✅️✅️
This is the rendering problem im talking about ignore the antics
Its too black in the shaded spots or something and I don't know why this happens
anyone know what this is?
It is a bit of a Band-Aid fix, but you can also just try to offset the view point until it aligns with where you want it in game, even if in unity it doesn’t seem to be in the right spot
in blender you can decimate, dissolve, use free plugins, etc
in unity there's a paid plugin
that fixed it 🙏🙏
yay
i uploaded an avatar but for some reason its crashing quest users
i don't know how because all it has is a model and hair swap
ive uploaded bigger sized avatars but i guess this one is the deal breaker
what are the stats? just because it uploaded doesn't mean it'll be good for performance
can someone help me? I can't find the quest version of my avi
I think that might help me optimize
I bought an avi
is it marketed as quest compatible?
yes
and people from quest doesn't see it pixlated
but why does it have 700k triangles?????
for fuck sake
Im searching for sombody that could help me : I bought a avi and extra hair pack. But apparently I can’t switch the hair onto the avi I already bought. (I’m new to vrc in generel)
you stumbled upon a generic avatar creator who doesn't care about quest users and thinks switching the shaders is enough
if you want it more optimized you'll need to do the work yourself
can't I commission someone to do it for me? I tried
did you buy it from online or in vrc marketplace? if online you can switch it. Either in Blender or in Unity
although I can show you what I did
it depends. Not all avatar creators allow for files to be shared. You could try VRC Traders
I bought it online
wow
I just don't know how to import it
please help
I tried switching
I do know blender really well, I used to be a game designer
in roblox
you can override the fbx in unity's if it's unpacked and you use the same export settings (usually you need to set Apply Scalings to FBX All)
if that's what you mean
and upload it with the same blueprint id
fun fact, do you know where all of the bones went into?
into her long version hair
hahahahhahaa
I don't even use it
some models tend to have a lot of hair bones
Mine for example 💀😂
@desert elk another question, do you have a good suit for a yakuza type of thing?
this is for a yakuza roleplay actually
I swear this is the fourth time I've seen my avatar start building, I'm just trying to upload it for PC and quest but it's being weird
Okay I've counted it this time, this is the bare minimum the third time it started building
Wait a minute and everything's already in game
add an animator to the avatar, if you set it to humanoid it should've added one automatically
maybe you deleted it by accident
only high stats
it just doesnt make sense bc theyre other avatars i have that are WAY higher
but dont crash
ouch
i think ik what it might be tbh
the person who commissioned me asked for glasses
and theyre from a completely different model
ive never had this problem until rn
materials do a lot for lag
well its not lag
its like
an instant crash
this one doesnt care
but this does
i fear both xD
😢
i think it might be the bones because unity isnt picking up the 3rd finger bone on all fingers correctly..
unity blender
uh no
@desert elk can you help
I can't upload it
The VRCSDK build was aborted because the VRCSDKPreprocessAvatarCallback 'AvatarBuildHook' reported a failure.
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Hey yall... anyone ever had THIS issue... my avi looks fine to others, fine in mirrors etc but like THIS on camera. its not just my camera either but everyones
…why would you deliver a product this egregiously unoptimized as a commission???
like yeah. Glasses alone wouldn't make it that bad
hey! could someone explain to me how can I make a AFK animation out of a prefab I bought from booth?
The animation I bought is a ring around my avatar, I would also like to add my own standing pose with it
I'm aware of this documentation but it sadly doesn't answer my question^^
I have a prefab with a file in it which makes a ring spin around my avatar, now I gotta figure out how I can make an animation out of it (since it has 3 separate animations inside the prefab) AND add my own idle pose of my avatar as well
my question isn't about how to exchange VRchat's default afk animation with a custom one, I want to know how to create an animation out of a prefab object and add another animation into it
Just copy + paste key frames? Copy the key frames from the ring animation then paste them into your custome idle animation. This should make it all one animation. You might have to tweak it a little depending on your idle but it should work fine.
do I have to have the prefab just like this in the hierarchy or does it have to be unpacked and inside my avatar?
the prefab has 3 animation clips which make the whole afk animation
Thats a bit confusing. Not sure why they'd use 3 different animations unless the logic is set up in a specific way
yeah on the booth page it even says "recommended to be used as AFK pose" but the readme inside the downloaded file doesn't teach anything sadly
Id just animate it myself ontop of the custom idle animation ngl
so I have my 1-frame long idle pose for my avatar as an animation clip, can I somehow add the objects into it?
it's 2 rings and some blinking letters which rotate
Yeah by animating them in the same animation. Thats why I said to copy + paste key frames but its weird cuz they use 3 animations, so that might not work the same. Personally, I'd reanimate them on top of the custom idle til I got something I liked. Especially since I have no clue how the logic for that idle works
hmm I see, yeah I fear my skill is too low for that. the rotation should be doable but it's the blinking letters which will be an issue for me sadly
thank you for your help tho, I wish they added a better readme lol
There may also be something I'm missing tho, maybe someone else will read this and have a better idea than me 
I wish you luck thoo
is it possible to make a VRCFury blendshape toggle with smooth transition?
So im trying to make an avi with super long nails, and i was wondering if there was any way for me to make it so that the hand didnt curl the distal of each finger with index?
use radial?
use actual animations🤷♂️
how can i make a frame by frame animation toggle? if theres a tutorial can you pelase sned me the link? thank you
Is anyone able to help with toggles that lower the "floor" your avatar rests at? I have one for heels and I want it to shift my avatar up so I dont clip the floor, but Unity transform doesnt work in toggles.
Why every time I add the pc ID to the quest blueprint it automatically makes the pc version a lesser quality like the quest one?
fellows, im stuck. Im making a bee avatar, ive managed to animate its idle state, but bee's body is always clipping in camera. Ive tried to use head chop on root, but its like doing nothing 😦
help pls
I'm trying to make a small simple animation for my props,I did put them as an int,but it could be wrong. Is there a way to make them work? A button I need to press? Not sure.
like theres a couple of frames in the animation
I tried to import a cloth into my avatar and it does this. what do I do?
Well if you want to animate humanoid bones as well as anything else, you will need two separate animations that play at the same time: one for your humanoid bones (the pose your avatar makes) and one for anything extra (like the rings). I would recommend putting your AFK pose in the action layer, and all other animations in the FX layer. Then you can toggle these animations on separately using the AFK parameter. Then they should play at the same time.
Do not animate them.in the same animation, the other person is wrong. You can combine some animations together, but do not mix humanoid and non-humanoid in the same clip. (Humanoid is anything that can be moved directly by tracking, like arms, legs, hips, chest, eyes, etc)
If the animations are the same length, then you can just copy + paste the frames, or add them all to a DBT with a weight of 1. Otherwise, you can set them up in separate layers, and for the FX controller layers just use sync layers and swap out the animations
thank you, I will try that! Just another problem is that the prefab includes 3 different .anim files which make out the bought AFK pose
Basically you create a layer, set up the animation and logic, then create a new layer and use the sync feature with the original layer selected. Everything will be the same now in both layers, but you can swap the animations
In the layer settings you can sync it to another layer, so just have one main layer for the logic, and then the other two layers are synced to that one but with the animations swapped
Then for the pose, copy and paste the same logic into a layer in the action controller, and swap the animations with your humanoid animations, as well as adding tracking control and playable layer weight control. These let you change what body parts are animated and the weight the action layer is playing at.
My phone is about to die and I am not home (and won't be for a few hours) so I can't keep helping right now, but once I am back I can try helping some more
no no all good, I really appreciate all your help and effort you put so far. I will try to follow the steps as best as I can and maybe I can make it work ❤️
never mind I found what i need to do
yeah I give up, I just don't understand everything and I cannot find specific videos sadly. So whenever you're free and if you're still willing to help I would appreciate it so so much!
please be sure that you use “Android” build setting on unity (in the title of the window, you see “Android”, not “PC/Linux”
for the Quest version.
My boyfriend is having problems uploading an avatar he ad e uploads it on pc but when he upload it on the quest side the pc version becomes an error bot how do I help him fix this situation
does any1 know why unity is seperating the 3rd bones on each finger into two parts?
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every time i try uploading an avatar i get this, i've tried manually locking all materials and still this
someone sent me a vroid model to upload to quest for them, for some reason they cant control their fingers, does anybody know why thatd be?
i havent added anything to it's fx layer, its just the default
i sent you a friend request
does anyone know why my alpha for the eyebrow is showing the inside of the eye mesh with the alpha mask?
left is unity with poiyomi, right is blender
i tried transclipping and cutout
I've heard that you can reverse unpack prefab,but idk if that's true
but nothing seems to fix it
this is my original model, not a prefab
idk what could be the cause of it :/
I just reload the SDK and that usually fixes it.
alright
it also doesn't show a photo when i try and set the avatar thumbnail? even after reloading the sdk
someone sent me a vroid model to upload to quest for them, for some reason they cant control their fingers, does anybody know why thatd be?
i havent added anything to it's fx layer, its just the default
still happening, these are logs
Which SDK are you using? I have to use a older version because the newer refused to let me upload. That might be why mine fixes but I am not too sure.
I'm using the 3.7.6 so I am not too sure on why you still get the error. Are all your materials locked or is any still unlocked?
all are locked
Okay last thing I know that MIGHT fix is, have you closed the project and re-opened it? yep last resort
i've tried that, restarting my computer and i might try reinstalling creator companion
Anyone know a fix for parts of your avatar clipping out of view in unity when you get to close?
Please dont accept random dms from ppl here. If you want a custom avatar its best to go to the vrctraders discord server and ask there in the proper channels. This place is riddled with scammers
I fix this by copying bounding boxes, there's a tool for it
https://jessycat92.gumroad.com/l/RQDoUj
Copy it from the body mesh
could anyone help me? i have these two fans and i'm trying to make the material swap apply to both without having to use two radial wheels if that makes sense, i'm using vrcfury so if anyone has knowledge about that ;-;
Oof I don't use vrcfury, I know how to do it manually tho
honestly anything helps </3 i'm willing to learn
Pretty much, make 1 animation for each material swap you need, and animate changing the material for both fans in the same animations. Then you go to ur fx, make a new layer, add a blend tree to said layer, drop in all ur animations starting with the default one, then make a new parameter in ur fx, its gotta be a float, name it whatever and add that parameter to the blend tree. Then add that exact parameter to ur parameter list on ur avatar and you can add the radial toggle in any menu you want. You'll have to set it to radial and make sure the "parameter" spot is empty and you put the parameter you need in the rotation area.
Here's a YouTube tutorial
https://youtu.be/tF5n6JvZOoI?si=qFRoND1u0S-DUQ2-
Started a new project, just a new edit of one of my avatars...
Went to test it in Desktop mode.. and its acting strange. When I press spacebar to jump.. my character leaps forward...
Nothing I added should have had anything to do with... I ... I bet it's GoGoLoco... nvm, let me check on that..
a bit late but thank you! i was def losing my mind trying to figure it out through text
Whenever I sit with the gogoloco animations my legs turn like this, second image is how the legs are in case it's needed
the sdk is saying my model is missing head and hands for some reason
Looks like they are either not weight painted properly or the bones for them arent parented properly
are they attached in blender or unity?
Bones are parented alright, i think it's weight paint issue
but i don't know how to fix it, im terrible / have dull knowledge of weight painting
Do you have to use the latest Avatar SDK?
You'll have to go into blender and weight paint them to their respected bones. There are a bunch of YouTube tutorials on how to weight paint
How do I force a T pose? First time having this
nvm I got it
actually it wont apply it, I click apply and done but it still says its not humanoid
select the fbx and make sure you have humanoid set in the inspector
I do
it's been a while since i used unity that's the usual cause
I need some help with an avatar in unity.
For one, it has different hair strands listed as able to add or change listed in the hierarchy, but I don’t see those in the expression menu in vrchat.
Two- the hair color is off. It gets these white streaks of color in it, and when using the hue shift several colors look pixeled. Could anyone help me with this?
This is what I mean by white streaks, and pixeled color
First one is a test I did before I fixed some uv mapping issues. the second one is after. (Second one having a forced T pose issue... it doesnt stay and conintues to say its none humanoid)
how do i fix this, the pipeline idea is empty
Do someone has the experience with Animator Play Audio?
It's works, but Random Pitch isn't applying for some reasons, same pitch
shouldn't on exit beset to stop audio?
any idea why my hair pin gets distorted and long in playmode in unity? it doesn't do it outside of playmode nor in blender
any animations or bones linked to it?
no but I think I might have found the problem
I checked the weightpaint again and it's gone, might have disappeared when I renamed the bone 😅
oops done that plenty myself glad ya found the issue
yeah I always forget about that too lol
warning booba, but they wont move even with the phsy bones, idk if i messed something up in blender or what?
how do i change it if it does?
Any geniuses???? :3333
I've been checking that but, nothing, I'm experimenting a bit
You should read the "Import Messages".
Was just about to say that lol
You should check which bone actually the mesh is weight painted to.
Well you seem to have 3 sets of breast bones. That's not very good.
Typically an avatar has 1 set of breast bones that everything (by everything i mean anything that touches the breasts) is weight painted to, not multiple. That could definitely cause some funky issues.
ill check the weight paints
i tried weight painting and it didn't do anything
uhmm how would i fix this?
just going into blender and deleting bones?
Friend is having a issue with uploading could anyone help we tried to delete the sdk folder
im seeing i have alot of things im not suppose too, like butt bones and ALOT of finger and toe bones
file or edit tab (i forget)
build settings
Android
hey, I have an issue with UV distortion. Currently I have a toggle to activate a cool effect on my clothes via a decal with distorted UV.
sadly now I have the issue that even outside the toggle I can slightly see the distortion texture...any ways to fix this?
or would i have to redo the whole model?
Did you weifht paint the right bone? Did you test in pose mode in blender?
Items are in place in unity
but way above my hand in game, and when i moved it down, its somewhere else
Image for reference?
How did you link it to you avatar in unity?
i put it my hand, perfect spot and used vrcfury as toggle
Can you screenshot the object hierarchy?
I want to make sure of this before I do it, I want to make an avatar that's a hand puppet Avatar
And I need to make sure that only having a wrist bone will work
I mean Hierarchy panel to the left.
Have you tested with gesture manager?
yes
What does it do in gesture manager? Also screenshot the avatar when testing.
figure it out
Connected to right, when it was a left handed thing
how would i make an animation play on top of an existing one instead of overriding it?
i've tried additive but that does not work
Okay I'm legitimately confused, it says specific bones are optional but if I don't have them it says an error and won't allow me to upload
Some bones are optional for unity but are required by vrchat.
dudes uh how do I make all my goggles disappear alongside my Avi? :')
add them to the animation
I did that, but then the toggle stopped working
it's being animated already by vrcfury 🥲
Object dissapeared out of nowhere, don't know why
ah, i cant help with fury
ah
tho for some of my toggles they also actually disappear
I'd wanna figure out why that is that way anytime my Avi disappears so does all those toggles
y'all
am i dumb
i literally cannot find any guides or documentation for final ik usage in vrc anywhere
what am i doing wrong, why does it want to remove it
I don't know, I never have this issue because of the way I manually merge armatures.
Voxian did a talk that's a decent start: https://www.youtube.com/watch?v=T7UK4JiIWvk
Yeah, I listened to it yesterday :)
i know what things do
but not how to make the things do
ahh. yeah that's harder. I spent about a day playing with some parts of it and ended up with basically nothing 🙂
the thing I was trying to do turned out to be easier with a bunch of rotation constraints. But what are you trying to do?
ahh I love Summer Wars
I am making a snake avatar.
I want to improve the physics, by replacing a physbone with zero gravity and zero pull with a Grounder.
I also want to make a toggle to be able to control the "tail" with the hand. Right now I use a bunch of rotation constraints, and it technically work, but it's annoying, I wish I could just have it snap to the irl hand, while having the other bones follow.
ooh interesting, I hadn't thought of using it for a snake
Hmm that does seem like a use for a grounder, so the hand points at the target for the tail end and the rest of the tail just follows naturally?
yea
but my biggest issue rn is that vrchat don't want me to upload my avatar with a grounder ik lol
and i don't know why
I forget which version of FinalIK is in vrchat (and they are very tight lipped about, I have no idea why), but it isn't the latest, I wonder if that's a factor
OH
You need a specific version
?
damn okay
i got the latest version
well;;; i suppose i'll try things out
I'm not sure - I know vrchat itself doesn't use the latest but I don't know which
It's okay, thanks for the clue :)
I do wish they'd be a lot more open about that, it's really annoying
oh, was this a quest avatar?
well, no
but i kinda want everyone to be able to see my avatar correctly
well
i'll figure something out
i can always put the finalik technique on pc, and the old constraint technique on mobile
yep, that's an option
Yeah, the reason why it was saying that Grounder would be removed is because I was on the Android build platform
When I switch to Windows I don't have the error anymore
yep, that'll do it
Oh how do you manually do it?
select the new one, then the avatar's main one, ctrl+j
what I do for this is strip the new one down to only the new bones first though. Then parent those properly after the join
how complex that is depends though
It highly highly depends. Personally my way of doing it is quite complicated and too much to explain over texts. Try looking into some YouTube videos on how to kitbash avatars
(crossposting since im completely lost here)
I've made a couple animations for this avatar in blender, imported them into unity only for the crouch anim to be completely broken, hands are stuck in the default position and i dont even know what's causing the velociraptor stance
Additionally, the IK on the crouched legs and hands don't seem to have carried over properly, the tail also doesn't sway as part of either the crouch or idle, anyone know what's causing this and how to fix??
Hello, I made an animation for the crown in unity but I don't know how I'd be able to make it active in vrchat itself
make what active
The animation, I did everything and it doesn't work
share what you did then
Hey so after baking I get these boxe fingers
How can I make them back round
One of them I got back round
But the other ones are stay boxey even tho I’m inflating them
On sculpt
wait do you mean vrcfury is already doing the toggles on your avatar?
what kind of animation did you make?
Either this is really messed up topology (maybe show us the edit mode mesh grid) or object mode -> right click -> smooth normals can help your visuals (normals/shading)
could be the bounding box
A simple eye movement one, I know nothing of this side of unity
Also how do I get the fingernails back right
Wait I think I got it to work?
this topology is horrible and unworkable
So should I go back before the bake and try again
woah thats looks super cool. is the crown part of the avatar or an added on fbx?
Added it on myself
It's a free asset that I slightly edited in Blender to make the eye movement possible
ok firstly move it off the avatar also make a copy of the avatar too just incase.
then add a descriptor to the crown create an animator controller and put it in the fx of the playable layers in the descriptor.
maker an fx layer then drag and drop the animation also make sure it loops and i think it should be good
i would have to check one of my projects i did som,ething like this a while ago
but make sure to move the crown out of the avatar root before doing any of this

