#avatar-help
1 messages · Page 145 of 1
Should I just start over completely?
Or like copy it so it can fit the other foot
I got it to work don't worry, I was just being a dumbass
ok simply go into edit mode then wire frame view and then shift select one of the boots then move it
I did basically everything you said I was just doing it on the wrong FX layer for some reason
oh hell yeah looks sick
ohhhh lol that would do it
Anyone I can videochat about optimizing vroid?
For quest
Without it looking like crap at the end
damn never dealt with vroid avatars before
How do I enter wireframe mode , this boot is a fbx model
hold z and you should see view options
question why did you take this into blender? im not familliar with how vriod works but i thought you could like just put it in unity???
Because it’s not optimized for quest
ohhh damn i thought that was blender lmaooo yeahhhhh your gonna want go into blender to get that done
And I like to give them bbls 😂
I pressed z and it’s just the basic tools
I just wanna add some boots to my man he putting them dawgs out !
I’m starting over
how so? i doudt vriod is that unoptimized unless your trying to go for medium or good rating right/
yeah sorry thats on me i didnt know that was unity. your gonna want to go into blender
thats is nice to add lol
Bruh Stolas put them dogs away
i think what youre doing is decimating, not baking
Nah that previous model was a baked one
don't mean to pester too much, but anyone available to help?
why are you baking the avatar??
ok easy but tedious fix remake all the toggles the old fashion way
also alternatively
you can use the exlusive tag function on vrcfury
hmm hard to say but it should work
i would def need to see the extent of how the toggles work o the avatar
all of those toggle use exclusive tags
here's a start
rn I'm watching the tutorial for the prefab I downloaded
it's by DeliriousJax
but I'm stuck on the same boat that he's on 🥲
kicker is I got it worse
wait is this in play mode???
well it ain't in play mode rn
I just selected it
hmm ok i wish this server had vc;'s
i would have to take a look at the avatar in unity properly to really know what can be done
we could call later today when I get the chance to use that laptop once more
yea I'm borrowing my brother's laptop for this
got you
there, added ya :D
To optimize for quest
im sorry i don't know much about vriod models,
but i dont think you need to go that far if you just want it quest compatible, unless you are really worried about the performance rating
Well it won’t let me upload if the performance rating is too low
right but poly count is not the only thing contributing to the size it complains about in the end
its texture memory, blendshapes and massive amounts of animations
really well damn im pretty sure like most egirls likely have double if not triple the polycount tho
wait what?? what error do you get when you tried uploading it before?
perhaps, yea, but dissolving geometry should be done by hand. you as the user knows better than any automated decimation process where you need to keep more or less geometry. dissolving edge loops will result in a cleaner decimation
Um
my main concern rn is that the blender stuff is kinda not really needed in this case. vroid models seem pretty good as is from what i know
Um can you dumb that down for me
Or how do I do that
they havent shared what the upload screen in unity is complaining about so i couldnt say
yeah i would love to see that too. this whole blender stuff could be unnecessary
I have 33k triangles I need at least 20k to upload
So it lets yall post to quest without making the performance better?
i see 500k triangles on the daily
YES absolutely
wasnt there like if its bad perf, it will just not be shown by default
anyway, if you want to suffer, this is the way
the only things that stop you uploading an avatyar are either compilation errors, or if you have Hexagon Red error in the uupload screen.
otherwise you can upload your avatar
dissolve = make disappear? remove without consequence for nearby topology
also keep physbone count and transforms down
A quick question, is there some way to hide something if it is constraint to the head? Like the HeadChop but in revese?
Quick question how do I change the pivot point of an FBX?
Yea yall speaking a foreign language to me atp
lmaooooo
Idk what topology is
can we call i really dfo want to get to the bottom of this
Is there a video I can watch to learn what these terms even mean
Yes
I was just asking if I could call
Also usual when I upload these the hair is stiff and see thru
Well everything be stiff
Physbones probably need to be set up in unity
Boobas don’t bounce or nothing
oh well thats something that can be fixed
just sent you friend request
What about the hair being see thru in the front
"Easily"
Takes a bit of time but it's a fairly simple process
yeah tho i hope they do have the necessary bones
That'd be a pain if they didn't lmao
That's because of backface culling. You can turn that off in most shaders on the material settings, or you can fix it in blender by duplicating the hair and flipping the normals.
quest shaders be an exception
Basically for optimization, the backside of everything is invisible. If you have a solid object, that should be in the inside (so you never see it), but for something flat, you can see both sides
Nope, toon standard has this feature
since when
quick question, tryna work on a quest avi, however when slidng blendshapes, toggling anything, and swapping a material in the scene, it just shortly reverts back after. This has been going on for days and is very annoying. Anyone know how to fix it?
wait what??? toon shader you can turn off culling?
first pic is it normally, second is me trying to apply a material to the earrings, notice how the material applies, it changes the eye sclera, and the ears return to human, before suddenly snapping back
is there a good physbone setup for long hairs? Ive been struggling for half an hour with an avatar Im doing. No matter what I do, if I fix the hair from clipping the chest, then it looks rigid when looking down, and if I fix it, then it clips through the chest again 😦
use a collider in the chest?
every time I use a collider it ignores it, idk why
did you add the collider to the collission entries on the physbone script
yes
if you did, then it should collide with the chest collider
yea
can you animate any of the sliders in the material?
i havent kept up with vrc updates and this is what i miss the one time i sleep for a bit lol
reall this like makes quest side so much easier to work with tho still sucks about the quest limit tho
i think when the quest 2 is fazed out it might increase
Yes, as well as switch to frontface culling
I believe so. There's still a few small features I'd like to have (emissions mask, matcap emissions, matcap hueshift, switching UV channel for all maps) but this is still a HUGE improvement over what we previously had.
I know it hasn't been out long, but atp I'm not even sure how I made avatars without it. It's just so much better than anything we've had before.
omg im so excited holy damn this is coolollll
Ok update fixed the boots placement , but how do I get rid of this clipping
Do I remove the socks ?
Finally Stolas put them dawgs away !
you need to align them with the base in blender
bro im actually flaberghasted this is insane.
mhm i feel youu tho the worst thing about quest still being the very limited size of the avatar. so if i did want toi make full use with matcaps and emmision maps the avi would need way less stuff on it but honesltly worth it
How come my model comes out like this after exporting it into unity
A lot of maps you can get away with having low res textures though tbh. Only the main texture usually needs to be high res. Also good UVs and making use of the multiple UV channels goes a long way
i reaaly do need to figure out uvs someday
How do I get rid of these annoying sock things
trying to break intop texturing
bro not gopnna hold you if you want it to look proper your gonna have to get into blender
Another thing, even though we don't have UV tile discard, I've found that using the "clamp" setting for the wrap mode on textures (especially masks and transparent detail textures) can make use of texture offset and separate UV tiles for some neat uses
Il try something out
Right now I'm using this on my jam avatar to separate the UVs for the emissions and detail texture and detail texture mask in order to use lower resolution textures for the detail and emissions (because the UVs are on a second channel and are much larger for the areas that need those textures). I'm using the detail texture and mask + texture offset to create a cooking system. Regular texture is raw, detail is cooked, and the mask uses a gradient and texture offset to "cook" the foods over time
ok form the looks of it these boots are going to be influenced by the foot bone and the knee/lower leg bone, if you want them to actually work properly and actuyally follow your legs you need to go into blender and make sure they are set up properly for this avatars armature. you can ask someone to help figure out how to do that is a process but the only way to get the result you want. rn your kinda going about it wrong and it will definetly not look good
How do i turn my project into a unity package to sell it or give to others?
I was wondering cause im making my own avatars but i have no clue how people make their projects that way
cause when people sell their avis it gives them a unity package when bought idk how to do that
well my friend thats very easy
im new with it i usually just do uploads so i have no clue how to do that 🥲
one way is to right click the scene and export wih all dependecies except poiyomi as its best for the person buying the avatar to just add that to their project themselves
ofcourse i also encourage you to test putting it into a new project after exporting incase there are any issues
but generaly i believe thats how its done
Ohh ok thank you i expected it to be much more complicated
Does anyone know of some hair assets? trying to get a better look on an avatar i'm making
It is not
:,)))) how do I fix this
you have a mesh/something named head and a bone named head, it wont like it, rename the non bone one 
Also keep in mind that joints that only bend one way need less geometry on the inside (elbows, knees, knuckles)
Can someone explain to me what's going on here? I upload a medium avatar. The SDK says its medium. When uploaded, the website says its Very Poor, it says Very Poor above my head, but in the performance breakdown in game, it says its medium, but also very poor.
What is my avatar performance rank? What's going on?
I even tried deleting and reuploading, and still have this problem. I don't live on this discord, so if this is a known issue, I'd appreciate a pointer to where I can read about it
Do you have anything that adds upon build? Like vrcfury gogo?
Or systems?
are any of the stats red in-game?
^ that too
it'll give you a clue as to where to look
Ok, yeah, there are some VRCFury stuff. I scrolled down and found a red number, and ONLY THEN did the UI update to say Very Poor. Why would it do that? Does the game not know my numbers till they show up in the UI?
i guess that one spot doesnt know
I think some things it can't tell very well until you do a build
i have a avatar with no armature and isnt intended to have any, but while the togles for vrc fury work in gesture manager they dont when uploaded. is there something u need to have to have it work
some it can't until you go to the console and it updates
No, the build was done, the avatar loaded , but that one "windows" line still showed medium until I scrolled down
oh interesting
basically do u need a humanoid rig tohave toggles or something
I wouldn't think so, but I don't really use VRCFury in this situation so don't know what it does/needs
my avatar btw
So I thought I deleted this in vroid but apparently not is there a way to delete this in unity
yeah you can't really remodel in Unity, bring it into Blender
But I don’t wanna start overrr😭
so don't?
eait what did you want deleted?
if ur just getting rid of something u dont actually have to start over completely
Them lil triangles
just export to blender
don't export from Unity, the model is already a file blender will just import
I can see them on blender
So if I delete this and export again I don’t have to do all my settings over again?
If you overwrite the existing model file, using the same settings as before, and you didn't unpack the model in Unity, then yes, absolutely.
when u export to unity to the selected file location it will only overwrite the mesh and armarure
for what?
This
Idk how to overwrite stuff
file -> export -> export fbx, save the file over the existing file
I don't know what FBX export settings you had before but you probably want to set "apply scalings" to "FBX All" unless you know for sure it should be something else. And uncheck the option for leaf bones under "armature"
Oh and how do I change this to body it keeps adding the numbers
Hey I have no idea what im doing ive been trying to upload my avi i payed for to unity for the past two days can i PLEASE get some help.
do u have vrcc
yes'
explain what you have done and where you are stuck, including sharing any error messages
Well it wont let me into my project telling me access is denied
Im trying to make a new project
is there a way to put vrcfury prefabs in a specific submenu instead of just the main one
Yes - put a path in the name like Submenu/MenuName
So if I do this it will overwrite it
thank you!!!
you'll probably have to explain that better
you need to override in the unity's assets folder though. That doesn't look like it
do you mind if i just show you?
like im so tired
Hey Eliot! Ur videos helped me alot when will u drop the new one for quest
feel free to post images in here, sure
Also have. No clue how to do that
you need to locate the unity's assets folder in the explorer and save your fbx file over that
open unity, in the assets right click, open in explorer, this will allow you to copy the path and export from blender directly to there if you paste the path in Blender's export window
When I'm done with exams
Open in explorer?
Right click this or the actual folder
whatever you want
just so you can locate the location that you need to save your fbx in
Oh yeaaa I’m on Mac
I do this on Linux, saving files seems to be pretty universal
And click export?
wait, drop what?
This file
.prefab is a unity thing, that won't go into blender
I deleted them black triangles
you export a .fbx file from blender
I’m trynna get the avi over without starting all my settings over
so do what Kazin said
export it from blender and save it over the fbx that's in unity's assets folder
I assumed you started by loading your model into Blender, and it was a .fbx or .obj or something reasonable 🙂
What's the maximum amount of Bones before a avatar becomes unoptimized?
Depends on the platform
Quest and Pc
If Quest, 150, if PC, 400 I believe
Thank you
-# time to add like 40 bones to a fish
Wiggly fish time
i assumed so as well
Well it’s making me restart I saved it over but it just made a copy
well even if you end up with a copy, you can drag that into the scene and use Pumkin's Tools to copy everything from one avatar to the other
but I'm not sure why overwriting didn't work, assuming it's the same file type.
Pumpkins tools?
only one 'p'
What is that? How do I find it?
how does one find anything these days? (web search engine)
So it’s something I need to download?
Bones
-# it's a hand puppet so this is fine that the amount of bones are like this
If you want to use it, yes, you would need to get it and install it into your Unity project.
i'm either just really stupid or that does not work
i'm most likely doing it wrong
Is it possible to make the background of flipbook transparent? (nvm found it)
rename it (two objects can't have the same name in Blender, if you have an object named Body you cannot name a different object Body)
additionally if you had an object named Body and you deleted it, Blender still remembers it being there so you won't be able to use the name Body
check the docs, I thought that was the right method, but I really don't use fury much at all, so I may be wrong here.
I export and import into a new blender project usually. I think there's a way to do it without that, but idk how
i figured it out i went and asked in the vrcfury discord
having some issues, how do i texture the quest version?
ok so, i encountered something weird
trying to upload an avi that wouldn't upload cuz of some prefab for muting or being afk, removed it, it starts uploading without throwing any errors then gets to shadowcaster and my pc starts to lag then freezes completly and have to hard reset the pc
Ok I did it yay
Upload Freeze at ShadowCaster and try this out to fix it:
-
Turn off “Auto Generate Lighting” in:
i. Window > Rendering > Lighting > Scene → Uncheck Auto Generate -
Check materials:
i. Large or corrupted textures can crash Unity.
ii. Replace or resize huge textures (keep under 4K max). -
Delete or disable ShadowCaster pass in shader:
i. Some shaders (like Poiyomi) let you disable shadow casting in material settings. -
Check Skinned Mesh Renderer:
i. Select avatar mesh → uncheck Cast Shadows. -
Clear Cache & Rebuild:
i. Edit > Preferences > GI Cache → Clear Cache
ii. Reimport the model fresh into a new Unity project if issues persist.
Let me know the shader you're using or if you want help disabling ShadowCaster manually!, and then i detail it like this so that you can able to follow this steps easily so i hope it helps you out
How do you make a flipbook stop looping
Dude can you stop with the chatgpt responses
I have this thing opened. but it still is looping
I mean by the name I'd guess you need to disable that
You can always check poiyomi docs
even if it is disabled, it still loops
Not sure then. I can't check on my computer right now, but again, try checking poi docs.
You can also try asking in the poi discord
I already am, but yea maybe i could ask in their discord
tyty
does any1 else have a quest issue where you put a material on and in guesture manager play mode, it puts a diferenttexture on?
sounds like you have an animation changing that at runtime
still struggling with this issue since im still really lost, anyone happen to know how to fix?
im trying to import some custom animations from blender, being an idle and crouch, but the crouch is just completely broken, the lower half of the body doesnt seem to play the animation and the hands wont animate at all, does this have something to do with locomotion layers or smth????
My avatar keeps spawning below the ground in VRChat, even though in Blender and Unity the shoes and armature are above the ground.
I moved the armature up, applied all transforms, and exported it. Any help is appreciated!
the toes don't seem to be on the ground
Yeah, the avatar uses a blend shape to move into the heeled position, but I’ve also tried manually moving the foot and toe bones into the correct heel position in Blender (so they match the shoe soles). It still doesn’t change anything in VRChat... the avatar keeps spawning too low
try bringing the bones down like this mayhaps?????\
yeah I think it wants the toe bones actually on the floor.
as well as the root bone if it has one
anyone wanna help me upload a avatar the area where you look is fucked up
its near the feet
hmmmm oki, I will try that
also root bone? what do you mean by that
the root bone is generally the one called "hips"
some models have a bone on the floor where everything's connected, though i dont see one on your's
though i dunno if its actually called a root bone or something else
VRChat doesn't really care about that, but you certainly can have one
Oh? So you mean using a bone to tell VRChat, “this is the floor position” like a reference point?
also this is the issue i've been having, still no clue how to fix this
but if your feet aren't there, I think the IK system will drop you until they are on the floor
because that's how people work 🙂
haha oki oki fair pointxD
yeah no, still in the ground 😅
I feel like my feet sink in the vrc home
Try another world maybabs :o
yeah thought about the same as well, sadly happens in every world iv been in so far
Oughhh 
i checked all of them,and there not even on standered. so idk what do to
trust me, u missed one
it rlly do be the most inconvenient places
check to see if ur eye has 2 layers maybe
if ur using a humanoid model
I think I know why
its locked
nvm. I found i what i needed to do
Do I need to fix the size? because it said this
this is a really weird question but does anyone know how to have an avatar feature where when you change the scale of an avatar, it toggles an animation or toggle?
@simple hill size should fail you on the upload stage afaik. given you do use a recent sdk and not smth from 2024 or earlier.
so most likely its smth deeper
ah
ahhh I see
Any idea on how I add transparency to a avatar
Is this for PC or Mobile Platforms (Quest)
Preferably both, but if I'm forced to PC I'll deal with it
poiyomi has transparency options
hope this helps :D
Hey
So real quick how do I adjust physbones so the hair doesn’t go into my face when walking?
How do I reduce contact components
im like on the verge of tweaking out. so for some reason the texture on the jacket looks perfectly fine on blender but when i put it into unity it just doesn't do the same. i tried alot of things so now im coming to this channel.
how can i fix my blend shapes being so stubborn?? every time i move it it goes back to where it was, same thing with materials, whenever i change it it changes back... this is in unity btw
are you animating the effected blendshapes?
not sure?? im working on a novabeast
Screenshot what the shading tab looks like for the jacket in blender
it also takes like a split second before i tgoes back
alsos ays this
That's normal, VRChat clamps blendshapes to 0-100 (preventing you going above or below it)
What does the Unity material look like
it looks the same even if i use the normal vrchat shaders
i only have one uv
also looks the same with uv 0-3
I'm assuming the texture isn't the same then
neverminddd i fixed it!. it was with the import settings. i had the normals as calculated instead of import. which is weird cuz i always have it as calculate. i pray nobody go through this pain.
easy fix go to the configure screen on the fbx click on the hip bone and raise it up to a certian point make sure to copy the position tranform so you can put it on the hip in again in the heiarchy after you apply on the fbx should work
went into play mode, came back out and have been met with "vrcscaleconstraint has been destroyed"
how do I fix this? 😭
Does it actually break something? If not then ignore it.
Does someone know whats causing those weird black stripes? As soon as I turn MSVO on, I get em on my avatar.
I already tried multiple base textures, the issue comes with all of them :x
how do i fix this to make head and body match
i dont see what you mean
the body is a whole different txt and hade then the head
Anyone able to tell me what Im doing wrong, its regarding MMD.
My Avatar has its Write Defaults On, it has the proper blendshapes for MMD, it has the VRC Fury MMD Compatibility placed under where the Descriptor goes, and my Vismes work perfectly fine. Im at like a complete loss.
sorry, hade?
ahhh thank you! I will try that out the moment I get home!!
well, gotta check the shader settings as well as anchor and also lasty consider that if the head texture is from a separate asset (did not come with the body) the maker may have used a slightly different shade when texturing
im trying to upload my first ever avatar and i almost got it but his rig isnt working in vr and this keeps popping up with something about one bone not being a child to another
you can't have a mesh with the same name as a bone, i think that's what this error means. And you have wrong parenting in the hierarchy most likely based on the second screenshot
do you know how to fix the hierarchy
either rename the mesh that is called neck or if you have two bones named neck, rename one to something else than neck
thank you ill try those
reparent in blender
im trying to figure out the hierarchy in blender but im struggling to
this is what order his bones are
this is what shows up
Can someone tell me what this means exactly? I'm getting it whenever I try to make my model humanoid
Scroll up the chat just a bit and you will see people is discussing about that.
OH- That's actually crazy one sec LOL my bad
thank you so much
You have a mesh named "neck" which is not allowed. Rename it and youll be good
then just to the normal process in unity ?
yes
Can someone tell me in depth how I'd create "footstep" sounds with contacts where if I lift my leg and step (like.. even in fullbody, not just when I'm running) it makes a sound? 🤔 I've been trying to figure it out for months. X(
the head is green but now this happened
This has to do with bone parenting
you will need to go to blender and have a look what the hand is the child of. it should be lower arm, but isnt
strange it is
is the bone name maybe wrong where you see its "r" but really its named "l" by accident, confusing sides
also consoder cropping away less in the rig configuration, the more we see the better we can help
will do and they both are R
MY MAN, it worked! thank you 💖
the side is green but even after renaming it still has the error message
This time its the head
i assume your avatar is blocked out using multiple mesh pieces which you named after their positions, aka "head, neck, hands" and so forth
so this is the same problem: unity does not allow mesh names that are the same name as a humanoid bone, such as neck, head, hand, etc
even if i added bon at the beginning of the name?
its not about what you name the bones. its about the slot names that the rig configuration gives you and the mesh names
ah ok so how would i got about fixing that just so i dont mess anything else up
i personally would just rename the meshes
like this?
i think i accidently imported different liltoon versions and i have compiler errors now, any idea how to fix?
Delete lil toon and re import it
thats kind of what im stuck on, where do i delete it from?
and clear the console, see whats left after
i deleted and re imported, getting those errors
oh i had an extra copy of it in one of my files, i fixed it, thanks guys
Your project window should have a folder for it
Unless you imported it via the vcc. Then you have to remove it via the vcc
Can someone explain to me how to set up something where I have different sound effects toggling when I step? (I figured out the contacts - I'm talking about it being random)
Your gonna want one of these bad boys
Add it onto the animation that's supposed to active the sounds, all you need is one audio source, and then you add your audio clips into the "clips" area and change playback order to unique random
Oh so, is it just the animation that turns on the sounds then that I need to put into the layer? 🤔
Yeah the animation itself should turn on the audio source you plan on using
Then in ur fx layer, you put that behavior on top of said animation
Oohh I see! lemme see if i can get it workingg one sec
finally fixed the rig now is just this stopping me
Gosh thank you for this. This literally makes everything so much easier oh my god 😭 🙏
Ikr I love it sm
i SWEAR I forgot about this thing coz I know I did something similar once with minecraft cat meows.. but I totally lost the project. so truly thank you. my brain was legit melting X_X
Does anyone know how to do matcap on android without the texture going missing?
Am i dumb or did model blendshapes get moved?
You weren't very specific, but they are where they always have been.
If there is nothing there then you don't have any I guess.
Was trying to add this coat using vrcfury
I got it off booth
The avatar and/or the coat?
The avatar is from payhip , I think it’s using an anime style base
If they coat didn't list the base avatar as supported then it won't work without being weightpainted.
Il see
If you know how to use Blender then I recommend just using this addon to quickly weightpaint it. https://jinxxy.com/SentFromSpaceVR/robust-weight-transfer
Clearly my mesh has shape keys upon export. In unity, none are showing. The only thing i changed today was updating the sdk
I got rid of the cape and wings cuz I didn’t like em
Trying to find Victorian style boots since this is a Stolas avatar , the shoes that were on were Hugh heels and his dawgs were out so I took em off
What file format are you exporting it as?
fbx
No clue how the SDK could break blendshapes
trying to fix the avatar validation fail and saw his torso like this
i tried but it causes the rest to turn red
probably because your bone order/parenting is wrong
i redid it several times and it worked earlier so im honestly not sure
only you are able to check it
it should be hips - spine - chest. from chest off go shoulders, then upper arms, lower arms, hands. from chest also neck, then head. from hips upper legs, lower legs, then feet
it looks like that to me i could be wrong
that looks fine so whats the issue
the shrunken torso when i go into config
did you apply transforms in blender
plus the avatar validation fails and yes i did apply all transform
show the validation messages then
what makes you think these bone assignments are incorrect, i dont get it
ah but he doesn't have any
ah so i should go back in blender and add some
you don't need to weight paint anything to those bones but they have to exist
hmm, my stepping contacts dont really work in vr except when its first toggled. everythings fine in unity?
Hello there !
So, I'm trying to make myself an avatar by using a model I've found from a game
I want to use this one but I'm not sure if I can do something with it
(The model comes directly from the game files)
make it have one armature and ideally as little meshes as possible would be the first step
Alr, thanks !
How can I increase the size of a blendshape to prevent my clothes from clipping through eachother?
I want to make the shirt a little bigger, but only when there is another clothing item under it.
Modify the Blendshape in blender
hey so i have a slight issue, my avatars commpressed and ucompressed size wont change no matter what i do, even removing items from the Fbx dident lower it
Did you start build process again after doing changes?
the number does not automatically update, you need to hit build again
Does anyone how to fix scripts that are missing?
idk if i imported something wrong or what
recheck your dependencies
whats that?
^^ It's like what your avatar needs. Check where you got your avatar from, usually the avatar creator tells you if you need something else like vrcfury, etc.
It says the only thing i need is vrcfury and poi. i have both of them installed.
could it be the version of the sdk im using?
Something broke. Check for error in console.
wat do i ned to do to not maek physbone go like weee /\_/\_/\
did you add them before or after you imported the avatar?
yes to which? you added them before or after?
because if you added them after that can cause issues
and you'd have to reimport the avatar
i added them before i imported the avi
wait huh
if you add vrcfury and poiyomi after you've imported the avatar that can cause issues
no no. i imported poi and vrcf than i imported the avi
theres no red
Enter play mode and see if some shows up.
in my experience, that hasn't mattered in the slightest.
make sure your SDK is up to date and try restarting Unity. But depending on what "material pack" means, it may not support the latest SDK or something
Funktronic Labs' Volumetric Crystal Materials
Still no reds
the unity store says that package is deprecated and now removed, that might be an indicator
usually that kind of thing is just scripts though, which you can't use on avatars anyway, so maybe the materials are still useful
it seems to have been a purchaseable item from the unity store, so if you found it elsewhere, that's pirated.
hey so everytime i import a model from unity into vrchat through sdk im just invisible, anyone know how i can fix this?
maybe show some stats, like the build window in Unity
this?
no, where you click "build and publish", there's a whole list of stats and warnings and such about your avatar.
your bounding box is huge, and you could probably join all the SkinnedMeshRenderers, but otherwise, the rest of that looks like just typical VeryPoor.
probably it shouldn't make it invisible
y is it poor anyway?
it lists why clearly, all those red indicators
with too many mesh renderers, material slots, and a huge bounding box.
whats a bounding box?
Just reading all of those warnings with no 3d modeling experience I feel like those stats would be for a movie or a game I'd see in 10 years lmao
a box that encompasses your avatar
it being large means you have something inside it too large or positioned too far from the origin
like too wide?
or tall
when i change the size it doesnt make a difference so
hmmm
so i have to make it taller or it wont work
make what taller?
the model
how tall is it now?
it looks in the floor, it should be standing on the origin.
i tried that and it was still invisible
yeah that wouldn't likely make it invisible, unless it's really in the floor maybe
is there a way to like snap the bottom of the model to the origin? i dont want it to be slightly above or below
also how much do i need to stretch the model until its narrow enough?
you can rework the model's origin in blender
re: stretching, I'm not sure what you're trying to do there
look in the build stats, it tells you the size of the bounding box and the size it should be
where can i find build stats?
you just posted images of them?
oh build and publish?
also now I see the warning about the feet in the floor too
it's whatever size you made it
there aren't rules
only rule is that bigger than 5,5,5 means it's very poor
(those are in meters)
so if i shrank it down in blender it would be better?
that's generally where I size my avatars
oh ok
fix the origin point while you're there
yeah origin is 3d cursor
the avatar should be standing on that point, and the origins of all the meshes should also be that point
and all transforms applied
does it matter if it think my model isnt in a t pose?
maybe, it depends why
Idk if I put this here to get help but this won't load at all I've reloaded the skd reopened unity reopened the project deleted things for storage and it still won't load
"won't load"?
Yeah the prepare your content tab won't load it shows it but won't let me click on anything
oh interesting
Yup
wait so the problem is im using multiple meshes?
okay, so. In vrc, i can see the avatars hair in front of the view. Is there a way to prevent that?
Having issues with this. The humanoid is mapped without import errors and the armature is quite literally there. Auto fix will hang unity on a "MouseDown".
huh, that's a weird error - can you show the avatar in the hierarchy? I wonder if it got exported from Blender badly
ignore warnings. works fine if i drop in the original model file and put a descriptor on it. but not my actual avatar.
I also re-exported, but again, I work directly from blender files. not fbx.
Theres also no child animators
no I meant in the hierarchy, because it's talking abo- that yes. nothing about that looks weird.
ohh hang on
this has a digitgrade setup, right?
also again, important fact. if i drag the normal model in, add a vrc descriptor, it doesnt give me that warn.
ah yep, it does
yes. humanoid uses planti.
Just dragging and dropping the unmodified raw .blend file into the scene and adding nothing but a vrc avi descriptor
As opposed to my fully decked out prefab I made of the custom rex
this prefab, you setup an avatar and then dragged that into your project to turn it into a prefab?
It worked perfectly fine before, and I opened the project today, making no changes whatsoever, and I went to check the SDK as I was logging in, made sure it was selected, and logged in
nvm, had my hierarchy wrong
I even deleted the .meta files to regen that and re-setup the humanoid on the model
ok I'm not sure what the prefab situation would do, and I never do that, so I'm not sure what to suggest
So it's something to do with that model/prefab, but I really want to avoid setting it up all over again because it's one prefab that goes to a bunch of others for commissions. I'd have to reset up all of them
Even with tooks like Pumpkin, that's going to set me back hours of work
I tend to prefab all my add-ons and such, thus sharing things between avatars. But not the model itself
(and constraints and physbones and...)
I have a main rex, then prefab variant that to all my other rexes. All my rexouiums are in one project prefabbed of the main one
And then the quest versions are prefabbed off of those variants
Doing it that way allows me to update all my rexouiums for multiple people at once and its extremely streamlined doing it that way
If I can figure out simply whats causing it, then obviously I can fix it
that looks reasonable to me
Its just a really weird issue
It works perfectly fine in play mode with gesture manager too.
I'm starting to wonder if this isn't a bug in the SDK itself
i for some reason cant get the blush and stuff to render properly i have it set to transparent but when i do the entire material implodes on itself, if i set it to TransClipping the blush just becomes a hole where you can see the hair in the back and all other options dont really do what i need them to do, i think im mising a setting in poiyomi but im out of ideas.
are you using the correct texture on that material?
When I upload avatars the idle animation my avatar’s hands aren’t leveled as usually one hand is behind the other. Does anyone know how to fix this?
attemping to import a model from unity 2018.4.20f1
setup the project, installed dynamicbonestub, and it didnt seem to fix the "missing script" (the avatar descriptor?), and dynamic bones were not automatically converted.
anyway i could get it to fix the descriptor, or is setting it all back up from scratch the best option?
is the texture set png and in its setting enabled alpha transparancy?
it is a png and Alpha is transparency is turned on
The only thing i can think of is how its rendering or its render queue
Hey Ive been trying to upload this avatar I just recently made and I can upload as a test avatar but it wont let me upload publically
I dont really know what to look up for this specific problem and I cant find any help online :(
you dont have an avatar name try naming it and try again
it wont let me input anything there thats the problem
it sometimes says loading on the name input and some of the other things like content warning also appear as loading
i have no idea where to find that information
in the shader
I wonder if the normals are flipped
thus having to change the cull from back to off
this is what its set to
even after relaunching the project?
is there a way to apply a shader across an avatar instead of one by one per material?
I would remove the SDK from the project while its closed and readd, then reopen the project. Or if theres an update, push that instead.
do know make a backup just incase
how would I go about adding an alt mode to my avatar
where in the armature do i put the alt mode
if its culling is off thats good but now im worning whats the render queue
you mean update the sdk?
or update the vrc companion?
any idea? just want to make sure before i go through the whole armature and begin the upload process
IN VRC Creator companion you have an option to manange package. Which includes the SDK. If there is an update or try removing and readding it back may fix it. Though I advise to make a backup of the project for your sanity.
Cause I broke projects in the past and its good to have something to fall back on
uhhh should I just copy and paste the unity file to make a backup?
the ellipses
thank you so much sorry im very new to this
Are these the materials it came with or new materials you made from the ground up?
the ones that the base came with
thinking i may have to restart and install the files again instead of copying the files from my last project im thinking that something diddnt copy right or something
Its rare but I think poiyomi may be breaking on that material. I would make a new material fresh start and mimic over the textures and settings to see if that matieral is just broken.
not a bad idea ill give it a shot
Sometimes some settings break in poiyomi that worked in older version and when updates to a newer version it causes issues but I dont know what version it was made on, so im shooting blindly XD
i just noticed a lot of these have a little plus sign, do I need some of these?
also once I remove it will the avatar sdk appear in the bottom list to add it again?
i think that was the reason cause it worked! thank you for your help!
Those are extra addons for QOL when making avatars. Think of it as DLC creator tools. The main core ones you need are going to be the ones for VRChat in the name regarding Base, Avatar, and Resolver. Those are the SDK components for VRC Avatar projects.
gotcha!
VRCFury is a Staple in a lot of avatars so be wary if you get a missing script it most likely could be that.
this appears now :(
also I keep getting this every so often could this be problematic?
try down grading to 3.7.6
I dont know why the SDK is crying this much but this is also why we make backups so we can break and try to fix XD
can someone help me with my avatar
yeahh it didnt like this version either
the ears and the bow aren't connected to the avatar
YIKES....okay well this may be a SDK really borked itself.
I would raw dog it make a new project, go into file explore, and copy everything from the old assets folder over to the new project's assets folder. Reload the scene, and see if that works.
aww man ill try that then
I know im sorry
i appreciate it though
is the bow attached to hip/chest bone and ears attached to the head bone?
do you know what this is though?
im worried I might have to just reinstall the companion
I havent seen the error before but looks like it has the latest SDK so 3.8.2 to install so its up to date in a sense. If you need to you can reinstall it. Its more of middle ground for managing packages. Not the actual SDK itself.
mk i made sure to update it before i did anything so it was just weird I kept getting that update message
thanks though ill probably come back if anything craazy happens again though
huh i went through my logs and saw it mine too weird.
oh man thats odd
there are many bones for this mesh that are not being used/ Not influencing the mesh. Is there any way to select all the bones that are not in use by the shown mesh and delete them instead of having to go in and delete them one by one?
how do i make my avatar transparent for quest?
How does one fix idle animations locking head to where the user is facing?
Haven't tested if it messed up VR head tracking with these animations in half-body
I wiped my PC awhile ago so I no longer had any unity or the VRChat Creator Companion. I downloaded VRChat to play again and none of my avatars could be put on- I thought maybe because I didn't have the Companion or anything. I didn't know that affected it or if it even does but every avatar I had ever uploaded using the Companion was not there but ones I did before it ever existed was on there. So that's why I think it was that. But now I can't re upload her because of this and I am going insane.. I already had to lower all the quality of my textures and such but I don't know how to get around this.
remove stuff - maybe consider splitting the avatar into 2-4 others, by outfit, or by prop or something.
does anyone know how to fix this, it happens when i am using particle shaders, no matter what kind of shaders
Im not sure what im looking at..
Are you trying to use transparency?
yeah
its just the particle material applied onto a surface
What particle shader are you using?
this is the particle, it doesnt matter what shader the issue always happens
But the physbones on a lower bone. It’s because you have it on the first root, which makes it float away. Put it on the 2nd or 3rd bone.
even with the standard shaders
there are many bones for this mesh that are not being used/ Not influencing the mesh. Is there any way to select all the bones that are not in use by the shown mesh and delete them instead of having to go in and delete them one by one?
Do you have "alpha is transparency" enabled on the texture? Also please let me know what shader(s) you are using and what platform this is for (PC or Quest)
pc,
rn its just on standard shader but ive tried zer0s anime shader, lombex shader, mochie shader, kryptofx, and so many more
its the same issue tho
Have you used a shader that explicitly supports transparency (or changed the render settings on the shader)?
Try using vrchat/mobile/particles/alpha blender and send a screenshot
*alpha blended
ive used particles exactly like this in the past woth no issues, same shaders and all but this texture just isnt working, also here
yeah it works with that, but not with the other ones which is confusing cause those are the onesz that have always worked inthe past
Still not found the solution. This is really weird.
Okay so, if you buy a avatar off mobile how does that work? Like how would i save it/import it or whatever or can you not?
(I dont have a pc)
What do you mean by "buy an avatar off mobile"
Like buying it from a website
"a website"?
You'll need a pc to upload it to your account
Or, this isn't recommended, you can get the creator to upload it for you, but they need your account information
you can buy from VRChat's in-game store and not need Unity and a PC, but otherwise, you need Unity and a PC.
Oh okay
(wherein PC = mac, linux, windows, whatever)
Okay, seems like it may be an issue with your materials settings. What shader do you want to use (or what effect are you trying to get)?
im tryna use either lombex or zer0's anime particle shader
just for it to look like this
but yk that issue keeps happening
I mean if you just want basic transparency, the mobile options work well. You can use alpha blended for regular flat-shaded transparency, or additive for a glowy effect.
I've never used either of the shaders you mentioned, but if they have documentation, I would recommend looking there to find information on the way they handle transparency
...so unity and vrclens dont appear to be communicating the best, is there a way to basically trick vrclens into allowing me to apply it?
like i definitely have the bits for it
it just cant read
please help. i just want a cute high quality camera
How do I get this off my screen, I pressed “layers” again but it won’t go away
Nvm got it
im so confused??
about?
how to fix
there are lots of tutorials on this, but basically find the Material with the wrong shader and swap to a quest-supported one.
Clicking "select" might get you there.
it says its in the main avatar
I can't tell you where it is without having your project myself, so you'll need to find it.
getting a couple errors trying to upload an avatar, but have no clue what prefab or asset its pointing to, any help?
wait nvm ive found it
it does tell you which game object it's on, so that might be a useful clue.
I'm guessing you need FinalIK, based on the names of those things. It's not free, but there's a stub package VRLabs has that'll make this uploadable as is and functional in game
hang on, it was included with the asset, must have just forgotten to drag it in!
what, the stub package? nice of them.
liindy, adore their stuff purely because of how easy it is to include
ah yes, Liindy's stuff works
cant say the same for my vrclens, which decided that i will never have enough parameters but hey ho
like im using the memory optimiser, managed to drop it to 90 bits
vrclens is CONVINCED i am 157 bits over budget
what is wrong with it
the bows arent showing uo
you got textures on them? they look a little grey compared to the rest of the avi
the left image also looks mirrored?
its only white
yeah it was taken on vrchat i have my mirror on
the issue on quest is the armature but idk how to fix that its the thing that keeps the bow up
does anyone know why some blendshapes and toggles revert back shortly after toggling or sliding them in unity? this ends up applying to uploads, and doesnt seem fixable
do you have something animating them?
Can anyone tell me why when I duplicate a folder of assets from a avatar that's blue (not unpacked) in the Hierarchy over to a white label avatar (unpacked avatar) underneath it will enlarge or shrink the assets when testing it in play mode
can somone help me?
dont ask to ask
Do you have any errors in the console?
I have no idea how to fix this
ill paypal u 5$ if u fix this
Wot.
click on the avatar root
check the playable layers
you will see gogoloco animation controllers there
just remove those and it should be fine
are those fbx that you added. have you parented them or armature linked them to a bone??
Is there a way to trigger particle emissions without the particle emitter being off beforehand?
What kind of help you need to begin with?
Not me for one. But you could also ask the more specific question here. Also https://discord.com/channels/189511567539306508/1139228456090087495
y'all I need help
I built a human avi for the first time and the pants are attached right but the legs won't stay in the pants, same with the boots for the feet I think
Legs won't stay in pants, or pants don't follow legs?
Then it isn't "attached right". How did you do it?
i imported the outfit and attatched the parts to where they should be
What "attached" actually mean?
well I dragged them onto their respective root bones
also would it be easier to call for this? if it's possible for you at least cuz then I could share my screen
I don't get in call.
ok
Can you screenshot the result in object hierarchy?
"Hierarchy" the panel to the left in unity.
This is probably an easy fix but for the life of me I can't figure it out. My avatar has a TwoAxisPuppet toggle that moves the hair, it works fine, but when I clip the trigger in game, it doesnt save where I had it and resets
TwoAxisPuppet can't save its state.
Well it used to work fine before. its a model I bought that im adding toggles too, but I havent touched anything to do with this toggle at all, and im just now noticing it.
Is "Pants (1)" a bone from armature object or mesh renderer?
TwoAxisPuppet can't save its state. Apart from closing the action menu instead of pressing trigger which would work, but it will reset when you open back the action menu.
It all came as one outfit so I duplicated the parts to move them onto the armature
That’s why it has (1) but I’m fairly sure it’s a mesh? Idk a lot about this cuz I’m new to making avis
Select the "Pants (1)" and see in the inspector.
Mesh
Screenshot.
Because you don't attach clothing by moving the mesh itself.
How the pants prefab originally is?
"Moving" is the changes you made.
wait so the pants were from another model?
why isnt it packed with the avatar
It was a package that came as one outfit all put together
and you duplicated it without moving bones?
Yeah
then how do people have them stay where they left them? on other avatars ive adjust a puppet menu before, then clicked trigger to close it, and everything it controlled stayed where I moved it until I moved the puppet back to the middle 🤔
thats not how that works
thats also what it was doing before
skinned meshes require the bones
and you cant just use bones from another armature without reparenting in blender
Ah fu- ok
I press the menu button to close the menu instead of using trigger to close the control.
you could technically but that requires the fbx's of both the outfit and the avatar to be IDENTICAL
Oh yeah if you just dragged a mesh object without its weight painted armature It doesnt see that new armature as its so it will stay solid like.
if they arent identical and you try swapping meshes itll just disappear
Ok
and spontaneously turn into a blob of vertices at the root if you delete the armature
that makes more sense, I think I started clicking the trigger instead of the menu button without noticing, thank you so much 😁
Okay so if it comes as one outfit put together then where do I put it on the armature to make it follow the body??
you can use VRCfury to take care of that for you.
only if it has bones
otherwise youd have to double the bones
The easiest way would be using vrcfury.
I don’t think I have blender and idk how to use blender either
they have documentation
yeah
Alr thx
you are looking for armature linking
it links two aramatures togeather like clothing.
Gogo loco won’t work, any ideas why
Like I have the gogo loco on the gesture
But it won’t do anything
Might have to explain you you installed it.
It worked tysm!!! Now I only have one other issue
Idk what it is and I’ll get a pic but there’s a string of smth on the avi
There it looks like her hair
delete the components from the avatar's playable layers or delete the vrcfury component
your avatar already has gogoloco
I can’t figure out why the hair is doing that cuz the hair itself when I use the avi is not stretched it just has that long ass string of hair coming from her legs
looks like stray pixels, maybe not weight painted properly?
yeah, that wouldn't surprise me in the case of hair
cause the vertices are shooting to the root of the fbx which usually indicates you deleted bones that were weighted
I've been trying to texture in blender but nothing I do seems to solve the problem of my stokes being very low res, even if im drawing on a 4k texture. Is this a blender issue?
Oof
pretty sure thats just how the pen works
you kinda gotta set up the pen or get in close to the mesh/uv window
are you even sure its a 4k texture
You don't understand the issue so I'll wait for someone else
with?
Making a 6 armed avatar
I’m trying to create duplicate arms in blender
The tutorial I’m following isn’t very clear on how I get to the mats tab
I'm guessing you mean the one called "shading"?
the circle on the bottom right side
oh in the properties box, yeah that
but if you mean the rendering then itd be at the top right
click the mesh first
Well I uh clicked edit mode and click on the mesh
that works too
but you just need to have the mesh selected
the properties tools swap out depending on what is selected
like if you have an armature selected it swaps to the bone tools
Ok welp I’m gonna try and muddle my way through I’ll give a holler if I need help
Thanks guys
if nothing is select its just the default tools
for tops would Ilink it to the chest or spine??
Link to the matching bone. Look for bone name.
alr
Does anyone know how to use a gz file in unity
there's a change that a unitypackage will add .gz after it when downloaded from Google Drive
if that's what happened to you, I just edit the file name to delete the .gz
I found a legal way to increase the amount of physics simulation in the quest avatar. To do this, you need to use rotation constraint on adjacent bones and bind them to bones that have physbone, so bones without physbone will be able to simulate movements. I think this technique is great for hair
This doesn't increase the amount of physics simulation.
This doesnt actually increase it you are just copying from the 1 simulation
Hey guys can one of you guys hop in a call with me and help me figure out why I can't upload anything lmaooo like I go to upload it and I get the same error for every model?
someone is more likely to help you if you just send a screen shot of the consoles errors here, not many here are willing to do calls or even private DMs
Hey people, I'm having trouble with my avatar's textures in unity, whenever my character blushes, this happens. How can I fix this? Please help!~ 🫠 https://gyazo.com/492804a7607d2ba310cec94d43863720 , https://gyazo.com/9f3da2d0f6098db628ddeeaa3ecf47f5 (with 'transparency')
Hi people I need help, I can't find a fitting suit for my avatar
I don't know what based she's using
It's from sukhaVR from gumroad
it says it's an editied base, what should I do?
if its their own edit of an existing base its unlikely anyone would be selling clothing specifically fitted to it, your best bet is finding an outfit you like made for the original base the edit uses and sculpting/possibly also weightpainting it to fit the edits rig and mesh
does anyone know how i fix this ;-;
What does it even do? Did you set view position in avatar descriptor?
this is what i see when i edit the view position, so it should be fine right?
Have you tested with gesture manager as well?
in gesture manager she stands perfectly fine
Screenshot the whole avatar in unity how it actually look like.
in gesture mode or just normally?
Could using both for reference.
flipped hip would be my guess, rare to see those
How does one fix idle animations locking head to where the user is facing?
Haven't tested if it messed up VR head tracking with these animations in half-body
it just looks normal to me ;-;
The feet are also messed up and bent
heya, so i have a fidget toy im working on. Basically it's a rope dart knife that uses:
- a springjoint that has the knife attached to it
- a rotation constraint (to keep the knife pointed away from the pivot point)
- liindy's "liish" asset to provide a visual for the rope, connecting the pivot point and the springjoint
- and nebulaanimations' magic decal for a blood effect at the end of the knife
what i'd like to do next is make the knife stick into world geometry.
does anyone have any insight on how that might be doable?
Also test on desktop mode. See different between standing still and walking animation.
i noticed that the avatar goes back to normal after turning off fbt, i wasn't using fbt bc i'm lazy rn but i was using standable if that helps
could it be bc i'm not actually using fbt?
So does the sdk warned about pelvis bone?
the vrcsdk? no not at all
on desktop she stand and walks fine
Can you check again aan screenshot the sdk build panel?
it's mostly just optimization i think
Then check in the fbx file rig configuration.
this ?
Yes. Configure.
The hips bone position is below upper leg bones, that could be the issue when using fbt.
can i fix that myself?
If you can use blender then you can.
ugh, i can't ;-;, thank you so much for the help though
gogo logo wont go in am i doing something wrong??