#avatar-help

1 messages · Page 146 of 1

junior void
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what makes you think its not in the project

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it wont add itself to the avatar, you likely have the gogo folder in your files in unity, you just gotta find them

flint hamlet
junior void
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you should be able to just double click it

flint hamlet
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okay that worked ty but its not adding itself to the avatar or is it supposed to stay in the file??

junior void
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its supposed to make a folder in your assets

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the gogo package itself you have to find in that folder and drag it onto your avatar

flint hamlet
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it wont drag

junior void
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well, what are you doing

flint hamlet
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im dragging the foler to my avatar

junior void
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dont drag the folder

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open the folder and find the gogo prefab in it

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then drag the PREFAB on

flint hamlet
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is it that?? because thats the only one that worked

junior void
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yes. if you use vrcfury, use the one in the vrcfury subfolder

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if modular avatar, use the one in that folder

flint hamlet
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i got it thank you !

spring ember
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trying to change idle... keeps playing the default one in game.

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should i try putting it in the additive instead of base

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tutorial from 4 years ago used the base so lol

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okay putting it in additive is a no go

flint hamlet
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the bow isnt connecting to the head i connected it to the avatar and the stick base its not working

left gull
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if its the same model as the one you posted a few images ago you want to attach it to the head bone not the neck bone

sullen mulch
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My footstep contacts work in Unity, but in VRChat, they only seem to toggle once and then never again. 🤔
Anyone have any ideas?

raw gust
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Anyone got some experience in dealing with facetracking? I'm trying to apply it to my mayu, and it's giving me an error due to it being a modified fbx. The thing is, the edit that I have literally only changes the paws, and leaves the face untouched. Is there any solution to this or am I outta luck?

rough palm
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Can someone please help me out with this? My VRChat project said it had compilation errors, I am very new to avatar creating. It looks like it has something to do with the Gesture Manager. Please help me out.

zinc flicker
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Its in safe mode

rough palm
zinc flicker
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close the project and relaunch but dont choose safe mode

rough palm
zinc flicker
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Depends on what you mean by repainting. Like drawing a new texture on them live or just applying a different finished done texture.

rough palm
zinc flicker
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Importing a old texture is easy just drag and drop the image into the gray space in the project tab. Or open the asset folder in your file explorer and putting it any targeted destination under asset folder.

zinc flicker
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If you are live drawing on model itself substance painter and blender are good options. Or you can go old school and cry into 2d painting programs like gimp, photoshop, or even ms paint.

zinc flicker
flint hamlet
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my password lock doesnt work does anyone know how to fix it??

rough palm
zinc flicker
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The main material thats on the body should also be refrencing it to make it easier to locate.

flint hamlet
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im doing everything by the book but it wont unlock

flint hamlet
rough palm
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I can't add the VRCAvatarDescriptor and it shows this in the console

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please help

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oh nvm

dusk mulch
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helppp
uh my avi in play mode doesn't have the clothes working, I mean, first I used blender to adapt them to my avi
then I export to unity and play mode to see if they appear
then I seeing that thing?
how remediate to that plz

junior void
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try exporting them with a different scaling factor such as fbx all

dusk mulch
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how to do that ?

junior void
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well, in blender export settings?

rough palm
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how do I fix this error?

verbal elm
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i need a lil help xd, im trying to get rid of the tail without removing the ears, how do i go about doing that?

verbal elm
junior void
sharp magnet
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Where can I find more in-depth resources about SPS?

misty ridge
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could mesh and bone sizes being different possibly break physbones or smth?

somber sequoia
somber sequoia
# rough palm

you don't care though - that dropdown at the top is what you need to change

dawn isle
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Someone a Idea? My Avatars Eyes are behaving like they stuck, i setup the EyeLook like always but if i go into play mode the eyes look up, but not the full way (Set to 14, goes to 9). In vrc they then twitch in movements/does blink like instantly/very quick

onyx ferry
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Hi all, I really need help. I am trying to change eye color with decals using integers and toggles, but the integer changing isn't triggering my animations. I am 100% sure all the names match and everything for my parameters. I've spent like 6 hours on this. Followed the Sipps tutorial and all and redone everything several times

somber sequoia
# onyx ferry

This animation layer dead-ends. That is not actually "AnyState", it's just a renamed normal state. Either remove that and use the blue AnyState, or put a return path from each of those grey states back to the orange one.

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(and don't forget to uncheck "can transition to self" if you use the actual AnyState)

onyx ferry
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I've even used the GestureManager debug to change the integer manually in play mode and nothing happens, so it's not just my menu

somber sequoia
somber sequoia
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and the transition back is "eye color not equal to 1" right?

onyx ferry
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There's no default color that isn't blue green or brown, so transition back being eye color equals 1 should just change it back to blue

rough palm
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Can someone help me, I accidentally created more problems

onyx ferry
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But it never changes from blue in the first place

onyx ferry
somber sequoia
onyx ferry
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It's just that no matter what I change, updating an integer never triggers an animation. I can't find anything on google or reddit implying what I've tried shouldn't work, so asking here was kind of my last ditch effort

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My radial puppets with float parameters work fine

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It's just integers :T

somber sequoia
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right but I can't really offer any suggestion based on that description, I don't know what is happening.

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What I'd do here is poke the menu in gesture manager/av3 emulator and watch what happens in the animator.

onyx ferry
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I'm not using av3 emulator in my project, could that be breaking something?

somber sequoia
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no it's just a testing tool. I prefer it but you can use whatever.

onyx ferry
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I tried poking the menu while looking at the animator just now, but nothing updates when I hit my toggles. I also tried changing the Eye Color parameter manually in the animator then switching back to the scene, and still nothing

somber sequoia
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is this the animator that's on your avatar?

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in the FX slot?

rough palm
onyx ferry
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Yep, and all those other parameters in the screenshot work

somber sequoia
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wait, just one parameter doesn't work?

onyx ferry
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Yep. Just the integer one

somber sequoia
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are you 100% sure it's spelled the same, including case?

onyx ferry
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Yes, even copy/pasted

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I haven't implemented hair color yet but I imagine I'll run into a similar problem

somber sequoia
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yep, looks fine to me.

rough palm
somber sequoia
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ideally when testing, make a video in a world that's way lighter than this, especially if your avatar is dark.
What do you mean by "aligning"?

sand garnet
rough palm
somber sequoia
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You change the viewpoint in the avatar descriptor

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iirc it's labeled "view position"

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Put it right between your eyes, halfway into the bridge between them

onyx ferry
rough palm
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Can someone help me out with converting the triangles to quad

onyx ferry
rough palm
sand garnet
zinc flicker
onyx ferry
zinc flicker
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this is found on your avatar "VRC Avatar Descriptor"

onyx ferry
zinc flicker
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when you hit edit youll see this orb on your avatar thats where you are viewing from your headset

rough palm
onyx ferry
onyx ferry
zinc flicker
onyx ferry
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Would anybody well versed in parameters and menus be willing to do a call with me while I stream this to try to diagnose why my integers either aren't changing at all or the integers changing isn't triggering an animation? I'm really at a loss and I can't really move forward with my new base until this is solved

distant nimbus
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this is the quest version of an avi i bought, i havent done anything to the avatar except swap the tattoo texture. any idea as to what this is and how to fix it?

somber sequoia
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you have a missing script. Install all of the requirements the creator has listed in their docs.

river jewel
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dudes since teleportation aint working I decided to make toggles manually, buttttttt now everytime I turn on one toggle it ends up turning off by itself :')

somber sequoia
river jewel
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oooooh how convenient thanks

somber sequoia
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not saying this is definitely it, but definitely could be

distant nimbus
onyx ferry
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Ok! I got it working so that using the Debug menu I can change the colors, but the menu is acting strangely. Instead of the toggle getting the animated circle telling me that it's toggled on, it just schwoops back to the previous sub menu

somber sequoia
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obviously I don't know the avatar, but "missing script" generally means you didn't add something that's required.

distant nimbus
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some of the materials in the project are automatically poiyomi, could that be it?

somber sequoia
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that's not going to throw a missing script error

distant nimbus
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uhhh gogoloco vrcfury and beyond is missing a script, but because the creator told me not to use vrcfury. ive tried the project both with and without it

red hedge
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how would I handle this import message? the legs on my model are a little broken when I go into play mode. I am not sure if these two things are related.

left gull
somber sequoia
onyx ferry
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Okay, when I actually load into VRChat instead of using Gesturemanager, I can see what's happening. The toggle is working, but it's turning itself off and returning to value 0 immediately. I can see the eyes change color for a very split second

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How do I keep the toggle from reverting itself?

arctic ginkgo
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I'm having some difficulty with baking normal maps. The objects both have no modifiers, and no shapkeys, and the low poly that I'm baking to has only 1 UV map and is unwrapped.

My normal map for some reason always turns out completly blank (the blue-ish purple-ish color)

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does anyone know why the normal map might be turning out blank every time?

unborn mirage
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I don't think this is true. I am able to move hand collider dynamically via toggle and build script. Once I move the collider grab essentially breaks, but the collider is moved. Digging around on how to re-engage grab hopefully in a different location.

somber sequoia
timber wharf
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@arctic ginkgo arent you supposed to somehow select both meshes iirc? i suspect you bake from highres to highres

arctic ginkgo
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I just baked normals for another object and it was completely fine

onyx ferry
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Hmm. No, it can't be it switching back to 0, I just did a test where I specified if it switches back to 0 it retains the same color, and it still stays blue

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How curious

river jewel
somber sequoia
river jewel
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it still being an ass

somber sequoia
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So in that layer, you're aware that only one of those states can be active at any time, right?

river jewel
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I truly wonder how vrcfury does this kinda thing so perfectly

river jewel
somber sequoia
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k, just making sure

river jewel
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so what do I do bruv? ;-;

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ah, how idiotic I am

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I set all those toggles to buttons

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no wonder it always turned off and on instantly :']

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ayayayyyy I really feel Liindy's pain

arctic ginkgo
# arctic ginkgo

If anyone knows why this might be happening (blank normal map bake in blender) that would be really appreciated. I feel like I'm trying everything and it's just completely blank every time.

onyx ferry
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Well, that's frustrating

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For some reason, when I create the menu toggle with a VRCFury component it works fine

somber sequoia
onyx ferry
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Hrmmm, with the VRCFury version of the toggles, it's not working as an integer, so multiple eye colors can be selected at once. This is not the intended experience

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Fixed it with exclusive tags

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Kind of silly that a third party bit of code has to be used to fix such things

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But, as long as it works

verbal elm
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she looks perfect in unity, built her in vrchat and now shes in the ground T posing!! what could have possibly went wrong

desert elk
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that happened to me when I had one of the playable layers missing

still shuttle
still shuttle
crude moat
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What size and weight of brush do you recommend for automatic weightpainting?

turbid skiff
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well, none of this looks right, build errors and no textures?

rough jewel
stable isle
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heya, so i have this rope dart that works really well on local, but not on remore. The problem is that when it sticks in the ground locally, it freezes and changes the position of the remote side (it uses a world constraint to freeze it on both platforms, but the world constraint target follows the pointy bit till it collides with a surface, so it desyncs with physics)

is there a way to sync the positions of the world constraint targets to the same spot?
(right is local, left is remote)

somber sequoia
wheat bobcat
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Just a quick dumb question...
I've looked everywhere for where to do it, but I can't find where to go to change your fallback avatar 🫠

somber sequoia
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at this point, what we get are impostors

wheat bobcat
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Just impostors? No fallbacks anymore?
I just went out of my way to upload my own fallback after all this time 😭

somber sequoia
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yep

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I don't have a link but there's a bunch of canny reports asking them to not do this

hexed flax
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Where do I look for avatar that are not on vrchat but are official

ornate stump
hexed flax
ornate stump
hexed flax
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Im talking about is there like a way to look up avatars that I don’t hafe to be on vrchat to look

ornate stump
hexed flax
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Sorry

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If I want to find stuff out side of game

somber sequoia
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avatars are always third party

ornate stump
hexed flax
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So I did sorry im new to this

tardy flume
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Im brand new to making avatars and i found a really good free model but textures wont apply correctly there is no head bone and it wont go into a t pose

glad dirge
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Does anyone know if there's a way to publish something like the same avatar I already have uploaded but instead make it a seperate avatar
because I wanna update it but put it as a seperate avatar instead

somber sequoia
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detatch the blueprint ID and upload

tardy flume
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im like asking how do i make a head bone for it

somber sequoia
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bring it into blender or similar, add a bone there

tardy flume
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k

glad dirge
somber sequoia
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there's a button right there that says "detatch"

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it's on the pipeline manager component, which is on the avatar root

glad dirge
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tyy

dusk mulch
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helppp
uh my avi in play mode doesn't have the clothes working, I mean, first I used blender to adapt them to my avi
then I export to unity and play mode to see if they appear
then I seeing that thing?
how remediate to that plz

south kraken
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Seriously how do creators turn their avatar edits into patchers? I would love to break into that market having done my own FT edits to my purchases.

dusk mulch
timber wharf
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couod be wrong fbx scaling on export? usually should be "fbx all". or not applied transforms

night ember
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if not unpacked then that

dusk mulch
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And how make sure that is fbx all?(srry I'm kind of newbie)

timber wharf
dusk mulch
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Thanksss
Now otha problem...
In play mode none of the things are moving (I know I not set the physic etc but usually the model quit the t pose in playmode, here not, what's wrong)

dusk mulch
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I really don't know what I did but the animation of my avatar seems broken..
I jsut put the fbx of the clothes on it
please someone..?

timber wharf
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on model import tab in unity check if its set to humanoid and there are no import errors

dusk mulch
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uhh actually in play mode only the clothes are moving rn....

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and the problems

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I though with time that the real problem on it are that the clothes have the armature of the avatar model (export from blender, I modifiate the clothes on the base, do the weight from the base) and then export as we say earlier
now on unity since import the clothes everything are going crazy

ornate stump
slender perch
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could someone explain why my skull has a yellowish tint to it when in use, but anywhere else it looks as it should (white)?
i'm using poiyomi toon shader

dusk mulch
# ornate stump "Autofix"

the third can't start, I need the restart my computer to quit the autofix, even after hours it doesn't fix anything, just load smthg

ornate stump
night ember
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just simply saying you are using poiyomi doesnt really say much since its a pretty dense shader

dusk mulch
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Is that the problem?

ornate stump
ornate stump
dusk mulch
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yes kind of that

ornate stump
dusk mulch
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body and the word in japanese? are the body of the avi

night ember
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mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

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whys it unpacked

dusk mulch
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for the avatar ? to do the modifications that I need at the start

night ember
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wdym modifications

dusk mulch
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change gesture

night ember
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wat

ornate stump
night ember
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gesture is animations?

dusk mulch
ornate stump
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There shouldn't be any reason that requires unpacking.

night ember
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the only time youd ever unpack anything is a prefab that is just there to make something function properly like vrlab's prefabs

dusk mulch
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okay okay
new project I don't touch anything and sees how's going '-' "

ornate stump
dusk mulch
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also-

misty ridge
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is it possible to make someone sit on my avi and some textures go to their avi? like i remember this one time i sat on a seat on my friend's avi and for some reason theyre textures just kind of went on top of my avi. Not sure if its just a bug or smth but it seemed pretty cool

slender perch
hexed flax
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How hard is it to make your own

still shuttle
sudden violet
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most start with something like the donut tutorial for blender, and kit-bashing (buying an already made base, and simply adding or editing things)

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the best advice i can give, is to learn in a way you enjoy.

heady gulch
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hey guys, trying to optimize my avatars texture memory as the vrc control panel is saying its 199mb
having gone through and compressing every single texture in the avatar (most rarely being over 1mb) it doesn't make sense for it to be this high
going through and adding it all up it should barely be over 60-70mb
anywhere else i should be looking??

sudden violet
somber cedar
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anyone know how i can make it so i can swich to difreant ones with a 0-100% wheel like this

heady gulch
somber sequoia
heady gulch
wet fox
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Hayo

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Soooo I got a small little issue atm where I'm trying to upload a new avi for myself but every time I do, it gives me an error message that I'm apparently 20 bits above the maximum oh 250ish. After deleting some stuff I wasn't using the number hasn't changed one bit so I am confused on how to get it down. Would appreciate any help ^^"

sudden violet
wet fox
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I pulled it out of the asset menu

sudden violet
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unsure what that is, got a screenshot?

wet fox
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In a moment

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Oh but yeah I also just straight up deleted parts off of the avi itself over the parameters menu if I remember

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And even deleted entire part inside the armature

sudden violet
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what that message is referring to, is synced bits. Whenever you add something to your parameters menu, if you check "Synced", it will be counted towards the bits limit, which is 256, that's where you need to either delete them, or make them local only.

wet fox
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Oh? I didn't know that huh

sudden violet
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boolean parameters count as one, int/floats as 8

wet fox
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Tbh probably the first time I've heard of the synced thing

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I'll look into it for a moment and see if I can make any progress then

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Thank youuu

sudden violet
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no worries. Be mindfull that Synced is needed if you want others to see that parameter too.

wet fox
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Noted noted

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Huh I can't Really find the parameters thingy

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Oop found it nvm

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Okay thanks managed to upload the avi now. I'll do some testing with it later!

loud arrow
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cant upload anything anymore

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fixed it had to disable ipv6

small valve
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What can you do to make that your avatar boots are not half stuck in the ground?

I guess its because the feet bones are higher than the boots but is there a way to make a ofset, so you can make that boots, especially High-heels are over the floor and not stuck half inside of it?

heady gulch
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hey guys, is it possible to create the effect of a skybox within a dome?
ive made the dome, flipped its normals to face inwards and tried using a cube map but it didnt show inside vrchat
so i then tried using a matcap which was close to the effect that i was going for (it looking far away), but the different faces on the inside of the dome had pretty obvious seams between them

its because im trying to make a little placeable campsite with a night sky that is only visible form inside the little dome

junior void
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Did you shade the dome smooth?

heady gulch
junior void
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in blender object mode right click, shade smooth

heady gulch
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and this will cary over into unity when i export it? 👀

junior void
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yes, its normal data

heady gulch
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awesome! thanks zero ill give this a go!

sour sparrow
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hey, does anyone know how to make a toggle in the expressions menu that completely swaps the main model with a different one?

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i couldnt figure out how to make it so when i toggle, one model appears and the other goes away and vise versa

junior void
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so the animation side of it?

sour sparrow
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i dont know exactly

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im trying to toggle a model on and toggle the other model off

junior void
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and they are both different objects?

sour sparrow
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yes

junior void
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different armatures?

sour sparrow
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different but very similar

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they arent the same armature but are pretty close

junior void
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i have never seen someone achieve this

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it has to be one armature with two meshes afaik

sour sparrow
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oh

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well when i do that how do i switch one model in and the other out

junior void
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The nawoo for example uses uv tile discard

somber sequoia
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you can't swap armature

junior void
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yep thats why

somber sequoia
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IMO make two avatars, it's way less pain.

junior void
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agreed

somber sequoia
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(yes, I've done nearly this - probably just don't)

junior void
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or switch out necessary things only, such as the head mesh

sour sparrow
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but im specifically trying to make the meshes swap out

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alright so i should make the head and body different objects?

somber sequoia
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okay. Well if they armatures are different then you'll need to setup two and rotation constraints. Also remember that vrchat can only drive visemes on one mesh, so if you want two you'll need to do that all manually.
Also one set of eye bones of course.

sour sparrow
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ahh okay

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well my avatar is a little chibi character so it doesnt have any extra bones besides body bones

somber sequoia
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if you're doing a full body swap this makes no sense to do, just change avatars. If you're doing partial stuff, then sure, but it's a bunch of work to do decently.

sour sparrow
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thats fair

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im gonna seperate the head and bodies but will the armature support each different head and body?

somber sequoia
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no idea without seeing it

heady ivy
# small valve What can you do to make that your avatar boots are not half stuck in the ground?...

An easy fix inside Unity :

  • Select the FBX of your avatar and select the Rig tab and click Configure.
  • Place in Hierarchy a Plane and set it's World transform to 0,0,0 so it is where your Avatars feet should hit the floor.
  • Now select the Hips in your Avatars Armature and pull them up until the shoes no longer clip through the plane and Apply.

This should fix them clipping through the floor. You could do this also in Blender but Unity alone should be enough for a quick fix.

vast socket
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How would I go about making an avatar with different sprites for every vowel spoken (Idk how to explain im srry but the video shows what I mean by that, its not my avatar, js how I want the face to look like when talking, minus the actual head changing shapes)
2nd is my model (It's alr fully rigged)

surreal salmon
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Make sure it's all on the same parent object so the blendshapes work

river jewel
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dudes what in the fak am I doing wrongggggggggggggg ;0;

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I cant upload it for shit

harsh field
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Hello everyone, I've been having a recurring problem lately and I wanted to see if anyone could offer some help. I have a character I bought—a Vulpafire species—and I've been having huge issues uploading it because I can't get it under 10 MB, even though I haven’t added much to it. I’ve tried optimizing it every way I can with all the tools available, but nothing has worked. I should also mention that I’m a beginner, so I was wondering if someone more experienced could help me by reducing the mesh or optimizing it in Blender.

languid parrot
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You can also get clever with vertex paint too.

hard turtle
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is there a way to scale bones without scaling the children?

river jewel
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oooo a roblox custom avi, thats a first

pure lantern
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I’m having this problem where like for some reason the hand gestures on my avatar are completely backwards like for example the fingerpoint thing is the fist gesture?? And the gun one is the thumbsup gesture,, does anyone know how to fix this cuz I never had this problem before 💔

arctic ginkgo
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I'm trying to make a "follower constraint", where the constraint has two sources: the target, and itself. It should create a feedback loop that looks like a smooth trailing motion, and this is exactly what it does in unity (and used to do in VRChat).

I changed around some constraint settings on other objects, and now it seems that it just goes between its old position and the target position, so it's like 50% stuck in the world.

I'm thinking it's some sort of issue with execution order. Does anyone know if/how the order of objects in the hierarchy (as well as constraints and their sources) impacts execution order for constraints?

rough palm
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Please help, I can't upload my avatar and this keeps showing up in the logs

timber wharf
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you must have 0 red errors, start with the top one, not bottom one

rough palm
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Can someone please help out?

heady gulch
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trying to add a cube map to a dome on an avatar, shows up all fine in unity though in vrchat, its only visible in mirrors, any idea why?

dusk mulch
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heyy again, another thing
no matter how I modofiate the fbx in game it still make that, how remediate it ?

arctic ginkgo
arctic ginkgo
# rough palm

you have missing scripts on your avatar. Either figure out what is missing and reinstall it, or remove the script components.

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it shows you exactly where they are as well in each error (Hand_R, Hand_L, Logic, etc)

austere bay
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because if you've added it in blender, set the arms to that position, see what the weights are like

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if they're fine in blender maybe try exporting with blender's triangulation instead of unity's?

#

I've had some meshes get messed up by unity's triangulation system so it could be that

dusk mulch
#

the jumper ? what is it

austere bay
dusk mulch
#

ohhh yes sorry was misunderstanding bc i call it a sweat and though it was smtg in blender or anything
I still learn english^^"

austere bay
civic yarrow
#

I saw this model that someone had and they were grabing objects from within the world like having the force does anyone know how they did it
It seems very confusing

austere bay
civic yarrow
austere bay
#

if it was an item on the avatar that they were making float that would be different

civic yarrow
#

I told someone this same thing until I saw it with my own eyes

#

The world doesnt have any gimmicks or anything

dusk mulch
#

(I'll come back in like ~1h)

austere bay
austere bay
civic yarrow
#

I have to find it which should be easy to get but im telling you as much as Id know if its a client or not there is no way a random "user" 15yr old is using a client

#

who is on quest

#

which would make it that much harder for a client

#

Im just as in disbelief as you are trust

austere bay
#

they don't have to be the one with a client, clients can tp things to anyone, not just the person with the client

civic yarrow
#

Well they werent teleporting it it was justa cluster of objects being lifted

austere bay
#

that 100% sounds like a client

civic yarrow
#

I know it does

austere bay
#

was it in a circle?

#

like around the player

civic yarrow
#

not around the player like 15 feet away

#

Ill get in the model when I find it and come back here and if I can do it then something insane is on this model

austere bay
#

avatars and world just can't interact that way atm I'm afraid </3

civic yarrow
#

I know Trust me I was saying this same exact thing

#

and as for clients for the most part being extinct this was insane to see

austere bay
#

they're definitely still about, just more difficult to find and most of them have malware anyway

civic yarrow
#

Yup

austere bay
#

and they can only really be used to tp objects around, most people used them for avatar ripping which vrchat has done a lot to prevent

civic yarrow
#

Yea In the era of 2020 it was really big

#

Found it its 100% the model I just did it in desktop

#

Its a prefab of some sort

austere bay
#

can you send the name?

civic yarrow
#

can I DM it to you

austere bay
#

sure

flint hamlet
#

ive been having the same issues for the past few days how can i fix this

#

my quest friends say they see it as pink and not how i see it in the screenshot

austere bay
austere bay
#

the pink is caused by shader errors which will be fixed when you set the materials to the vrchat mobile shaders

flint hamlet
austere bay
flint hamlet
austere bay
#

did you follow the video exactly?

#

and what do you mean by you can't edit? you can't edit the material properties or you can change the shader at the top?

flint hamlet
austere bay
#

poiyomi is probably the best one for vrchat atm

#

but they're PC only shaders, the only shaders you can use on quest are the ones provided by vrchat

flint hamlet
dusk mulch
dire dagger
#

What the fork-

austere bay
flint hamlet
sour sparrow
#

so I havent been able to get my thingy to work, basically im trying to swap out head meshes and body meshes but im not figuring it out correctly

austere bay
sour sparrow
#

well the whole thing kinda, ive got separated bodies and heads for each toggle i would need, but also the full meshes, but the character wont be animated correctly in game when I do the parts separately

somber sequoia
#

what won't be animated correctly?

#

IK-driven humanoid animations are all based on armature

sour sparrow
#

the whole character, the head is normal but the body is half way through the ground

somber sequoia
#

is it in the right place in Blender, and you've applied all transforms to the mesh objects?

sour sparrow
#

yes its all in the place it should be

stray trench
#

i have a client wanting me to give them a gun with a laser sight for a quest compatible avatar, would a laser even be possible with quest limitations?

stray trench
#

cool, thank you, im looking at this asset, it mentions a specific shader but also says it is using a default unity shader

#

do you think this would work properly?

somber sequoia
#

there's not really much detail on that page, and you can't use the shaders mentioned, so.... maybe?

somber sequoia
stray trench
#

yeah sorry, just thought you might notice something in the description i wouldnt

#

ig safest way is just to make the beam myself from scratch

somber sequoia
#

it's not very hard

stray trench
#

do you know how id describe this, if i was looking for a guide for it on youtube? or would i just read about the particle system in general

sour sparrow
stray trench
#

i found two videos but they are 30 minutes and 1 hour lol

somber sequoia
stray trench
#

alright, thanks a bunch

somber sequoia
#

a lot of particle-making is mostly just playing around until stuff looks how you want 🙂

stray trench
#

cool, it feels like a lot to think about rn but itd be a good thing to add to my knowledge

somber sequoia
sour sparrow
#

alright, so I have my models set, I have 2 heads, and 2 bodies, im trying to be able to swap out the heads and bodies, but the avatar only works correctly when I use a model that has the character all put together and not separate meshes, but when I try to apply the head and the body separately in unity, the body ends up being stuck in the floor in-game

somber sequoia
#

wait, "all put together"?

sour sparrow
#

yes, what i mean by that is one full mesh, nothing is separate

somber sequoia
#

ah. Shouldn't be any real difference as to the number of mesh objects, assuming they're all children of the armature, and have armature modifiers pointing to the same armature, and are all weight painted properly, and all have the origin (0,0,0) as the object origins.

sour sparrow
#

yeah thats what kinda confuses me

somber sequoia
#

what part?

sour sparrow
#

ive seen plenty of people do it to where they have toggles or wheels that change out the clothes, I can specifically notice how the models swap out because they overlap

#

I dont even have the toggle in the expressions menu tho so not even that works

somber sequoia
#

if you didn't specifically make a toggle then it won't be there

sour sparrow
#

well i did i thought

#

how can I help make this easier to understand because I feel like im making it seem way more complicated than it is

somber sequoia
#

well there's obviously no way we can know what you've got going on from very little description so it's not really clear what to suggest next.

sour sparrow
#

yeah

uncut pine
#

I need help with something really basic and I don't know where to ask. I am just trying simple stuff and I'm changing my avatar between blender and unity. (Adding or removing blendshapes, etc. but If I change something in blender and reexport the fbx file and then reimport it, it doesn't work at all. I have to do everything again and that can't be right. can someone show me? Idk what I'm doing wrong

subtle python
#

ok so this is a 4k resolution texture, On the left is the edge mask im using for emission mask. the grey is ai enhanced versiosion of 2k res and the purple line above it is a stroke I made on the now 4k texture. WHY IS IS STILL SO PIXELATED

#

is this a blender issue

sour sparrow
#

alright here, i have the body and head seperate but on the scene its how its supposed to look

somber sequoia
#

is that head from a separate .fbx?

sour sparrow
#

yes

somber sequoia
#

how are you connecting it to the avatar then?

sour sparrow
#

not sure thats what i was trying to figure out

somber sequoia
#

why is it a separate fbx?

sour sparrow
#

well so i could change the body and head with the toggles i wanted to make

somber sequoia
#

with it separate you'd need to use something like AvatarDresser to stick it on messily, or VRCFury or Modular to attach it at runtime. I really don't recommend this though, there's really no point.

#

Put it all in the same Blender project, export it all as one FBX.

sour sparrow
#

i have that as well as a whole character

#

but i have the parts separate as well as the full body but from other descriptions i saw i apparently had to have them seperate

somber sequoia
#

separate mesh objects is fine, there's no reason to use separate .fbx files though

subtle python
somber sequoia
#

okay then I'm not sure why you've got it in Unity separate?

terse turret
#

Avatar stuck in the "motorcycle pose" when in play mode, with and without animator controller.

somber sequoia
terse turret
#

Gotcha

subtle python
somber sequoia
#

they are specifically trying to have separate meshes

sour sparrow
subtle python
#

deepseek, chat gpt, youtube, all sources to find a solution

terse turret
somber sequoia
somber sequoia
terse turret
#

Doesn't work, the moment I go in play mode, it just goes into the motorcycle pose

#

In editor, it doesn't, it's normal

somber sequoia
terse turret
#

I am, that's the thing.

#

When I turn on gesture manager, it does that.

#

With and without it.

somber sequoia
#

show your playable layers in the avatar descriptor

terse turret
#

why are they gone

somber sequoia
#

aha.

terse turret
#

where the hell did my layers go dawg

#

can't have shit in unity

sour sparrow
somber sequoia
#

I keep saying this, you do not want separate armatures.

sour sparrow
#

alright

somber sequoia
#

Meshes, sure, that's one way of doing it.

sour sparrow
#

so just make a full model instead of trying to seperate the meshes and armature?

somber sequoia
#

you can have as many meshes you want (each one is a performance penalty), but should only have one armature.

subtle python
#

u have to hagve seperate models then, one for each head swap

somber sequoia
#

you don't have to have separate models.

sour sparrow
#

i see

subtle python
#

its going to be cooked as fuck trying to make an armature that allows u to parent the head to the spine and have it work for multiple heads

sour sparrow
#

dang it

subtle python
#

it genuinely is easier to have multiple models

sour sparrow
#

well ill do that then

somber sequoia
#

I 100% disagree, unless the heads are drastically different.

#

in which case do a separate entire avatar, which really is my preferred way of doing this anyway

subtle python
#

just try and see which wrks best for u

sour sparrow
#

well the hair is pretty much the only change between heads besides the textures

somber sequoia
#

no need for separate head meshes then if it's just hair and texture

sour sparrow
#

yeah ill try it out

#

im gonna try a different approach but what is required for me to have my expressions menu work because earlier when i tried it didnt work

sour sparrow
#

thanks

green tinsel
#

Can someone help me on this please

Everytime I go to play mode my mouth open every time when I leave the play mode my mouth closed I'm very getting stressed out

somber sequoia
#

unmap the jaw bone in the rig setup, if there's one mapped. Unless you actually use it for speaking.

green tinsel
#

so unmap eveything? or just a mouth

somber sequoia
#

what?

#

not sure what 'everything' you mean

green tinsel
#

I'm trying to make my mouth stay closed while i put forms on the avi with out my mouth being opend

somber sequoia
#

okay

green tinsel
#

is there away to fix this

somber sequoia
#

I just said

green tinsel
#

it workls thank you

#

ive been fighting over my avi for days

#

will the mouth still move if i speak

somber sequoia
#

if you use visemes for speaking then the jaw bone is not required. So yes.

visual tartan
#

anybody know how to fix this i resetted my pc and now i cant opened any unity package

green tinsel
sour sparrow
#

it still isnt working 😭

somber sequoia
#

you'll have to be far more specific if you want help

sour sparrow
#

okay fair

#

i have 2 meshes, one enabled, one not

#

im trying to make the one you see go away, and the other appear over the current one

somber sequoia
#

toggle off one game object and the other on

sour sparrow
#

how do i do that through the expressions menu

#

because in game i wanna be able to toggle it

somber sequoia
#

you don't, you make an animation which does this and a toggle to enable the animation.

sour sparrow
#

thank you

somber sequoia
#

(there are many of these)

livid yarrow
#

first time doing a radial wheel, i want the tails to toggle individually and its not working, also in my gesture manager when im testing it the wheel only sctrolls from 100 to 50

somber sequoia
livid yarrow
#

shoot, ill try again one moment

thank you

timber wharf
#

@livid yarrow you dont need blend tree for that as well, one animation+motion time. unless your animation clips contain actual animations and not just toggles. #avatar-help message

somber sequoia
#

I like blendtrees for this, personally

timber wharf
#

thats 10 time more work

#

and paaain to add extra state

livid yarrow
#

i have each tail as a toggle ( in the animations turning each one on/off )

timber wharf
#

when you add say extra design

somber sequoia
#

but I can stick it into the same layer as most of the rest of my toggle stuff 🙂

night ember
#

Just like turn it into a state machine

timber wharf
#

well, if its automated by some tool then sure. manual blend treeing? nah

somber sequoia
#

yep, I do

livid yarrow
#

guys im genuinely so confused- is this how its supposed to be done or am i still missing something/ doing it wrong

sour sparrow
#

okay so im back, it does work but now ive gotta figure out how to make the beginning model turn off when i toggle the thing but also figure out how to make it work like my base avatar

timber wharf
#

@livid yarrow it can be done that way, just showed way easier one to deal with any kind of radial puppet toggles

somber sequoia
night ember
somber sequoia
sour sparrow
night ember
somber sequoia
night ember
#

Like models can have multiple meshes

sour sparrow
#

oh i actually didnt know that would work

somber sequoia
#

I literally told you that like 5 times

sour sparrow
#

my bad 😭

#

im so sorry thats my fault

#

so your saying i can just export everything through blender into unity and do it like that

somber sequoia
#

that is exactly what I told you, yes.

sour sparrow
#

oh thank you

livid yarrow
somber sequoia
#

oh that's what you're doing, I like it

#

not sure why that stops half way though, but I don't really use Gesture Manager.

livid yarrow
#

not sure if thatd change anything though

somber sequoia
#

@timber wharf now that I see what's going on here, I'd probably strongly consider doing this particular thing the way you suggested actually.

timber wharf
#

@livid yarrow just do anim time, slap every animation into one, ie 10 frames for 0-9 tails, motion time - your param. disable loop on clip.

#

whole layer is just one clip

somber sequoia
#

yep, exactly

#

still a separate problem from the radial though

timber wharf
#

@livid yarrow did you remove parameter from menu?

livid yarrow
#

yeah it only had the rotation parameter when i recorded

livid yarrow
livid yarrow
sour sparrow
#

i apologize but i did what i was recommended and added both meshes into one fbx, but now im confused on how to get the second model working with the base armature

somber sequoia
#

same as the first, you set the second mesh's armature modifier to point to the avatar's armature, and weight paint it if it isn't already

sour sparrow
#

i got the mesh thing to work, but now i wanna know how i can get the second model in the fbx to work with the armature

#

how do i do that

#

it works i think

#

im gonna test now

#

it works im so happy

#

tysm kazin

grim thunder
#

Question boys, for desktop mode is there a way to have your models arms be out more?

#

like for the default pose

dark jay
#

physbones dont work when there are rotation contraints is it fixable

timber wharf
#

constraint works last for a same transform and ignores physbones. you can constrain parent of a physbone component tho

gentle goblet
#

Haiii I'm trying to set up physbones on a chain collar and idk what happen but when I did it the chain just whipped around constantly and would never rest >~>

plucky mantle
#

Can anybody help me with this? I think this is a SDK bug and i'm bashing my head into a wall trying to figure it out.
I have multiple prefab variants off of the first Rex, they all have this issue. If I put the same model used by all these in the scene and put a descriptor on it, it works for some reason. I tried even replacing the desciptors/animator in case something was bugging with those components. I had this happen to 2 projects and I have no idea why its doing this when the armature/rig/humanoid is all set up and there. I simply went to the SDK control panel and saw the error without changing anything.

plucky mantle
# austere bay have you clicked autofix?

Yes. It soft locks unity altogether and I have to force close Unity if I click it because it will cause a infinite "waiting for MouseDown" prompt. I literally have let it ran 8 hours a night or two ago and it never completed the operation.

plucky mantle
#

I could rebuild the prefab but 1) thats a hassle. and 2) this is obviously a very weird bug I never seen before. I have literally over 80 projects and this has now happened to 2 of them. I live in unity so like.. uhhhhhhhhh 😅

somber sequoia
plucky mantle
#

If I do "Select," it selects a few objects in my scene but I have no idea what those objects even are because of this. Im trying to figure out now how to get what objects are selected, I changed the object icons to try to find it

plucky mantle
#

it'll be a nice script for my little arsenal of scripts anyways

plucky mantle
#

That clothing isnt set as humanoid and it has no descriptor or an animator.. so I don't know why thats happening

#

Okay, if I delete that piece of clothing, it becomes uploadable

#

But I'm trying to figure out why its doing what it's doing still, that way I can fix it and still use it.

glacial vale
ornate stump
ornate stump
plucky mantle
#

Otherwise it would of taken me a hour to find them

#

Either way, I found the issue. It happens to be with clothing specifically produces by Process of Elimination

#

I'm going to contact them later and see if they can fix whatever bug its causing. It's just with their stuff.

glacial vale
#

ive tried reimporting the files, turning read writes off, making sure collider tags were set and the areas for them are correct

#

used on 2 different avatars and neither have given better responses

glacial vale
#

VRC creator companion wont launch a 2019 project, i click open and it says opening and i get no new windows or response after that

somber sequoia
#

you can open the project from Unity Hub. But probably it's best to update that to 2022.

glacial vale
#

it wont even create in unity hub, and i need 2019 version for what im trying to test

somber sequoia
#

huh, I've done it just fine in unity hub

glacial vale
#

my only other guess is to try to make a 2022 version in vrchat creator companion and then downgrade it afterwards before adding anything

#

because i click open project on VCC and it just does nothing, wont even create in hub

somber sequoia
#

I don't use VCC (because Linux) but did make a new 2019 project and used VPM to add packages, though you're limited on SDK version of course.

glacial vale
#

Yeah, ive never created a project straight from hub, VCC may just be my issue then

pale echo
#

when modelling should i be using perspective on or off i cannot find answers on google (examples)

somber sequoia
#

entirely up to you

pale echo
#

what will be the most accurate for how it appears in game you reakon? i turned it on to look and am now more confused

somber sequoia
#

same answer - there are probably reasons for either one, depending on what specific thing you're trying to work on. I tend to use perspective.

pale echo
#

okay! i shall fiddle around thank you so much =3

crude moat
#

Recently I shortened legs on my avatar. It caused knees to look weird when bent. I assume I will need to weighpaint again but the issue is that in blender the knee looks completely normal.
Is it possible that it's not weighpainting issue and I just messed something else up along the way? In case it is weightpainting issue Is there a way to see results without having to go throught whole uploading and going into the game just to see if it worked?

green tinsel
#

is there away i can show off my avi?

somber sequoia
crude moat
somber sequoia
#

yep

#

it gets (a little) easier

crude moat
sterile lodge
#

Whenever I’m on my quest 3S I just got it, I can hear everything besides the sound effects from avatar

crude moat
sterile lodge
crude moat
crude moat
somber sequoia
stray lintel
#

Hai

#

Does anyone have a fix for

#

One sec

#

Oh

#

So I’m trying to make this dress fit my avatar

#

But it’s not shaping very well

#

I want the top part to be form fitting

somber sequoia
#

yeah.... that's often a lot of work 🙂

stray lintel
stray lintel
#

Do you know?

somber sequoia
#

blender, remodel, reshape, etc. until you're happy with it

#

there's no magic solution here

stray lintel
#

oh

#

Also uh

#

How do i make the bottom part of the dress less geometric

#

do i just need to extrude a crap ton

somber sequoia
#

not extrude but subdivide, then maybe a cloth sim, maybe sculpting...

stray lintel
#

ah

somber sequoia
#

swap those shaders to quest-compatible ones. most of the tutorials will cover how

#

that's an animator.

crude moat
#

I'm tryin to fix weights on knees of my avatar and I'm getting to something but there is this thing that appears no matter if I make smoother or sharper transition from one bone to next. How to get rid of that black triangle?

somber sequoia
#

really hard to tell there, I'd go back into blender and try to position it the same in weight paint mode and see if it can be fixed there, or maybe moving the mesh a bit

vivid dove
somber sequoia
#

"this"

vivid dove
#

the ears are obviously not moving with the head

#

🤣

somber sequoia
#

how did you try to attach it?

vivid dove
#

Thats what i need help with. Ive already tried a few things but idl if i even did those corerctly

somber sequoia
#

I get that, but you need to explain what you've done so far

vivid dove
#

the models dont seem to be connected to the armature

#

I genuinely don't have any more info to give, im asking for help for a reason

#

I dont know how to join them, theyre supposed to be ready to go

somber sequoia
#

right but if you could just answer that question, I'll know where to start.

vivid dove
#

what question??

somber sequoia
#

sighs

vivid dove
#

dude im explaining that i havent tried anything

#

i dont KNOW what to try

left gull
#

if you havent tried anything what'd you mean by "ive already tried a few things" is likely what kazin's asking about

somber sequoia
#

clearly there is hair there. it got there somehow. Explain.

vivid dove
#

like i tried to re-import, move it around, etc

#

Im talking about the ears and, soon to be tail

somber sequoia
#

ok ears.

vivid dove
#

The ears, accessories, and horns

#

theyre all part of one thing

left gull
#

are the bones for the ears parented to the head bone?

vivid dove
#

Like this?

desert elk
#

Looks like they're not connected to the body and the head. Try connecting them manually, not with cats

somber sequoia
#

there's a separate armature there

vivid dove
#

?

desert elk
#

the ears have a separate armature that's not connected to the body's armature, cats makes mistakes sometimes, try connecting them manually

vivid dove
#

Ohh this is before merging, should I merge and reshow?

desert elk
#

yes

#

this is what Lilpimpen asked for

desert elk
somber sequoia
#

this is why I was asking for an explanation of the current state of things.

desert elk
#

yeah

vivid dove
#

The actual parts aren’t connected to the armature

#

That is what I need help with

somber sequoia
#

so..... again, explain what you have done so far.

vivid dove
#

I have

somber sequoia
#

not at all

vivid dove
left gull
#

bones dont look like they're parented to the head bone if their names are still upper and lower ear after the merge

vivid dove
#

It’s just ears root

desert elk
#

the root is there

somber sequoia
#

the video is cropped so we can't really see what's going on there at all

desert elk
#

the root is parented

#

yeah, I'd suggest taking a full screenshot

vivid dove
#

It being cropped has nothing to do with it, but I can video that if I need to??

desert elk
#

now we can just speculate on what we can't see

#

it's always better not to crop things

#

obs is free for screen recording

#

and every pc can take screenshots without any additional apps

vivid dove
stray lintel
#

question

#

how do i join these two meshes together

#

trying to join the sleeves and the main shirt

ornate stump
stray lintel
#

yee

ornate stump
#

Look for command "Bridge edge loop".

stray lintel
#

hm

#

ok so i did that but

#

ends up like this

ornate stump
# stray lintel

You would have to really make sure that both edge have same number of edges.

stray lintel
#

huh

ornate stump
# stray lintel huh

If you have one part 10 edges and another part 12 edges, how does that make sense to bridge together?

ornate stump
#

Select only edges you want to bridge, not selecting the whole thing.

compact pawn
#

so this is my first time uploading a model to vrchat, and i'm trying to have it be quest compatible. i have these preventing me from doing so. i know how to get to the vrchat -> mobile texture selecter but one i'm there i don't know which i choose for what

ornate stump
compact pawn
#

okie, thanks

stray lintel
frosty junco
#

I've gone through the entire hierarchy, looked through every asset and its inspector side view stats, cannot figure out what these are :(

stray lintel
#

Imma just use booltool tbh

#

see if that works then report bacc

frosty junco
#

and the unity search up aint helping either

#

:(

#

I think the last two will clear up after I fix the top three though

frosty junco
ornate stump
frosty junco
#

that does sound vaguely familliar

#

if I reinstall poiyumi will my shader things reset

#

like all the little bits I enabled and tweaked

ornate stump
compact pawn
#

it's still showing these even tho everything in materials has been swapped to vrchat mobile textures

#

is there another section where i have to switch things?

frosty junco
compact pawn
#

wdym?

frosty junco
#

like are you on android or pc

compact pawn
#

i have it set to try and upload to android for quest

frosty junco
#

take a pic of the shaders

#

they should be for toon

#

did you use a converter for the avatar?

ornate stump
compact pawn
#

i don't think so? this is my first time doing this so i'm pretty lost-

ornate stump
#

Also Particle AlphaBlend is exception and can't be used.

frosty junco
#

oh true

#

I think its exclusively toon mobile shaders

#

also particles cant be transparent at all ;-;

compact pawn
#

i set the materials to toon

ornate stump
compact pawn
#

oohhh

ornate stump
#

So not "everything" right?

frosty junco
compact pawn
#

no, tho the arrows need to be changed- but when i set it to toon they look a bit off on the model, since i can actually see them- will it be ok once it's uploaded?

ornate stump
frosty junco
ornate stump
frosty junco
#

script?

#

for the avi? D:

ancient oriole
#

Does anyone know if there a way to stop the tail from bouncing off of the floor collider? I just want it to drag flat across the floor.

ornate stump
frosty junco
#

o

#

OOOH

#

my umb ass

#

I havnt looked at that thing in 2 days ;-;

compact pawn
ornate stump
compact pawn
#

how do i.. get rid of it then?

ornate stump
compact pawn
#

how do i find said object tho- i don't think i saw it in the list

ornate stump
compact pawn
#

i don't think so no

ornate stump
compact pawn
#

that's the list i went through, i didn't find the object using it in there

ornate stump
compact pawn
#

where would that be located u think?

ornate stump
compact pawn
#

uhhh... fx controller?

ornate stump
compact pawn
#

in here?

azure bobcat
#

does anyone know how to do expressions/visemes for 2d faces with a texture change? a bit new to avatar creation and unfortunately theres not a whole lot of resources online about it.

ornate stump
azure bobcat
#

you could also probably find it in the animator above your avatar descriptor

#

if for some reason you forgot to put it in your descriptor

#

im assuming your just trying to find it

compact pawn
#

or do i switch it to something else

ornate stump
#

Remember you have to re assign it back later.

compact pawn
#

ok

ornate stump
stray lintel
#

woof

#

turnt out i extracted the mesh wrong and thats why it was giving me lines

#

So happi finally made the clothing

compact pawn
ornate stump
compact pawn
#

already switched the shader and it didn't work so i deleted them, that cleared it up, thanks a bunch ^-^ my brain has been melting all day doing this lmao

frosty junco
compact pawn
#

just confirmed got the multi-platform upload, thanks again y'all ^3^

azure bobcat
#

ill ask again because it probably got buried under all the tech support (not that theres any issue with that, thats what this place is meant for after all)

#

does anyone know how to do expressions/visemes for 2d faces with a texture change? a bit new to avatar creation and unfortunately theres not a whole lot of resources online about it.

iron dove
#

why does my avatar bloats when I use FACSTOOLS?

#

copy components

timber wharf
crystal hamlet
#

Hey, Im having this same issue, did this ever fix itself for you, or did you find a fix?

heady gulch
#

not super sure how to explain my question
buuut trying to make a dome that when stepping inside looks like youre surroundead by night sky
im using a cube map right now, but it just looks like ive textured the inside of the dome with the stars, so they look really close.
ive gotten close to the effect i want with a mat cap but when moving your head or moving around it looks all wonky and weird >.<
any ideas?

azure bobcat
#

So like a skybox?

heady gulch
#

yeah thats what im trying to replicate

#

ill show what the matcap looks like, if it wasnt for the weird movement it would be perfect

azure bobcat
#

I’d assume you’d have to make a shader for that

ashen tinsel
heady gulch
crystal hamlet
ashen tinsel
azure bobcat
heady gulch
#

ive seen what im trying to do before, but used in a different way
like in the shaderfest world a few years ago there were orbs you can stick your head in and it would make it look like you were in a skybox surrounded by patterns

azure bobcat
#

The reason why its warping like that is because its a matcap

heady gulch
#

fair lmao
so what would you recomend to use instead?

azure bobcat
# heady gulch fair lmao so what would you recomend to use instead?

I know that the best course of action would be shaders but unfortunately i dont know specifically what do to since ive yet to learn the unity shader graph editor. I’d 100% look up how to achieve a skybox effect with shaders though just to see what results that yields. Unfortunately you’re not gonna have much luck outside of shaders as everything else is either meant to be baked into the map or something.

#

Matcaps are mainly used in 3d modelling programs to replace the background in that so that you can test reflections and lighting

heady gulch
#

ah fairrr
ill have a mess aorund with some shader stuff and see what i can come up with
might even jump back into that old shader world because most of those showcases were advertisments, might find what im looking for haha

heady gulch
azure bobcat
#

cause if thats the case, i dont think theres a way to get rid of the corner seems with the matcap

heady gulch
#

yeahh the sphere is like im in a black hole haha
so then i tried smooth shading a very low poly sphere and same issue

#

blehhh might just have to put a high res texture on the inside of the dome and call it a day 😆

azure bobcat
#

i suppose the cube will do as a temporary measure till you learn shaders. when you figure it out, you can replace it :)

#

im surprised the matcap looks as good as it does despite absolutely not being meant for that use lol. consider me impressed

azure bobcat
#

learnt the hard way when i lost a whole day of progress trying to learn it a couple months back and decided to leave relearning on unity for another time

timber wharf
#

vrc sdk already bundled with perfectly usable vrc (mobile?) panosphere shader for skybox marked textures

azure bobcat
#

ah didnt know that

#

thats neat

azure bobcat
wintry ledge
#

Might be a dumb question but is it possible to turn an avatar into a prop? Let's say I'd want a mini version of my friend, and to spawn it with a toggle like a plushie vrcBotThink

azure bobcat
wintry ledge
#

I already know how to make toggles and how to spawn stuff, question is, is it possible and is it the same way

#

I use vrc fury to make toggles

#

Do I need to take extra steps to turn the avi into a prop or can I just throw it onto my main and delete things I don't need

azure bobcat
#

well yeah it'd be possible, just not very optimised. 1 avatar can have alot or triangles and its a struggle to keep them within the good performance rank's limit, now imagine trying to optimise 2. but yeah its absolutely possible to do and its pretty much the same steps as doing a prop

#

if you've got their unity project file or prefab, you might have to gut the avi (aka, delete all bones, delete phys bones, delete toggles, etc) to turn it into just a model but if you've got literally just the model you can skip all that

#

you dont want your little prop having like 100 physbones and a skeleton and all that when its not meant to move around like a player

wintry ledge
azure bobcat
#

cool

azure bobcat
#

ive seen others make like a little plushy version of their own avi to do the same thing but not too performance heavy

cedar ibex
#

how can i make my avarter

wintry ledge
azure bobcat
azure bobcat
azure bobcat
#

moving it in blender is pretty simple. just select the bone of the part of the body you want to move like the leg bone and then rotate it. just dont use transform and scale and you shouldnt screw up the body too much since the body only uses rotations to move much like real life

wintry ledge
#

Ahh gotcha, tbh I never used blender yet, ig time to learn lol

#

Well thank you for explaining 🙏 imma try it later today

azure bobcat
# wintry ledge Ahh gotcha, tbh I never used blender yet, ig time to learn lol

i dont really know how to use blender either. ive used 3DS Max a bit and Maya a tiny bit for a course but yeah blender's UI always confuses the hell out of me. it should be easy to wing it just for this.

all you need to do and drag your model onto the 3d window and it'll import it, on the right side there will be a list like the Unity hierarchy, find the bones through that to select them easier, on the top left of the 3d view window you'll have your tools and you can find rotate easy there. im pretty sure it's middle mouse to move your camera or something.

#

good luck and good night

wintry ledge
azure bobcat
# timber wharf <@480974337604845568> https://discord.com/channels/189511567539306508/7309481733...

might be a dumb question but how do i easily center all my faces when making the tilesheet? unfortunately the expressions i have are in an array-like format and they arent evenly spaced out either so im finding it very hard to get them centered in each space so they dont shift between each expression. i know this is more of a photoshop type of question than unity-specific but i just cant work it out

#

any tips?

heady gulch
azure bobcat
#

hope it works out for you

heady gulch
timber wharf
#

@azure bobcat ooof, even if i understand how to do it, cant give an easy solution, online guides probly your best friend (stack all faces on one slot, move them fixed amount of pixels to maintain same position with offset)

azure bobcat
# timber wharf <@480974337604845568> ooof, even if i understand how to do it, cant give an easy...

yeah thats the solution i worked out so far too. currently in the middle of doing it. its a bit time consuming so i'd figure i'd shoot for an answer just incase this doesnt work out and you had a different idea. i'll see how it works out. if it doesnt work out, guess ill have to wing it cause its too specific of a problem for google to reliably give me an answer. thanks for the help anyways tho :)

#

its a bit of a tricky one. luckily i got a pixelated style so it's a bit easier to line up

vivid dove
#

I am now in unity, but for some reason I can't import the avatar FBX. Any ideas?

timber wharf
#

image?

azure bobcat
#

what happens when you try to import it?

#

are you dragging it into the assets window first?

vivid dove
#

yeah, the Apply button just never changes for me to click it

#

nvm i found it

azure bobcat
#

lol i love when that happens. you say the problem outloud and then you get a light bulb moment

vivid dove
#

yepppp xD

#

nvmmm i thought I knew how to fix it but its still stuck, sob

azure bobcat
#

have you tried importing a different model in to see if the same happens to that one?

vivid dove
#

its not letting me import anything oof

#

like into the asset tab yes, but not the scene

azure bobcat
#

might be something wrong with VRC CC? i dont know, this is a really weird issue

vivid dove
#

yeahh, apparently dragging and dropping works but not the actual side bar

heady gulch
azure bobcat
heady gulch
#

slowly working on my own placable camping world to put anywhere hehe

azure bobcat
#

ill make sure to remember this so that if i ever want to do the same, i know how lol

heady gulch
#

haha yeahh! what i ended up finding was that the poi toon panosphere lets you use a cube map instead of a single texture
it looks super trippy actually >.<

#

so in the end you were right about it bein a shader >.< just happened to be one i didnt have to make 🤣

azure bobcat
heady gulch
vivid dove
#

I got my model imto unity, now Im also stuck on shaders and materials ;-;

#

time for bed

#

I feel like it would be easier to do all materials in unity at this point

round shale
#

new to making vrc avatars, how do I set up IK with this model?

#

I mean, I have it rigged in blender

#

but I'm not so familar with unity's rigging/animation system

#

or vrc's for that matter

sudden violet
round shale
#

it's got IK in blender

#

have to set it up in unity

azure bobcat
#

oh that is quite the first avatar

round shale
#

first time going through this process

sudden violet
#

If you want to make IK from scratch in unity, the only way i know, is buying Final IK

round shale
sudden violet
#

someone else might know better doh

#

i never messed with spider legs

azure bobcat
#

does vrchat allow non-humanoid rigs?

round shale
#

that's crazy

sudden violet
#

no clue how they've done it however.

azure bobcat
#

thats some black magic

round shale
#

I guess I can code my own ik stuff

#

-# not that I would want to

sudden violet
azure bobcat
#

goodluck. you sure picked a hell of a first avi. learning avatar creation first time but on hard mode

round shale
#

XD

#

I was thinking, I could just have the other arms mirror the top one

#

and the legs would automatic ik walk cycle

#

which I have done before

#

can I use this with vrc?

#

acc to gpt apparently not

#

nooooo, I can't run my own scripts for vrc

languid solstice
#

Ok idk where else to ask. Am I going coo coo? I've rigged up and published an avatar specifically for fallback purposes, because I'm tired of people going "OH YOU LOOK SO MUCH DIFFERENT"
But... ius there just no longer a way to set your own fallback? It's jut pixelated mess of an imposter or NOTHING?

round shale
#

lmao, this server

#

noooo it uses final IK

azure bobcat
languid solstice
#

Unity tells me so, it's uploaded to all platforms but when I go tot he website... nothing

#

Here is the manage avatar menu next to mine.

#

And here it is to someone ELSE'S

azure bobcat
#

yeah thats really odd...

#

i dont know then

#

im probably not knowledgable enough for this stuff

sudden violet
#

however, if you buy an already-made asset, you only need to download the stub version, which is free.

round shale
#

it's 90 dollary doos

#

90!

sudden violet
#

ye, that's why i told you about buying already made assets with it

#

they made the stub free to download to sell assets with Final IK to consumers.

sharp osprey
#

what do i do if unity just.. stops taking an image's transparency into consideration? im working on ashley graham from resident evil 4 and her eyelashes and hair were transparent. they're set to Standard and have Cutout enabled, but they aren't rendering as transparent anymore

ive restarted unity and my computer and nothing worked. when I build for vrchat it also doesnt render the transparency

sharp osprey
#

im building for pc

sudden violet
#

Does unity standard actually have transparent instead of cutout?

#

cutout, for poyomi at least, means a "yes/no" check on transparency, not a value inbetween.

sharp osprey
#

im not looking to make it transparent just cutout

and unity standard has cutout, transparent and fade

none of which will work for some reason

#

i even tried a particle shader and that didnt work

sudden violet
#

i doubt it's this, but worth checking. Did you enable legacy blendshapes and normals?

sharp osprey
#

i can check that by looking at the model through the inspector right?

sudden violet
#

the FBX file, ye