#avatar-help
1 messages · Page 146 of 1
it wont add itself to the avatar, you likely have the gogo folder in your files in unity, you just gotta find them
everytime i try to add it my cursor turns into a error
you should be able to just double click it
okay that worked ty but its not adding itself to the avatar or is it supposed to stay in the file??
its supposed to make a folder in your assets
the gogo package itself you have to find in that folder and drag it onto your avatar
it wont drag
well, what are you doing
im dragging the foler to my avatar
dont drag the folder
open the folder and find the gogo prefab in it
then drag the PREFAB on
is it that?? because thats the only one that worked
yes. if you use vrcfury, use the one in the vrcfury subfolder
if modular avatar, use the one in that folder
i got it thank you !
trying to change idle... keeps playing the default one in game.
should i try putting it in the additive instead of base
tutorial from 4 years ago used the base so lol
okay putting it in additive is a no go
the bow isnt connecting to the head i connected it to the avatar and the stick base its not working
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
My footstep contacts work in Unity, but in VRChat, they only seem to toggle once and then never again. 🤔
Anyone have any ideas?
i did and its not working
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?
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.
Looks like the vrchat sdk isnt added in
Its in safe mode
how do I add it in?
close the project and relaunch but dont choose safe mode
Also, is there a way to edit textures within the program like for example (repainting them)
Depends on what you mean by repainting. Like drawing a new texture on them live or just applying a different finished done texture.
drawing a new texture and also, how do I export the old texture
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.
I meant exporting
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.
Imma go cry into Krita
Just like how you would add files you should have the raw image files in the project somewhere.
my password lock doesnt work does anyone know how to fix it??
so I should look in the project files?
It can be anywhere in there yeh.
The main material thats on the body should also be refrencing it to make it easier to locate.
im doing everything by the book but it wont unlock
fixed the issue
I can't add the VRCAvatarDescriptor and it shows this in the console
please help
oh nvm
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
try exporting them with a different scaling factor such as fbx all
how to do that ?
well, in blender export settings?
how do I fix this error?
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?
go to the material, right click and use a vrchat supported mobile shader
You separate it in blender. Unity has no way to split or splice objects
Where can I find more in-depth resources about SPS?
could mesh and bone sizes being different possibly break physbones or smth?
the ui failed
how would you get those out of sync though?
you don't care though - that dropdown at the top is what you need to change
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
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
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.
(and don't forget to uncheck "can transition to self" if you use the actual AnyState)
Still nothing. I know my animations work because if I trigger the animation directly from "Entry" without any conditions the eye color changes, but changing the integer nothing happens
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
K, I changed it
show us what your animator layer looks like now
and the transition back is "eye color not equal to 1" right?
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
Can someone help me, I accidentally created more problems
But it never changes from blue in the first place
When uploading to Quest you need to create a new material using a different shader.
from what you're saying, I'm not sure I understand what is actually occurring here.
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
My radial puppets with float parameters work fine
It's just integers :T
right but I can't really offer any suggestion based on that description, I don't know what is happening.
What I'd do here is poke the menu in gesture manager/av3 emulator and watch what happens in the animator.
I'm not using av3 emulator in my project, could that be breaking something?
no it's just a testing tool. I prefer it but you can use whatever.
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
I am having a huge problem with my avatar, the avatar is small and not aligned correctly. Help me out here
Yep, and all those other parameters in the screenshot work
wait, just one parameter doesn't work?
Yep. Just the integer one
are you 100% sure it's spelled the same, including case?
Yes, even copy/pasted
I haven't implemented hair color yet but I imagine I'll run into a similar problem
yep, looks fine to me.
Can someone help me out with aligning my avatar?
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"?
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')
Aligning the viewpoint with the head
You change the viewpoint in the avatar descriptor
iirc it's labeled "view position"
Put it right between your eyes, halfway into the bridge between them
In your texture import settings, have you checked "Alpha is Transparency"?
NVM I got it
Can someone help me out with converting the triangles to quad
Pretty unnecessary, VRChat/Unity just converts them right back to tris
But it says that I need to convert the triangles to under 20000 or else it wont be on quest
Im not sure but I will try that. I have also read that VR chat won't allow transparent textures, so if I do, will that work?
under your avatar adjust your view position
Oh are you uploading to Quest? Then yeah, transparent textures won't work at all. They work fine on PC. If you want a blush to work on Quest with a gradient between skin tones it might have to trigger an entire other material instead of an object over the face
this is found on your avatar "VRC Avatar Descriptor"
Converting tris to quads won't actually reduce the number of polygons, though. In 3D rendering, all polygons are always technically triangles. Even a quad is just two triangles stitched together.
when you hit edit youll see this orb on your avatar thats where you are viewing from your headset
Well how do I reduce the triangles then?
Right OK. Then I will do that
Decimate modifier in blender, or learn how to retopologize
Thank you so much
Any time! C:
fear, but yeah true and then you may have to reweightpaint
100% with either of these options you'll have to revisit the armature, yeah
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
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?
you have a missing script. Install all of the requirements the creator has listed in their docs.
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 :')
in each of those transitions, make sure "can transition to self" is off
oooooh how convenient thanks
not saying this is definitely it, but definitely could be
the instructions say "Quest Vers: Quest version only import the Avatar. No VRCFury. GoLoco is included anyway" and im still having this issue. theres nothing in the project that they said im supposed to have that i dont
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
obviously I don't know the avatar, but "missing script" generally means you didn't add something that's required.
some of the materials in the project are automatically poiyomi, could that be it?
that's not going to throw a missing script error
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
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.
if you've followed the instructions they've provided and they've specified not to do/add something contact them about support with it especially if its throwing errors specifically asking for VRCFury
you edited the avatar in blender then re-exported, right? If you didn't redo with the same settings, either go do that, or instead switch the rig to generic then back to humanoid, it'll redo all of this setup.
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
How do I keep the toggle from reverting itself?
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)
does anyone know why the normal map might be turning out blank every time?
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.
it's a toggle and not a button, right? and nothing else is changing that variable?
@arctic ginkgo arent you supposed to somehow select both meshes iirc? i suspect you bake from highres to highres
yes, I have the high poly selected and the low poly as the active selection
I just baked normals for another object and it was completely fine
I've tried both toggle and button and get the same behavior either way. Only the 3 eye color toggles are changing that variable and of course you can only click them one at a time
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
How curious
you were right, that definitely wasnt the solution :')
well it's a thing you needed to do anyway 🙂
it still being an ass
So in that layer, you're aware that only one of those states can be active at any time, right?
I truly wonder how vrcfury does this kinda thing so perfectly
yea, I mean I did choose the int parameter for a reason
k, just making sure
so what do I do bruv? ;-;
ah, how idiotic I am
I set all those toggles to buttons
no wonder it always turned off and on instantly :']
ayayayyyy I really feel Liindy's pain
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.
Well, that's frustrating
For some reason, when I create the menu toggle with a VRCFury component it works fine
ohhhhh no wonder, I was trying to think of what else to check
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
Fixed it with exclusive tags
Kind of silly that a third party bit of code has to be used to fix such things
But, as long as it works
she looks perfect in unity, built her in vrchat and now shes in the ground T posing!! what could have possibly went wrong
that happened to me when I had one of the playable layers missing
Can you send a screenshot of what ur playable layers look like?
Honestly try just adding gogoloco to it ngl
What size and weight of brush do you recommend for automatic weightpainting?
well, none of this looks right, build errors and no textures?
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)
none, use Robust Weight Transfer if you can, otherwise do it manually, anything automatic isn't great.
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 🫠
at this point, what we get are impostors
Just impostors? No fallbacks anymore?
I just went out of my way to upload my own fallback after all this time 😭
yep
I don't have a link but there's a bunch of canny reports asking them to not do this
Where do I look for avatar that are not on vrchat but are official
Official what for example?
Like furry avatars that I don’t need to pay fur and they are not on a 3rd party website
VRChat doesn't make their own avatar for sell.
Im talking about is there like a way to look up avatars that I don’t hafe to be on vrchat to look
Your words are quiet hard to understand what you meant.
avatars are always third party
"outside of game" you just answered your own question. Outside means 3rd party.
So I did sorry im new to this
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
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
detatch the blueprint ID and upload
you must have a head bone
im like asking how do i make a head bone for it
bring it into blender or similar, add a bone there
k
How do I detach it
there's a button right there that says "detatch"
it's on the pipeline manager component, which is on the avatar root
tyy
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
dont unpack the fbx
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.
it isn't
I do not unpack the fbx
couod be wrong fbx scaling on export? usually should be "fbx all". or not applied transforms
if not unpacked then that
And how make sure that is fbx all?(srry I'm kind of newbie)
@dusk mulch #avatar-help message
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)
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..?
on model import tab in unity check if its set to humanoid and there are no import errors
uhh actually in play mode only the clothes are moving rn....
and the problems
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
"Autofix"
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
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
Then you'd have to fix it in blender.
the world or vertex colors?
just simply saying you are using poiyomi doesnt really say much since its a pretty dense shader
right but how ? idk how to do that
in the video i've seen it says that clothes that I want to export need the avatar's armature, tho I abandoned the clothe's armature to do that
Is that the problem?
It's saying what the problem is.
Does your armature in your avatar hierarchy look like this?
yes kind of that
Can you screenshot to confirm how it is now?
for the avatar ? to do the modifications that I need at the start
wdym modifications
change gesture
That doesn't require unpacking.
gesture is animations?
uh
oops
There shouldn't be any reason that requires unpacking.
the only time youd ever unpack anything is a prefab that is just there to make something function properly like vrlab's prefabs
okay okay
new project I don't touch anything and sees how's going '-' "
You could just only drag the new fbx file into the scene.
also-
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
sorry for the late reply, i figured it out
it was because the vertex colors were messed up, so i just painted them white and now they look right lol
How hard is it to make your own
Depends
Generally speaking, you start with simpler things, and compound the skills needed to do more and more complex things. It's not something you do all at once.
most start with something like the donut tutorial for blender, and kit-bashing (buying an already made base, and simply adding or editing things)
the best advice i can give, is to learn in a way you enjoy.
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??
i do remember some textures remain with your avatar even if you get rid of them, unless you delete them from your project. I advise to use VRC-Avatar-Performance-Tools from Thryrallo to double check if that's what is happening.
anyone know how i can make it so i can swich to difreant ones with a 0-100% wheel like this
brilliant, ill give this a go thankyou
if you want it to blend between those, you'd need to set this up as a blend tree instead of separate states, using a float parameter.
120mb texture burried in the armature hahah >.< problem solved
Hayo
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 ^^"
did you delete said stuff from the parameters menu?
I pulled it out of the asset menu
unsure what that is, got a screenshot?
In a moment
Oh but yeah I also just straight up deleted parts off of the avi itself over the parameters menu if I remember
And even deleted entire part inside the armature
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.
Oh? I didn't know that huh
boolean parameters count as one, int/floats as 8
Tbh probably the first time I've heard of the synced thing
I'll look into it for a moment and see if I can make any progress then
Thank youuu
no worries. Be mindfull that Synced is needed if you want others to see that parameter too.
Noted noted
Huh I can't Really find the parameters thingy
Oop found it nvm
Okay thanks managed to upload the avi now. I'll do some testing with it later!
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?
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
Did you shade the dome smooth?
i didnt! how would i do this?
in blender object mode right click, shade smooth
and this will cary over into unity when i export it? 👀
yes, its normal data
awesome! thanks zero ill give this a go!
hey, does anyone know how to make a toggle in the expressions menu that completely swaps the main model with a different one?
i couldnt figure out how to make it so when i toggle, one model appears and the other goes away and vise versa
so the animation side of it?
and they are both different objects?
yes
different armatures?
i have never seen someone achieve this
it has to be one armature with two meshes afaik
The nawoo for example uses uv tile discard
you can't swap armature
yep thats why
IMO make two avatars, it's way less pain.
agreed
(yes, I've done nearly this - probably just don't)
or switch out necessary things only, such as the head mesh
but im specifically trying to make the meshes swap out
alright so i should make the head and body different objects?
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.
ahh okay
well my avatar is a little chibi character so it doesnt have any extra bones besides body bones
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.
thats fair
im gonna seperate the head and bodies but will the armature support each different head and body?
no idea without seeing it
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.
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)
Blend shapes. Shrink <nused faces down for each vowel and increase the desired one where the face/mouth would be
Make sure it's all on the same parent object so the blendshapes work
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.
You can use the decimate button in edit mode to reduce poly count. I'd also reccommend getting UVPackmaster and SimpleBake to combin e matierals down.
You can also get clever with vertex paint too.
is there a way to scale bones without scaling the children?
oooo a roblox custom avi, thats a first
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 💔
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?
Please help, I can't upload my avatar and this keeps showing up in the logs
you must have 0 red errors, start with the top one, not bottom one
Can someone please help out?
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?
heyy again, another thing
no matter how I modofiate the fbx in game it still make that, how remediate it ?
looks like a weight painting issue. Try to match the weight painting to the body as close as possible.
you have missing scripts on your avatar. Either figure out what is missing and reinstall it, or remove the script components.
it shows you exactly where they are as well in each error (Hand_R, Hand_L, Logic, etc)
the problem persist
are you adding the jumper in unity or blender?
because if you've added it in blender, set the arms to that position, see what the weights are like
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
the jumper ? what is it
? the top you're trying to add to your avatar
ohhh yes sorry was misunderstanding bc i call it a sweat and though it was smtg in blender or anything
I still learn english^^"
sorry!! that's my bad, i'm from the uk where we call it a jumper, forgot not everyone calls it that </3 did you add it in blender or unity then?
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
if they were teleporting world objects to them that's likely a client, not an avatar
no teleporting Like they were at a distance and picking up items and they were floating, they were also on quest
not sure if things have changed recently but you can't interact with world objects using an avatar as far as I'm aware, it would either be a feature of the world or someone in that world had a client
if it was an item on the avatar that they were making float that would be different
I told someone this same thing until I saw it with my own eyes
The world doesnt have any gimmicks or anything
I first take the fbx from unity (on the asset of the clothes) and modifiate in blender to fit my model (who's a nayu, bc it was for the rindo) and just need to fix it in playmode on unity
(I'll come back in like ~1h)
when you're fitting it in blender can you check how it works in pose mode or do you just sculpt it?
if you got the avatar name or ID I can try have a look into it but like I said; unless things have changed recently and I haven't noticed that sounds like it's a client, not the avatar
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
they don't have to be the one with a client, clients can tp things to anyone, not just the person with the client
Well they werent teleporting it it was justa cluster of objects being lifted
that 100% sounds like a client
I know it does
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
avatars and world just can't interact that way atm I'm afraid </3
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
they're definitely still about, just more difficult to find and most of them have malware anyway
Yup
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
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
can you send the name?
can I DM it to you
sure
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
you need to use vchat/mobile shaders for quest
the pink is caused by shader errors which will be fixed when you set the materials to the vrchat mobile shaders
i created a new one and it wont let me edit
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?
okay i created a new one and it started working thank you so much youre so helpful!! 
I would suggest not using standard shaders if you're uploading to pc, they just look bad, use either the vrchat ones (like toon standard) or use shaders like poiyomi or liltoon :)
poiyomi is probably the best one for vrchat atm
this is the link to their website: https://www.poiyomi.com/download
but they're PC only shaders, the only shaders you can use on quest are the ones provided by vrchat
thank you! i have a small question
I just move the vertex and sometimes edges
What the fork-
?
actually i have a new question can i dm you?
sure
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
which part are you struggling with?
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
what won't be animated correctly?
IK-driven humanoid animations are all based on armature
the whole character, the head is normal but the body is half way through the ground
is it in the right place in Blender, and you've applied all transforms to the mesh objects?
yes its all in the place it should be
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?
particle system with trail
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?
there's not really much detail on that page, and you can't use the shaders mentioned, so.... maybe?
you'd probably have to provide more detail then
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
it's not very hard
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
yeah I'll try to, i just dont know what to do from this point on
i found two videos but they are 30 minutes and 1 hour lol
the unity docs on the particle system are decent, and also there are lots of free sample particle packs in the unity store
alright, thanks a bunch
a lot of particle-making is mostly just playing around until stuff looks how you want 🙂
cool, it feels like a lot to think about rn but itd be a good thing to add to my knowledge
perhaps start by explaining in detail what you've done and what isn't working
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
wait, "all put together"?
yes, what i mean by that is one full mesh, nothing is separate
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.
yeah thats what kinda confuses me
what part?
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
if you didn't specifically make a toggle then it won't be there
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
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.
yeah
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
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
alright here, i have the body and head seperate but on the scene its how its supposed to look
is that head from a separate .fbx?
yes
how are you connecting it to the avatar then?
not sure thats what i was trying to figure out
why is it a separate fbx?
well so i could change the body and head with the toggles i wanted to make
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.
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
separate mesh objects is fine, there's no reason to use separate .fbx files though
i have that yes
okay then I'm not sure why you've got it in Unity separate?
Avatar stuck in the "motorcycle pose" when in play mode, with and without animator controller.
use pumkin's tools to reset it
Gotcha
combine the meshes in blender and rebuild the armature its that easy
they are specifically trying to have separate meshes
how do i rebuild the armature
deepseek, chat gpt, youtube, all sources to find a solution
Quick question - How do I do that? Got the tools, but no idea how to work with them.
somewhere in there is a tool to enforce t-pose. I don't use it, can't help from here.
to note, it's not clear you need to "rebuild" anything, you'd have to determine that first. We don't actually know what you currently have.
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
oh - I guess I misunderstood. Are you using a testing tool like GestureManager or AV3 Emulator? If not, do so.
alrighty
I am, that's the thing.
When I turn on gesture manager, it does that.
With and without it.
show your playable layers in the avatar descriptor
why are they gone
aha.
i forgot to say that i want them separate so i can swap heads via a toggle
I keep saying this, you do not want separate armatures.
alright
Meshes, sure, that's one way of doing it.
so just make a full model instead of trying to seperate the meshes and armature?
you can have as many meshes you want (each one is a performance penalty), but should only have one armature.
u have to hagve seperate models then, one for each head swap
you don't have to have separate models.
i see
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
dang it
it genuinely is easier to have multiple models
well ill do that then
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
just try and see which wrks best for u
well the hair is pretty much the only change between heads besides the textures
no need for separate head meshes then if it's just hair and texture
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
thanks
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
unmap the jaw bone in the rig setup, if there's one mapped. Unless you actually use it for speaking.
so unmap eveything? or just a mouth
I'm trying to make my mouth stay closed while i put forms on the avi with out my mouth being opend
okay
is there away to fix this
I just said
it workls thank you
ive been fighting over my avi for days
will the mouth still move if i speak
if you use visemes for speaking then the jaw bone is not required. So yes.
anybody know how to fix this i resetted my pc and now i cant opened any unity package
thank you sir for your help 🙂
it still isnt working 😭
you'll have to be far more specific if you want help
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
toggle off one game object and the other on
how do i do that through the expressions menu
because in game i wanna be able to toggle it
you don't, you make an animation which does this and a toggle to enable the animation.
a tutorial video on basic toggles: https://www.youtube.com/watch?v=XqtSg6_W07Y
thank you
(there are many of these)
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
synced float variables go from -1 to 1, not from 0-100, so you'll probably want to rework these values
shoot, ill try again one moment
thank you
@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
I like blendtrees for this, personally
i have each tail as a toggle ( in the animations turning each one on/off )
when you add say extra design
but I can stick it into the same layer as most of the rest of my toggle stuff 🙂
Just like turn it into a state machine
well, if its automated by some tool then sure. manual blend treeing? nah
yep, I do
guys im genuinely so confused- is this how its supposed to be done or am i still missing something/ doing it wrong
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
@livid yarrow it can be done that way, just showed way easier one to deal with any kind of radial puppet toggles
I use the "automate thresholds" checkbox usually, but yeah, pretty much like that.
Why are they separate
oh - you don't want/need the "parameter" there in the menu item, just the rotation.
because i want one model to swap with the other
But why are they separate fbx
I've been asking this for a while now.
Like models can have multiple meshes
oh i actually didnt know that would work
I literally told you that like 5 times
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
that is exactly what I told you, yes.
oh thank you


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.
i thought itd be cool and im making this for someone else- they wanted the tails to be interchangeable https://cdn.discordapp.com/emojis/1004843789510267042.webp?size=48&name=nyooooooo
i can try using lumya
not sure if thatd change anything though
@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.
@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
@livid yarrow did you remove parameter from menu?
yeah it only had the rotation parameter when i recorded
ohmy gosh it works. thank you sm
thank you both for helping me
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
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
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
Question boys, for desktop mode is there a way to have your models arms be out more?
like for the default pose
physbones dont work when there are rotation contraints is it fixable
constraint works last for a same transform and ignores physbones. you can constrain parent of a physbone component tho
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 >~>
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.
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.
good luck <3
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 😅
probably try cranking up the Immobile parameter, or lower spring
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
just making a script to do this. I'll report what it brings up.
it'll be a nice script for my little arsenal of scripts anyways
It goes to a piece of clothing for some reason, at least on one of the two projects. I'm going to check on the other project.
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.
is anyone farmiliar with this program addon? https://github.com/killfrenzy96/KillFrenzyAvatarText?tab=readme-ov-file ive been trying to get it to work for a while now but cant seem to 100% make it work
That means multiple objects are being selected. You just have to look in heirarchy panel to see what objects being selected.
You might have to explain what of it isn't working as well.
I know multiple objects are being selected. It wouldn't show in the hierarchy what though with my huge scene. I make very complex avatars. I had to write a script so I could print out the locations of the objects.
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.
The colliders for touching the individual keys dont work aside from a few very random presses after minutes of trying. Even then the presses dont type anything into the OSC program like they should be
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
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
you can open the project from Unity Hub. But probably it's best to update that to 2022.
it wont even create in unity hub, and i need 2019 version for what im trying to test
huh, I've done it just fine in unity hub
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
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.
Yeah, ive never created a project straight from hub, VCC may just be my issue then
when modelling should i be using perspective on or off i cannot find answers on google (examples)
entirely up to you
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
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.
okay! i shall fiddle around thank you so much =3
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?
is there away i can show off my avi?
weight painting often takes a few tries, you can get quite close just in Blender, but I find I do have to check in-game and touch things up.
damn. thats annoying. Especially since it will be my first time weight painting so I will need A LOT of tries.
I hope so
Whenever I’m on my quest 3S I just got it, I can hear everything besides the sound effects from avatar
I think avatar sounds are disabled on quest version of the game. It's common thing for quest users to accidentally play sounds because they can't hear them
What do you suggest I do? I play VR chat sometimes on GeForce now.
I'm not very familiar with cloud gaming services. If geforce now handles everything about the game and runs on windows there shouldn't be any problem but if it's not running windows or if it's only handling calculations and the game still runs on your device then there is nothing you can do
Ok, I've read some more and it's the first option. So it should work with geforce now. Do you have no avatar sounds when you are using geforce now too?
correct, quest avatars cannot have audio
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
yeah.... that's often a lot of work 🙂
any faster way of doing it?
Do you know?
blender, remodel, reshape, etc. until you're happy with it
there's no magic solution here
oh
Also uh
How do i make the bottom part of the dress less geometric
do i just need to extrude a crap ton
not extrude but subdivide, then maybe a cloth sim, maybe sculpting...
ah
swap those shaders to quest-compatible ones. most of the tutorials will cover how
that's an animator.
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?
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
Can anyone help me figure this out?
"this"
how did you try to attach it?
Thats what i need help with. Ive already tried a few things but idl if i even did those corerctly
I get that, but you need to explain what you've done so far
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
right but if you could just answer that question, I'll know where to start.
what question??
sighs
if you havent tried anything what'd you mean by "ive already tried a few things" is likely what kazin's asking about
clearly there is hair there. it got there somehow. Explain.
like i tried to re-import, move it around, etc
Im talking about the ears and, soon to be tail
ok ears.
are the bones for the ears parented to the head bone?
Looks like they're not connected to the body and the head. Try connecting them manually, not with cats
there's a separate armature there
?
the ears have a separate armature that's not connected to the body's armature, cats makes mistakes sometimes, try connecting them manually
Ohh this is before merging, should I merge and reshow?
i thought this screenshot is after merging
this is why I was asking for an explanation of the current state of things.
yeah
so..... again, explain what you have done so far.
I have
not at all
Just rewatch the video…
bones dont look like they're parented to the head bone if their names are still upper and lower ear after the merge
It’s just ears root
the root is there
the video is cropped so we can't really see what's going on there at all
It being cropped has nothing to do with it, but I can video that if I need to??
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
question
how do i join these two meshes together
trying to join the sleeves and the main shirt
You rather mean bridging?
yee
Look for command "Bridge edge loop".
You would have to really make sure that both edge have same number of edges.
huh
If you have one part 10 edges and another part 12 edges, how does that make sense to bridge together?
Did you select only the edges though?
Select only edges you want to bridge, not selecting the whole thing.
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
Just choose by its look. Either StandardLite, ToonLit, and ToonStandard are top choice. But if it doesn't have ToonStandard, you should update your sdk.
okie, thanks
Ohhhhh
ye idk
I've gone through the entire hierarchy, looked through every asset and its inspector side view stats, cannot figure out what these are :(
and the unity search up aint helping either
:(
I think the last two will clear up after I fix the top three though
Try reinstall poiyomi shader.
you think its poiyumi?
Thry's is a part of poiyomi shader.
that does sound vaguely familliar
if I reinstall poiyumi will my shader things reset
like all the little bits I enabled and tweaked
It shouldn't.
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?
ok thank you
is your build correct
wdym?
like are you on android or pc
i have it set to try and upload to android for quest
take a pic of the shaders
they should be for toon
did you use a converter for the avatar?
It wasn't everything. You still missed those.
i don't think so? this is my first time doing this so i'm pretty lost-
Also Particle AlphaBlend is exception and can't be used.
oh true
I think its exclusively toon mobile shaders
also particles cant be transparent at all ;-;
i set the materials to toon
Search t:renderer in hierarchy and it will show all object including what you missed.
oohhh
So not "everything" right?
thats a really helpful thing ty
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?
It will be the same as you see in unity.
guh
The script is broken.
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.
"ApplyAccessories" script.
ok i went through the whole list and it's just this one left- how do i change that-
mayb gravity in the physbones?
You can't use Particle Alpha Blend.
how do i.. get rid of it then?
Delete the object that's using it.
how do i find said object tho- i don't think i saw it in the list
Didn't you said earlier it's used on your "arrow" object?
i don't think so no
And of course, search with what I said earlier and go through the list.
that's the list i went through, i didn't find the object using it in there
Then it could be on your material switching animation.
where would that be located u think?
Your FX controller of course.
uhhh... fx controller?
In avatar descriptor.
in here?
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.
Yes.
dont know the context but its probably here
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
ok there's one there, do i just have to delete it?
or do i switch it to something else
Try removing it first and see if it stop reporting about the shader.
Remember you have to re assign it back later.
ok
still there-
That means it wasn't from animation and you really missed some material in your avatar.
woof
turnt out i extracted the mesh wrong and thats why it was giving me lines
So happi finally made the clothing
ok, i think i found particles, i had set them to toon, but do i have to set them to something else or delete them? they're not marked as Alpha Blended
You can changed to other supported shader, or just simply remove the particle entirely.
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
just confirmed got the multi-platform upload, thanks again y'all ^3^
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.
@azure bobcat #avatar-help message
Hey, Im having this same issue, did this ever fix itself for you, or did you find a fix?
Legendary
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?
So like a skybox?
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
I’d assume you’d have to make a shader for that
It just fixed itself. I guess me restarting the SDK and reopening it while removing scripts worked
Yeah sure ill have a look
Ill do what I can, thank you!
No problem
Question, why are you using a matcap?
honest answer is because someone said "try this" lmao
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
The reason why its warping like that is because its a matcap
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
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
using the matcap that i know i shouldnt be using lmao i did get suuuper close to what i wanted
but its still not perfect, the top looks a lil weird and where the edges meet
im assuming changing it to a sphere is when the warping becomes apparent right?
cause if thats the case, i dont think theres a way to get rid of the corner seems with the matcap
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 😆
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
btw big tip for when you do learn shaders, do not do your shaders in blender. they do not transfer to unity. blender and unity render completely differently so the shaders are not transferable. you'll have to make sure to learn how to do them in unity specifically
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
found a good shader video for skyboxes here: https://youtu.be/WIdVRU2tI5U?si=-sWje5FoAlH4dChH
vrc sdk already bundled with perfectly usable vrc (mobile?) panosphere shader for skybox marked textures
got some news for you. look at the above comment
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 
do you have your friend's model?
Yes
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
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
Yeah my avis are already heavy lmao, I actually made an optimized version of my main yesterday and my friends avi is not that heavy I think so I could throw it on there
cool
Yeah yeah exactly
ive seen others make like a little plushy version of their own avi to do the same thing but not too performance heavy
how can i make my avarter
So once I do allat and I spawn it in, it's gonna be like in the default standing pose right?
that is quite the question. probably better to youtube it or google it rather than asking here. not exactly something explained in a few words
yeah. the way i'd change the pose is probably by bring the model with its rig (bones and stuff) into blender and posing it in there and then export that as an FBX and delete all it's bones in unity. that way, its already pre posed and you dont need the bones anymore
okay
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
Ahh gotcha, tbh I never used blender yet, ig time to learn lol
Well thank you for explaining 🙏 imma try it later today
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
Ohhh I see 👀 tysm that's gonna help a lot
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?
Oooo appreciate! I'm out atm but I'm excited to take a look shortly
hope it works out for you
Hahah jank brute force for the win! Haha
@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)
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
I am now in unity, but for some reason I can't import the avatar FBX. Any ideas?
image?
what happens when you try to import it?
are you dragging it into the assets window first?
lol i love when that happens. you say the problem outloud and then you get a light bulb moment
have you tried importing a different model in to see if the same happens to that one?
its not letting me import anything oof
like into the asset tab yes, but not the scene
might be something wrong with VRC CC? i dont know, this is a really weird issue
yeahh, apparently dragging and dropping works but not the actual side bar
youre a wizard!! 💜
pointed me in the perfect direction
i couldnt get the vrchat pano to work but looking for a tutorial lead me to finding out that poi toon also has a pano sphere and its exactly what i wanted thankyou!
@azure bobcat ill post a vid in a sec so we get closure hahah
maybe try opening a new project file and see if that works? just trying to work out the extent of the problem
awesome!
i absolutely love the idea
ill make sure to remember this so that if i ever want to do the same, i know how lol
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 🤣
yeah thank god for that. i honestly struggle to wrap my head around shaders
yeahh me too! i tried once in the past just to write a reflection shader for godot and that was enough for me to never want to touch them again xD
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
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
as in, you want to create a new IK, or it already has IK?
oh that is quite the first avatar
first time going through this process
If you want to make IK from scratch in unity, the only way i know, is buying Final IK
thought I might as well turn it into an avatar
does vrchat allow non-humanoid rigs?
what, unity doesn't have an IK system
that's crazy
i've seen spider-like avatars with IK systems before
no clue how they've done it however.
thats some black magic
tbh, it might, i just don't know any other way.
goodluck. you sure picked a hell of a first avi. learning avatar creation first time but on hard mode
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
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?
i think you can select your own fallback but i dont know how since ive never tried doing it
On the website it still tells me that I can set fallbacks but I must own them. Except... that option is just not there
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
yeah thats really odd...
i dont know then
im probably not knowledgable enough for this stuff
a lot of cool things use Final IK, sadly
however, if you buy an already-made asset, you only need to download the stub version, which is free.
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.
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
what shader?
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.
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
i doubt it's this, but worth checking. Did you enable legacy blendshapes and normals?
i can check that by looking at the model through the inspector right?
the FBX file, ye
