#avatar-help
1 messages · Page 147 of 1
are the textures even still transparent
it appears like this in unity
so its not then
what is it
alpha is transparency
do that, and then try transparent instead of cutout.
still no dice
it came back when i switched to android but went away when i set it back to pc
from what i can tell this is like the only avatar in my project that's having this issue
could be the format
tga format
not what I mean
oh
since android uses a different compression/rendering format
iirc dxt1 doesnt have transparency support
is this what i need to look for
no i see that i know where that is
"iirc dxt1 doesnt have transparency support"
i just re-exported the texture as a png and that fixed it
i swear tga used to work for me
you dudes got any tips on how I can reduce this file size by only 2mbs?
I basically did everything to optimise this sucker
I hopefully dont want to resort to deleting a toggle ;-;
that's only when push comes to shove
compress textures or models
you'll want to compress a lot if it doesnt upload
how do I compress them?
so for textures
go onnnnnn ^^
click on the image(s) and set the max size to a lower number (you can do this per platform)
512 and under typically is good but for serious cases you'll want to go lower
for models you'll want to click on them and go to Mesh Compression
almost all those assets are within the range of 200-1024
ive noticed medium works good without demolishing the look of the model, but high is for serious cases
only the base body is at 2k
any images that are 1024 and above you should inspect the file size just so you know
with what ive seen if the resolution is 4 digits then it's likely to be at least a megabyte
yep
I've heard there's a tool to combine skinned meshes or do avatar optimization
anyone know that that is?
you're probably referring to d4rk's avatar optimizer
yeah, found it
Have you joined the discord that's specifically for out of the ordinary limb configurations?
if not, I suggest it 🙂
yup
would anyone know if I could get a sorta panosqhere effect without the bottom of it looking like this?
I just want the gradient to follow the players view and not be interrupt by the clothes/whatever if you know what i mean
well
finally uploaded my avatar
but the view was way off point, and the head testure went all white
got any way to fix that dudes? ;-;
the view position is configured in the avatar descriptor
go see where it currently is
well, is it supposed to look like this :'D
coz the move tool and that view positon ball are literally on different sides ;o;
in the upper left - try setting Pivot to center and local to global
it looks in the right place though
you don't have a camera on the avatar, do you?
Will VRChat attempt to process any part of an avatar that has been hidden (maybe via an expression). In other words, if the avatar has a part hidden, will that part still impact performance of other users?
Depends what it is and how it's hidden
What do you mean?
nope
if you hide something by making it transparent that has a cost, if you disable the MeshRenderer, that doesn't
I dont
for example.
I see, thanks!
why is your avatar not at 0,0,0?
put your avatar at 0,0,0 ;-;
yep
I appreciate it
Sorry for not responding quickly no I can hears sounds
How do u fix this ;-;
I saw something in thry's but it doesn't show up in the panel to unlock it
Those materials are embedded in your model file, you can't edit them. You'd need to extract them or make new materials instead.
there's a "materials" tab in the inspector for the model file if you want to try extracting, I generally just make new ones.
You have to select the model file from Project panel.
How do i export the avi in a unity package bc i think my project is full and i spent too much time already making this avi quest compatible
Right click on the scene file and Export as Unitypackage.
This?
Scene file from Project panel.
I understood half of that
Got it
that isn't at all what they are trying to do
This?
ok sorry
Yes.
This right?
No.
Huh?
It's Export Package....
I got it
I tried to apply a cloth and it just does this, why it's not parented?
hello I was trying to add gogo loco to a avatar I got, but some how I got 2 error's and I can't upload it so pls help me
The answer is right on that pop up, too many parameters in use.
Your avatar does too many things. Take some things off.
exactly what did you do here? Does this model have its own armature? Is it using the avatar's, and is already weight painted?
No, it's not weight painted. I bought a cloth
I just sculpted it
I'm not sure why it's posing like that
yeah if it's not weight painted then it shouldn't be moving - is this what it looks like in mesh edit mode?
that doesn't look like edit mode
ok so then that's the default position. Remodel to fit the avatar's rest pose
god damnit
Or you could try to make a copy of the armature, edit it to match the current position of the cloting, weight paint the clothing, then pose it back to T-pose and apply...
sorry I'm working out the process as I type this, haven't tried it 🙂
shift-d in object mode iirc
I never use that.
now how do I connect this
give it an armature modifier pointing at the avatar's armature, and weight paint it.
eh, I use it for optimization
you can do what cats does manually
yep.
what did you do to cause that?
is your armature posed funny? I'm not sure how this could possibly happen without any weight paint already.
don't use that vertex group
i.e. leave it blank
this is in pose mode
ohh
in pose mode, reset your pose, select all, and in the menu there's a "reset transforms"
ah pose -> clear transform -> all
how do I reset pose
what I just said
it doesn't do anythiong
then that is the default pose
hm wait
nah it doesn't
alright I think I got it
well it's connected I think I need to somehow repose the cloth
the solution you gave me
Managed to accidentally delete part of the armature of my avatar. I have a backup with the armature in tact but it is quite outdated. Anyone know how I can fix the main version of the avatar?
[Bat wing root.L & Dress sleeve.L were removed accidentally]
Which of these two will the game consider when blocking this avatar? It's very poor all around, but it's 'good' on Windows, the only platform it's on. The only thing making it 'very poor' are the two lights it has, so I'm wondering if that'll force the fallback or if it'll simply get rid of the lights.
I assume you meant to say you "can't hear sounds".
Do you have option of picking what operating system your GeForce now uses? If you do choose windows. It needs to run pc version of the game for you to have sounds
@sharp magnet avatar rating is set on upload, noone reevaluates it. 2 lights = very poor
this seems to be unpacked, so you're probably kinda screwed. Drag a new copy of the model into the scene, use Pumkin's tools to copy stuff over, and don't unpack it in the future.
well yes, but it's otherwise 22,100 tris and 7 materials doing nothing special. the documentation currently suggests SOMETHING will happen to models that fail a performance threshold, but I'm not sure if it'll do everything on the chart if the model fails, or simply disable the specific bits that make it fail.
Unless it says something like "all will be removed" if you go over the limit, then it won't disable anything
ok how About the other one
You'd have to look at the logs in the console for that.
Can someone help? Not sure why I’m getting these errors
if those aren't the first few errors, post the first 2-3, at the top. that last one is a side-effect.
the poiyomi one, I'd upgrade that if you can, but it might not be fatal. You may have to ask about it on their discord instead.
how do i do that without messing with how the material looks like?
make a copy, play with it until it looks the same? I'm not sure I've got much useful advice here.
its all good, thanks haha
Uh i kinda need help. I want to texture paint this fnia model in blender but only certain parts of the texture work and the rest is black. Im not sure whats going on
Can someone help me?
i hope to god you didnt close the project or save after deleting the armature. if you did then you would need the basicly put the avatar back together using the fbx. also in the future if you delete something by accident the ctrl+z is undo or you can click edit in the top left and click undo there
ive seen this what you need to do is kinda start over unfortunately as far as i know makle sure to set the restpose for the clothing armature to be similar to the avatars rest pose. then uise cats to set the respose after that you can start sculpting the clothing and everything else you need to do
add the component parameter compressor from vrcfury it should fix this
is your account new user or visitor rank?
new user
if i remember correctly if you arent user rank you cant upload avatars
no worries you ussualy get user rank in a few days of playing i believe
ok
thank you very much
no worries glad to help
nah I'm fine
I asked someone else
they helped me out
thanks anyways
I got the armature going
and the texture
sick
have you still not figured out the material thing? lol
There’s no blueprint attached.
scroll up in the console you have validation errors, the blueprint ID isn't the reason.
ik this aint with unity but on my ocules on vrc everyones avatars are blury/low pixaled and i have to manually turn the avatars on to not be blury does anyone know how to fix this or why its happening
Use #1138891887374237706 for questions like this next time. If you're on Standalone Quest, this is intentional as you're seeing impostors of people's avatars since VRChat blocks Very Poor avatars on Quest and there's no setting to disable it for performance reasons
so everyone is like that?
THat's a side-effect error, look at the first few errors, scroll up.
I made an avatar that has an optional breast blendshape. The blendshape and everything looks fine but when I turn it on in Unity the shading looks weird because it's copying the normal data from the flat chest I guess. I tried to add a decal that adds an artificial shadow when it's turned on, but it still looks a little odd (also the shadow isn't able to be added on Quest). Any way I can fix this? It's not custom split normals or anything like that.
I'm basically wondering if there's any way to make the mesh adapt its normals based on the blendshape.. I thought it was something that happens automatically but I guess not?
when i eventually start 3d modelling this character, i want to create a toggle where i can hide both sets of arms (preferably quest compatible, meaning it stays as 1 mesh renderer). i know how to handle the 2nd set since i can simply disable those chains and make a blendshape that shrinks the arms into the torso, but for the 1st set i'm not sure what to do since i still want the arm bones to stay enabled for another toggle i plan to do with invisible arms. how would i go about this, since i know blendshapes tend to screw up with deformation at times?
If it's a PC avatar, you can use UV tile discard. But for Quest, I don't have an answer.
thank you 😭 i dont want to have to resort to it but i might have to use two skinned mesh renderers
Looks like setting the fbx to "Calculate" instead of import normals fixed it, but it sucks because it limits some of my options. Oh well.
enable legacy blendshapes and normals in the FBX in unity
it's exactly what you are asking, normals getting recalculated from blendshape changes. (or at least, that's how i understand it)
hey guys im working on an avatar but so far it is very generic and i want to improve it starting with the textures, does anyone have any tips, guides or recommendations?
the first thing that came to mind was learning how to make a normal map to give the pants more texture
and i also wanted to learn how to add graphics to clothes without looking poor quality, in the past ive just slapped stuff onto the texture on photoshop but to my eye it looks pretty awful
do animated animator parameters not show their values correctly in the debug menu in-game? I'm trying to bug test, and while the transitions are behaving as if these parameters are the values I expect them to be, they are all reading as 0.
This has always been enabled, unfortunately it did not resolve it
oh damn, i was almost sure that's what the issue was. Not sure in that case
what format would be the best for a monochrome texture?
need some help with this error!
??
I made this little non-humanoid avatar, and it works great, but it has a bit of a sitting problem with interactive chairs. lol Any ideas would be appreciated
i got an error when trying to build and upload
An error occurred while sending the request
UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)
(wrapper dynamic-method) UnityEngine.Debug:UnityEngine.Debug.LogError_Patch1 (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,string,UnityEngine.Object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__150:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:3025)
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__150> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__150&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:UploadError (object,string)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__138:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2847)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<System.Exception>:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__138> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__138&) VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:HandleUploadError (System.Exception) VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Upload>d__136:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2827) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception)
VRC.SDKBase.Editor.Api.VRCApi/<UpdateAvatarBundle>d__34:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:650)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<string>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<UploadFile>d__41:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:1087) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCFile>:SetException (System.Exception)
VRC.SDKBase.Editor.Api.VRCApi/<Post>d__182<System.Collections.Generic.Dictionary2<string, object>, VRC.SDKBase.Editor.Api.VRCFile>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:385)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCFile>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<MakeRequest>d__162<System.Collections.Generic.Dictionary2<string, object>, VRC.SDKBase.Editor.Api.VRCFile>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:341) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<System.ValueTuple2<VRC.SDKBase.Editor.Api.VRCFile, System.Net.Http.HttpResponseMessage>>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<MakeRequestWithResponse>d__152<System.Collections.Generic.Dictionary`2<string, object>, VRC.SDKBase.Editor.Api.VRCFile>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:332)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
and retrying doesnt help
I'm having trouble with a bit of clipping with a shirt I'm making and no matter what I'm trying it dose not seem to fix it.
I'd definitely do UV tile discard as others have said, but you can do blendshapes to shrink if you're really careful about keeping each vertex in the same X position when it's shrunk - basically shrink along the bones.
Missing script means you need to install some dependency that you didn't install yet. Check the avatar creator's documentation for clues.
i wanted to sculpt an asset in blender but it doesnt appear in the hierarchy? its as if it doesnt exist
here's it's name in unity, "DT-Headset"
probably an add-on. Maybe the inspector has a clue?
sorry, im not sure what you mean by add-on, are you saying to poke around in unity's inspector tab?
I mean that object was probably added to the avatar in some way other than as part of the model file - an add-on package or asset.
If you look in the inspector you might find something that links you to where that is in the project files
sorry to send the whole ass screen, but im looking around and everything here looks completely typical to me
im far from an expert, am i missing something?
no weird components, it's where id imagine it would be in the asset's hierarchy, its a skinned mesh, etc
click on "mesh" and you'll probably find it in the project files
but
I see it already - you've selected a mesh object there but the object two above is a prefab, that's likely the add-on asset.
click that and at the top of the inspector you should find a link that leads to the prefab file itself
also this is a huge number of mesh objects
by that you mean the fbx? because i didnt try dropping the headphones mesh into blender, i put the fbx for the prefab
yes im still in the creative process and trying to find a look for the avatar, i havent begun the process of optimizing and removing everything that isn't necessary
Yep, it's probably a FBX file
this is the prefab's fbx
its what i posted earlier
oh I see, I thought that was your avatar earlier, because of how the image was clipped
can't really tell you much more from here
thats okay, i appreciate the help
oh and also i have d4rk's optimizer and most of these meshes don't toggle, so that should merge a lot of them into one renderer
as for the materials im struggling to get them to combine
that happens to my avatar somertimes, one of the flaws of vr models
sadly for me its 100% of the time its happning i had the make the shirt myself my avatar has almost no clothing avalibale so i am learning to make it this is my first shirt
make a blendshape for shrinking the body underneath the clothing, to be used whenever the clothing is on
I'd move the shirt mesh further from the body and re-check the weight painting.
shrinking the body can work, but sometimes you can't do it.
Id make anti clip blendshapes on the body to suck in the shoulders as you dont see them when the shirt is on anyway
Also this mostly happens when the geometry is different, aka low poly shirts that were not skinned off of the body but modeled separately disregarding the geo of the base mesh
yep
You can copy weights all you want but a triangle wont bend the same way 100 do
its hard to tell if this is an issue with your SDK or if theres something wrong with your avatar causing it to fail, any other errors besides this? (screenshot instead of paste)
Todo late. Managed to fix it, it was just all about retrying
Make a clothing blendshape
You can shrink that zone so it wont clip through
You likely had put the parameter into the radial being open, not just the rotation.
are you talking about this? :o
Yes.
that's how it's set up now, does something need to change with it? 
Just delete the parameter slot above.
Hey need help uploading and rigging an avatar I had commed, I can pay whoever is able to help me, is 10$ fair?
I can do half before and after if that’s any assurance
Hey, I'm probably going to sound really dumb for asking this but does anyone literally anyone have a good video tutorial on how to get started with avatar making, for now I just want to mix avatar bases (aka move body part from body b to body a) and retexture. But I am stumped I can't find any tutorial for base mixing or a good tutorial for retexturing, so please anyone help TwT or if anyone is willing to teach me feel free (not looking for commissions, I'm trying to actually learn) to send me a dm TwT
Did it not come rigged? That would be very bizarre
in most cases 10$ is not anywhere close to fair, also like said above its a bit weird they didnt rig and weightpaint it 
( also i suggest going to VRCTraders as asking for a commission of any kind isnt permitted here and will only get you scammer/bot DMs, theres a link in #1204490664637890580 )
how do i srink it?
hi I was just wondering if anyone could please help me upload 2 PMG avatars I've been trying to upload one and it just comes out as invisible and I have everything installed
could someone maybe DM me and do it for me if it's OK?😁
1 on blender firstly create an aditional shape key
2 then bring it to the max
3 go to edit mode and begin shrinking the parts of the body that are covered by the clothes (You could sculpt it to save time, this Is why You must bring the shape key to the max value)
And then if Your character has interchangeable clothes. Add this shape key to the toggle
Could You elaborate, your description was so vague but it seems like its something that can be troubleshooted
its in unity not blender
You must edit it on blender tho

If You want to make a blendshape to shrink the body
ok as someone who dose not know anything about creating shape keys on blender how do i do that?
Its that or break your head and weight paint ut
so basically I followed a tutorial of how to make a PMG avatar I installed everything it told me to do and I did it step by step I put in my details it would upload to VR chat with windows and Android and when I put the avatar on it would be invisible
It's on the green triangle tab
(image from Google)
This Is why You either check the comments and the date of the tutorial
Since sometimes old tutorials might not work or work entirely different
it was only from a year ago
But other than that. Images and console logs would be useful here
is there someone I could DM who would be happy to help someone out and upload for a beginner😁
sharing account info is risky for both the uploader and account owner so its unlikely you'll find someone here, realistically you should only ever share that stuff with someone whom you're close with as a worst case scenario
Transparency Is crucial when giving or getting support by the way
I wouldn't recommend using dm's for support
all good thank you for your time😁
Or try to troubleshoot your own stuff
sometimes thats not an option which is why i said it as a worst case scenario :P
but yeah doing it yourself should always be the priority
The issue here Is that the helpee used a video tutorial
Which it seems doesnt include problems that might occur
Leading to their avatar appearing apparently transparent
oh yeah dropping the video used would deff help to figure out what might've changed since it was released
Could You please link the video You have used?
i know its a dumb question but im new to making avatars.
Is there any way i can fix this. so its not alot of these random bones. so its only the necessary bones and not the extras?
nya everynyan
Sooooo
i followed a tutorial to parent clothes to my armature in blender
And it's moving the whole outfit with my shoulder bone
Part that im concerned about is 9:13 mark
Don't know what i did wrong
Help me peeps.
I need to add a wire inbetween the head and the back of the body which moves when I move the head around.
You know, one that bends
weightpaint it as a gradient to two bones🤷♂️
anyone able to help
Either you make sure both armatures are setup with the same hierarchy and same bone names and click "merge all bones", or you can merge them after.
just curious, you know that fake eye tracking avatars have with eyelook? can you do that with 2d faces that use textures for their facial features instead of geometry? like could you tell the model to change the eye textures to one that appears to look left bottom if the eyelook picks a focus that direction? just curious if anyones done it before or if its even possible with base vrchat stuff
@azure bobcat eye bone move contact sender inside proximity reciever and thats how you roughly get look direction. or you can just do 2d pupils with geometry by having long eye bones with tiny angles, but wont work for every style
yeah sounds like the first option would work better since i dont have the pupils as a separate texture
but thats way more work, more usefull when you have actualy drawn squinting expressions and such
these are the eyes i got
they're not mine and some of them would be hard to do the pupils actually separated for them especially since im not the artist
might not do the eyelook since it seems more work than its worth but im just looking at my options i guess
Using FaceEmo, is there any way to prevent it from making duplicate toggles for facial expressions?
i am using a 14 patterns preset for left hand priority. and i am assigning the same animations to the right hand as well as the left hand. but that causes FaceEmo to make 14 toggles for the same expression twice
how would i make a bool parameter toggle something over time?
only stuff at 0:00 toggles but what if i want it to toggle at 0:30, how would i do that?
I ran into 2 issues when I uploaded my avi:
-
the blades that I wanted to grab from behind (yk without physbones, using contact toggles, kinda used sippbox's tutorial for that) ended up infront of my avatar, the sheaths are fine but the twin blades themselves fly off so I restarted on making contact toggles sadly :')
-
as you can see in the 2nd photo, even when I put my avi's position to 0 for X Y and Z, and made sure the viewpoint was dead centre, I still was on the other side of the world
anybody available to help? ;-;
also dont mind the extra tabs on the side, it was me moosic
when making an avatar quest compatible, how do the toggles work?
if the pc avi has a few shirts for instance, and the quest one just has 2
when you switch, will the clothing also switch on the quest version?
sorry if that sounds dumb, ive never really tried making any of my avis quest compatible till now 🤣
i made my vrchat acc 2 years ago i think and im making my first avi but it says i havent been playing long enough
yes it will work normally
you need to be a new user
i am
then it should work idk why it doesnt
if your quest version is missing a few toggles for clothing make sure to delete the animation so questies wont see you naked or anything
ahh understood
anyone know how to fix this when using gogo
I'v changed colliders, moved bones, it keeps doing it
Could anyone who understands Blender help me? I have my avatar in Unity with toggles and more, and I want it to weigh less so I can add things, but when I export the FBX and put everything in, it deforms and the skeleton explodes outside the body on the other side, and I don't know what to do.
wdym export fbx
you need to use the same export settings as were previously used. probably what you have for "Apply Scalings" is wrong, use "FBX All" unless you know specifically it should be something else.
unless you are trying to export from Unity, in which case, just don't.
I don't suggest bringing it back and forth into unity with the same fbx, use newer ones from blender
It's very good, but it weighs a lot, so I need to reduce the polygons with Blender, but it breaks when I run it, and I only have my version of Unity.
that's fine, just import the .fbx into Blender, rework it, and then export again, overwriting the file
This has been occurring with every avatar I tried to upload recently, is this a general problem? Or what can I do
There's no blueprint attached to the ID
there shouldn't be a blueprint ID until you've done a successful upload
Go to the console and look at the first 2-3 errors, that one you can see is a side-effect of some other root cause.
These are the errors I found there
there's nothing above those?
(also take screenshots rather than photos, if you can)
there you go - "missing script"
that means your avatar requires some package you didn't install yet. check the creator's documentation for clues.
It's a custom and their attachment was poiyomi, and the package
well you are missing something
Damn! Is there a way to locate it?
it tells you where it is right there, "steppies left"
?
Sorry, I don't understand what you meant by that?
It's your avatar, I'm just reading the error message, it tells you that is the name of the object with the missing script.
And this is the tool I use. I export it in binary because it doesn’t read it in ASCII.
And this is what happens
Yes - don't do this, just import the .fbx file into Blender.
@somber sequoia The problem is that the character itself is a prefab and I have to convert it into fbx because otherwise I can't put it in Blender and when I do this, this happens
😅
complain at the creator, the really should be providing an actual model file.
but where you are now you'll have to export from blender as a new file, set that up from scratch, and you can use Pumkin's tools to copy stuff from the existing avatar to the new one.
I'd guess you can't make a prefab without an FBX
if you can find it in unity, you can right click, and "search path", or something like that.
but you can kinda wreck a .fbx when making a prefab, then save just the prefab
(please don't do this)
but yes, maybe you're lucky and the actual .fbx is in your project
(or .obj)
I think I found the missing script thingy, can I just remove it or?
I don't know what it does so I can't really suggest either path here
yep, nothing you can tell from that view unfortunately.
oh actually that seems like a familiar package, possibly the missing thing is VRC Fury?
looks like you're missing something else there too, see the animation controller has a warning also. maybe the SPS package?
Simply deleting the SPS itself should be the better choice.
that'd work
Where do I see that?
in that image, right above the highlighted object in the hierarchy
SPS written to the left side of your image.
I found it, I will delete it and tell you what happens
I think that works!
Thanks guys
@somber sequoia It turns out you were completely right. I contacted the creator and he does have a form of the character to learn that works correctly and effectively when I go into Blendender everything looks correct and in its place but when I make the adjustments I want to make and export it to .fbx for Unity the textures are not visible (white) and it is in a very strange pose that is not the normal Unity pose, it is as if it were jumping.
This error is easier to fix by moving it to Unity?
you'll need to apply the materials in Unity, it's normal they aren't there automatically when exporting.
re: jumping, explain when, I'm guessing you're referring to "bike pose" that happens when you have no animator or are making animations
@somber sequoia The normal pose is the t-pose, because when you put it in Unity it doesn't turn like that, apart from being white it looks like jumping like Mario Bros (the same pose)
rule #10 violation
In Unity, not in play mode, it looks like this? Show it.
It seems like a joke but that's how it appears
bold or incredibly stupid of you to attempt to scam in a public discord
@somber sequoia okey
You clearly can't read. That is enough to conclude you as a scammer.
and that's that.
still have this issue and don't know how to remediate it
Better weight painting.
but with the transfert data normally it's okay right?
normally that gets you started, but I've never seen an automated tool do a perfect job
yeah.....
uh how I should go about this?
it's really hard to tell you specifically what to do about weight painting without having actually attempted to do it myself on your model. All I can say is put it into blender, go into weight paint mode, rotate the bones, and fix where it clips. Don't be afraid to switch back to mesh edit mode and rearrange the topology, or move the clothing farther from the body.
+, the weight are separeted vertex group by vertex group..
aaaaaaaaaa
Yes, weight data is contained within vertex groups on mesh objects.
yes, and shoul I just see firt the weight of the model before change to weight to match it?
I'm not sure I understood that
I mean, to solve it, if I base it on the weight on the avatar, I can put the same values on the clothes, right?
I would not expect that to work perfectly, no.
unless the topology of the clothing is identical and the vertices are in the same place, there will always be some difference.
mmh I see
so I'm going to test step by step
never do weight paint by my own, but I should start to know how to use it
definitely watch a tutorial video, it's one of those cases where seeing it will help a lot
I'm gonna try
thanks you a lot
robust weight transfer is good too. I use that with manual weightpainting
ive not really done anything related to modelling(i made a donut in blender once), so im utterly clueless but would there be a way to port my avatar/assets from payday 2 and upload it onto vr chat?, probably really stupid but im just curious
Agreed, it works really well.
if you can get them out in some reasonable format (fbx, obj) then maybe
how would one go about doing that?
I have no idea what payday2 even is, so not a clue
all the assets are "BUNDLE" files, no clue what they are or if theyre usable in any way
so one of the rules says we shouldn't be discussing game rips here.
and i dont even know whats what, since i cant open em
so uh.. maybe google to see if someone else has made it work.
Hello everyone can someone explain me how to make my avatar look at camera when it's out and at other players nearby when there is no camera
i think people have since a lot of the hotline miami avatars in game have the payday2 style masks
yea this all seems way above my pay grade, thanks for tryna help tho
How do I fix this happening?
maybe scaling or maybe you have to do it in blender hope someone help you
"This"?
no one good at this? ☝️
the blendshape are still visible with a thin line how can I fully toggle a blendshape to be invisible?
.> contradicting error?
is the alpha blend particals not allowed on quest?
yeah, they should change the wording of the error
does none(transform) in physbone scripts transform itself and all of its child or just all of its child?
you mean the "root transform" slot? That means the physbone will be applied to the game object the component is on, rather than a different one,.
yee
but okii tyy
How can I make the legs on my avatar invisible using a toggle i tried shrinking their blendshape but it didnt work please help 🙏 🙏
not for avatars
you shouldn't do workarounds to get transparent textures
describe "didn't work". But that's probably not the best method, you'll likely always see a bit of that mesh.
Yea there was like a bit of mesh visible and its very annoying
yep, that's what happens
Is there any other method?
UV tile discard, splitting those into their own mesh objects then disabling those
also shouldnt make assumptions, thats not what i was doing lol
I don't know what that means😭 🙏
Im sorry
you can probably look up either of those
that's usually what people are trying to do lmao mb
decent docs on UV tile discard: https://www.poiyomi.com/special-fx/uv-tile-discard
Yippe thanks bro🎉
nahh just trying to use a real single particle, using multiply worked 🤣
does anyone know what exactly a transition from a sub-state machine transitions from? Is it like from any state in the sub-state machine? I tried looking in the unity docs and didn't find anything on this.
the state above, I'm guessing?
I mean like if you have a new sub-state mahcine, the right click on it and just transition it to another state, I'm not sure where in that sub-state machine it's transitioning from..
maybe it's the exit?
because I notice it is considered an "entry" transition
yeah entry is from whatever state above
but it's transitioning from a "lower" sub-state machine to the higher one. If it were to transition to the one above, it would just be like creating a transition from entry, skipping the sub-state machine altogether
I'm thinking maybe it acts as a redirect for the exit state?? that instead of going to the "main" exit state, it exits from the sub-state machine directly
yeah I'm not quite sure how this looks but it mostly seems clear to me when I look at my own
i've just never been able to figure it out messing around with it
I think exit is actually exit from the whole layer, not just the sub-state
I think you'd need to look in the sub-state
it's not from a state in the sub-state machine
i just created a new state machine and then created a transition from it
right but what does the sub-state look like inside?
nothing inside, i think it's arbitrary
i think i found a video explaining it, it does redirect the exit
oh okay, so exit from the sub-state is that, that makes sense.
(I don't have one open right here)
it's just frustrating that the unity docs are lacking imo.. the page on sub-state machines doesn't tell you any of this
Hey so I’m just wondering if there is anyone in here who would create a custom avatar
head over to the VRC Traders discord to commission people, you'll get scammers here.
Link is in #1204490664637890580
Oh thank you so much
what are they referring to when booth descriptions mention "+head"?
guessing that it includes a head, since many of them don't
its clothing assets that i see this on, where there wouldnt be a body
oh, dunno then
i guess it's referring to this but idk why it would be called this, its literally headless
can someone help me make my pc avatar a vr avatar ?
Hello
How do I place a 2d image as a toggle on my avatar, like as in just a png mask in front of the face
you put the image into a material and then apply that to a mesh object.
make one if you don't have one.
My avatars chest blendshape slider doesn't link with my clothes blendshape their named the same though so they should work fine
you're actually using VRCFury's blendshape link for this, right?
That's one way, yeah. I tend to do that more manually, but I'm told cats does a decent job of that.
guys and girls can someone explain to me how i should solve this issue because when i press build and test avatar this error message comes up and i cant find anything thats helping me find and or solve this issue
nothing useful there unfortunately. Is that the only error? If not, post the first 2-3.
those are the other error but idk if they also are connected to the error
That body has a license that allows you to make an avatar with it and sell it hence... (body) +Head (that you make). One famous avatar made with this is Bokusei https://booth.pm/en/items/5727810 avatars made with this are all compatible with the same clothes since it's the same base, kinda like Mamefriends, they all have the same body making it easier for asset creators.
that first one is the problem - you have a missing script.
does anyone know how to fix a float toggle resetting after clicking off
you may have missed installing something the avatar creator has said is a requirement
are you using VRCFury?
nope nothing there
no
Well you could try deleting the script, but that might break functionality.
ok what do you mean by resetting?
so let's say to make a hair go white i change the slider to 50 but then when i press it, it goes back to black
press what?
like, exit out of the rotation thingy?
of course, make sure the value is marked "saved" in the parameters list
yeah when i press it it just goes back to 0 and the value is saved
how can i find the script
it tells you where it is in the error message
this is how i am trying to make this guys hair look
it looks like this ingame
i tried giving the avatar default base, aditive, gesture, action and fx menus, removing the hair options from the menus and deleting the parameters for them
looks pretty good?
the blendshapes in the first picture are undone in the second picture
sorry i literally forgot to explain the issue lol
the hair, specifically
ahh, you'd have to see if there's an animation changing them then
all the other blendshapes i mess with stay in place
is there a good way to hunt that down? like previewing them?
what I'll do sometimes is disable all animation layers but one and see if that affects things, then start adding them back in one at a time
okay, ill try that next
i just searched any anim that had hair in the name and deleted it
that did it, thanks kazin
oh good!
i legit cant the script no where
without your project in front of me I really can't help you find it
can i show you my project in a video call?
Im having trouble getting my sliders to work and give my character expression, the int slider doesnt seem to be working.
Is there anyone i can hop in voice call with for assistance on facial expressions? Thanks
sorry, I went to have dinner and also I don't really do video calls - but again, the error message tells you where the script is.
that's not really of any use to you - again, it's looking for some add-on package you haven't installed. If you don't have whatever that is, you can remove the script component from the object named in the error message.
so just remove that line or what?
do I need a bone for every moving part of my avatar
like Sticky notes on the face and such
you should not be touching code here
hi
fixed it i deleted the script that was randomly open after pressing random things
that's one way to do it 🙂
Guys I dont know how to upload an avatar to vrchat. I've tried so many times but I always seem to fail. Can someone guide me thru the process? 🙏
I have a model all set and ready. I just cant seem to upload it...
What part of the upload process are you getting stuck at?
and if there are error messages, share them
Im getting stuck with the textures not being there even tho I literally have them at hand
you'll need to explain that I think
I tried filling the eyes with the texture for the eyes but its not wanting to do anything
"filling"?
It always stays black
it looks like you're in the rig setup there though
No im in unity
yes, the rig setup mode in unity
that's fine. But to apply textures to the eyes you put those textures into a material and apply that to the mesh renderer on the eyes object.
Assuming that it's got one... with no idea how the model is designed it's hard to suggest exact things
This is what its supposed to look like. (this is from blender)
Your good man btw
what could be causing this mismatch with the chest under realtime lighting? (anchor overrdies are set to spine on everything)
Hey so I’m having a issue were my fx controller will not affect my avatar at all it’s still stuck in tpose
in the build window, do you have a warning about not being humanoid?
No I don’t
this is the only warning im getting
that's ok
would it be possible to make my avatar have a animation thats always happening where its kinda splitting apart like a glitch?
probably
okay thanks
Is there a way to unpackage or a readily available version of vrchats default animation options menu for unity?
The unpackager im using doesnt really give me any easy leads, and i just want to use a normal animation menu for my avatar with an additional clothing toggle -
Im using the VRCSDK currently.
I don't recall what's in that but menus are pretty simple to create. maybe I'm not sure what you're after?
Hey @somber sequoia do you know how i could add my boots to the radial menu?
Im trying to make it so a blendshape i have applies to them when theyre on and it overwrites my other shoes so those stay off
So like say i have converse on and go to select my new boots it deselects the converse and selects those boots and applies the blendshape so theres no clipping
uh sure, just make a new menu item?
sure, though if the shoes are only on or off I'd just make it a bool
for the rest of the work, I'd suggest a video tutorial, something like this one: https://www.youtube.com/watch?v=XqtSg6_W07Y
hey guys, im trying to set an humanoid rig, but unity wont let me for some reason
even if i force the tpose, it doesnt apply
please help 😭
the avatar does not have legs 😭
It must have leg and foot bones even if they are not weight painted to anything
are there any examplees of how vrchat wants hand bones to be laid out so they don't twist in odd angles in game?
I have them like this but the thumb sticks out weirdly and the fingers kind of bend back at an odd angle
ive done all i know how to in blender to try and fix this backculling on these wrist cuffs, aswell as try and revert it with the poiyomi material but its still see through???????
well are you actually updating the fbx
yeah i did
what is the rendering setting in the material
in unity?
yea?
this is it but even before adding the material i can see its see through ( its the same for stan dard materials aswell https://cdn.discordapp.com/emojis/796752358557351966.webp?size=48&name=C_crydeath
if its inverted normals then it was that way when it was exported
also thats not the rendering settings
sorry im not sure what part you want to see 😭
the rendering settings
oj jesus im so slow i apologize
what happens when you set cull to off
i- its fixed now. thank you so much i was so confused- especially since i NEVER go down that far in the materials.
that fixes it for he pc side but now what would i do for the quest side when i switch it
the faces are still inverted then
ive set the normals to outside in blender like 5 times using both the menu and the keybind 😭 💙
if its not inverted in blender but is in unity then the fbx wasnt updated in unity
are you overwriting the fbx or exporting it as a new one
at first i was overriding it but then i deleted the fbx in unisty and re imported it bt the issue was still there
imm probably try and find some silly way to go around this or end up accidentally fixiing it
regardless, thank you so much for helping me figure out atleast one solution 💙
I feel like every question I've ever asked here has been stupid or something
No question is a stupid question if you need to learn something.
i edited an avatar and have already deleted it from my unity project and imported a new one but i want to re-edit the other avis is there any way to get it back?
i just started learning how to edit and use unity besides just uploading a couple days ago so-
If you deleted, it's gone.
cries in having to re-make my tattoo texture
What was your thought of deleting it anyway?
CAn someone helpme make a avatar
i have model's files but i just can not put it into unity
i use 1 unity project for the most part and i didnt want to add anything else but now i do and i have many regrets ;-;
Lesson learnt.
What does it do if you tried to put it in unity?
It just opens the program i used to make the model
How did you even do that? Does it mean it actually already in unity but you tried to open it in unity?
no i used a program to make it but i didn't make it in unity
And how did you "try to put" into unity?
import the file into the simulator
The simulator what?
Might help if you look at some avatar basics tutorials. The first step is to learn the lingo
Did you extract the zip before putting in unity?
what..?
Their second file is a glb. I think they'll need to convert it
how do I do that?
Did you create the model yourself? In what app?
I use blender, but there is more than one way I'm sure
Microsoft paint 3D 😅
Can it export as fbx file?
Blender
perfect because i alr have it because im a roblox UGC creator
Get the fbx file then follow this tutorial https://www.youtube.com/watch?v=rRAnDMUbWt8
I swear if its a rick roll-
ok its not
It's a serious discussion that'd be an insult.
It said its not supported
Can you be more descriptive?
And as well provide screenshot of what you saw.
Your model feet must stand at world zero position.
And facing -Y direction.
how was that even made not at origin is a mystery to me
Like this?
Thank you..?
Wrong.
I need an example
the feet need to be at origin not the center of the entire thing
The feet must be standing on the world zero position.
And your model is facing +Y direction right now.
I dont have any measures (or i cant find it)
Does anyone know how to fix this? I have colliders on the body and i've toyed with them but it doesn't seem to matter where they are or what shape they are- the head orientation when the character is crawling will skew upwards, and the hair will move with it.
I'm sure this is a common issue, but i'm not sure how to go about fixing it. would anyone know?
you see the red and green axis line that crossed? That the world zero position.
Got it
collider works, but then when the head is rotated it just decides not to.
the hair is going in front of the torso collider
what is the fix for that-? i've tried making it larger (and bringing said larger collider forward) and it doesn't seem to resolve the issue
cant see what the hair's collision looks like
you gotta remember you are balancing a cylinder on a cylinder and you need to remember where the root of it is rotating
cause like
its going to do the simplest path
looks decent. Make sure the bone roll is close to 0 for the fingers, it probably won't be for the thumb though.
which for yours is just going on top of the collider when the head rotates
i see
Like this?
Not quiet symetric but good enough probably.
yay :]
Have you test the rig?
no how do i do that?
Does the model even have bones?
Im concerned about it being entirely just separate cubes
like did you just edit this entirely in object mode
That would still work given all of them are armature deform parented.
yep
Bone structure should look like this.
All object must be Apply Transform before proceed further.
Im really tired yall i'll just do this tmrw (plus im sick)
Anyone got any idea on how to fix when the character locks legs in game? even the facial animations don't play for some reason, i was thinking maybe i have to build a controller?
or parameeters idek man
you mean it T-poses?
or, better said, doesn't move at all?
it'll move in game
but my character has that weird janky like steps backward type thing
when i stop moving
Uhh i don't really understand them 🤔 so no? im using fury
but i have no controllers at all, iv watched a few videos but my understandings kinda still not much
mh, the problem is that i'm unsure which controller dictates how your avatar actually walks.
someone else might have more insight on that, but i advise to share a video to show your issue.
is there any way to see android build without having a quest?
Android smart phone.
ah true good point, thanks
Is this a good place to ask about making/adding stuff to your avatar? Or is there another channel/server dedicated for it?
no idea, but go for it xD
I need some help with my first time trying to use phys bones
I got a rigged tail for a model and applied the phys bone to the root bone of the tail but whenever I'm trying to move the avatar in unity, the tail doesn't react at all, it stays still
Are you moving it in play mode?
Just moving it in the default scene, don't know what play mode is, sorry
Yeah nothing will move if you don't click play
Where can I find that?
I can help you with it
Thanks a lot, I'll try it tomorrow and let you know if it worked
I'm an professional vrchat avatar creator
Sounds like something a scammer would say ngl
A lot of ppl here know how to make avatars, that's what this channel is for
no i;m not a scamer
Not to advertise yourself
I'll just stick with the video
Yeah don't trust that person, especially if they try to get into ur dms
Will update you tomorrow, really late to test it out rn
Saying that while having zero credibility, definitely is a scammer.
does anyone know why the hell this is doing this 😭 part of a mesh is resetting itself to 0 0 0 , weightpainting is fine, there fbx is fine, can i fix this without remaking the whole thing ?
- How are you sure that weight painting is fine?
- What do you do when it resets to 0 0 0?
- How do you know that it's actually resetting to 0 0 0?
i did it myself and have regone over it in blender and reimported it, nothing itrs just like that, and it is meant to look like this :
oh wait, you're talking about the chain?
yes sorry !!
yes, its fine on the fbx redragged into the scene (left)
mmh.. i'd guess you changed the transforms of either a bone that's linked to that mesh, or of the mesh itself
no worries, it's just a guess doh.
it's the only thing that comes to mind at least
if you have the original version of that FBX, it would be easy to double-check
its ok ! i dont mind redoing it, just a lil annoyed it decided to explode 😭
Im using an integer VRC menu to do my animations and the menu only works on the first options seemingly. It will only play other animations for a split second before going right back to the first animation..
And it doesnt actually keep the anims on long.
is there any way to make it so all my animations play until I decide to turn them off?
Thank you..
(Face toggles weight is currently set to 1 too.)
what's that animation at the bottom left of the Face Toggles layer?
does that have any animation? And what does the transition look like?
https://gyazo.com/5fedd68ff27021259761dfcd61ab24fe
not sure how id check transition. In preview?
(Im going to have to go to work soon so ill continue this another time but any thoughts is helpful. )
i'll give you the TLDR
The controller likely does not know where to go when the FaceInt Equals 0. Make an idle animation with that transition in Default, and check if it works.
at least, that's my guess.
i'd assume it goes to default anyways when it doesn't have a path as it's the first transition, but it's the only thing that comes to mind for now.
I'm assuming the main problem is that it gets stuck on one state that sets your value of the int to 1
Oh, another tip. You can use gesture manager/ AV3 emulator to see how your controller behaves.
does anyone know why I can't import my avi to unity? (I have SDK3)
if you have the fbx, drag that in.
If you have a unity package, also just, drag that in.
oh, wait, you said "why."
do you get any error?
yeah describe exactly what is happening, no way we can help without some more info
I have the avtr file in the asset bar but I cant drag it onto the floor bit (sorry im new to unity, I dont know terms)
pulled it from appdata, I'm guessing I did it wrong
So you ripped it
i copied the file and put it in unity i didnt move it
You are trying to rip it
what does that mean? I've never used unity before
Ripping is illegally getting files from the game rather than yknow actually going to places and buying avatars
ohh
-# bruh
I didnt know you could get them online, I just thought you get them from worlds
I started yesterday, I'm new
Go to places like gumroad or booth
Whats the best app to use to retexture your avatar by directly painting on it?
bruh what? I started yesterday why expect me to pay $30 for an avatar
avatars are a luxury item so if you dont wanna pay for one then learn to make your own
all the resources to make a model from scratch are free
is there an easy way to edit both the bones and meshes at the same time on blender? i want to edit some clothes and dunno if there's a way or if i'll have to edit them separately
dude I'm trying to headswap a vegeta PNG onto a bikini avatar, do you think I'm trying to steal someones income?
if you're trying to use cache ripping then you're commiting piracy
It's vegeta, it's already pirated
its not about stealing someones income its that what you're doing is illegal and against this and the servers rules
plus if its a PNG then make it yourself? super easy to do
you won't go to nintendo support to ask for help hacking the switch
Also you won't get help here if you're pirating.
which is why jailbreaking exists
up to you and your budget, but I like Substance Painter for this. Even if it's Adobe.
bet, thanks for getting to the point
Pay creators for their hard work.
Is it possible to make this cube grabbable and moveable similar to world objects after I've made it a world drop using VRCFury? I've figured out how to activate/inactivate it and make it a world prop instead of stuck to the avatar but I want to be able to grab it and move it around after it's a world prop
no idea about the fury part, but if you put a contact receiver on it with the tag for your hand, you can setup an animation to watch for that and the closed fist gesture, and activate a parent constraint based on that
Question, do i need anything other than blender?
Im finally trying to start avatar making
Unity of course.
Welp
VCC may help if you use Windows: https://vcc.docs.vrchat.com/guides/getting-started
I'd be surprised if it were there
Would that leave the prop where it was when I let go?
if you set it up right, sure, you can make that work. There's a checkbox in the constraint to pin the item to the world.
I genuinely don't know what I'm doing right now
I am so lost and I'm pretty sure it's due to my ADHD being a pain
Okay so I’m having trouble with weight painting a little I want to be able to see the armature through the pants like this but I just end up seeing an orange gid. Anyone know how to fix that?
shift+z, you're probably in xray mode
otherwise you can set the armature visibility in one of the view overlays - let me open a model to see which one
there's a few ways - in object mode in the properties box for the armature, you can check "in front"
in weight paint mode, at the upper right where the overlays are, the armature one has "show bone x-ray"
that's the one I usually use, with bones as sticks or they're a bit in the way
Where is the property box located so I can change it to in front?
it's the one in the lower-right in the default layout
click on the armature icon, it should be in there. If you're in object mode.
please help me, my avatars chest blendshape slider doesn't link with my clothes blendshape their named the same though so they should work fine
I find this one annoying as it's always in front then, I only want it there in weight paint or pose mode.
Fury? you may try to ask in their discord.
I didn't even know they had a discord
I'll try there
seems like everyone does these days, but yeah. It's listed on their website.
This is the right area, yes.
oh that's not the armature properties - it's the little green man
thanks bro
Is it the one that says pose or armature with 454 bones
it's the little green man at the side in the image you shared.
I have no idea how many bones it might have.
This?
Yes - open "Viewport Display"
I'm just a guy who reads docs 🙂
Windows+SHIFT+S for doing snippet screenshots btw :)
Lmaoo thank you
You just draw a square and you can instantly paste it somewhere
depends on blender version but currently ctrl+shift click in the 3D view, or select it from the dropdown at the top of the 3D view in the middle
I have 4.3.2 not doing anything when I do ctrl+shift click
Okay just to make sure I’m doing it right so I’m in weight paint did ctrl+shift click and I clicked on the bone and it didn’t do anything
how'd you get into weight paint mode though? You should be in object mode, click the armature, shift-click the mesh you wish to edit, and then change mode.
Assuming this mesh has an armature modifier on it, pointing at the armature in question.
Okok I got it
I didn’t do anything before going into weight paint
Sorry to keep asking a million question lmao. But I’m watching a tutorial atm for it and it says to select subtract and all I see is average, blur, paint, and smear.
yeah different versions of blender have different weight paint tools. If you just keep it on paint, you can hold control to subtract weight.
What I do is set my weight to 1 and strength to 0.02 and use my drawing tablet with pressure sensitivity.
usually in paint mode, sometimes in blur mode
Also in the "tool" tab of the 'n' popup menu, I always enable "Accumulate" under advanced, and "auto normalize" under "options".
And of course mirroring if it's a symmetrical model.
for the rest, you'll figure out what you like.
okay, so i hold down ctrl to subtract?
yep
Still not working😭😭 it just makes it blue
blue = no weight, so uh.. yes?
what is it you're trying to do?
subtract the blue line
probably in this case what I'd do is go into mesh edit mode and remove that left leg vertex from the right leg vertex group.
(if you're in weight paint mode, tab will take you to edit mode for the active mesh)
delete this?
that vertex group contains all the weight details for all vertices you want to move with that bone. You probably don't want to delete the whole group.
okay so how do i just remove it from the right leg?
Read what I said again
here I'll add emphasis: I'd remove that problematic vertex from the wrong vertex group
(maybe it's more than one, I can't tell)
a good way to see how this looks is to use that "select" button to select all vertices in the left leg group. You'll probably see a bunch that really should not be in there. Select those and click 'remove'
Do I do all this in edit mode?
Yes.
guys how do i fix those issues i dont wanna mess with the code and it doesnt take me to the issue when i double click on the errors
It fucking worked lmaaaaoooo
Thanks a lot 💖
Yippieee I'm so glad
You gotta disconnect the blueprint id in your avatar descriptior
You can find the avatar descriptior when you click on the avatar and look through the inspector window. Under or above your avatar you should have a component labeled "blueprint id" or something similar. Click the detatch button
the box says blueprint id (optional) and its empty and under that it says attach not detatch
should i just delete the component then?
No, it needs the component. Try reloading your sdk
Also make sure you don't have 2 blueprint ID components on the same avatar
that error has nothing to do with the blueprint id tho
it is a symptom of a symptom of a symptom. the real issue youll find in your validations, as the message above it says
Well i mean the error says "clearing the blueprint id" so I was just going with that
always start with the top error ;)
ah worked i just reloaded the sdk and it worked ^^
Based
why do they look different? they have the exact same settings
why have separate meshes for each sock?
explain what you are doing and what happens
it came that way from booth
figures.
one looks like it has metallic all the way up and the other one has it all the way down
but they using the same material 
like
lik
i cant
wait
@somber sequoia
how do i change the metallic?
its ported to mmd
its my first time porting an avatar and i dont understand NOTHING about modeling
there's an error message listed on that rig setup page, you'll need to deal with that.
I can't read most of it but the one about how you can't have a mesh with the same name as a humanoid bone is a problem
that ^
because the character doesnt have legs
oh okay, that's fine
and how do i fix that
(pro tip: name them something useful, rather than just "bone", so it's really easy to see what's what)
rename the mesh object in Blender.
I suppose you probably can in unity too, though I haven't tried that.
o.O
it tells you the name of the conflicting objects, I just can't read that language.
ah also to note - those leg bones are upside-down. It won't matter in this case if you're not using them, just FYI.
So how do i move the pupil and make it show in front of the eye?
in what, Blender? Is it a separate mesh?
Unity
Is there a parameter that makes it so ONLY when this/the trigger is pressed it enters an animation state? (eg. firing a gun and holding it down). I thought it was GestureRightWeight but it doesn't seem to be working
I figured out how to put the eye texture in
you can't read controller button states on avatars, all you get is gestures
I just dont know how to offset it
To make the red pupil show in front of the eye
If i do that the model is set and ready
perhaps play with positioning values in an advanced shader such as poiyomi?
True
Let me try that
maybe the model has blendshapes for it
or that, yep
Hmmmmm
Oh no that sucks 😭 Thank you anyway
what I do for guns though is have the "point" gesture be the "ready" state (because trigger discipline), and then the "fist" state be "fire". It works pretty well.
releasing fist and going back to point sets it up for the next shot.
feels quite natural.
Elaborate?
I'll give that a go then, thanks
I have the shaders installed into the project i just dont know how to use them-
i don't understand how they have different "metallic" settings when using the same material
so i change the name of every bone?
You change the name of either the bone or the mesh that the message said are in conflict.
oh you mean for the poorly named ones? I would, but that's up to you.
