#avatar-help
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okay
What does this mean? It keeps popping up
5 errors in the console but you showed the last 2 - instead show the first 2-3, that's where the root cause will be.
"missing script" - you need to install whatever requirement package is missing
it's on ears... so at a guess this is a very old avatar and has dynamic bones?
NOOOO
if its a purchased model check if theres any requirements you didnt install beforehand aswell
Ty so much
If it is actually Dynamic Bones, there's a free stub package you can use then convert those to physbones.
@sudden violet It turned out to be a hierarchy issue with the audio source being turned off and on for all of them playing at once. It has been fixed!
Do i need to use blender for that?
no
thank god
don't fear blender! Blender is great ๐
Idk how to use blender
I didn't either, at one point.
I use Vroid for my avatars so i usually just make everything in vroid
to fix this you'd need blender and euw its converted in unity
yeah if you use vroid it's way better to run it through blender
get so much less wierdness
yep
Thank yall
Oh hey, good stuff!
@vernal quartz still doesnt work U_u I surrend
hey guys if i edited a quest shader to include hdr colour support would vrchat still load it on quest? the sdk says its fine
Im just worried about my avatar appearing as an error robot or something
also pls let me know if im actually allowed to do this and not breaking any tos ?๐ญ
No, quest shaders are replaced by the server's version of those in-game, so no editing you do will be used.
ah ok thanks!
How do I make the character look more raised up when I put these heel boots on
THe outfit is a toggle but I don't want the boots to clip through the ground
let me upload a test avi later tn with eyepointer to get hands on with it and I can probably help more, if you don't mind I'll add you and shoot a dm when I get familiar with it
of course thanks a lot to you I really did my best trying everything but Im not him apparently YwY
so i'm trying to diagnose a physbones issue and I don't know why my belt is distorting like this
FWIW I have two colliders, an inner collider and an outer collider
i just tried to copy from the prefab i sourced the pants from as accurately as i could
does anyone know why my ears do this and how to fix it, thanks :p
(its totally fine in unity playmode, idk why it does this ingame)
it just starts jittering and is extremely sensitive to where i look
Can anyone do a video call with me for weight painting I watched videos still having difficulty
Also the videos be for windows instead of Mac
can someone help im trying to make my model into a vtuber but the textures are coming up right and all the scripts were missing
win/mac/linux shouldn't matter at all here though
All the shortcuts are different ngl
they are? huh, I guess I didn't realize
does anyone know what this error is, istg this is a headache
Yes - it means you didn't install whatever package that object requires. Check the documentation for the asset or avatar
great TwT
a guess is that it's Dynamic Bones though
which you should just convert to Physbones anyway after installing the package or the free stub package
i do want to convert it to physbones anyway, but what do i need to manually import the dynamic bones or???
its my first time, but i think thats pretty obvious
Either the paid package or there's a free "stub" package somewhere that's only useful for converting to physbones. Couldn't tell you where though, I've not used it.
ill do some research, thanks tho, but if i do just buy the paid package do i just import it or is there more steps?
I also haven't done that, I think it's in the VRChat SDK menu?
or it may just popup in the build window when it figures out that's dynamic bones there
i mean the convert option is there but when i click convert it just says that it cant find any dynamicbones
but don't buy it unless you'll actually use it in worlds
right because you don't have dynamic bones, you have broken scripts that might be dynamic bones once you install the package
yeah, now where do i find that package TwT
found it
i got the dynamic bones package and dragged it into the project but it doesnt do anything, am i just stupid and do i need to drag it somewhere else?
is it a .unitypackage?
yes
I usually install those via the menu, assets -> add package or something.
ill try that
it should popup and ask you about installing the package contents though
it did, im re-installing it
oh - I misunderstood "it doesn't do anything" then
now if you click on one of those objects that had a broken script it's probably not broken anymore
yep
ok, i think its physbones now, tysm
nice
one small question tho
when i went into play mode to test expressions the avatar wasnt there any idea why?
not from here, nope
How can I make clothing morph with the nardoragon chub slider?
hello sorry for the ping but i had another question about this, will the edited shader appear on pc?
awesome thank you!
remodel the clothing to have a similar blendshape if there isn't one, and setup your animations to act on both at the same time. Or maybe use VRCFury's blendshape link component.
Okay
hey so im fairly new to unity and avatars but i was wondering why in unity the bottom looks fine in the first pic where as when i get into the game doing the same pose it looks like the second pic?
looks like a weight paint issue
im sorry but i have no idea what that even means ๐ญ
has anyone seen this? im trying to update the vcc
any tips on fixing weightpainting like this? I'm not the best at it still? 
in blender, select bones the ctrl click the sweater. go to weightpaint mode and ctrl click the arm bone and R to rotate. then lower the weights around the armpit
oh thanks!
alt r to reset the rotation in weightpaint mode
awesome!!
I'm still not too experienced so I've been using robust weight transfer as a crutch a lot haha. I appreciate it!
its a good tool but it does 90% of the work for you, theres a few good guides out there
I wanna get more of her clipping fixed before I get her butt in game for photos
I'll def do some research!
ask amber has some good guides for intro to everything avi creation
id reccommend starting there
oo ok! I'll google that right now
don't be afraid to actually move clothing the mesh further from the body
sometimes that's the right solution
where the hell do you find decent male avatars that dont look like they wanna make babies with everyone they see
I did that originally but the sweater was just so bulky so it looked a bit gross bahh. I'll usually do that or shrink meshes
haha, seriously
also may i add that i do not want to pay for it im just looking for search suggestions on that avatar search world
its a tad bulky to begin with too so I'm contemplative about sculpting any further
you can probably make a post in #1138520828556890214 lol
oh right.
i literally just joined and its half 2 in the morning i am not focused thank you ma'am ๐
gotchu, dawg
now we wait
For some reason I cannot interact with my animator. It wonโt let me create a new parameter or layer
make sure that animation controller is in the Animator component on your avatar root, and you have your avatar selected
I thought toggles were made through the animator at the top next to game 
next to game?
Yes
Yeah lmao didnโt know what to call it
you are correct, that's where you work with the animation controller
here, I edited what I said to be a bit more clear
but I also think I misread a bit - you should still be able to create parameters and such in any animation controller
I got it working, thank you. 
fit and size it to the avatar and then follow this tutorial:
https://www.youtube.com/watch?v=fV2Dr5F445w&ab_channel=PxINKY****
there is also a script that auto does all the armature for you
thanks
ye
backface culling
set your culling to off
in your shader settings
ooh thank you
it is off :(
anyone know where to get animate shaders like shown in this gif
or do i just have to learn how to make shaders
I dont think its that, hold on lol
(i lack a brain)
let me screencap poiyomi
hey so I just found out that Blender is taking out the last bones in the belts in my armature when I export to fbx, why is that?
bre
Thank you :)
np c:
okay now I have another silly question
wazzap
oh, yeah
just double click the texture itself and it'll open it lol. Then click edit and you can flip and rotate, save and when you exit and close the tab, it'll load and apply in unity
This just looks like emission enhanced by bloom from the world
How do I get this onto my avatar ? I usually use vrcfury toggles so this is new to me.
In the export dialog, there's a setting about leaf bones under "armature" - did you want it on? It's rare to use that these days
do i want it on? is that what's stripping the belt's end bones?
with it on, it'll add an extra bone at the end of every branch. Blender shouldn't strip anything
is there no weight paint for that bone? I thought somewhere there's a setting to not export bones with no weight
wait i'm stupid
or that might be it ๐
i compared StrapF.L to StrapB.L
ahhh
B doesn't have a fourth bone
BUT
that still doesn't solve this weird problem i'm having
what's the weird problem?
that's probably a combination of weight paint and your physbone settings
what do the bones look like?
anyone know why this is happening TwT
999+ errors, clear the console and try again
how do i clean the console TwT
oh yep, this makes sense, there's not a great way to do this because you have the center mesh being affected by two different bone chains
with the "clear" button at the top of the console, of course.
thanks, im blind
it's weird because i preserved the belt bones and weightpaints from the original model
and that's why i assumed both the F and B chains were both 4 bones long lol...
now i got this TwT, sorry for needing ur help so much
"missing script"
T---T
this time, guessing by the names, it's FinalIK - probably you added a prop and didn't install everything it requires
vrlabs has a free stub package that'll let you upload
where in vrlabs, also i dont think i missed anything, all of my props should be working since its made by a famous person
doesn't matter who made it, if you didn't install this thing
see https://vrlabs.dev - it's there somewhere
i was just guessing that it included everything needed
always actually read the documentation that comes with the assets.
yeah most addons have dependencies that you install, it's ultra rare to not need to install additional things
(I'm assuming there is some, no idea what asset it is)
guilty as charged for not reading 
well then
Usually not the case 
yeah so i'm guessing something in Physbones is making the belt structure act up; this thing was rigged with Dynamic Bones
it's an old outfit
at least im learning from my errors ig 
live and learn~
that's a problem that's extremely hard to solve with two bone chains like that
should i try rerigging it?
Very much so, did this yesterday xd
that's a sub-menu, you can add it directly to another menu or perhaps use VRCFury's "full controller"
How does one do that ? Apologies for the slowness
also Kazin i see you here all the time, you're based thank you for helping the community
oh damn, I should go touch grass more then
Vrchat staff should pay you at least minimum wage..
haha
I had the same problem
what was the solution
Uhhh let me find it
I used these shaders https://github.com/Xiexe/Xiexes-Unity-Shaders/releases/tag/v3.5.1
It took me a couple days how to figure it out
Ya at least for me
for the particle right
I just made every material use it
its so odd, Vrchat/Mobile/Particls/AlphaBlended doesnt work
Yeah It should
my avatar is just using this idk why its screaming at "Alpha Blended"
nahh
t-that's a lot...
i just changed Alpha Blended to Additive and it worked
57 materials isnt 57 different materials just 57 objects using thoes 5 material types
a
57 materials what the HELL
I mean goddamn it must be cool
i would hope so
I tried fixing my avatar's POV thingy (the camera view's height) because it was a little too low and I followed a tutorial but now when I use my avi in game the view is all the way on the floor????
Literally UNDER the map altogether
I even tried to put the X, Y and Z values back to what they originally were and it's still under the map when I play wth
I was adding clothing to my avatar. One part introduced a hat that has its own bones which for some reason throws off everything when I imported it to unity. Now its turned my hair_root bone, the thing the new hat bones were parented to, like 100x its size lol.
I imported the clothes to unity with CATS, and the weights are good and move normally in blender. Is there anything I can do to make sure it doesnt deform the armature in unity?
Is it possible to port mmd dances to unity for use in VRC avatars?
How can I fix this camera view issue?
I tried touching it up on Unity by moving the little avatar descriptor's view position's ball but no matter how high I put it, it's always below the map as shown in the picture.
It's rather your avatar has broken camera object in it.
How do I fix it?
Identify the broken camera whether it has to be fixed or just simply delete it.
There's multiple...?
That's even a bigger issue.
Why does it has multiple camera to begin with?
No, I'm asking if there are more than one since you said "identify the broken camera"
Just check first, don't "if".
I know I only have one, as far as I know, but even then I place it where I'm supposed to and it still doesn't go where it needs to go; It got messed up after I touched said camera to make its position just a bit higher so I know which one is the issue, I'm pretty sure
Because it was fine up until I touched it
I'm talking about the actual camera object, not the avatar view point.
If unsure then screenshot it.
That's it. Can you recall what it's there?
I don't know, this is a commission I made, I'm just trying to touch up stuff I wanted to change
Am I gonna break this thing if I delete it?
Rather having it there is breaking thing.
Friggin thing breaking everything >:C
Are you saying that the camera came with the avatar?
I removed it, I'm gonna test it now, hopefully it works out
Yeah
You might have to ask a person who made your commission why it's even the camera there.
new day new problems ๐ญ anyone know why my topology for this blendshape gets all jumbled up upon import into unity?
Because of bad topology. Try triangulate the quads in blender first.
fixed and ha it's true! a lot of the blendshapes have super exaggerated cartoony expressions like "^-^" so i ended up pushing the topology to it's limits
I've been trying this whole month to log into the vrchat SDK, anyone know why I never get an email?
*for the numeric code
So I'm rigging this looping strap ...
Sorry, moved question to #avatar-rigging
Hellooo! This is probably a question that has been asked many times but I want to customize a booth avatar. I have 0 experience with unity and feel kind of lost. Does anybody have good tutorial videos for this purpose?
! โค๏ธ ty
hello everyone its me again hope you're doing well
can anyone help me on fixing my gaze i want/need it to look at camera when its out and nearby player when camera is off anyone?
(dont dm me for commission pls I just need help for this exact thing)
bump
1st, i advise to export with normal blender instead of CATS
2nd, export with Scaling set to FBX all, and un-tick Add leaf bones
seems to be working good now. I changed one root bone fromfacing downward to upward, then I did as you said alongside only selecting the armature when exporting. Thanks!
did you try the new feature in Poiyomi Pro?
Ok, I got 90% of the way there. Things look correct in unity and look correct in the avatar preview.. but when I load into the avatar, my boobs are out T.T
I figure this is a pretty common issue, but I'm not sure where to start with fixing this
What did you do to make them not "out" in the editor?
uhhh, that's just how they are. I can't say I did anything in particular. I just placed the clothing assets in my avatar and selected modular avatar --> setup outfit
and everything works fine except for that
well it's probably an animation changing a blendshape, so you'd have to find out what does that
Did you actually test with gesture manager?
ahhh.. I don't know what that is! Sorry for being clueless lol
Then what does it mean by "the preview"?
Oh, like when you select the avatar in game; how it shows the floating and rotating animation of the avatar
So you have to actually test with gesture manager and see how the avatar is fully functional.
It looks normal in gesture manager, no boobs showing through!
Figured it out, it had to do with the breast size slider thing. I figure I just need to remove that (don't intend to use it, anyway) and it'll fix itself
I dont have poyomi pro :/
atm I need a toggle for two components (aim constraint)
making a beast boy. how do I make a non-humaniod rig work? i know you can make new animations for the walk cycle just for the t-rex, how would i do that?
you can get it though
Hii. Trying to make av avatar with an object for the head. I got it clamped to the head but the inside of it still shows up in first person. Setting the viewpoint further out makes the avatar's whole body shift around when looking up and down and makes the arms behave strangely. Any way to possibly make the hat invisible for me but visible for other players?
Nvm, fixed it! Turns out you can switch the render properties to "player" and it disables it in your view :]
and what can it do with the gaze about looking at camera or nearby people is it a setup or you just apply proyomi shaders pro and it works?
I haven't used it (I don't have pro either) but I refer you to their documentation
FYI it's in the free version too, I totally forgot.
Really??
I look at the doc then
you were part of that conversation we just had about that
sorry english not my main language and I tryhard since idk when to have a proper result about it so i dont know what i'm exactly looking for in the docc
I'm not going to do this in two places, and I've not used this feature. Someone has gone over it for you in the other channel.
(also I don't think it's made it into the docs yet)
ok thanks for everything btw sorry to not be as focus as needed
do you know the feature name?
again, the Poiyomi discord is the right place for this, and I know nothing more about this feature other than what I've already told you.
Need some help here...one of my avatars has started having jacked up physbone default positions when spawning in/changing to her as if I was violently moving or falling when she spawned in, and it stays frozen this way until I toggle something on and off and everything will go back to "resting state".
It never used to do this and I've no idea how to reverse this. even though it's easy to "fix" this but it's annoying to have to do it everytime.
to add: according to other users, they do not witness this so this seems to be only visible locally? still annoying to me though.
seems like vrcs latest update has done some funky stuff with physbones, few users have had similar problems
tested the toggling physbone on / off still behaves on mine
https://feedback.vrchat.com/bug-reports/p/physbone-not-working-properly , need more tests of it, might be some prefab with physbone or old dynbones auto converted something something, yet to encounter it
seen one using this as a toggle wich is probably the worst way you can make one
that link sounds like my issue, because i fix it by toggling my jiggle physics
okay fine, VRchat problem
hi anyone know why this happen?
Creation companion doesn't allow me to create thumbnail for some reason -.-
FYI this is unity, Creator Companion is just a tool to manage packages and launch unity.
Scroll that scrollbar down though.
maybe this is the problem - I only change some body portions on the avatar, not any meshes or materials. so it's weird if I can't upload this version
not helping. dude -.-
sorry, exactly what do you need help with? It tells you what to do
idk how the texture memory suddenly exploded - I didn't load any new textures or anything since I already loaded one version of this
I don't have your project so I can't really explain that from here
I'm just at loss how small body portion twick really effected the texture memory - idk how much better I can explain it other than what I wrote before
-lowering resolution does nothing to the texture memory ..... great... freaking great....
how would i fix this?
edit the armature in blender and re-align the bone. But if you don't already think it's a problem when using FBT, then it's not worth bothering with
its a problem with and without FBT, its acting weird and i dont know exactly whats causing it. so imma try to fix this (also cause i use fullbody)
"edit the armature in blender and re-align the bone" how would i do this?
I can't really teach you blender, but select the armature, go into edit mode, rotate the leg bone until it's straighter
straighter in what way? i know blender. i just dont know in what way to make it straighter
thats pretty close doubt you'd notice much , when looked from front vrchat wants legs straight down not bowlegged
I honestly don't know where there errors keep coming up when I manage to upload several versions without any problems
How I find "headchop" components?
in the search box at the top of the hierarchy, click the magnifying glass and select 'type', then put VRCHeadChop
my model is in a near x pose. its kinda hard to get that to be like that.
Got it - the scene had other avatar containing it
Why the freak it complain about it now, and not before (especially since they are not contained in same avatar)
Stil - huge thank you
Didn't see the small search bar up there in hiearch ๐
got that av (somewhere) you need to straighten it out alot more
you mean by moving the hip joint more to the right and lining up the upper leg bone with the thigh striaght up and done?
my problem earlier what that changing blendshaped increased texture file sizes - had normal file with 4k resolution that it did not need to be so big
closer you are to these , happier vrchat be - way off you will notice wierdness
I really have nothing to add to this, sorry
was just stating what my problem was
and now I got a new one ....
How would I make an avatar accessory that when toggled spawns in front of the player and stays in that spot
Relative to the world? Use a VRC Parent Constraint and check the box about anchoring it to the world
thanks
really struggling to get this whelpling by tokyozilla uploaded correctly :( visemes work but the jaw is stuck open when not talking, eyes don't move/blink, gestures aren't working, and the action menu is default when it should show this (2nd img) instead
unmap jaw bone or redo viseme's in blender if sil is open mouth
How can i go about baking a normal map for my mesh?
What's your source data, a high-poly version of that mesh?
I just have my normal mesh that has muscle sculpted onto it
so you want to bake that to a low-poly version?
I just wanna bake it as a normal onto the original sculpt before i sculpted it so i can use the muscles on other sculpts
ok so yes.
I use a blender plugin called SimpleBake to make this really easy. Otherwise there are a bunch of tutorials... some of them even kinda okay. I mostly forget the manual process at this point, which is good, it's annoying ๐
was curious how many hours do i gotta be on crcaht for it to allow me to upload models
it's not about hours unfortunately
oh dear cuz i am trying to fix a model i have just uhh cant get it to get expressions fixed
why do the arms do this
weight painting
is there a way to update a project as my project for my avatar is outdated and i want to add stuff to it?
oh quick question, does someone know why when adding a prop it works fine in the play mode and everything but after i upload the avatar it turns invisible and it stops working, like the setting and menu is there but it doesnt do anything
yes but update in what way?
like have it in a new project or something so that i can keep adding new stuff
Is there a way to "invert the output" so that i can just write "hat" instead of "hat off"?
can't see what you have for variables but sure, make the animation happen when the variable is false instead of true
np ๐
whenever i sit in a chair and get up, my avatar starts to walk like i'm on desktop. Is there a way to fix that?
Does anyone know the gesture manager VCC adder? Could anyone link me to it. I wanna add it to my Creator compainion.
Im trying to upload my avatar that im working on, but for some reason all of a sudden it keeps saying that the "avatar validation failed" and its not letting me finish the upload. Any idea what this means?
so uh i have encountered a new bug with my personal avi, it just started yesterday. My physbones are locked in place, an won't move, even if i reset avatar or switch out of it-
i have not touched the unity project in a month
thing is, it only does it sometimes
it'll also turn off physbones and then turn them back on without me doing anything
tried to upload an avatar and it fails, it says this. any way to fix this
From what I've seen No Asset Bundle errors usually mean missing scripts
scroll up, post the first 2-3 errors.
its from a friend sharing their screen getting my help with their avi hold on
this is what it says
This clearly said VRCFury hasn't been imported.
oh I see
"This avatar is not imported as a humanoid rig and will not play VRChat's provided animation set." when my rig is literally set to humanoid ๐
Read the import messages.
dunno how to fix this nor do i even speak this language
oh wait ik what they're talking about
however, i dont know how to fix this
It's bones hierarchy is in correct.
Edit the model in blender to reparent bones.
God bless you for this
I'm having the same issue with the upload. Been posting in the communion support ๐
Can anyone help with this? TvT
just had to install vrcfury for me which was the missing script
Does anyone know how to import a re uv mapped fbx into a prefab without breaking it?
no it breaks then u cry and quit ๐ฟ
Nooo theres gotta be a way to fix it right?
why does the avatr descripter reset transforms of bones if i editor them or even reimport the model with the transform of a bone changed??
like if i wanna just edit the bpnes postiion do i have to recreate the entire avatar ?
I made my own shirt for my avatar and im having troubles no matter if i change blend shapes it still clips
anyone know how to made the yukata fit the girl's body model ?
blend shapes?
I'm suffering from a VERY STRANGE bug on my avatar. for some arcane reason, my tail physbone is disabled if the other disabled physbone components are disabled. However, If I turn any of them on, it suddenly starts working, but ONLY if they're on
it can't be that the physbone component is being disabled, because the outlines on it are still there.
can you detail about it?
I discovered the problem. Not sure why it was causing an issue, but i'll describe what I had
I have a bunch of physbones in components. I also have a "basis" animation which animates all of them besides the tail to off by default. However, one of them was left on in the inspector. Someohw, this caused the tail to break completely. how and why? i'm not sure. most likely a vrchat bug.
You may have to re-weightpaint that area in blender, or adjust the clothing in blender
Also remember that the clothing and the avi may be weightpainted differently which can cause issues
Ignore my advice, i am unsure if i am correct
What the hell does this mean bruh
I've tried literally everything but i still can't upload my avi
Someone PLEASE help
I beg
I pleade
Begging is pointless. Look for more info #avatar-help message
I didn't. I just told you to look deeper into your issue.
Oh thanks i didnt think of that one either
maybe this will help
i still have no clue what this error means so maybe someone could help me figure out a solution
Click to see detail on Failed to build and Validation failed.
not quite sure what any of this means tho
could it possibly be something to do with the sdk and not the avatar itself?
If you want to confirm that, then try uploading a different avatar.
Also screenshot the Validation failed detail.
Its all just the same mumbo jumbo as in the build fail error
Not same.
Okay one second. Im going to try uploading a different avatar real quick
I need help with something, I have a model (.fbx) woth the textures but my laptop can't handle Unity, plus I have no way to recolor the textures, plus I don't know if the model is rigged. Can someone help me please?
What kind of help you need?
I need help pretty much making sure a model is rigged and gets retextured and uploaded, cause my laptop is too shit to handle Blender and Unity
I have a model already that I want retextured and uploaded to my account, thing is though like I said, laptop is not good with handling Unity and/or Blender.
I have the fbx file with all of the original textures. That's about it.
That's kinda a whole commision for that. See more info #avatar-general message
Did you try if your laptop handled Unity?
Then no much to be expected for free labor.
I did
What issues did you run into?
My computer bluescreened
Blender wasn't as bad. Just made my computer run 10x slow until I closed it.
It just said that my computer had a fatal error.
It should usually also say an error code
I don't ever remember those.
I think it's the same like when I load VRChat and Easy Anti-Cheat would crazh then bluescreen my computer. (It used to do that, it doesn't anymore, but it still does as Unity.
Also google doesn't cooperate with me
I'll just stop looking for help with this small thing.
-# It's better to give up since like I said, nobody helps anyways. Either "too busy" or I have to pay amd wait for them to finish up like... 500 other comms. I'm broke asf.
you could try using unity again
and if it doesn't work, document the process and error codes this time
Nope,.tried yesterday and it bluescreened me
then you can look into the issue in order to potentially resolve it
It's just an application being too powerful.
you said you don't remember the error code. Like I said, you can try using it again to get the error code and then look up what it is
there usually are ways to fix it
I am just giving up.
Topic over, I'm never getting shit done anyways
okay
okay so im still getting the same error. here is the details for the validation error
still no luck on finding out how i can fix
looked it up and googles said maybe logging back into vrc so i might try it out i guess
I think ima just move the files from this project into a new one because this is starting to feel a little mindmelting
Make sure you take backups and i guess if it happens again slowly add stuff to your avi until it breaks or upload a blank avatar (vrc robot) to test
I just revert back to my backup if i fuck shit up ๐น too lazy to fix most of the time
is their a way to geta roudn the avatra descripter undoing my changes to raise the hip bone?
Does anybody have any free clothing toggles for a Rexouium model?
im tring to make it farther off the ground to fix feet clipping but no mater what i do the avatr descripter keeps reverting the hip bone back to its old state
even if i re export the fbx with a new position for the bone it just gets reverted back
Does anybody have any free clothing toggles for a Rexouium model?โฆ.
Toggles?
What about toggles?
The question was about "free clothing toggles" which is... what?
it very is
i made a saitama avatar
quest comptiable too fully
got cool particle attacks n stuff
dudes these masks wont turn on unless merc outfit is on, and mind you for all my clothing toggles I'm using a float parameter, and these masks aint animated with them at all, help ;-;
and yea well, me had 2 fix some things on my avi to make sure I dont get reported every 5 seconds for public indecency
someone can help ? my phybone bug after disable/enable object or enter/out instation
oh it bug because game bug
Did this start working? I've been able to upload content to VRC fine but as of the last few days I've been unable to upload anything due to validation errors on every single project, even a brand new project with just a mesh+vrc descriptor etc
hey im working on the bird from zenless zone zero right now and i was going to add the gogocolo for flying but its saying the armature isnt humanoid, is there any way around that or will i have to go to blender and redo the bones?
Setting the rig to humanoid is done in unity in the import settings of the fbx
Sure if it turns out it dont have leg bones, ofc it wont qualify to even be set humanoid
ah so I do have to redo the armature then, got cha
๐ซก
Hi i'm making an avatar from asset and base made by the real thicc witch i'm trying to add clothes to the base but if i do it in unity it make my bones go through the roof because (see screen) this is for one outfit armature and i don't really know how to add it on blender any help? thanks
id do blender / weight transfer ect
pro tip: don't unpack your avatar prefab
oh those are add-ons
yeah if you have to do this in only Unit I'd look into VRCFury's ArmatureLink component.
(but I also do it in blender)
any tuto on how to do it?
Does anyone know how to connect a tail to the spine?
put it in blender, make the tail root bone a child of the hip bone
depends on what you have for armature, but same comment about ArmatureLink isn't a bad idea
Wozzat
While there are ways, it is highly recommended that you learn a.bit of blender if you plan on making avatars or modifying them. It really isn't super complicated, and once you get over the initial hurdle, it opens WILD possibilities.
Ooooh that guy. I have to learn that guy for making guns and stuff for people. Eventually.
yeah that's the only case I use it, making stuff for someone else.
It might be neat to be able to have iterative variations on a base model for optimization; being able to have one base model and a bunch of additional with their own rigs that all merge at runtime sounds lovely.
Question, what Shader do people use to display different images from each viewpoint? Im trying to make a 2D Avatar and i want the front/back and sides to show something different when looking at it
Haven't tried again since last night but as of now, still hasn't worked yet
Maybe contact this user?
I think i found something, this one doesnt seem to have a download linked
Why do these errors lie to me? ;w;
are there any errors listed in the "rig" tab, before you click "configure"?
Hm. Apparently it can't generate normals for... any shape keys.
"Can't generate normals for blendshape '{blendshape}' on mesh 'Mesh', mesh has no smoothing groups."
This is a custom model I made many many months ago and does need some fixing in Blender too, but I'm not sure exactly what causes errors with smoothing groups.
that's a warning, probably not a big deal, but it may be that you're calculating normals without legacy blendshape normals checked?
I do import with specific blender settings instead. I'm not sure what ideal is here.
What, like using .blend in Unity?
I'd never suggest using a .blend
Really? I use that all the time, mostly cause of how iterative my work is.
you have no control over how the export to FBX and then import works
IMO it's trivial to export a .fbx. Also way easier to have one file with a ton of parts that you combine on export into a single model.
I get the idea of having specific control over what you export, but do you know how many things I have to configure every time I make a change in Blender?
what, in Unity? I wouldn't expect many
Sometimes it's in the hundreds of configurations.
I can do it once per avatar, maybe thrice if I'm being paid for it, but if I have to make 40 little consecutive changes over the course of the setup that'll add up to thousands of re-reconfigurations.
These are custom models.
One time I had to setup an avatar with another pair of arms.
Because Unity doesn't care about the bone constraints I already setup in Blender, I had to redo them in Unity which means going through each lower arm bone and making it copy the correct upper arm bone.
I don't know if Unity would even remember that change regardless of using the .blend.
put your constraints in a prefab, then at the most you'd just have to drag the target bones onto them
most of my models use like 20-30 constraints, I never have to redo them
but yes, unity doesn't care about blender constraints.
so,maybe im understanding wrong but,it says i got space for parameters in vrlabs but when i go into play mode it says i have too many??
Probably you have something added with VRCFury at build time?
build time? and i have a few vrcfury toggles,they count?
all synced parameters count, yep
...I'm terrified to ask what you have in your model.
I keep deleting stuff, but the number just keeps going up.. And the stuff I wanna keep I really dont wanna delete
But aim also intensely curious as to what you're using 257 params for.
Textures. Compress em.
Ive done that
Oh eat a phallus Marvin, that was funny.
Depends. Use Thry to check what's actually taking up space
It might just be that you have too many blendshapes.
It might be basically anything, really
not that much actually ๐ i did add a pokemon follower that has quite a few toggles doe..
Could someone help me make a coin flipping system that u can go hands to hands flip it in the air?
I mean, I can describe how you could make one.
thats gonna take so long im pretty sure- ,theres is already assets that do it so u could buy em,if u wanna make from scratch doe i wish u luck
ik but i aint finna buy something i can make
You need a synced bool paran and a synced int param. Bool controls the heads/tails, int controls animation state.
im new to avatar making
Welcome to hell, thankfully what I'm desacribing is easy.
could u call or are u gonna type?
I'm in my office listening to a video on how to build frame models for engineering, lmao.
lol
But, short version, learn how to make prop toggles.
could u explain what i should do first i have avatar model and coin model and what do i do nowใพ(โขฯโข`)o
That will teach you about animation controllers and animations/states
Sippbox has a video on how to do prop toggles, learn that
bro
my brain hurts
so what does prop toggles do?
Then you'll understand a bit about parameters, which turns the explanation into a 15 minute one, lol
OH
Prop toggle is like...the prop turns on and off.
im 0.01% into avatar
like toggle it to show and not?
Mhmhm. No worries, yeah go peep Sippbox's tutorials on avatar stuff, specifically prop toggles, and everything will make sense, they got rhu it step by step.
Ye
After you learn how to show/not show it, you'll understand the principles of how all the stuff to control props works, give or take.
dude u speak like u work at a million dollar company
Yes.
the . at the end is crazy action
Lmao
i know u make alot of money
Enough to do silly stuff with it, not enough to have a mansion, sadly.
But, yeah, basics of animation controllers and animations will open the door to doing WACKY shit.
avatar toggle right?
Example, I have a pair of glasses on my avatar. To change them, I grab them, put them behind my back, let go, grab again, and it's a new pair. No menus, no weird hand gestures. All runs off basic stuff you learn from those tutorials.
Ye, thats a good start.
so i watch that one and follow it?
It'll still teach you basics of paramaters, which is the key
ok
All avatar animations utilize or can be controlled with the same system.
Which means once you learn it for one thing, it works for basically everything.
where can i find this ?
You have to make a file, in the project, one for param one for menu.
what
The param file lets you control what paramaters are global, what ones are saved, default values, etc.
In your project, right clight, got o new, VRC parameter
brooooo
Menu file lets you make custom menus for expressions and toggles.
i dont understandddd'
my brain is overheating please explain easier
how can i add that animation to the expresion
What version of unity editor would work best for uploading?
The simplest way to explain this is that the parameter file is sorta like where you save keywords that the avatar uses. So, for example, if I wanted to control a hat, I'd need a parameter named "hat" that told the avatar what it should be doing. It doesn't know unless I have a parameter to tell it.
The menu file is kinda like changing your keybinds in a game, but it lets you tell paramaaters to change. That lets the menu control your avatar.
The latest version supported by Creator Companion.
im talking where could i find this right here so i can put in the stuff i need
where is my avatar descriptor or whatever is called
Yeah, so you need to go anywhere in the project, in the unity file browser, right click, and a menu will pop up. One of the options will be "new" or something. In there, there will be a "VRCParam" option. Click that, it makes you a new Param file.
i got a problem where a prop doesnt show up in playmode,everything else works but this toggle,its a pokemon menu. The toys for the pokemon and him,his toggles works all great,everything apears and is animated,but for some reason the pokeball doesnt work. It doesnt wanna turn on :/ fx and parameters are added so idk whats wrong. Also in the ss u cant move pokeball in the prefab's hierachy,its the item itself im guessing? You use the "throw target" to move it around in the avis palm to desired position,also "move onto avatar" from the tut video the guy said u dont gotta move anything and it can stay there,any ideas whats wrong? Also the way u install the whole thing is just throw the pokemon prefab onto main avi hierarchy,add the pokemon menu to avi,add fx,paramenters and done
Thank you
dude can we call pls
Alr thx
i do not understand i single word
I'm in office till 5, and then I have to cook, kiss my slimegirl, and then stream Starsector homie. But I willl be working on a model tomorrow.
I can call then
but listen explain me step by step how can i make a toggle because he didnt explain so good
is kissing your slime girl scheduled in or is it just a daily occurrence ?
Hello I need Help. I just downloaded the Creator Companion. OK. Tells Me to Download Unity, OK. Download 2022 or 2019 OK I download all 3 why not. But When I try to create be it by the creator companion at directly by unity hub almost nothing creates. In Unity not a Folder gets created but on Creator Companion the folder with assets, packages and project settings are created nothing more.
you definetly dont need 3 different versions of unity
Both, tbh. Gotta give her ALL the kisses, since she's so nice to me.
OK but still why wont any open.
not sure if I was you I would just've reinsalled it
all 3 or 1
uninstall all 3 and just install 2022.3.22f1 version
OK talk to you later after reinstallment.
not sure why you would need the other versions of unity unless you're using really old proects I guess?
gotta appriciate the slimegirls in your life
I merged a muzzle to my rex body mesh and made blendshapes for the body's mouth and the muzzle's mouth movement for it to work. But now when I go into vrc the tip of my mouth moves when I look up or down a little bit but the muzzle doesn't move with the body mesh moving, but then it snaps back into place. And the vismics are setup on custom blendshapes for the mouth and muzzle to both move and work, and im pretty sure I set then up correctly. So I have no idea what it is and I don't have face tracking or anything, im in index
Hello I'm back did what I was told and still the same results.
Opening 2022.3.22f1 directly from unity hub nothing happens. And on Creator Companion the folder with assets, packages and project settings are created nothing more and nothing opens.
I'm trying to add a station to an object with "freeze to world" enabled, but when people sit in it, they jitter whenever I move around. Does anyone know why this might happen?
Weight paint.
also whenever people sit in the station, they sit in different places, usually not actually on the chair.. They sit in the chair at first, then their body gets flung out to the side, in a random place each time. Sometimes thye are on the chair, but most of the time they need to use playspace mover to fix it
tracking control fail they go random derp , default vrchat sitting controller doesnt like custom animations
I have no idea how to do that or anything
you can disable their tracking but then it breaks them after
F
I don't have any custom animations on the station
unless you mean the avatar sitting has custom animations in the sitting layer?
is there a way i can at least prevent the jitter?
Stations are broken tbh
i'm assuming it's some issue with world drops
Super broken
parent constraint with freeze to world enabled
Been for years, and I hate it
jitter i think is just local, ive seen that one before
it happens for both players
i have the avatar, partner sits on it, we both see jitter
my noodle cup doesnt have that, but been a few months since ive had someone sit on it
just wanted to make a camping chair for others to sit in ๐ฅฒ
i place it down in the world, and can move it around
newer one of mine will disable your tracking so animation on it behaves (also breaks you)
could anyone tell me how to bring back the inspector
its stuck like this
no matter what i click
the inspector remains the same
vrchat local testing also doesnt work for me anymore so its a pain to test stations , nothing really load , one av will other refuse
so ive been messing with this avatar getting its proportions right for FBT, and everything went well until out of nowhere i started having this issue where the avatar kinda floats to where the knees only start bending after i go down IRL a bunch.
origin in blender has been set to the floor, and the avatar is sitting in the right position in unity. rig has been flushed multiple times and ive tried messing with the armature but nothing seems to be able to fix it
please tell me how can i download gogo freeze using modular avatar?
Root bone?
Thou requireth a ๐ ฑ๏ธone at the lowest point of the model.
Probabaly.
see white line that your origin, where your 'feet' should be so it sinks into ground, one way to avoid this is to use a gameobject as root or fix origin in blender
?
Do you own that avatar? Kidding aside, just make a new blueprint ID.
how do i do that ?
I'm guessing you bought an avatar or base body and it came ina unity project
yeah exactly that
The UI cleared it, you'll be asked to make a new entry on upload.
no it just says failed when i try to upload
what just delete the script ?
Wait no that got removed in a prev version of vrc, I think, uhh
Shit if I had my PC I could tell ya
Lemme look it up
This is probably not the root cause - instead paste the first 2-3 errors from the top of the console.
wha
Ah. It may be an old version of the SDK or not using the Creator Companion.
its all updated
Model might have come with the old SDK crammed up its[redacted]
in unity create a gameobject drop plane/meshes/ect in - good luck sending parameters to the mesh using fx tho - it wants a mesh to talk to and making it this way it wont have any ( here is a plane one made in blender ) , notice it has avatar slot filled in so it can talk to that mesh
In blender
laziest way of making a plane one in unity (pretty meh)
quest shaders have backface culling now so its abit outdated
(only need one quad)
Is there an upto date guide on teh VRC Parent Contraints?
its just the same as unity constraints
Honestly you can also just use old constraints and use the sdk utilities to update them automatically, I haven't had anything break yet
Alright casue im just trying to a quick little hand swap is all and i havent used eitehr in like 8 months
yeah it's under the sdk tab on the top of unity
How do i uh fix this issue 
please explain the issue for those of us who have no idea what it should look like
Everytime i upload it the head is in the floor and the arms are stuck upwards
view point or the root of the avatar is fucked
Your view point might be higher then your head point is i suggest putting the view point the middle of both eyes and pushing it to where its slightly visable
Oh how do i fix that if you donโt mind me asking 
in the avatar descriptor you'll find a place to set it
I'm having an issue with my imposter. I keep deleting and regenerating it, as well as restarting my game to load it in again, and re-uploading my avatar, but it keeps generating in a way that looks like the old version of the avatar..
What do you mean by this?
there's an item that's supposed to be disabled, but it is visible in the imposter
in the unity editor it's not visible, both inside and outside of playmode
it's not visible in the 3D thumbnail/preview
it doesn't load in right away on the avatar
i'm not sure why it's visible other than it having been visible on upload in previous versions
i might try using imposter settings to fix this.. but otherwise I'm not sure what's wrong
Try re importing it into unity maybe?
Is it only a fbx?
no
Also check the skinned mesh renders and etc
Is it also 0 out of play mode
yes
like i said, it's not visible anywhere (except the imposter) until enabling the toggle
I think that maybe why
it doesn't appear until you toggle it on
which is intentional
everything is working correctly except the imposter generation
I dont think bone scaling exists for the imposter
I also tried using the "ignore transform" option in the imposter settings and that did nothing as well
guys why my avis eyes are so off,i put up my hands to where my eyes are but they are so high up on the avi ๐ how to fix
I'm going to try uploading to a new ID and seeing if that works
View point or your root is fucked
if not I may just upload a version with the prop entirely removed, generate imposters, then upload the original again
how do i fix it ๐ what do i do in unity? what should i drag to make it work
changing it rn
find avatar descriptor
enable โgizmosโ
edit โviewโ(?)
hi there my hair physbones are moving ever so slightly when i enter play mode and i have no idea why, see the video for demonstration
it's a booth asset that i linked to her head armature using vrcfury armature link
alright, I figured out that the imposter is generating correctly, but still is using an old version. So it's not an issue of something invisible being hidden, but that for some reason it's not using the newest version of the avatar to generate it
using a new ID generates the imposter correctly
has anyone ran into this issue?
Huff so I need help setting up an sps socket on my avi, I don't want to go into details because yeah but would someone be able to help me out please and thank you <3
to get help you'd need to go into details but since its sounding like NSFW stuff you should probably just look into its docs on VRCFury's site (or even ask in their discord)
Yeahhh I would probably need to dm someone who knows stuff about it
you can also auto generate sockets with the sps configurator
Wait you can..I need to look at this~
the store page has a tutorial
https://wholesomevr.gumroad.com/l/sps
Yeah I have seen this, the config doesn't let me add my own and the instructions on the product don't make much sense to me, that's kinda why I want someone who knows how to help to like yeah run me through it I guess ๐ ๐
It has a gif tutorial tho? Like it literally shows you what to click. and you can just hit the generic option and adjust the sockets positions as needed
but if you need it for something other than the nsfw body parts, I recommend doing what the other person said and ask in the discord or look into the docs on it
Yeah the normal ones are all set up and that's what it was showing, but yeah I am asking around it's just hard finding people rn XD
What are you using it for if not the generic set up?
I want to add a new plug for my tongue mhm mhm
It comes with a mouth socket tho?
Do you mean you want to make the tongue a penetrator?
Yeah that
Yeah I would ask in their discord about that
i need help getting my avatar set to be customized in substancepainter, its my first time using it and i am dying over here, its all too confusing and my texture files arent from substance painter!
please qwq
but it doesnt come with the textures
you can load the existing ones into a fill layer
all at once?
if you don't have any, start from scratch
sure, make a fill layer and add each of the PBR textures into their right channels, assuming you have them
yeah substance gives you a layer to start, I think it's a paint one? I delete it and just start from none
you do this however you want ๐
but if I'm starting from an existing texture I'll clear out all the layers for a material and add the textures I have in a single base layer
(per material)
single base layer per material? im sorry this is legit my first time using this i have no idea what you mean
I suggest tutorials of course
the whole principle of substance is layering
I don't know what your goal is but if you want to paint on top of an existing texture, you put it in a layer, and then add new ones on top
its that simple?
so i just make a fill layer and throw in all of my corresponding textures? and then just thug it out?
that's a good way to start
ookay
is there anything else other than textures i can reduce teh size of?
its slightly too big
mesh - blendshapes take up space
how do i reduce the size of those?
removing them or decreasing how many verts are affected by them
you can use buildsizeviewer to see a breakdown of what is contributing to size
animations can also sometimes take up a lot of size if they have a lot of frames and/or have a lot of properties
oh yeah, animations too
idk how to fix this
hey pookies, i have no clue what this means :3 anyone able to help?
ok
be careful, that seems really suspicous
this person just joined, pretty much blank profile, and that's their first message. Likely a scammer
ok
That excuse could be a lie. You should be starting helping in public channel for transparency.
help
You could just randomly pick a random person name in this server so that means nothing.
You said you didn't know what happen to your account? Then how can you accept it?
just looking out for others. I know a scammer when I see one
that one isn't even in this server
that means nothing anyways
scammers can have alt accounts
Everything you said just shouting out you're a scammer.
You have zero credibility, made up story, conflicting statements, and so on.
Post the link here then.
That isn't even a portfolio. It's just a contact page.
Ok nvm. I scrolled down.
That's a different person.
<@&397642795457970181> Scammer above.
You.
looks like there may be a scammer in #avatar-showcase message too, but they haven't tried dming anyone yet so
afaik
but they've only shown that model and asked people to dm them..
brand new account too
im so sorry to post again, i still cannot figure out how to fix this.... anyone able to help?
looks like an incompatibility with that vrcfury version and the SDK, maybe try upgrading both, or ask in the vrcfury server
:3 could you pm me a link to the server?
they're trying it in #open-beta-discussion too
is it possible at all to make the root motion of an animation move a vrchat avatar (using unity 2019)
Anyone knows how to fix this?
could anybody help me with toggles?
I'm trying to find a way to make a particle system only be active for avatars of the same type. I'm creating a line of avatars, 3-4 ish, and I want there to be a particle system that works between all of them, but doesn't show for anyone that isn't in the 3-4 avatars. Is there a way I can do this via colliders or an animation?
Any help or guidance would be helpful. Even if just pointing me in the right direction
mild inconvenience
make sure your avatar's default pose is correct, if this doesn't fix the issue, you need to re-weight paint through blender
Do I need to armature link a contact receiver? Headpat/Boop etc? Or do I just move the contact itself?
Just taking extra precaution before uploading because I can't quite remember, it's on the tip of my tongue!
Either is an option
What kind of help do you need?
if the other two recommendation doesn't work. Double check your bone rotations and see if they are the wrong axis
Some help pls T_T
My avi (Rindo) the hair not moving i try to change the Dynamic bone to Phys bone but i cant
go into blender and check your finger bones, im guessing they look like this , xna models tend to have em
do you guys know a fix where the model suddenly cant do any vrchat default emotes? some of my models suddenly cant do the default emotes out of nowhere
ty !
bringing light to this again, i still havent found a fix qwq
This often causes by the bones are being controlled by multiple physbone components.
hey, I was wondering how I could take like espessions off an avi on quest
so like when you do a thumbs up, the little like chat bubble or wtv I need that off
You could do just like PC avatar. You might have to change shader and that's it.
alright yea I'll try that
Hey I am trying to figure out how to use a VRCStation on my avatar to force a sitting pose when someone uses it. How exactly can I do that ? I know you can add a animator but the animation is only mapped to my avatar isnt it ?
Animator on station gets applied to a person who sit on the station.
I've been having this one issue with my avatar and it's really pushing me to my limit.
First off my unity project doesn't have a skybox, it's just Gray. It's not that big of an issue though.
My issue is that whenever I update the Avatar and make a copy for Quest, physbones that literally do not exist are in the performance ranking, it's gotten so bad to the point where the quest Avatar has NO physbones, yet it claims it's over 64.
I know but the armature may be different to my avatar. So how can I make it that it works with other vatars when creating the sitting animation ?
if you disable seated and set tracking it will force anyone to animate properly on a station, this will also break their tracking after
(they have to reset avatar to 'fix' it)
Humanoid animation will map to correct bones by itself. It's the same principle of any model can share the same animation regardless of armature structure.
Okay but how do I create a humanoid animation ? Just using my own avatar or something specific ?
You probably has physbone somewhere, or it gets added with automation like vrcfury or modular avatar.
Just use your own avatar to create one, probably starting with T-pose animation file that will have all muscle parameter added.
but what do I need to move then to pose ? My armature or something different ?
mixamo have a bunch of random sitting/ect you can grab, vrchat uses them for random things
You input muscle parameters in animation tab.
In Animator
And you won't be able to animate by moving rotating any bone transform of humanoid bone.
So no normal animation then ?
I do all myself manually.
Where does it said it's having exceeding physbone count?
That's the issue :(
It's claiming it's exceeding the account, but the extra physbones legit do not exist
I have to cut off the existing ones to bring it BACK down
Can you screenshot where it said that?
give me a sec.
Is Preview working for that ?
You're changing IK locations (Q,T,TDOF) and that doesn't have effect on the model itself.
how can I then figure out how to to properly place everything ?
I mean you're changing wrong properties.
so which one should I use ?
Just try everything else and see if those have effect on your model.
thge twist and foot up does
Of course I didn't include those in the IK location I previously mentioned.
so I have to use those to somehow get my pose ?
Yes.
It's literally finding bones that do not exist anymore
aren't those counts for physbones ?
It is, but the issue is that there's this bug with my project, that's adding physbones that do not exist on the avatar.
It might have physbone component from outside of the avatar that has root transform set to those bones.
slowly laying my face down in the dirt. I've been working on this side project for 2 months. I can't get my vertex paints to transfer from blender to unity. is this a thing.
Do you mean vertex color?
I know it doesn't. When I first made the project there was nothing wrong with it
Yes
are you using a shader which handles them?
It's only when I started making additional updates when I started seeing issues
Whenever I replaced the quest version with the new updated model, it would still have physbones that should not exist
The vrchat standard lite should bring them up but it comes up as black
yep, that one ought to
Did you have vertex color attribute type set to face corner and byte color?
How do I disconnect a quest version from a PC version? I tried making it quest compatible and it turned out bad so Im just wanting it to be PC only ๐
There are too many color attribute. Unity supports only one color attribute.
upload a new avatar without a quest version and delete the old
Thanks!
thaaaat did iiiiit, thank you
I have a pretty old object that had dynamic bones on it. I wanted to convert these over to physbones but the scripts for the bones are just broken in general. Missing (Mono Script). Is there anything I can do about this to restore the bones temporarily?
Import a replacement https://github.com/VRLabs/Dynamic-Bones-Stub
Cool, thanks a lot
bumping
what is VRLabs?
a community of devs who make general tools/prefabs
hey im trying to fix this seam that's appearing on my retexture
How do i make a collider toggle able? im working on a mermaid avatar so i want people to be able to turn it off and on!
does anyone have avi world suggestions ? >.> that are quest compatible im only on quest
theyre ragebaiting
Gmsbox avatars are pretty thats the one i usually go for i donโt really know a lot i usually just go to prismics and make sure the avatar im using isnt ripped or something
Heres the world they have unique male and female avis i like em personally https://vrchat.com/home/launch?worldId=wrld_5e15cf05-5f60-459f-baac-f1e2fe9ae78b