#avatar-help
1 messages · Page 151 of 1
i don't know what to do right now... all my blendtrees files have been destroyed????
what do i do?? this is DAYS of work needed for the upcoming avatar jam, which is due in TWO DAYS
i'm about to cry right now
it's all gone
i didn't even do anything out of the ordinary, no crashes, nothing...
you didnt back up the project?
no, and i feel like an idiot now
i can probably rebuild them if i try
i mean i know what everything is supposed to do
i'm just so frustrated
and i don't know what even cause this
the only thing i did was switch to android build target and upload
I've never had issues with this before either
like a random folder of assets getting corrupted??
everything seems to be working in the build i uploaded just before checking those files
holy shit i accidentally made a backup of all my blendtrees bc of a program that made a new version of my FX controller with stuff added on I am so lucky rn
anyone can help me adding eye pointer (modular avatar) and Vyath's dances using vrc fury looks like it dont allow me to have custom expression menu/parameter here is the result and I dont get it
it double all my menus for idk what reason
I try with many other Menu/parameter its the same result
expression suppose to be empty for vrc fury :/
Folders can get moved or misplaced when creating, you may have accidentally either deleted the project or moved it
what can i do here
remove something
ask the creator
I didn't, this happened while the project was open
But I'm thinking the thing that saved my blendtress may have been what corrupted them in the first place, and because it overwrote the asset references in the FX controller, i was unaware of the issue until later
so i bougth a skeleton asset, what shader do i use to make something translucent?
any shader with a “fade” “transclipping” or “transparent” rendering option.
that is how transparency works, yes
use another rendering mode, try backface culling, or give the mouth transparent then…
all i can think of doing is erasing the inside of the mouth on the tex sheet
but it did end of replacing something, so technically something was moved, regardless, I hope you can recover your files somehow!
too cute! poiyomi grab pass usually works good for this kind of thing
so ive set it to toon grab pass, how do increase transparency
right.. but the file that was altered by the program was not any of the files that got corrupted
like i said, i was able to save them from the backup it made
and it messes up the back of the hair
nvm that was an outline
also, how do i manually make a toggle? i have a peice of clothing thats an fbx, and i wanna make it a togglable item
toggle tutorial in youtube
many exist
Create an animation for each state you want (so in this example, on and off). To do this, select your avatar, then open the animation window (window > animation > animation. I keep mine next to the project tab). Select your avatar and create an animation clip. Make sure to select the folder you want them to go in and name it appropriately for organization's sake. This will be something like "shirt off". Then you press the red record button and do the action you want the animation to do. Whatever state it's in last is the state that's recorded to the frame. So if you want to disable the mesh renderer for a shirt, press the record button and disable the mesh renderer. To create new clips, click on the drop down menu with the clip's name and select "create new clip", then repeat the process for any other animation clips you need (in this example you would need a "shirt on" clip, where the mesh renderer is enabled)
is this manual or is this needed if im using vrcf?
You asked for manual, correct? This is manual
i got it
That is the first step
It looks like a lot, but I'm just writing it down in detail so you know exactly what to do
i meant make a toggle myself because there wasnt one
sorry for the confusion
awesum
So you want to know how to make a toggle with vrcfury?
Okay, I don't know how to do that anyways
I recommend learning how to do it yourself
Helps for complex tasks, debugging, as well as just being good practice for logic skills
Imo if you learn vrcfury first, you lead yourself down a forked path and end up at a dead end where you can't make more complex stuff until you circle back and relearn the basics manually. Then once you understand how everything works, you can incorporate vrcfury into your workflow for reasons such as efficency, using a non-destructive workflow, and being able to do complex things that may require scripting at runtime (like vrcfury's global colliders, which are a PITA to set up without their script since they like to reset themselves and only work in debug mode without it)
I think it's best to avoid the headache and just learn the manual way first, then learn tools like vrcfury to improve your workflow
so can someone help me my time gun dont spawn in when i toggle it its only invisible
you seem to know your shit, so i got another question
how do i make something play a sound when toggled on?
like a spawn sound
put an AudioSource component on a gameobject, toggle that object on. or use VRC Animator Play Audio on an animation state.
(you need an AudioSource either way)
hey so i just joined to ask a question about an avatar that i found
apparently for other people, it either looks like i'm using a hotdog avatar, or i just straight up become invisible?
here's a picture of the avatar that i'm using, is there a way to fix it?
if it helps, it says that it has poor performance on windows, and very poor on android
If your avatar is VeryPoor, others will likely be seeing your fallback
ah yes, that's why - es muy pobre.
i deleted the entire package, any idea how to stop this happening?
remove the asset which has vrc fury components on it
it must be something still on your avatar
aw, that sucks
it's the only bee avatar that i liked 😭
i missed smthn, thought i got it all
yeah - you'd need to optimize it down to something better for it to be enabled by default
so, im trying to do it when i toggle something off too, how would i do it?
like a sound to put smthn away
it's just a matter of making your animator do whatever logic you want.
ive never messed with the animator so its new to me
This isn't about avatars but i cant find a other channel to post this in. I was verfying my id, and now my vrc wont load up. anyone know why its doing this?
#vrchat-support maybe? definitely not here.
oh, I meant #1138891887374237706
kk got it thanks
That model is purchasable iirc so you could likely buy it and edit it to be more optimized
i'd probably do that if i had either money or Blender experience
i cant really speak on the money issue but plenty of people here would be willing to help with any issues you'd run into in blender, its what these chats are for :3
theres also LOTS of blender documentation and videos out there that'd likely go over any issues you'd run into
Anyone know how to turn a vrm file to a fbx file
import it into blender with the vrm plugin, export as fbx
(probably do some cleanup while there)
Thank you!
How do I convert my PC avatar to VR?
that's not really a thing, the same avatar works in desktop and VR
hi was wondering why my sps sockets arent working like whenever i try going into play mode and using the lollipop it jus doesnt recognize it and goes through their body, also for some reason its like getting rid of some of the things in sps on my hierarchy whenever i do go into play mode
does anyone know why my impostor might be so low resolution?
only thing i can think of is something else taking up the majority of the atlas on accident even though it's not visible
and i figured out the weird "avatar not regenerating" issue. It was regenerating, but you can't see it in-game without clearing your cache and restarting
i do have an impostor settings component on the armature..
that may be it, due to the resolution scale
i don't want to impact the resolution scale at all though, i just need the other parts of the component
i'm going to try putting it on an empty instead and setting the resolution scale to 0
so have yall ever seen and gameobject just disable its self when not in play mode?
like i hit the toggle square in the inspector and then after 3 or so seconds it turns itself off??
*an gameobject
i have my sound set up right but i cant hear anything
so i'm trying to delete some accessories but for some reason the accessories/clothes option on this avatar doesn't have a drop down menu, how do i expand it so i can delete specific accessories?
any idea why when i upload the quest version of an avatar after successfully uploading the pc version, the quest version causes the pc version to then fail security checks?
seems like there's nothing under there to me
for some reason i cant see any other layers
looks like there aren't any. are you looking at the right animation controller?
how do i change which one im looking at?
find it in your project and click it
okay so uhm there's a little circle of the eye texture on the eye and i don't know why, thank you :0
so, now i have the animated layer, what do i do with the toggle?
how can i make it actually do the sound
okay, it works, but theyre overlapping each other
Quick question, how do you make it to where you cant move when you have a certain animation toggle on? Generic rigs.
Also how do i make it to where a togglable object is stationary
🐎 need some help, I got a pullstring thing going on and I have it set up. i need help with is how would i make the voicelines that play after the string is pulled be randomized. I have a group of voicelines but idk how to set that up
Like as in it sort of spawns where you stand in game and stays in that same spot until you toggle it off
like an avatar lock?
Whatever causes this effect, yeah
How do i do that
What affects the trigger on the fist gesture? What should I check for it to be based on the pressure? Like eyes closing midway through based on how much I put pressure
any idea why its cutting off my audios and why they sometimes dont play
what is the asset?
How do I fix the text
maybe it is bug?
check in vrchat…
i think thats supposed to be a shiny layer/part and is using the wrong material since it looks like theres two smaller eyes in it
yay the smart people are back
So, it plays audio now, however it randomly gets cut off and sometimes plays nothing
not really knowledgeable on toggle stuff but random cut-off might be due to what the exit time for the animation toggle is set to
how do i change exit time?
click the transition, it'll be in the inspector
That's not a transition, that's an animation state
transitions are the lines between states
yep, open up "settings" and it's in there.
alright, whats causing it to not play?
open up settings and try changing the exit time to 1
no its still cutting off
hm how long is the audio?
are you turning off the AudioSource too early? I haven't seen how you set this up.
set it up really simple, and i have everything laid out properly
then thats it just cutting out
Hello Everyone, I'm Trying To Get A Generic Rig Working For My Idle Animations And Walking, Running, etc. Still, no matter what I do, I cannot achieve this. Yes, I have my animations for each. I'm very confused about this, and it's kind of out of my league of thinking, so that any help would be very nice.
@keen axle show some layers? is animator on root (avi descriptor) object?
I'm using the Sample Locomotion from the sample folder as a base with a changed blendtree (I know it's useless to have a bunch of the same animation in different directions)
im pretty sure this is what your asking for
heres the rig settings
does look fine indeed. so, install av3 emu if not already, set in it a layer to debug to a base and see where it goes in playmode when you set diff speeds, may give a clue? id get rid of crouch/prone for sure
appreciate the kind help ❤️
Im trying to make clothes for one of my avatars im modelling and im just wondering if i were to make a dress or something like that am i better to make a new mesh based on the faces of the avatar then try and weight paint it based of the current rig?
whats the alternative
Let me rephrase my question! 🙂 is that the best approach?
uh, depends? if you can easily reuse the same geometry then sure, like making some stockings any other way is weird. if topology is way different from the main mesh, then its data transfer modifier time, then manual fixing
Anyone been getting an issue uploading? I keep getting a authentication token error when trying to upload. I've tried Upgrading/Downgrading SDK, other addons, relaunching project, resigning in and keeps giving issue. Not consistent with project either. Sometimes reopening fixes. Other times does not.
Yeah and that makes sense! 🙂 thankyou
HI GUYS looking for some insight here im trying to rework the blod particle system on the bloody knife so that instead of blood it will stick a name or numbers onto someones avatar
so far ive gotten it to work with letters and for it to reliably hit the avatar but the main issue im having is that the letters are in a different position and rotation each time
im not super knowledgable about particles and this is my first time fiddling with them like this i can post screenshots of the settings on them so far
basicly the particle that wil collide with the body
if anyone can give some insight or advice it would really be appreciated
it fels like im taking 1 step forward and then 10 steps back everytime i make a change
oh wow that's a cool effect! sorry i can't help, stuck trying to make my particles work for quest that's how behind i am lol 
particles are available for quest.
yeah!, theyre just not working for me 💔 for some reason idek. im using vrchat mobile particle shaders, they arent going over the max of 200 particles, idk what im doing wrong 😭
I have this avatar that is just a flat png, that i want the texture to change when the player is speaking, ive looked at several tutorials and its still not working. no matter what i do its allways stuck on NotSpeaking as if the Voice peramiter is not changing with VRChats, I've used GestureManager to change it in play mode to no success
probably not the answer, but have you checked to make sure you have Voice as an Int parameter in both the fx layer and vrc parameter list thing?
how do i check?
in the animator (not animation) tab with the layers and parameters (you have Voice set for the transition tho so that looks fine),
and then the parameters you have for the avatar, should be able to find the one attached to ur avatar in the avatar descriptor
this is what mine looks like for example, you should check to see if you have one here called Voice, and that its an Int type (int or float idk what the difference is actually but however you set it in the Voice parameter in the animator parameters panel it should match that)
like so probably make it look like this (???? sorry im a newbie this is as much as i know)
rats, sorry 💔
Its been so long since ive done this kidna thing forgot how annoying it is lol
dw ive probably done something wrong eariler down the line dont apologise
fr like 80% of avatar making is just troubleshooting in unity i'm sure
Its 5AM rn and im tired, im going to bed but if anybody has any ideas while im asleep please still send them my way
goood luck!
general comment,
unity tutorials and search queries (not specific vrchat) can help
“how to () in unity” often better more than
“how to () in vrchat unity”
not to you,
but general comment
oh yeah totally. ctrl+f in this server and other vrchat servers have been a great asset with other people asking the same question and others answering them!
ah… yeah
why is vrcfury changing my clothing's mesh to a different version that has "vrc fury" in its name which doesn't have blendshapes whenever i build the avatar?
Because you added Blendshape Optimizer which will delete unused and bake blendshape.
i might be stupid....
thank you i probably accidentally added it while adding the blendshape links
haiiii there's a cool Anko Uguisu model I found but it's not on vrchat, I've been having trouble making it an avatar and I've seen some folks mention that they'd like an Anko Uguisu avatar too :O
this one!!!
I don't wanna be that guy to say "hey please somebody fix my problem without me putting effort into it" but if somebody could port this onto vrchat (AND POSSIBLY ADD GOGO LOCO THAT COULD BE COOL AND GREATLY APPRECIATED) I would love you to death
You don't want to be set still asking anyway?
whuh?
I meant that I know it's kinda dumb or selfish to ask somebody to do something for me, but in case there's anybody who feels like helping out, I would really appreciate it :3
I've also seen a couple ppl asking in #1138520828556890214 for an Anko model so yuhhhh
Heya folks. I'm facing an issue where a paired object that I'm trying to resize isn't getting fully selected. Is there a way to select all of a single object without selecting the other piece? As doing just L or C for small selections keeps missing hidden parts that end up stretching.
sounds like blender?
@queen linden select by materials or perhaps uv region
youre trying to size the shoes?
Yup. Smaller is being stubborn and I'm unable to fully select everything. Idk why because I didn't have this issue with the other as you can see.
why not use xray mode to select the whole shoe, one at a time (have to remember what scale factor you used and thats it)
... 😞 I didn't think about it because I tend to put it out of my mind. But it would help.
xD
maybe vrc traders discord server…
Welp. That worked. Thank you lmao
no problem :)
idk if this is the right place to ask ibut i found this avatar that has a fps counter and xyz position display in game. how would i add something like that to my avatar?
would someone be able to assist me with learning how to create my first avatar
i hope you know thats like asking if someone can teach you how to build a car
Customization is a very broad topic, you will have to be more specific of which part you want to customize.
what am i suppose to do with eyelensmap for the rex to make it quest compatible? if i switch it to anything thats not standard specular setup it goes gray and you cant see the eyes at all
you can use toon standard and set culling to front
you might have to update your sdk if you dont see backface options on toon standard
i got that fixed by setting it to skybox by my friend
but any tip of finding the non supported materials a lot quicker
there are a few things that i cant find anywhere
make sure to check under each meshes material dropdown if you're still getting the error it might be a material on a toggle's item that's not part of the original mesh (like something you've added through VRCFury or MA)
it was FAR under another objects stuff
but now i am (reloading unity atm) getting vrchat/mobile/skybox isnt compatible only use shaders under vrchat/mobile :/
The shader is meant for using in world project, as well as some other shader it will report the same error.
Ah thank you
Any idea in how to lower download size without removing most of the things?
How can I adjust my finger colliders? I can't adjust their position manually.
The bones are in the right spot and i've used this avatar for a while. it just makes things hard to grab.
Can I possibly define custom finger colliders as a workaround?
try lowering some of your textures resolutions maybe? it might get rid of a big chunk of the size if you're using alot of them
also removing unused blendshapes
Isn't that a blender thing tho?
VRCFury has a script that removes unused blendshapes on upload iirc but if you dont plan on ever using them should just be done in blender yeah
Does anyone know how to fix this pixelization crap? It slike the final step of my edit and I'm gunna scream.
can someone help me, so basicly when i try to toggle a pcvr smart gun it wont appear or dont show
I just had this today. Use blender 4. anything 4.1 and above does this
Anyone know why when Re-importing FBX with newly added clothes they don't get added to the avatar's hierarchy? They are correctly in the FBX file but just don't appear on the scene
I'd love to know if theres a fix without having to re-configure the FBX into the unity scene and copy over everything
You'll have to merge them with the main mesh of the avatar in blender
Let me find a video that shows this, one moment please
no?
Huh, how else are you going to merge the meshes
My understanding is, merging the meshes is better for performance, but not necessary for it to be functional in unity
^
"but just don't appear on scene"
Uhh wait-
My issue mainly stems from, them just not actually showing up without having to completely reconfigure the avatar again in unity
This is the existing FBX in scene after creating the project and opening the scene file
because then you may have unpacked your avatar which breaks the reference to the original
maybe they are missing materials?
So they show up but are invisible?
When re-importing the edited FBX with more objects on it
they don't actually go onto the avatar in the scene, despite now being in the FBX
and the solution i've used to combat this in the past, is to then use pumkins tool to copy over 95% of the old avatar and tidy up after the fact with the new FBX dragged into the scene
note that your armature is now named different which will cause unity to not be able to verify your rig anymore and youll have to redo the rig setup in import settings
If this fixes it, i will scream into a pillow
i usually make a backup copy of my avi in blender, so this naming issue is well known to me as it keeps happening
also check if you have any modifiers on the missing clothes
and double check if you export with "selected only" from blender that the objects are within your selection
also something i keep doing
yeah, made sure those were not selected. I've encountered that in the past too
Didn't solve the issue sadly
did you unpack your avatar?
You mean doing this?
no change : S
no, unpacking only will cause issues lol
it really sounds like your prefab is no longer referencing the fbx though
updating the fbx has always worked for me
Looks like your avatar is already unpacked. Based off this screenshot
As far as I can tell its still packed
Yeah, I have no idea why its not. Other projects have worked completely fine when importing in changes to the FBX
With this screenshot you can see the one you are right clicking on is gray, which usually means it was unpacked
Have you tried readding the fbx to the hierarchy to see if it updates?
If not, is it possible you imported the fbx into the wrong unity project? That would be my guess as to why it wouldn't be updating.
You could always save the updated fbx in a new folder(i usally save it to my downloads) and drag and drop it into the unity package and then set up the avatar again. It's annoying but really what else is there to do if importing over the fbx doesn't work lol

im trying a new project, but before opening scene having new FBX in place
it might have to do with how the scene is setup
because it creates 4 different copies of the avatar, with different preset options
Hey 👋
I'm trying to build and test an avatar for Android but when I click on the Build & Test button I get this error :
Unable to test avatar: ApplicationName='adb', CommandLine='devices -l', CurrentDirectory='', Native error= The specified file could not be found.
I really don't know what could be the case. I have checked and I have Android Build Support Installed.
Are there any plugins to help drastically decrees the storage of my avatar? I'm pretty sure mines like 400mb
@gusty meteor you dont normally test android builds, just build and upload normally.
android test builds require cable to headset, adb driver and whatnot, very niche stuff
Oh okay I'll try then thanks
So I can't really test if my avatar works well on Quest if i'm a PCVR user ?
you could use gesture manager in unity?
ye. or android phone. you cannot run android build without android device
Or should I set android in unity to see the review alerts and then switch it back to windows to build and test ? But will everything work like the android shaders ?
shaders will behave very close if you upload it to pc
I would prefer testing it in game, I found some inconsistencies between the 2 in the past and it's easier to test everything like the fingers and all that.
Okay then I'll try this !
I've done this by running an android device with an alt account
Well I don't have Vrchat downloaded on my Quest and it seems like testing it on a windows build works well.
I have one new issue though.
Parts of my hair behave weirdly. It's like it's not attached to the rest of the body properly.
I don't have any bones in the hair so it might be a blender issue. But I'm a newbie on blender so I might have done something wrong when trying to optimize my avatar for android.
Anyone know how to fix this thing with the ears? In play mode the ears float above the head but when I turn it off their back on the avatar normally
Hello friends! I'm having a challenging time trying to upload my first avatar to vrchat. I'm trying to do it using Steam VRchat 2d/VCC (just opens the avatar unity proj :/) Not seeing any actual option to upload/import/insert however you term it to change my default robot avatar into the model I downloaded. The package contains sdks and vrm files and various. Please advise. The web site instructions have not helped, I benefit from very simple, clear, step-by-step instructions without descriptors or extra information like how the web site presents the topic. I have all of the programs - unity, vrchat, vcc, the avatar package itself, etc. All I need to know is have to get that avatar into vrchat to replace the default robot. Thank you in advance! I am a first time vr user, so please be patient with me 'X3
what are you trying to do with steam?
*Also, I'm trying my best and have tried on my own for quite some time to no avail. A bit embarrassed I couldn't figure it out! Wish there was a big UPLOAD button! haha.
I'm in Steam VRchat, I just want to use and enjoy it with the avatar of my choosing instead of the funny default robot avatar
You don't need to do anything with steam or vrchat itself to do this.
Check this out: https://www.youtube.com/watch?v=bSwMz4WcajQ
I have a vr headset and plan to use it with that after I upload the avatar I want
Thank you I will look at this right now.
feel free to ask questions here if you get stuck!
Thank you so much! This problem happened to me last time I had enough free time to try to tackle this issue, apparently still in my way after countless actual hours of running this program. Starting to think something is wrong in my case:
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
^^^^
I have the account, I am forced to go around for hours asd a robot? I don't have that much free time, I just want to use my chosen avatar while I am actually playing this (?)
Do you have to 'make friends'? What if I am not trusting of people I do not know, will I never be able to use my avatar model I downloaded?
well you can switch to any public avatar you find.
you could also purchase a month of VRC+
there's some in the default home world, or look at the worlds in the "avatar worlds" category
This is so restrictive, I've already spent my time trying to get this done, each time it's the same story of my entire wasted morning\
So the free/public avatars are inside the avatar worlds, and you can go in there and switch to being them?
Thanks for trying to help meKazin, it's been a world of frustration so far instead of the world of fun it seemed to be before I embarked on this
yep, you can switch in-game to any public avatar
Ok, is there a world you know of that has animal-ey public avatars I could switch to? My time now is extremely short. Thanks again.
My free time is over. lol. Thanks for all the restrictions vrchat.
sorry, I've got no idea, I'd say to just look in the avatar worlds category in the "worlds" menu in-game
ok, thanks.
Does anyone know how i can change my standard avatar expressions? could need some help with that :I
Sure, someone here. Ask specific questions if you can.
Yes, some here know - can you be more specific?
i want it like if i dont hold my controllers my eyes are open
Find the gesture layer in your FX animator, find the transition that matches the gesture you're doing, and disable it.
wow, your avatar so cute !
i think your ear has not weight/attachment on head maybe?
Does anyone know what the transition durations and exit times are for the stock visemes?
I'm doing parameter-based lipsync and I want it to match the built-in animations
pretty sure its a blendtree
do you know what values VRC uses?
any way I can take a look at it, or is that inside of VRC itself?
like diven said, i'm pretty sure it's a blendtree, but gogo loco has a good approximation of it you can use
also it uses something different from the viseme parameters that we typically use.. and afaik there's no documentation on it
it uses the viseme parameter value, but it goes WAY above the 14 that you get when you have lip sync set to "viseme parameter only"
so my best guess is these other values represent halfway points or something?
In my SDK, it wont allow me to switch to Andriod, Why?
Hey. my avatar project in unity keeps toggling gameobjects off/on by itself after i turm them on/off. mindyou, im not in playmode.
oh.
wrong file type
Does anyone know what has happened with this project?
heres the proper vid of trhe issue
im having problems with my avatar a thing called look at me basically where my eye move on there own but on this nanachi model it works in unity there are bones on the eyes but in game it doesnt work how do i fix it i dont know if its an issue with vr chat orjust unity
back to blender and straighten those eyebones so they point up
should never need a value for looking straight
You guys how do I make an avatar?
OK, Complicated question (at least for me): I think I start the context by mentioning that the avatar armature and the player armature in-game appear to be two different things. I have an older bunny, and she's strangely badly proportioned for me as the player-- the arms are too short, the legs don't reach the floor, the head pitches weird... this leads me to think the head's axis, as far as VRChat is concerned, is placed wrong (too far forward).
The question is, is that axis the View Position? If I change that, will the head pivot differently and the body's scale behave more appropriately? I've been fooling with it for a total of three days and I need to know if I'm barking up the right tree.
from scratch? from an existing model?
From scratch
start by making a model
so im guessin noone know bout whats goin on for my issue?
yes. There isn't really a "player armature", but player tracking points, This all depends on how many trackers you have of course, as well as your height (which you can manually input). Height mode matches the avatar's height to your height, while arm span mode matches the arm span to your height. On almost all people (unless you have a disability that changes this) your height and arm span should match, but with avatars, they usually don't. something that can make a huge difference in how the avatar behaves is the ratio between the avatar height and the shoulder-viewpoint distance. If your avatar's shoulders are really far from your head, your arms will feel shorter. Also, your avatar's head rotates at the center of the head bone, but that head bone pivots around your viewpoint (your headset) so that the viewpoint is never detached from your eyes. This means though, to avoid the head being detached from the body as well, that the whole body may lift off of the ground if needed to acommodate for the height. This tends to happen to avatars with 'chibi' proportions, so very large heads and/or very small bodies. If you have a large head on your avatar, my best advice is to move the viewpoint more towards the head bone, so further down and inward. But if your avatar is relatively human-proportioned, I would try moving the viewpoint inwards as well. Additionally, try switching the avatar measurement between height and arm span. Keep in mind this will change how the avatar and environment appear to be scaled at any given avatar height. For example, if the avatar is taller than the length of its arm span, setting the measurement to "height" will make everything feel smaller than if you set the measurement to "armspan" because it treats the avatar as if it is taller in regards to your playspace and ipd (relative to VR space, not irl)
If you have 3pt tracking (headset + 2 controllers) those are your 3 tracking points. Having camera tracking or physical FBT trackers will increase the ratio between how much of your body is controlled by you vs IK + animation
Bless you-- this is the kind of information I constantly need but trying to Google it gets me Arrow Collar shirt patterns or something. I am literally copy/pasting this and printing it out so I can pin it next to the monitor while I work. Thank You. 🫂

Any input for this would be appreciated as at the moment it is looking like I will just need to nuke the project
it says in the error that you have a corrupted file (or one that is from a newer unity version)
it also give you the filepath
so I would remove that file
look for any similar errors
usually the important ones are towards the top
you can also try deleting the "library" folder from your project
then when you reopen it, unity will restore the folder
it will take a little longer than usual, as it has to create the files again, but you shouldn't lose anything from your project
in fact - if you are running out of storage space on your computer you can delete the library folders from unity projects that you don't open frequently
That's nice to know as I have tons of projects haha
ofc at the cost of longer loading times when you do open the project. Which is why you should only do this if you don't open it frequently
Does anyone else have a problem with gogo loco where the flight won't activate, and sometimes it takes a while for it to actually be enabled? Sometimes it's instant, other times - need to wait. seems the problem to be with personal mirror
you need to have a mirror enabled
not something gogo loco can fix, and is noted anywhere you can get gogo loco from iirc
I keep meaning to look at that issue - I don't have that with my own flight system (modeled off an older gogo loco version)
i believe it has to do with stations
right, the flight collider (mine and theirs) use stations
oh - nope, that's right, I did not use a station
I guess that's the hack to make quest work
I’m having a weird issue with an avatar I’m making, the avatar itself is just a static object that I can put down using the vrc world constraints. It works but any time I put it down and pick it up I have to reset the avatar, otherwise when I pick it up people won’t be able to see me put it down again
Too clarify, it works perfectly fine on my end
likely you are grabbing it too fast and there is desync with the timing of the parameters needed to transition (gesture and contact parameters). I would suggest using the "IsLocal" parameter to fork the animation states and use different logic for each side. The local side remains the same, but adds parameter drivers to each state which change the value of a parameter. If you only have 2 states, use a bool, but if you have more, use an Int. Then on the remote side only transition with the parameter that is written to by the parameter drivers. Then make sure this parameter is on the synced parameter list. This will cause some slight delay for remote users, but it should ensure that its state (hand vs world) won't desync
ok hold up an anyonme see my post?
that is a very confusing paragraph but i will attempt to decipher it
link it?
this one
ah, I did, but haven't seen that issue.
and heres the vid
ah oki at least i know it was seen.
i tried using a back up of my project but its still happening so im bankin it on unity being a trashy program agagin
im not extremely versed in animation states and all that, can you dumb this down a smidge?
i basically just have an on and off switch for my animations
so placed and not placed
Oh wait, it’s not a grabbable toggle. The avatar is literally an object that when toggled gets world constrained then disappears and gets picked up when not on. It’s not a hand vs world thing. Maybe that doesn’t make a difference but I wanted to clarify
honestly not sure then, it shouldn't be desynced. do they just see it stuck in your hand?
It’s not on my hand, it gets placed in the world. It works the first time I place it but when I activate the toggle to make it disappear I have to reset the avatar to place it again, otherwise they won’t see it get placed again
I hope that makes sense
I’ll make a video in a minute to demonstrate
i thought you were saying that it's on your hand and the toggle places it down in the world
how are you making it "disappear"?
toggle
no how are you changing it that's making it disappear
its just a toggle that turns the object on and off
on is visible and with the constraint on and off is invisible with the constraint off
alright, so that will also disable the mesh renderer, which can sometimes cause issues. Try scaling it down to 0 instead and see if that helps
that messes with the mesh renderer even if im disabling the game object?
well if the object is disabled, the mesh renderer is disabled
every child object is disabled as well
ok, ive just never had this issue when doing basic item toggles
ive had this happen when specifically touching the mesh renderer but not when disabling the whole game object
I’ll try it with the scale and see if that helps, thank you
ImportFBX Warnings:
Mesh 'Body' has 288 (out of 29513) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 21882, 21883, 21884, 21885, 21886, 21887, 21888, 21889, 21890, 21891 and so on...
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
When I turn legacy normals on I get a different error saying that all of my blendshapes dont have smoothing groups
and the normals are still messeed up
how it looks in blender:
I do import, without legacy, but I export with "Smoothing" set to "Face"
but the vertices without weight, you'll probably get that either way
huh
weird right?
yeah I wouldn't have expected that
I usually use a unity fbx exporter so I dont rememvber what the settings are. are these right?
heys guys, is it possible to use blend shapes as eye look? if so how
I can't think of how
I'd do FBX All there, not custom scale.
but you may need that for your avatar.
is the forward and up orrect
If you changed it from the default... don't.
unity uses y up
im going crazy lmao
just open the FBX export dialog, set "apply scalings", turn off the leafbones checkbox under Armature, and if you're trying what I suggested, set "smoothing" to "face" under "Geometry". the rest of the defaults are fine.
(I save this as an operator preset)
its stuck importing
there it goes
the no weirght error is still there
and so are the normal issues
well if those vertices have no weight then that seems like a valid warning.
I don't get the error normally
when on legacy
so I dont know
because the weights are perfectly fine with legacy on
I suspect they aren't but it somehow isn't warning you in that case
i dont mean to impead on any conversation going on right now but im having issues trying to figure out how to upload this Linla avi i got from booth. Ive never uploaded an avatar or used unity before and i genuinely have no idea what im doing. If anyone has any time to maybe help/walk me through it that would be lovely 
ah yes, this.
@winter adder uh wouldve been more usefull to show some screenshots of where are you got stuck.
Is there a quest compatible shader that has hue shift, need to know if I’m gonna have texture issues 
wasnt hue shift implemented in toon lite?
I don’t believe there’s hue shift in toon lit
Or is there ??? I never noticed if there is
toon lit != toon lite
question for anyone, is there a discord specifically tailored to learning how to make VRC avatars? I've been working through the process but it would be much easier to be able to ask questions twoard someone who knows what they're doing
... this one?
I just assumed this was the general VRC discord and that there existed a community made one specifically for that purpose
and that this one was for people with more advanced problems than "how do I make complex shapes in blender" or "how do I map materials to avatars in unity"
materials are basic so you're contradicting yourself heh I misread
I think it covers everything 🙂
There’s a vrc unity school or something
Search it and there’s a discord
I think it’s “pups unity school”
ill search for it, thanks!
any suggestions for blender or?
YouTube
ig thats fair
With blender questions outside of YouTube I usually ask in Nikkie.png’s server since she’s active in the help channel often.
here or maybe the actual blender discord. Which I'm in but I seem to not pay any attention to.
I forgot blender even had a discord
I didn't even know they had one xd
thank yall for the help!
Heya folks, I'm currently dealing with an issue where an object isn't connected properly to the model? I assume it's a bone issue?
which object in here?
The metal armbands/armwraps. On the right arm the chains are bending or outright disconnected.
can't quite tell but do they have an armature modifier and are they weight painted?
note also that modeled chains are going to be a lot of polys
Check if it has an animation
how would i allow a mesh to toggle between several different textures? with a radial menu
found this at the avatar game object
i somehow managed to accidentally remove the entire character's controller
It has all that, yes.
so what do you mean by "not connected properly"?
nope, it doesnt
Do you not see how the chains are stretching/bending in the first screenshot? And one is completely disconnected? That's while in pose mode.
for some reason when i try to set the view its just gone anyone know how to fix it?
Without knowing what you intend, it's hard to know what is correct or incorrect behavior.
Now that you've pointed it out, that looks like weight painting issues
i need help
literally nothing we can tell from just this image. Any errors in the console?
any help?
there's a way to enforce t-pose in the rig setup, or pumkin's tools has a thing too
t-pose is enforced on humanoid settings
For the future, don't clip the top right where it shows the number of errors, it'll help to confirm you're showing everything useful.
Not that there's anything useful in there 😦
1 error
its a editor only thing that idk how to fix
That's a side-effect error, not the root cause
should i be using cloud flare?
I don't know what you mean there, but there's a thing in that to actually force a non-t-posing avatar into t-pose
the vpn?
and also, does the animator from the game object has to have a controller
it was t posing before
only if you're working on animations
Yes - I'm trying to tell you a way to fix that
okay
could we vc and i share my screen?
no
ig im not uploading any avatars then
oh don't put that on me
can anyone tell me what this would be called? so i can watch a video on it
can you? please
i personally think i messed up my avatar tbh
I did twice though. #avatar-help message
i enforced it from the rig setup and it didnt work
Okay then try the other thing I suggested
since for the rig setup its already enforced
something is messing it up but idk what
there is no such thing as "already enfoced" - that's not a thing that sticks, it just does it once.
It looks like you were making an animation and didn't reset the pose after, and now it's stuck
(it's a common issue)
yeah i think thats it
im trying to use eye look for the first time, whenever i try and do it how the tutorial shows the eyes go back in the head whenever rotated in the eyelook menu, but whenever i rotate them normally they work fine. is there a fix? am i doing eyelook wrong?
are the bones perfectly vertical and with 0 bone roll?
im pretty sure
can't tell from there
whenever i rotate them normally theyre fine
im unsure what to show im sorry
im new to this
you can't see what I'm asking about in Unity, unfortunately
its hard to say what it's doing without knowing what the bone looks like
maybe someone else has an idea.
this belt and necklace look very cool compared to everything else, everything here is poiyomi which i never use, would this be due to lighting? or is it the cubemap?
i dont see anything in poiyomi's decal section mentioning animation?
Probably the cubemap
Tried out toon standard for hue shift, works pretty well. I’m wanting to know if there’s a way to make the hue lighter because I dislike how deep of a green it is. I want to make it a lighter green.
I also cannot select “detailed hue shift” as it is greyed out
It is quest compatible.
My questtools are telling me it isn’t. But then again I used an outdated version so that could be the case
hello could anyone help me out optimizing my avatar I've done what I can but cant seem to make it into an acceptable standard I can upload it but don't wanna be the reason for someones lagg
i keep getting this error whenever i try uploading my avatar, the avatar is an fbx. heres what my console, inspector, and hierarchy look like
It's outdated and it's list of shader didn't match with the current sdk.
Try using other image for thumbnail or use scene screenshot.
it worked, but id like that screenshot. is there any way to make it so i can use the screenshot?
The "Capture in Scene" button.
oh okay thank you
Does anyone know how to work with clothes in Blender? I'm currently dealing with new issues. I've been working with a friend on my model and I've been following the steps for connecting clothing and weight painting. Some clothing fbx didn't have vertex groups for some reason so I added them myself, applied transforms and transferred weights but nothing is working. Specifically, they aren't moving in pose mode. Object data is on my body armature too.
you have the armature modifier?
it says this now since i switched it to quest, it worked for pc tho, any ideas?
standard isnt a vrchat mobile shader
Does anyone know free scripts that blow the model up if it gets ripped? i think gonsos is the paid one, but his is all i know of
why are you wanting to ruin your model and make it painful to work with
ive used standard on android before though
no you havent
if someone rips it, i want it to ruin it for them
theres unity's standard shader and vrchat's standard lite
I did not just spend 5+ months working on something only for it to get ripped so easily
but that doesnt actually prevent ripping
You probably confused with Standard Lite.
it only takes a couple minutes to find the animation that fixes it
you arent getting my point
if someone wanted to rip your avatar they are going to do it
i know ive seen one out there that rips the meshes apart
you shouldnt need to ruin your avatar over something as trivial as ripping
which then has the key that fixes it already on the avatar cause thats how avatars work
lame
its not possible to prevent ripping
i know its not
nor should you even care
but its better to make it a little annoying to put the model back together
how can i not care when i made this from scratch
you are publicly uploading it to a platform so everyone can see it when you use it in game
what's even the point of this arguing?
its arguing?
if someone is desperate enough to want to rip your random avatar then there is no way to stop them
dude wants to put the thing on his avatar to make it a bit more annyoing let him
There is some stuff like Kanna protecc i think it is called but people eho don't have your avi enabled, you will be invisible to.
Plus, people will still see your quest avatar.
The trade ofs are meh
I will go look at that, thank you
with any form of "anti rip" you are causing more issues than solving
one being you are forcing the other person to fully show your avatar if they have some stuff hidden

Let them do it. Its their decision. If they want that then sure. We told them what cons it has
🤷♂️
idk why you're so against it, but you do you
In unity it says my foot isn't my first bone in the leg and causes problem with shin rotations, how does that work and is there a fix? The foot already is the only bone I don't know why it says that
I cant figure out why the feet hover above the ground when walking. when standing, the feet are where they're supposed to be (additional info, im using the 'ChilloutVR / VRChat Real Digitigrade Legs Tutorial 2.6' legs so that might have something to do with it, idk)
This also includes lower leg bone to be the first child in upper leg bone.
They are also put correctly
Lower leg is the child of Upper leg but my upper leg is divided in two, normal and twist bone
First child bone means it has to be at the top of the list among its sibling. Can you screenshot to confirm?
In hierarchy of blender, i'll get a ss wait
Bone order in blender may not be preserved into unity.
Really?
In which I asked you to screenshot the hierarchy in unity.
Going right away
I tend to name my non-humanoid bones (twist bones, shaping bones, etc.) starting with a tilde ~ to avoid that
so ~twist_knee_L in this case.
That should be correct. Can you screenshot what it actually said on the warning?
oh
maybe re-importing from blender could help?
I see the order is funny here
What's the hierarchy order here? it should be hips -> upper leg -> lower leg -> foot
There should be no problem here.
That's it
is it?
i'll try reimporting
and closing the unity after
maybe that can help
imma do the renaming on the bones like kazin said
and do that
right leg -> thigh and knee ?
ye
why are those at the same level? or am I misreading this somehow?
cause thigh bones seem to be physbone capable
that's the upper leg
which is the actual humanoid bone that's IK-controlled?
bones going outward it's the thigh bones
so Left Leg -> Knee -> foot is upper leg -> lower leg -> foot?
is that how you have it in the rig setup?
huh
right.
got confused
oh i see yes
left leg
pro tip: name these things clearly so it's not confusing 🙂
is upper leg l
i'm sorry
it's your model, doesn't matter to me 🙂
qwq
I've done this wrong a few times too, so that's why I'm saying it
Imma rename them then
left and right leg were the default names there were on the hips
Also, anyone have a good tutorial or guide on how to weight paint from 0? I definetly need some guidance and probably will try to learn from the start
best way to lower an avatars uncompressed size for quest?
Lower texture size.
Anybody got help for this?
that's weird that they aren't already right
Yup
Can someone help? I can't figure out why some of my facial expressions in game work but a few of them don't? Yet in unity everything is setup correctly and work fine? 🤔
Blender or Unity?
unity. trying to make new hand gestures but it's a nightmare
Are you using VRCFury?
yes
ugh, that's annoying.
Vrcfury is the easiest way I've found it to work personally, I don't know any other methods to the madness!
does it make posing them easier or what
I'm not trying to add face gestures I'm trying to change the hands themselves
you can do it as well without adding blendshapes
maybe I am misunderstanding what you are saying >,<
Original hand gestures are hard though, I have no idea how to make that easier @.@
You could make shapekeys within blender rather than creating them within Unity
It will be difficult regardless
Hi! im having a issue with blender, when i import this model it gives me this error code and theres no shape keys but on mmd there is. Does anyone know how to fix (i also dont know how to read what its trying to tell me so other issue as well)
I'm having an issue where my assets isn't being saved in between calibrating or changing avis even tho its checked as saved in the params. Does anyone know where I could begin to look to fix my issue?
issues that refuse to be fixed
did the rigging right so its wrong
avatar isnt too short
it claims my avatar is below the floor which is very wrong, my avatar is not in the floor
origin not at feet/bottom you get that error (set it in blender) / spawn a cube in unity compare size to your avatar (cube=1x1x1m) some particle setup add material slots
Hey so when people have my avatar off, they see me in a completely different spot than my hitbox, but when they show me it fixes
how can I fix this?
Just a general question. If your working on a model in blender and you take it to unity but have to take it BACK to blender, is there a way to just replace the old Unity FBX with the new one without having to re-make everything again in unity?
Like phys bones and whatnot
import fbx back to blender, change stuff, overwrite one in unity after -do not do this if you have a unpacked avatar- , if you change bones too much youd need to reset the scale (set generic and back to humanoid) or unity will complain they changed too much 
is vrc having server issues rn or is my sdk broken
trying to build and publish is taking forever and then it fails before even getting to the building
Are there any problems that the SDK highlights in your avatar/world?
no, ive uploaded this avatar many times before and i only made a small change to an animation (literally just changed a finger position) since last time i uploaded
If your SDK is not up to date, I recommend updating it in the creator companion.
or just resetting Unity and computer
i did restart unity and i only jsut started my computer lol, could try again but i think it might just be a weird connection issue, because manage packages in the creator companion also gets stuck loading
Sometimes it's best to allow your computer to breathe for a moment
but yeah so theres no server issues rn?
I haven't been on since yesterday, but I didn't have any issues uploading my avatar.
After adding vrcfury mmd mod does not work. I added "blendshape optimizer", head is called "body", I do not understand why it does not work. Help!
All blendshapes worked fine for me before adding vrcfury
well it magically fixed itself so shrug
the blendshape optimizer removes blendshapes mmd needs.
you have to add "mmd compatibility" from vrcfury alongside the blendshape optimizer and it should work
I also set compatibility with mmd, and it doesn't help...
in that case you have to remove the blendshape optimizer
You added too many things to your avatar, gotta delete some so you can delete the parameters
It doesn’t have that many things
That is a lot in my opinion and the parameters agree
What do I delete?
It's up to you, I'd recommend making separate avatars for different outfits
Ok so I just delete the toggles and I’m done ?
Sorry I never got this before
When uploading
Sorry I'm in the middle of class right now, hopefully someone can explain better than me soon
I don't understand what I need to enter here, what are these empty fields?
I don't understand English well...
you don't need to do anything with them
Any1 know how to fix?
it's not clear what this is doing from here - is this a thing you created?
Can anyone help me to learn how to do quest and pc uploads I know how to do pc uploads but not quest yet
just switch the target platform to quest in the build window
i need the same thing too 😭
you need to use vrchat mobile shaders
everytime i use it my shader turns blank
blank?
You have to reassign the textures.
IF you just replace the shader, it will have unintended consequences.
Also note, quest has nearly no support for alpha channel (it does but we won't go there and it's complicated)
Or a lot of the special features custom shaders like Poi make use of.
If this is a dealbreaker for you, your options are (as of rn) have a PC version with all the features that you will not be able to see, get a PC, or rebuild the model to compensate for the feature loss.
so if put vrc mobile shader, i have to import the shaders again and put it to that? sorry am completely new to this
Set the shader to mobile, and then assign the textures (image files) to the color and normal slots.
Assuming it's a relatively normal material, they should at least look somewhat correct.
oh i sorta understand
The color and normal slots will be inside the material, you can either double click the empty slot, or drag and drop the file from the project file browser.
when i convert my horns shader to vrc mobile toon regular it turns blank how do i fix this
Open the material. Take a screenshot of the inspector panel with the material selected.
What has happened is, when you changed the shader it "forgot" what textures to use. You have to remind it.
You do this by going into the material and assigning the textures.
To explain; Shaders are the actual math that the computer does. Quest is limited on how much math it can do. The material uses the shader, and Textures, to make a model look like it does. Think of it like the shader is the actual chemicals that make the paint liquid, the material is the paint, the texture is the paint scheme.
Hey all, I have a parameter that isn't triggering. In GestureManager's debug menu, the parameter is highlighted, which seems like it must be related since it's the first time it's happened to me
Why would GestureManager highlight a parameter?
In other words, Shader isn't the same as Material, isn't the same as texture, a lot of people get that mixed up.
textures go into materials, materials are applied to mesh renderers
It's being animated, or something? Gesture manager is third party (technically) so you'd have to consult the docs on it.
shaders tell how materials render
Fair point. It's hard to analogize shader math properly, but I'm not going to deepfry some poor person talking about my (limited) understanding of it, lmao.
hehe
It does seem like it's being animated to remain false somehow. Even when I tick it in the debug menu, it becomes true for 1 frame and then goes back to false
Last time I tried explaining how I do object management for avatars I think the person actively started overheating mentally.
probably is then, you may have to find which animation is doing it. One way I do is turn off all but one layer in the animator using the weight parameter, then add each back one by one to see which affects it
it only does that if its being driven by a contact
yeah or a contact
(synced parameter controls object, controller layer determiens parameter, driver layer takes Parameter and runs animations)
It is contact-driven, but the contacts aren't triggering it. I tried changing to constant instead of On Enter and it's still not going
The trigger and the receiver have matching tags, also
if its being controlled by a contact of course its going to switch off
the contact is false
Right but it remains false even if I move the trigger into the receiver
then it doesnt match
or self vs. others
if you're testing in unity in play mode, and your test sender isn't on the avatar, then the receiver has to accept from non-self too
(this one gets me all the time)
Sender is on the avatar, but it starts the game hidden, could that have something to do with it?
nah, the active state wouldn't affect this so long as it's active when you want it to work
I thought not
all my other custom senders and receivers work, today is the first time I'm getting guff
Can someone help me with this
It doesn't look like they're actually hovering. The bottom-most part of the animation is still on the floor. I think it's just the animation that comes with the package you're using that looks strange
shape of the legs too
I sorta figured, thx
show a pic or something - without that I'm assuming that your avatar's origin is not at the world origin.
oh this is the digitgrade one? I'm curious what the rig looks like
It's probably your locomotion animation.
ahh that method.
how do i keep my shaders when i use vrc mobile shaders
what
You have to change shader, so that doesn't make sense that you can keep shader.
You can't. Quest has strict limitations on shaders.
I am having a weird issue that I have never had before. For some reason, when I turn off or on a mesh in the Hierarchy, it just automatically turns it back on/off without me touching anything. I tried closing and re-opening unity but it is still going on. I am so confused
I actually have no idea what could be causing it
how to fix😭
wow that is a lot of meshes.
Post the first 2-3 errors from the console. these are side-effects and don't provide any useful info.
gotta dealt with 9 errors to upload
yep
can't tell if those are the first (it looks like not), but that shader one you'll need to fix
😭
panosphere isnt a mobile shader
Help please! I add gogoloco with vrcfury, and it breaks the mmd mod that is already built into the avatar, so no facial expressions occur during the dances. I tried to install all the vrcfury scripts that were supposed to help me, but nothing changes.
I have already contacted a large number of people, most either do not understand or ignore.
I believe the reason lies in the fact that the avatar itself has a base layer, and gogoloco has a base layer.
I installed mmd compatibility, blendshape optimizer, it did not help me, or I am doing something wrong. This happens exactly when I install gogoloco...
All those are secondary modules/prefabs, and the best place to get support for them would be in their respective discords, or by contacting their respective developers.
VRCFury is pretty good at answering questions on this sort of stuff, I'd start with them.
They sent me to the gogoloco server, but they need confirmation.
If they're not being helpful, I'd just skip using Gogoloco
Then again, I never found a use for that package so I'm biased.
My avatar has been fine until I just updated it today, I didnt change anything but now the wings on my avi are glitching/freaking out when I move, same thing with my hair.. anyone know what might have caused this? or does it have to do with a vrchat update
Hey i have set up phys bones on my arm fur but the phys bones do not move (and the gizmos for the colliders also dont show)
I also have tried it with the default settings (only thing changed was the collision radius to 0.025)
add endpoint, you have 1 bone
easiest way to see if they will move is having a radius and they appear, yours not showing
ah! how do i find out the direction to point the endpoints to?
mess around with it until you get it right
the one that looks right 🙂
y usually what i add , rare cases its a mix of the 3
anyone know about this?
okay thx for the quick help!
Alas, unfortunately I am a mobile player, so I simply need such a function to simulate at least some movements...
could be because of vrchat update..
you can have full body tracking with mobile
well not phones but a headset anyway.
It is broken, and in a horizontal position the head tilts to the side. I am also interested in the lying and sitting positions
sorry, what is broken?
oh your avatar, yeah I wasn't commenting on that.
This is a bug that the developers have been unable to fix for several months.
so it's with all mobile players?
Yes
one assumes there is a Canny report for this?
This is a global error, regardless of the device model.
even the virsion of mobile
like android and ios both?
Yes, people wrote about it a lot, I hope it will be fixed soon. There was also a bug where the camera flight was completely removed
unless I misunderstand and this is a bug with something third-party, I didn't see what caused it
ah ok. interesting.
I don't understand iOS versions, only Android
Bumping this cuz im tweaking tf out
there are zero errors. It's literally just fighting with me for no reason
bashing together two avatars with https://booth.pm/en/items/6382006 this asset.
vrchat claims i dont have these bones mapped, when in both avatars, i do have them mapped.
shown is my heiarchy and two of the avatars. the first being Kipfel which is where from this asset takes all bones that actually move the avatar, and the second being the Karin base where it only takes the clothing
i can give a bit more detail if needed!!
I did everything I could to survive on the phone.
but unfortunately mmd mode is broken because of gogoloco
that's bad
What are you talking about?
Honestly, GogoLoco messing with MMD mode is a common issue.
I have heard quite a few times about it
I'd probably just make two avatars, one with MMD, one with GogoLoco. It's not like you use those both at the same time, right?
you can use both at same time but there are chances of clash between the layers ig
yeah but why would you?
Yes - and this is exactly why I'm suggesting not doing that 🙂
but what if someone has already done it then what's the solution?
Realistically or theoretically?
Realistically, a person who is using all this stuff likely knows word zero of it and should probably just pay someone to fix it.
Theoretically, they could learn/iterate and test what's wrong, and eventually resolve the issue.
(That second one is how I learned all t.he stuff I know, actually, so I can confirm it works, but it sucks.)
when i change a value in a material in the mesh it changes the same value for all the materials in the mesh
when animating
You need to rename the vakue
*value
Look into how to do that based on the material. I'm gonna guess Poi?
ive tried
It's literally a button, bruv. You need to rename those material values, lock the material, and animate.
Poi has documentation on that on their site.
I can confirm it works, I've used that method myself.
before though i never had to do this
this only started happening after i imported and deleted mtoon and xwear packager
Yes, manually deleting packages can cause issues.
it did it when the package was there too
before i could just edit a value in a material and it would animate that value just like that
but after i imported those 2 things it started doing this
i want it back to this
how would i do that
If it's Poi, whatever you were doing before was an edge case glitch, likely because you had them on different meshes, or were using different properties.
so the way ive animated materials my entire unity expierance is just a glitch and seemingly impossible
No, more of an edge case than a glitch
Is not be able to tell you without seeing the project but it's likely.
As Captain Edge Case I can say with some confidence that's likely the thing.
Again, assuming you were using Poi and not something else.
For example, mtoon for one thing and poi for another.
I faced this problem some years ago. I can fully explain.
When you animate a shader you're animating every copy of said shader on that mesh. What likely happened for you before was:
- There was only 1 material on the meshes you edited
- If there was more then 1 it had different shaders per material
- It had a workaround, like pois locking system
If you want to animate just a single material on a multi mat mesh then yes, you do need a workaround like poiyomi. Right clicking to "rename while animating" will make each material use an individually generated shader when you lock them, hence, the work around from 3.
So yes. How you animated before would have caused the same issue. Seems like you were just lucky to not face the issue before.
I would heavily recommend asking for help in the poiyomi discord as the issue you're trying to overcome isn't a unity issue at this point but something poiyomi inherently does. As well as some other shaders but I dont know em off the top of my head. Unless you learn how to use the locking system yourself, then yippee.
Well stated.
Thank~
Do y'all think the better method for making musculature rigging would be to use FinalIK or constraints?
I feel like FinalIK could get closer, but would be more prone to wigging out.
does anyone know I can animate the mouth of an avatar with textures like I see some do instead of using blendshapes or a jaw bone
Yes, there's a few ways to do that.
You can even control bones and constraints with your voice, technically.
Hell, you could cast spells by saying magic words.
ok good, so is there like a tutorial vid on how to do that or something cause I have no clue how to
Look up flip book bison's
Hang on driving
Flip book visemes
That's the one, lmao
know a few ways but no tutorial - on way is 1 texture for face stuff and offset uv on a tilesheet using lipsynch mode = viseme parameters only and a blendtree ( Viseme int = 0 <> 14 )
see values for a 4x4 sheet
(Refering to this, I learnt my avatar looks weird with the default walking animation so Im trying to edit it) I dont know where I'm going wrong, I made a dupe of the walking animation, edited it, placed it into the default blendtree where the previous walking anim was; then, I test on vrchat, where nothing changes. not in sense that I cant figure out how to make it 'look good' but that literally NOTHING happens at all. It still retains the old animation.
Looking for people that could help with possible weight painting issues. Some clothes I've attached to my avatar aren't moving despite being connected to the proper bones and vertex groups. Other pieces are fine and I've followed the same steps for all parts.
lots of people here can, unless you're wanting to commission an artist, in which case VRC Traders discord.
I'm not looking to commission, I'm just trying to fix my own model that I've made.
then here works, maybe #avatar-rigging
My avatars won’t show up it keeps saying security error
Is it because I’m in a MacBook instead of windows
not quite a vrchat issue, but this is the only place i can think of that uses univrm
im trying to export this model as vrm and.. well this happens
Make sure your using updated version of Uni vrm and the right unity
You can dm me if you need more help
im using the latest version of univrm and i think the latest version of unity as well
Dm me sweetie
alright!!
so im working on this avatar and the eye bones are basically making the eyes pop out of the socket. does anyone know why the base of the bones are moving? if you can please help.
are the eye bones perfectly vertical and with 0 bone roll? And the head at the center of rotation?
yup, nothing is rotated, all vertical
looks decent - maybe a little far back though?
I'm guessing now that the bone head isn't at the exact center of rotation
maybe? idk i just liked it up with the neck. but i think the eyes arent perfectly verticle so lemme see if that fixes it
the eye bone has nothing to do with the neck though, it should be at the point you want the eye itself to rotate around
if it's in the wrong place you'll see them moving weirdly
oh i meant with the head position being a bit back. but uhh, the eyes are still doing it
if you rotate the bone in Blender in pose mode around the Z axis, does it work right?
yeah it works fine
it also works fine in unity until i go in play mode
hmmmm
for some reason the bones are moving in play mode, when they shouldnt be
and you have the eye rotation states and such setup in the avatar descriptor properly?
yup, same way ive always done them
but are they correct in this case? 🙂
yes?
you clicked the preview and they look right?
yeah theyre all fine
ok cool. Weird then! I'm not sure, I'd expect that to all be fine
yeah, i honestly have no clue.
Unsure if anyone has any experience with VoiceAttack on here but my avatar I'm trying to control has a paramater like "blank/blank" and I don't really know how I'm supposed to use it with parameters like that
nvm
in addition to what was said before, some avatars have multiple copies of the mouth area that get nudged slightly forward with blendshapes
saves a drawcall but kind of unintuitive and might z-fight on mobile platforms
someone help me with this pls
do you have a base locomotion animator on your avatar?
if you're referring to this, then yes
yep, just checking - so you replaced the animation in one of the states in that?
yep
Hey does anybody know how to fix this issue? not sure whats causing the bone to shift. its causing the model to float...
able to provide better view of the armature or hierarchy?
oh yup can do! sorry for late reply
... wait one sec ima try one thing rq and get back to ya
didnt fix it man one sec
so what i think is happening here is that unity doesn't register the bone as tpose, which fair it is a bit at a odd angle, so it ends up trying to stretch it out or something. trying to make digi legs for the avi. Heres the hierarchy for the bones with the problem spot being the lower plantigrade/pedi legs
oooh, ive never used non-plantigrade rigs so this might be an issue for another user to help with :<
my only idea is potentially make a zero weight bone for it to use for Foots
aw thats alright
hmm could i ask though, im still relatively new to alot of this, especially rigging
im not entirely sure what a zero weight bone is still. Is it literally just a bone that doesnt have any weight on the model or something else
im be down to try whatever you think could help
ohhh
i have no knowledge and am just following yt tuts (been trying for hours now) so talk to me like i'm an idiot ( i am )
is this okay? how can i add these bones? i see them in armatures on the avatar and i see they're named different
yeah I can see how it thinks the IK-driven leg bones should be straight down. I don't like this digitgrade method, I don't think it works well at all.
what's the context here? Is this a prop you're making or one someone else did? Is it for this avatar? What is the item?
sorry, i'm trying to add clothes (specifically a full body suit) to an avatar, i found both the avatar and clothes by scowering on the internet and they are not found together.
i've managed to get the clothes to load properly and everything but it just glues itself to the neck and doesn't attach to arms or anything
I've barely used this vrcfury component but it seems to be expecting bones on your avatar in a specific configuration - this thing works by matching up the prefab bones and avatar bones.
do you know of any other way i can add these clothes properly? i legit have no idea what i'm doing and have been at this for like 5 hours
cause i don't see a way to like give em these bones