#avatar-help

1 messages · Page 151 of 1

tame cave
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does anyone know the name of this hair?

arctic ginkgo
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i don't know what to do right now... all my blendtrees files have been destroyed????

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what do i do?? this is DAYS of work needed for the upcoming avatar jam, which is due in TWO DAYS

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i'm about to cry right now

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it's all gone

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i didn't even do anything out of the ordinary, no crashes, nothing...

night ember
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you didnt back up the project?

arctic ginkgo
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no, and i feel like an idiot now

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i can probably rebuild them if i try

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i mean i know what everything is supposed to do

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i'm just so frustrated

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and i don't know what even cause this

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the only thing i did was switch to android build target and upload

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I've never had issues with this before either

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like a random folder of assets getting corrupted??

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everything seems to be working in the build i uploaded just before checking those files

arctic ginkgo
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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

gleaming steeple
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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

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it double all my menus for idk what reason

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I try with many other Menu/parameter its the same result

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expression suppose to be empty for vrc fury :/

dawn wharf
rose ember
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what can i do here

limpid cargo
limpid cargo
arctic ginkgo
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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

wicked valley
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so i bougth a skeleton asset, what shader do i use to make something translucent?

limpid cargo
wicked valley
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the only issue with trasparrent is this

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you can see the inside of the mouth

limpid cargo
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that is how transparency works, yes

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use another rendering mode, try backface culling, or give the mouth transparent then…

wicked valley
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all i can think of doing is erasing the inside of the mouth on the tex sheet

gleaming steeple
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Anyone know how to do animation repathing pls?

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np I found how

dawn wharf
dawn wharf
wicked valley
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so ive set it to toon grab pass, how do increase transparency

arctic ginkgo
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like i said, i was able to save them from the backup it made

wicked valley
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and it messes up the back of the hair

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nvm that was an outline

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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

limpid cargo
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many exist

arctic ginkgo
# wicked valley also, how do i manually make a toggle? i have a peice of clothing thats an fbx, ...

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)

wicked valley
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is this manual or is this needed if im using vrcf?

arctic ginkgo
wicked valley
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i got it

arctic ginkgo
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That is the first step

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It looks like a lot, but I'm just writing it down in detail so you know exactly what to do

wicked valley
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sorry for the confusion

arctic ginkgo
wicked valley
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i figured it out

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but thanks for the help!

arctic ginkgo
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Okay, I don't know how to do that anyways

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I recommend learning how to do it yourself

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Helps for complex tasks, debugging, as well as just being good practice for logic skills

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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)

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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

rose ember
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so can someone help me my time gun dont spawn in when i toggle it its only invisible

wicked valley
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how do i make something play a sound when toggled on?

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like a spawn sound

somber sequoia
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put an AudioSource component on a gameobject, toggle that object on. or use VRC Animator Play Audio on an animation state.

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(you need an AudioSource either way)

pastel galleon
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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?

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if it helps, it says that it has poor performance on windows, and very poor on android

somber sequoia
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ah yes, that's why - es muy pobre.

wicked valley
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i deleted the entire package, any idea how to stop this happening?

somber sequoia
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it must be something still on your avatar

pastel galleon
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it's the only bee avatar that i liked 😭

wicked valley
somber sequoia
wicked valley
somber sequoia
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it's just a matter of making your animator do whatever logic you want.

wicked valley
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ive never messed with the animator so its new to me

sick ice
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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?

sick ice
left gull
pastel galleon
left gull
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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

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theres also LOTS of blender documentation and videos out there that'd likely go over any issues you'd run into

red egret
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Anyone know how to turn a vrm file to a fbx file

somber sequoia
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import it into blender with the vrm plugin, export as fbx

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(probably do some cleanup while there)

red egret
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Thank you!

muted bramble
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How do I convert my PC avatar to VR?

somber sequoia
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that's not really a thing, the same avatar works in desktop and VR

gentle viper
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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

arctic ginkgo
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does anyone know why my impostor might be so low resolution?

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only thing i can think of is something else taking up the majority of the atlas on accident even though it's not visible

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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

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i do have an impostor settings component on the armature..

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that may be it, due to the resolution scale

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i don't want to impact the resolution scale at all though, i just need the other parts of the component

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i'm going to try putting it on an empty instead and setting the resolution scale to 0

spare lantern
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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??

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*an gameobject

wicked valley
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i have my sound set up right but i cant hear anything

unique osprey
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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?

river vale
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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?

somber sequoia
wicked valley
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for some reason i cant see any other layers

somber sequoia
wicked valley
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how do i change which one im looking at?

somber sequoia
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find it in your project and click it

old forge
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okay so uhm there's a little circle of the eye texture on the eye and i don't know why, thank you :0

wicked valley
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so, now i have the animated layer, what do i do with the toggle?
how can i make it actually do the sound

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okay, it works, but theyre overlapping each other

nocturne tendon
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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

amber pivot
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🐎 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

nocturne tendon
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Like as in it sort of spawns where you stand in game and stays in that same spot until you toggle it off

nocturne tendon
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How do i do that

dusk pulsar
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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

wicked valley
dire dagger
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How do I fix the text

limpid cargo
left gull
wicked valley
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yay the smart people are back

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So, it plays audio now, however it randomly gets cut off and sometimes plays nothing

left gull
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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

wicked valley
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how do i change exit time?

somber sequoia
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click the transition, it'll be in the inspector

wicked valley
somber sequoia
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That's not a transition, that's an animation state

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transitions are the lines between states

wicked valley
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there?

somber sequoia
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yep, open up "settings" and it's in there.

wicked valley
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alright, whats causing it to not play?

left gull
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open up settings and try changing the exit time to 1

wicked valley
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no its still cutting off

left gull
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hm how long is the audio?

wicked valley
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each one is 2-3 seconds and it cuts off randomly

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theres no noticable pattern

somber sequoia
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are you turning off the AudioSource too early? I haven't seen how you set this up.

wicked valley
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set it up really simple, and i have everything laid out properly

keen axle
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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.

timber wharf
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@keen axle show some layers? is animator on root (avi descriptor) object?

keen axle
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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)

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im pretty sure this is what your asking for

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heres the rig settings

timber wharf
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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

keen axle
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well it works now

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im gonna be honest i have no clue why now its working

timber wharf
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expert showed up, it got afraid🤣

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jk, unity is unity

keen axle
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appreciate the kind help ❤️

true hollow
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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?

timber wharf
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whats the alternative

true hollow
timber wharf
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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

unkempt bane
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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.

true hollow
umbral oriole
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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

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basicly the particle that wil collide with the body

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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

past escarp
limpid cargo
past escarp
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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 😭

obsidian tangle
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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

past escarp
past escarp
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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

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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)

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like so probably make it look like this (???? sorry im a newbie this is as much as i know)

obsidian tangle
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alr ive done that

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its still doing nothing

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👍

past escarp
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rats, sorry 💔

obsidian tangle
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Its been so long since ive done this kidna thing forgot how annoying it is lol

obsidian tangle
past escarp
obsidian tangle
past escarp
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goood luck!

limpid cargo
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“how to () in unity” often better more than
“how to () in vrchat unity”

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not to you,
but general comment

past escarp
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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!

limpid cargo
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ah… yeah

fast plank
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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?

ornate stump
fast plank
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thank you i probably accidentally added it while adding the blendshape links

quiet swallow
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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

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this one!!!

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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

ornate stump
quiet swallow
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whuh?

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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

queen linden
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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.

junior void
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sounds like blender?

timber wharf
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@queen linden select by materials or perhaps uv region

queen linden
junior void
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youre trying to size the shoes?

queen linden
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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.

junior void
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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)

queen linden
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... 😞 I didn't think about it because I tend to put it out of my mind. But it would help.

junior void
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xD

limpid cargo
queen linden
junior void
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no problem :)

random dagger
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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?

spark walrus
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would someone be able to assist me with learning how to create my first avatar

junior void
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i hope you know thats like asking if someone can teach you how to build a car

spark walrus
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i have a model

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i just wanna learn how to customise it or port it]

ornate stump
reef kraken
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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

junior void
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you can use toon standard and set culling to front

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you might have to update your sdk if you dont see backface options on toon standard

reef kraken
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i got that fixed by setting it to skybox by my friend

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but any tip of finding the non supported materials a lot quicker

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there are a few things that i cant find anywhere

left gull
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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)

reef kraken
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it was FAR under another objects stuff

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but now i am (reloading unity atm) getting vrchat/mobile/skybox isnt compatible only use shaders under vrchat/mobile :/

ornate stump
reef kraken
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Ah thank you

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Any idea in how to lower download size without removing most of the things?

plucky mantle
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How can I adjust my finger colliders? I can't adjust their position manually.

plucky mantle
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Can I possibly define custom finger colliders as a workaround?

left gull
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also removing unused blendshapes

reef kraken
left gull
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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

gilded turret
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Does anyone know how to fix this pixelization crap? It slike the final step of my edit and I'm gunna scream.

rose ember
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can someone help me, so basicly when i try to toggle a pcvr smart gun it wont appear or dont show

junior void
tiny spire
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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

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I'd love to know if theres a fix without having to re-configure the FBX into the unity scene and copy over everything

teal laurel
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Let me find a video that shows this, one moment please

junior void
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no?

teal laurel
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Huh, how else are you going to merge the meshes

junior void
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you can export multiple objects from blender at once

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no need to merge the meshes

tiny spire
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My understanding is, merging the meshes is better for performance, but not necessary for it to be functional in unity

junior void
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^

teal laurel
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"but just don't appear on scene"
Uhh wait-

tiny spire
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My issue mainly stems from, them just not actually showing up without having to completely reconfigure the avatar again in unity

junior void
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define "reconfigure"

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setting up a new fbx?

tiny spire
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This is the existing FBX in scene after creating the project and opening the scene file

junior void
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because then you may have unpacked your avatar which breaks the reference to the original

teal laurel
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maybe they are missing materials?
So they show up but are invisible?

tiny spire
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When re-importing the edited FBX with more objects on it

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they don't actually go onto the avatar in the scene, despite now being in the FBX

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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

junior void
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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

tiny spire
junior void
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i usually make a backup copy of my avi in blender, so this naming issue is well known to me as it keeps happening

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also check if you have any modifiers on the missing clothes

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and double check if you export with "selected only" from blender that the objects are within your selection

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also something i keep doing

tiny spire
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Didn't solve the issue sadly

junior void
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did you unpack your avatar?

tiny spire
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You mean doing this?

junior void
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yes

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the unpack or unpack completely

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either with the prefab or the fbx itself

tiny spire
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no change : S

junior void
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i hope you did not try to unpack

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my point being was to not do that

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not to try it

tiny spire
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no, unpacking only will cause issues lol

junior void
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it really sounds like your prefab is no longer referencing the fbx though

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updating the fbx has always worked for me

still shuttle
tiny spire
tiny spire
still shuttle
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Have you tried readding the fbx to the hierarchy to see if it updates?

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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.

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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

tiny spire
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it might have to do with how the scene is setup

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because it creates 4 different copies of the avatar, with different preset options

gusty meteor
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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.

lone flax
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Are there any plugins to help drastically decrees the storage of my avatar? I'm pretty sure mines like 400mb

timber wharf
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@gusty meteor you dont normally test android builds, just build and upload normally.

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android test builds require cable to headset, adb driver and whatnot, very niche stuff

gusty meteor
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Oh okay I'll try then thanks

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So I can't really test if my avatar works well on Quest if i'm a PCVR user ?

junior void
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you could use gesture manager in unity?

timber wharf
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ye. or android phone. you cannot run android build without android device

gusty meteor
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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 ?

timber wharf
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shaders will behave very close if you upload it to pc

gusty meteor
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Okay then I'll try this !

somber sequoia
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I've done this by running an android device with an alt account

gusty meteor
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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.

dire dagger
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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

grave snow
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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

somber sequoia
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what are you trying to do with steam?

grave snow
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*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.

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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

somber sequoia
grave snow
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I have a vr headset and plan to use it with that after I upload the avatar I want

grave snow
somber sequoia
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feel free to ask questions here if you get stuck!

grave snow
somber sequoia
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?upload

flat muskBOT
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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

somber sequoia
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^^^^

grave snow
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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 (?)

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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?

somber sequoia
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well you can switch to any public avatar you find.

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you could also purchase a month of VRC+

grave snow
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How can I find those?

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If I bought that I wouldn't have time to use it

somber sequoia
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there's some in the default home world, or look at the worlds in the "avatar worlds" category

grave snow
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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\

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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

somber sequoia
#

yep, you can switch in-game to any public avatar

grave snow
#

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.

somber sequoia
#

sorry, I've got no idea, I'd say to just look in the avatar worlds category in the "worlds" menu in-game

grave snow
#

ok, thanks.

quaint shell
#

Does anyone know how i can change my standard avatar expressions? could need some help with that :I

dim hazel
#

Is there anyone that can help me make my VR character?

#

for the meta quest 3

somber sequoia
#

Sure, someone here. Ask specific questions if you can.

somber sequoia
quaint shell
#

i want it like if i dont hold my controllers my eyes are open

somber sequoia
#

Find the gesture layer in your FX animator, find the transition that matches the gesture you're doing, and disable it.

limpid cargo
quartz bone
#

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

night ember
#

pretty sure its a blendtree

quartz bone
#

do you know what values VRC uses?

night ember
#

🤷‍♂️

#

I mean its an int parameter for visemes and a float for voice volume

quartz bone
#

any way I can take a look at it, or is that inside of VRC itself?

arctic ginkgo
#

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?

onyx axle
#

In my SDK, it wont allow me to switch to Andriod, Why?

balmy barn
#

you have android support installed ?, check build settings

onyx axle
#

Where do i check that?

#

Found it

spare lantern
#

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

sharp oasis
#

Does anyone know what has happened with this project?

quasi crypt
#

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

balmy barn
#

back to blender and straighten those eyebones so they point up

#

should never need a value for looking straight

azure epoch
#

You guys how do I make an avatar?

true flower
#

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.

somber sequoia
azure epoch
#

From scratch

somber sequoia
#

start by making a model

spare lantern
#

so im guessin noone know bout whats goin on for my issue?

arctic ginkgo
# true flower OK, Complicated question (at least for me): I *think* I start the context by men...

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

true flower
sharp oasis
arctic ginkgo
#

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

sharp oasis
arctic ginkgo
#

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

dusk pulsar
#

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

arctic ginkgo
#

not something gogo loco can fix, and is noted anywhere you can get gogo loco from iirc

somber sequoia
#

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)

arctic ginkgo
somber sequoia
#

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

umbral pollen
#

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

arctic ginkgo
# umbral pollen I’m having a weird issue with an avatar I’m making, the avatar itself is just a ...

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

spare lantern
#

ok hold up an anyonme see my post?

umbral pollen
#

that is a very confusing paragraph but i will attempt to decipher it

somber sequoia
somber sequoia
#

ah, I did, but haven't seen that issue.

spare lantern
spare lantern
umbral pollen
#

i basically just have an on and off switch for my animations

#

so placed and not placed

umbral pollen
#

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

arctic ginkgo
umbral pollen
#

I hope that makes sense

#

I’ll make a video in a minute to demonstrate

arctic ginkgo
#

how are you making it "disappear"?

umbral pollen
#

toggle

arctic ginkgo
#

no how are you changing it that's making it disappear

umbral pollen
#

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

arctic ginkgo
#

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

umbral pollen
#

that messes with the mesh renderer even if im disabling the game object?

arctic ginkgo
#

every child object is disabled as well

umbral pollen
#

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

peak shuttle
#

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:

somber sequoia
#

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

peak shuttle
#

ill try that again

#

I only get the without weight warnign when I turn off legacy

somber sequoia
#

huh

peak shuttle
#

weird right?

somber sequoia
#

yeah I wouldn't have expected that

peak shuttle
#

I usually use a unity fbx exporter so I dont rememvber what the settings are. are these right?

night ingot
#

heys guys, is it possible to use blend shapes as eye look? if so how

somber sequoia
#

I can't think of how

somber sequoia
#

but you may need that for your avatar.

peak shuttle
#

is the forward and up orrect

somber sequoia
#

If you changed it from the default... don't.

peak shuttle
#

unity uses y up

somber sequoia
#

(I'd have to open blender and check)

#

yes, it does

peak shuttle
#

im going crazy lmao

somber sequoia
#

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)

peak shuttle
#

its stuck importing

#

there it goes

#

the no weirght error is still there

#

and so are the normal issues

somber sequoia
#

well if those vertices have no weight then that seems like a valid warning.

peak shuttle
#

I don't get the error normally

#

when on legacy

#

so I dont know

#

because the weights are perfectly fine with legacy on

somber sequoia
#

I suspect they aren't but it somehow isn't warning you in that case

peak shuttle
#

looking into it, it is a unity issue\

winter adder
#

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 vrcTupCry

somber sequoia
timber wharf
#

@winter adder uh wouldve been more usefull to show some screenshots of where are you got stuck.

supple needle
#

Is there a quest compatible shader that has hue shift, need to know if I’m gonna have texture issues vrcTupCry

timber wharf
#

wasnt hue shift implemented in toon lite?

supple needle
#

Or is there ??? I never noticed if there is

somber sequoia
#

toon lit != toon lite

old skiff
#

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

somber sequoia
#

... this one?

old skiff
#

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"

desert elk
#

materials are basic so you're contradicting yourself heh I misread

somber sequoia
#

I think it covers everything 🙂

desert elk
#

yup

#

if people know how to solve a problem, they'll help

supple needle
#

Search it and there’s a discord

#

I think it’s “pups unity school”

old skiff
#

any suggestions for blender or?

supple needle
#

YouTube

old skiff
#

ig thats fair

desert elk
#

yup

#

lots of tutorials

supple needle
#

With blender questions outside of YouTube I usually ask in Nikkie.png’s server since she’s active in the help channel often.

somber sequoia
supple needle
#

I forgot blender even had a discord

desert elk
#

I didn't even know they had one xd

old skiff
#

thank yall for the help!

queen linden
#

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?

somber sequoia
#

which object in here?

queen linden
#

The metal armbands/armwraps. On the right arm the chains are bending or outright disconnected.

somber sequoia
#

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

willow wren
#

mine is stuck on building avatar

#

can anyone help?

mental pawn
#

for some reason my avatar isnt t-posing

#

its all right on the humanoid settings

feral viper
#

Check if it has an animation

stray trench
#

how would i allow a mesh to toggle between several different textures? with a radial menu

mental pawn
#

found this at the avatar game object

#

i somehow managed to accidentally remove the entire character's controller

somber sequoia
mental pawn
queen linden
willow wren
#

been stuck for about an hour

peak basalt
#

for some reason when i try to set the view its just gone anyone know how to fix it?

somber sequoia
willow wren
somber sequoia
peak basalt
#

Usually works for me

mental pawn
willow wren
#

no errors

somber sequoia
willow wren
mental pawn
somber sequoia
# willow wren

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 😦

willow wren
#

1 error

mental pawn
#

its a editor only thing that idk how to fix

somber sequoia
willow wren
#

should i be using cloud flare?

somber sequoia
willow wren
#

the vpn?

mental pawn
#

and also, does the animator from the game object has to have a controller

somber sequoia
mental pawn
#

but now its no longer to posing

#

and i even removed the animation i had

somber sequoia
mental pawn
#

okay

willow wren
somber sequoia
#

no

willow wren
#

ig im not uploading any avatars then

somber sequoia
#

oh don't put that on me

willow wren
#

well i cant figure this out

#

i have 0 errors and its all optimized

stray trench
mental pawn
#

i personally think i messed up my avatar tbh

somber sequoia
mental pawn
#

its already enforced

#

idk its really weird

somber sequoia
#

... I don't know what that means

#

it's clearly not t-posing

mental pawn
somber sequoia
#

Okay then try the other thing I suggested

mental pawn
#

since for the rig setup its already enforced

#

something is messing it up but idk what

somber sequoia
#

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)

storm jewel
#

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?

somber sequoia
somber sequoia
#

can't tell from there

storm jewel
#

whenever i rotate them normally theyre fine

#

im unsure what to show im sorry

#

im new to this

somber sequoia
#

you can't see what I'm asking about in Unity, unfortunately

storm jewel
#

hm

#

well what could be other fixes?

somber sequoia
#

its hard to say what it's doing without knowing what the bone looks like

#

maybe someone else has an idea.

stray trench
#

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?

stray trench
#

i dont see anything in poiyomi's decal section mentioning animation?

supple needle
#

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

supple needle
#

Wait so is toon standard not quest compatible-

#

qwq

ornate stump
supple needle
steep forge
#

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

storm jewel
#

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

ornate stump
ornate stump
storm jewel
ornate stump
storm jewel
#

oh okay thank you

queen linden
#

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.

night ember
#

you have the armature modifier?

storm jewel
night ember
#

standard isnt a vrchat mobile shader

wanton cedar
#

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

night ember
storm jewel
night ember
wanton cedar
night ember
#

theres unity's standard shader and vrchat's standard lite

wanton cedar
#

I did not just spend 5+ months working on something only for it to get ripped so easily

night ember
ornate stump
night ember
#

it only takes a couple minutes to find the animation that fixes it

wanton cedar
#

you arent getting my point

night ember
#

if someone wanted to rip your avatar they are going to do it

wanton cedar
#

i know ive seen one out there that rips the meshes apart

night ember
#

you shouldnt need to ruin your avatar over something as trivial as ripping

night ember
wanton cedar
#

lame

night ember
#

its not possible to prevent ripping

wanton cedar
#

i know its not

night ember
#

nor should you even care

wanton cedar
#

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

night ember
#

you are publicly uploading it to a platform so everyone can see it when you use it in game

steep forge
#

what's even the point of this arguing?

wanton cedar
#

its arguing?

night ember
#

if someone is desperate enough to want to rip your random avatar then there is no way to stop them

steep forge
#

dude wants to put the thing on his avatar to make it a bit more annyoing let him

teal laurel
#

The trade ofs are meh

wanton cedar
#

I will go look at that, thank you

night ember
#

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

wanton cedar
teal laurel
#

Let them do it. Its their decision. If they want that then sure. We told them what cons it has

#

🤷‍♂️

wanton cedar
#

idk why you're so against it, but you do you

tall dock
#

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

ivory jackal
#

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)

ornate stump
tall dock
#

Lower leg is the child of Upper leg but my upper leg is divided in two, normal and twist bone

ornate stump
tall dock
ornate stump
ornate stump
tall dock
somber sequoia
#

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.

tall dock
#

They're in order

ornate stump
# tall dock

That should be correct. Can you screenshot what it actually said on the warning?

tall dock
somber sequoia
#

oh

tall dock
#

maybe re-importing from blender could help?

somber sequoia
#

I see the order is funny here

#

What's the hierarchy order here? it should be hips -> upper leg -> lower leg -> foot

ornate stump
#

There should be no problem here.

somber sequoia
#

is it?

tall dock
#

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

somber sequoia
#

right leg -> thigh and knee ?

tall dock
somber sequoia
#

why are those at the same level? or am I misreading this somehow?

tall dock
#

that's the upper leg

somber sequoia
#

which is the actual humanoid bone that's IK-controlled?

tall dock
#

bones going outward it's the thigh bones

somber sequoia
#

so Left Leg -> Knee -> foot is upper leg -> lower leg -> foot?

#

is that how you have it in the rig setup?

tall dock
#

huh

somber sequoia
#

right.

tall dock
#

got confused

tall dock
#

left leg

somber sequoia
#

pro tip: name these things clearly so it's not confusing 🙂

tall dock
#

is upper leg l

somber sequoia
#

it's your model, doesn't matter to me 🙂

tall dock
#

qwq

somber sequoia
#

I've done this wrong a few times too, so that's why I'm saying it

tall dock
#

Imma rename them then

#

left and right leg were the default names there were on the hips

tall dock
#

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

west cipher
#

best way to lower an avatars uncompressed size for quest?

ornate stump
plucky mantle
somber sequoia
plucky mantle
honest coral
#

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? 🤔

lunar wraith
#

Does anyone know how to pose hands

#

Like is there a more convenient way

dawn wharf
lunar wraith
dawn wharf
lunar wraith
#

yes

somber sequoia
#

ugh, that's annoying.

dawn wharf
#

Vrcfury is the easiest way I've found it to work personally, I don't know any other methods to the madness!

lunar wraith
lunar wraith
#

I'm not trying to add face gestures I'm trying to change the hands themselves

dawn wharf
#

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

flat wraith
#

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)

distant kestrel
#

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?

gentle iris
#

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

balmy barn
#

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

strange field
#

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?

placid mica
#

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

balmy barn
#

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 ratl

fair mirage
#

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

spark walrus
#

Are there any problems that the SDK highlights in your avatar/world?

fair mirage
#

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

spark walrus
#

If your SDK is not up to date, I recommend updating it in the creator companion.

#

or just resetting Unity and computer

fair mirage
#

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

spark walrus
#

Sometimes it's best to allow your computer to breathe for a moment

fair mirage
#

but yeah so theres no server issues rn?

spark walrus
#

I haven't been on since yesterday, but I didn't have any issues uploading my avatar.

uneven whale
#

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

fair mirage
#

well it magically fixed itself so shrug

fair mirage
uneven whale
fair mirage
#

in that case you have to remove the blendshape optimizer

waxen smelt
#

?

#

How do I fix this

fresh jacinth
#

You added too many things to your avatar, gotta delete some so you can delete the parameters

waxen smelt
#

Oh

#

On it

waxen smelt
fresh jacinth
#

That is a lot in my opinion and the parameters agree

waxen smelt
#

What do I delete?

fresh jacinth
#

It's up to you, I'd recommend making separate avatars for different outfits

waxen smelt
#

Sorry I never got this before

#

When uploading

fresh jacinth
#

Sorry I'm in the middle of class right now, hopefully someone can explain better than me soon

waxen smelt
#

Ok

#

Ty

uneven whale
#

I don't understand English well...

fair mirage
#

you don't need to do anything with them

dire dagger
#

Any1 know how to fix?

somber sequoia
tawny flint
#

Can anyone help me to learn how to do quest and pc uploads I know how to do pc uploads but not quest yet

somber sequoia
#

just switch the target platform to quest in the build window

drowsy mural
night ember
drowsy mural
#

everytime i use it my shader turns blank

night ember
#

blank?

olive pelican
#

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.

drowsy mural
#

so if put vrc mobile shader, i have to import the shaders again and put it to that? sorry am completely new to this

olive pelican
#

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.

drowsy mural
#

oh i sorta understand

olive pelican
#

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.

drowsy mural
#

when i convert my horns shader to vrc mobile toon regular it turns blank how do i fix this

olive pelican
#

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.

onyx ferry
#

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?

olive pelican
#

In other words, Shader isn't the same as Material, isn't the same as texture, a lot of people get that mixed up.

somber sequoia
#

textures go into materials, materials are applied to mesh renderers

olive pelican
night ember
olive pelican
somber sequoia
#

hehe

onyx ferry
#

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

olive pelican
#

Last time I tried explaining how I do object management for avatars I think the person actively started overheating mentally.

somber sequoia
night ember
somber sequoia
#

yeah or a contact

olive pelican
#

(synced parameter controls object, controller layer determiens parameter, driver layer takes Parameter and runs animations)

onyx ferry
#

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

night ember
#

if its being controlled by a contact of course its going to switch off

#

the contact is false

onyx ferry
#

Right but it remains false even if I move the trigger into the receiver

night ember
#

then it doesnt match

somber sequoia
#

or self vs. others

onyx ferry
somber sequoia
#

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)

onyx ferry
#

Sender is on the avatar, but it starts the game hidden, could that have something to do with it?

somber sequoia
#

nah, the active state wouldn't affect this so long as it's active when you want it to work

onyx ferry
#

I thought not

#

all my other custom senders and receivers work, today is the first time I'm getting guff

ivory jackal
onyx ferry
# ivory jackal 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

wanton cedar
#

shape of the legs too

somber sequoia
#

oh this is the digitgrade one? I'm curious what the rig looks like

olive pelican
somber sequoia
#

ahh that method.

drowsy mural
#

how do i keep my shaders when i use vrc mobile shaders

night ember
#

what

ornate stump
olive pelican
still shuttle
#

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

drowsy mural
#

how to fix😭

somber sequoia
#

wow that is a lot of meshes.

somber sequoia
drowsy mural
#

gotta dealt with 9 errors to upload

somber sequoia
#

yep

#

can't tell if those are the first (it looks like not), but that shader one you'll need to fix

drowsy mural
night ember
uneven whale
#

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...

olive pelican
#

VRCFury is pretty good at answering questions on this sort of stuff, I'd start with them.

uneven whale
olive pelican
#

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.

balmy sun
#

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

rain cave
#

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)

balmy barn
#

add endpoint, you have 1 bone

#

easiest way to see if they will move is having a radius and they appear, yours not showingratl

rain cave
#

ah! how do i find out the direction to point the endpoints to?

balmy sun
somber sequoia
#

the one that looks right 🙂

balmy barn
#

y usually what i add , rare cases its a mix of the 3

rain cave
uneven whale
fallow aspen
somber sequoia
#

well not phones but a headset anyway.

uneven whale
somber sequoia
#

sorry, what is broken?

somber sequoia
#

oh your avatar, yeah I wasn't commenting on that.

uneven whale
#

This is a bug that the developers have been unable to fix for several months.

fallow aspen
#

so it's with all mobile players?

uneven whale
somber sequoia
#

one assumes there is a Canny report for this?

uneven whale
#

This is a global error, regardless of the device model.

fallow aspen
#

even the virsion of mobile
like android and ios both?

uneven whale
somber sequoia
#

unless I misunderstand and this is a bug with something third-party, I didn't see what caused it

#

ah ok. interesting.

uneven whale
fallow aspen
#

ah okay

#

that really need to be fixed

still shuttle
#

there are zero errors. It's literally just fighting with me for no reason

snow goblet
#

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!!

uneven whale
#

I did everything I could to survive on the phone.

#

but unfortunately mmd mode is broken because of gogoloco

fallow aspen
#

that's bad

uneven whale
fallow aspen
#

Honestly, GogoLoco messing with MMD mode is a common issue.

#

I have heard quite a few times about it

somber sequoia
#

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?

fallow aspen
#

you can use both at same time but there are chances of clash between the layers ig

somber sequoia
#

yeah but why would you?

olive pelican
#

Same reason people put 45 outfits on one model.

#

More feature more gooder

somber sequoia
#

Yes - and this is exactly why I'm suggesting not doing that 🙂

fallow aspen
#

but what if someone has already done it then what's the solution?

olive pelican
#

Realistically or theoretically?

somber sequoia
#

IMO break it up.

#

you've said it doesn't work

olive pelican
#

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.)

barren swift
#

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

olive pelican
#

You need to rename the vakue

#

*value

#

Look into how to do that based on the material. I'm gonna guess Poi?

barren swift
#

ive tried

olive pelican
#

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.

barren swift
#

before though i never had to do this

#

this only started happening after i imported and deleted mtoon and xwear packager

olive pelican
#

Yes, manually deleting packages can cause issues.

barren swift
#

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

barren swift
#

how would i do that

olive pelican
# barren swift i want it back to this

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.

barren swift
#

so the way ive animated materials my entire unity expierance is just a glitch and seemingly impossible

olive pelican
#

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.

barren swift
sharp ocean
# barren swift when i change a value in a material in the mesh it changes the same value for al...

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:

  1. There was only 1 material on the meshes you edited
  2. If there was more then 1 it had different shaders per material
  3. 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.

olive pelican
#

Well stated.

sharp ocean
#

Thank~

olive pelican
#

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.

glass geyser
#

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

olive pelican
#

You can even control bones and constraints with your voice, technically.

#

Hell, you could cast spells by saying magic words.

glass geyser
olive pelican
#

Look up flip book bison's

#

Hang on driving

#

Flip book visemes

#

That's the one, lmao

balmy barn
#

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 )

ivory jackal
# ivory jackal I cant figure out why the feet hover above the ground when walking. when standin...

(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.

queen linden
#

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.

somber sequoia
queen linden
somber sequoia
late wharf
#

My avatars won’t show up it keeps saying security error

#

Is it because I’m in a MacBook instead of windows

empty elbow
#

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

late wharf
#

You can dm me if you need more help

empty elbow
late wharf
#

Dm me sweetie

empty elbow
#

alright!!

quiet summit
#

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.

somber sequoia
#

are the eye bones perfectly vertical and with 0 bone roll? And the head at the center of rotation?

quiet summit
somber sequoia
#

looks decent - maybe a little far back though?

#

I'm guessing now that the bone head isn't at the exact center of rotation

quiet summit
#

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

somber sequoia
#

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

quiet summit
somber sequoia
#

if you rotate the bone in Blender in pose mode around the Z axis, does it work right?

quiet summit
#

it also works fine in unity until i go in play mode

somber sequoia
#

hmmmm

quiet summit
#

for some reason the bones are moving in play mode, when they shouldnt be

somber sequoia
#

and you have the eye rotation states and such setup in the avatar descriptor properly?

quiet summit
#

yup, same way ive always done them

somber sequoia
#

but are they correct in this case? 🙂

quiet summit
#

yes?

somber sequoia
#

you clicked the preview and they look right?

quiet summit
#

yeah theyre all fine

somber sequoia
#

ok cool. Weird then! I'm not sure, I'd expect that to all be fine

quiet summit
#

yeah, i honestly have no clue.

split sentinel
#

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

raw saddle
ivory jackal
somber sequoia
ivory jackal
somber sequoia
#

yep, just checking - so you replaced the animation in one of the states in that?

ivory jackal
sacred girder
#

Hey does anybody know how to fix this issue? not sure whats causing the bone to shift. its causing the model to float...

snow goblet
#

able to provide better view of the armature or hierarchy?

sacred girder
#

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

sacred girder
snow goblet
#

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

sacred girder
#

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

somber sequoia
#

ohhh

dense nest
#

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

somber sequoia
somber sequoia
dense nest
somber sequoia
dense nest
#

cause i don't see a way to like give em these bones