#avatar-help
1 messages ยท Page 152 of 1
you could use this method but you may need to rework the prefab.
you shouldn't need to make new bones, it's probably about differences in the armature you have vs. the hierarchy the prefab expects.
without looking at the project I couldn't really guess what though
i just like have no clue what to do from here lol
i could send it ig if u need? not like its private or anything i'm just trying to figure this sh out for my gf ๐
I'm not really doing commissions at the moment
mb pimp
?
my bad pimp
pimp?
yeah yk pimp
what a strange thing to call someone
like boss but like
pimp
yk cause pimps dress cool asf would u not wanna be a pimp without all the bad stuff
i mean have you SEEN pimp named slickback
ik its a bit of a late response but if you're unable to figure out how to add the clothing and stuff yourself you could try asking in the VRCFury discord about it or just commission someone in VRCTraders
I'm trying to edit the default walking animation to fit my avatar BUT for some reason, anytime I rename an exact copy of proxy_walk_forwards(or backwards) animation file anything but the original name, the avatar in game does this akward shuffle. like the animation is playing for 1/4 of a second and then restarting. again, I'm doing NOTHING to the file BUT renaming it
even if I make a copy of the files, keep their names the same; if I edit the animation, it creates no effect in the game. Before I did have a problem where the animation edits had no effect BUT I THOUGHT I had solved it. NOPE!! I noticed that in the home world, the animations worked fine, BUT in any other world, it did the weird 'only play 1/4 of the animation' shuffle.
I honestly might be going a bit mad trying to figure this out, HOW was making the damn model in blender, as a person with close to 0 experience in 3d art, easier than the unity crap. Which in almost every tutorial I've seen, people finish it in an hour, TOPS
is it possible to make particles track other players (such as nearest player with direct sightline) because i want to make a spinbot avatar (of the tf2 sniper bot)
you'd probably have to manually target them via raycast or something
hey im new to avi creating and im on the last step of setting up my avatar, which is making toggles, i already have the animations and everything i just dont know to make the toggles and then upload it. if anyone wants to help it would be very appreciated ๐
thank you ๐
ask in here if you get stuck
this is the most embarrassing thing to get stuck on but i cant get to the playable layers to put in the menu and parameters
Does anyone know how to use VRC Expression Menus?
add component on the right side and add a vrchat avatar descriptor component
oh thank you so much ๐
yes, some of us do, just ask your (detailed) questions
im sorry, how do you open the fx controller
in the menu: window -> animation -> animator
then select your animation controller
Im just curious as how to move the prefab (I think thats what its called, the thing that allows me to toggle it on and off) with a expression menu... I cant seem to find where to edit it.
I'm not sure what the prefab is
So ive got this.
1 sec
It seems to make its own little page...
I want it to go into Items.
with a avatar what needs to be the root of the model?
in unity it says my model is too small, in blender how big does it need to be to not have that msg in unity
the cube is just a default cube, does the avatar need to be bigger than the cube?
is this a vrcfury prefab?
for the menu name, use Items/name (replace name)
Im not sure... Its hard to explain without screensharing... I dont see an area to change this and if I add a vrcfury toggle it doesnt allow me to change the textures.
blender units are meters by default, size it reasonably
your origin is middle of av 'ish , half the size of a cube unity will think its in ground - move it to 'feet'
good catch
with my model each limb is seperate other wise it breaks due to weight paint issues
So yes, it's vrcfury. under menu, that "prefix"
this is inefficient and weird, joining meshes, assuming they all have transforms applied first, should not break anything
it will deform random parts, like if i move the arm the hip deforms
it does look like they all have different origins
oh that's because you have weight paint for the arm on the hips
i manually did the paint after and it still deformed
weight painting is hard. Probably instead of trying to paint those areas to 0, just remove those vertices from the vertex group
like the entire part would deform
and since its a transformer i dont want parts deforming
if you have it separated right now, just remove the wrong groups from the parts, like remove the arm groups from the hip object
That worked, but the toggle isnt here
has anyone found a way to fix this yet? (project with many avatars in diff. folders)
I don't really know this feature well, but there's documentation and a discord for vrcfury
it does this when i make alot of avatars on the same project
do i just make a new project?
the hips isnt meant to be the first one right?
also its the origins of the rig that needs to be at the bottom right?
i have another avatar and the mesh for the model has the origins in the middle but armature at 0,0,0
don't do that, even if maybe it worked once
it worked twice
I just made my own toggle. Thank you so much for your help!
what if i made each limbs origins 0,0,0
how do you publish the avatar
joining them completely breaks it
with weight painting is there a way to completely make a object blue?
I explained one way already, yes.
you can also use "set weight" in the menu to set everything to one value
if you're setting it all to 0 though removing the vertices from the group is better
Does anyone know if the unity animator is supposed to always run while offscreen? I was under the impression it was if you had Always Animate on, it would run in the background. Hide by distance and vrchats avatar culling does make it stop and I'm aware of that.
I'm having an issue where my animator and all parameter drivers and synced parameters are not updating while not being looked at at all. Everything that happens when a player isnt looking doesn't get saved on it at all (except for static synced parameters)
ummmm, this aint normal, is it
Does anyone know how to make a gesture thingy? So like when I make a fist it pulls out a laser pointer ect...?
Everything is made in animator state logic. It's just making animation play according to various parameters.
Yeah, thats beyond me LOL
https://www.youtube.com/channel/UCsQ86hFQ6wxX_CsWMp8DJVw You might find something useful.
anyone know how to fix this?
Does it report something about bounds in the sdk?
no
If nothing else break and the avatar works as intended that shouldn't be anything to concern.
the green is the boundary right?
Yes,
how do i change it in unity since it shows like that
It's in skinned mesh renderer component.
i got it on, i press edit bounds right?
You have to edit the existing mesh renderer, not adding a new one. That's totally pointless.
wdym?
Why you're adding a new skinned mesh renderer?
i need to fix the boundary and isnt that how you do it?
Bounds are on the existing mesh you have to edit bound of existing mesh.
in blender?
In unity.
Then what kind of renderer your model has?
Is it just Skinned Mesh Renderer, or just Mesh Renderer?
Default depends on how the model is made, so you have to actually look into it.
Just try selecting a limb and see what component it has.
by limb like model or bone?
The model. The visible part is called "Mesh".
Then it's mesh renderer. You can't change bound of mesh renderer.
so its stuck as broken then?
Is it actually broken?
in vrchat its broken
How is it broken? Apart from bound showing incorrectly.
you can barely see cosmos up at the top then it just randomly extends down
Apart from bound showing incorrectly, anything else broke?
when i use the gesture maganger the model disapears
That can't be issue about the bounds. That means you probably had another issue on top of the bound.
so with the bounds is there anything i can do to fix it?
Is the sdk showing info about avatar bound? Screenshot the sdk build panel.
Then that likely is a stray object on your model that extruded far down. Check in blender if it had any object that far down.
Then screenshot front view when you select the armature.
i think its a rotation issue
i exported again and in unity i uses gesture manager again and the avatar goes far one distance and on its back
you can see the model in the top left corner
Take screenshot front view when you select the armature in blender.
How did you parent the meshs to the armature bones?
i parented the limb to the bone, if joined the limbs to each other and did automatic weights it would break
like each part is parented to a bone
Have you tested with pose mode?
Select all objects and use Apply Transform All command. Import back to unity, reconfigure rig, then see how it is.
including the armature?
Yes.
Scale is also the problem then. Try only apply position and rotation.
Test with pose mode first then export.
works with pose mode
is this all right?
exported and still broken
like there is no reason it should be breaking, everything is done right so it needs to work
Change Apply Scaling = FBX All
do I need any visual studios on unity to make an avatar?
no.
ok thank you
ok
in the asset browser the model isnt meant to be laying down right?
alrighty, i'm hoping someone sees this because i've trying to upload a avatar i bought for 5hrs already and encounter a new problem everytime. i'm currently trying to build the avatar and publish it for my personal use. however, it appears to be stuck in the middle and keeps reloading the same things and doesn't budge an inch. any advice??
ive tried receiving help from the creator's server however, no one is actually responsive or being resourceful
just got to fix the view and maybe the size
its finally uploaded YIPEE
poiyomi locking in can sometimes take a really long time. just bear with it for a few more minutes longer!
if I made a character on vroid and got them in unity and then downloaded clothing assets and put those in I figured out how to put the model in but how do i put the clothes on the model?
Thanks however, I've sadly ran into another issue.. It failed security checks even though it should pass due to it being sold by an creator.
I don't know how to fix it so it appears in vrchat
looking here, seems like you have missing scripts or a shader thats not allowed on android. have you fixed these?
I'm on pc
oh then, not sure.
you may need to upload to another avatar id if this one is marked as security checks failed.
How would I do that?
ah? then, there could be many things that fail security checks. (speculative) vrchat fails security checks when an avatar looks too similar to a crasher, so try making sure your avatar isnt too far past the Very Poor performance limit.
to upload to another avatar id, you just need to remove the old id. vrchat automatically makes a new id when you upload
ok did that
as for this, try a tool like d4rk's avatar optimizer or a similar addon. but ultimately you may just want to ask the creator for help with this :< since there's no reason it should be security check failing in the first place if this is uploaded just like the original
ill try it and I have but no one is responding ๐ญ
hey i wanted to somehow make a 30min delay between stats example is i enable the toggle a and it stays on a for 30min it will automaticly switch to b
any idea how i could make this?
i might just tweak
hey what if the pipeline manager keeps attaching itself back on everytime i detatch..?
havent seen this happen before, i really recommend restarting your unity
Most creators don't care about performance, don't expect much help.
sobbin
alrighty
One strong advice i can give, is that generally what tanks the performance the most, is texture memory, as that gets allocated in the Vram, and that's not too hard to lower down.
most avatar creators, as you might imagine, don't care and put 4k or 8k textures to what might need like, 1k, or even 512.
i literally kitbashed an avatar and it was at 300mb texture memory. After i BARELY tweaked it for 2 minutes, it already went down to 110mb, and i could do even better if i wanted to.
Also an easy thing is to drop your textures. That gets texture memory (vram), download size and uncompressed size down.
2k is usually enough, but it can be dropped further for some textures
Vram tends to be what limits people the most
Either by manually clicking the texture and lowering the resolution (kinda tedious if you have a lot of textures), or a tool like Thry's avatar performance tools that nicely lays out all the textures your avatar uses.
look at your avatar at about 1m distance, and lower the textures till you notice it's losing too much detail
Fr best tool
but im guessing your av is extremely high in vertices if its failing security checks
yeahh
oh, i didn't know it was failing security checks.
doesn't that happen when you go above 500mb download size?
Yep
nah it came with it
ah, that's the issue then.
(probably)
generally, it's advised to separate the avatars instead of making one with all the clothes, for performance reasons.
would be guesswork until you show perf in vrchat sdk , having ALOT of meshes also terrible
^
i know that meshes that are turned off don't affect performance, i wonder if they still get stored in VRAM doh.
how would i find perf so you guys can figure it out ? ๐ญ
its my first bought avatar
sharing the stats would be a good starting point
where..?
that thing in sdk
when you try to upload the avatar in the VRCSDK, it shows you the most problematic statistics at "very poor"
^
red/terrible ones will be the first ones
okay.. theres 19 of them
yup, share a screenshot to show them all
casual 419k avatar
-# ouch
Could be worse tbh
could be, that's what i was thinking.
i feel like if you delete some of the different extra clothing toggles, you might make it.
this one is very high
^^^^
how do i fix it?
anyone know why my model is floating above the floor
deleting physbones is the quick answer.
if the model has something like, a skirt, avatar creators tend to go insane with physbones on these.
it would only move with weight-painting
sdk have a option to click [select] on phys bone components and it will show where they all are on the model - you would need serious blender work to optimzie that mess of a av
realistically you can have a good skirt with A LOT less physbones than what people put. Let's say you can have a good skirt with like, 6 physbones. Avatar creators whom don't care about performance will put like 30 bones.
if you're not experienced with blender/unity, the easiest thing to do, is to simply delete the clothing toggles that are the most problematic.
or, upload the different clothing toggles by themselfs.
i see
to give you the idea, i don't have a SINGLE avatar that has clothing toggles, unless it's like, accessories. It's just really bad practice.
i upload one avi per clothing set.
avi creators tend to put 1000 toggles because people whom don't know better look at an avi they want to purchase, go like "omg so many toggles, i should buy it", and we get here.
it's not a number you can change.
It's a component that gets added to bones in the armature.
oh
What thulen said here will select all the physbones in your avatar.
how do i fix this. my model is not touching the floor
Is that for all avatars you switch into or just for that one
just that one
You are standing straight right? No bent knees?
in unity the model is floor level
standing straight
Hmm
-# At this point i am out, maybe something todo with with the rotation limits or something. No idea
okay, how do i delete them though..??
im like a complete newbie
you'd delete the physbone component. I'd show you with screenshots, but i don't have access to unity atm
tried moving the model down not even that worked
do i just uncheck the script of physbones maybe?
You have to actually remove the component.
i would like an example please ๐ญ
Click on the three-dots menu to open context menu and you will see Remove Component button.
ok did it
its no longer showing me any alerts after that, hopefully it works.. thanks!
its failed again
For what reason?
What performance number reported in the sdk?
@ornate stump
They might had been change so better take screenshot again.
Valid
i wonder if there is a tool to show what takes up most of your download size
Check errors in console.
ok
Thry's avatar performance tool can get uncompressed size which might be better than compressed size.
oh didn't know that one, good stuff
Try restart unity once.
ok
apparently when i change the view position it changes how high my model is from the ground too
is it meant to do that?
Could someone please help me set up animations on my avatar? My DM's are open
did you check with a mirror if your avi is actually moving when you change the view position?
view position shouldn't affect how high/low your avatar is, but just the view.
Install VRC World Toolkit from VCC. And use world toolkit to inspect the avatar build size.
ok
got it, now do i exactly click on to inspect and look for?
I don't remember exactly. There will be a World Debugger in some menu in top menubar.
the lowest it goes is not even close to touching the floor, still floating without any reason
That's still within acceptable size. I have no other idea why it would security check failed.
turns out view point isnt even changing the view on my model either, why is it refusing to work like its meant to
now its saying avatar is not found??
Where is it saying that?
when i did build and finish, it came back as upload failed due to reason: avatar was not found
restarting unity again
Can you screenshot the error?
its now moved the view point itself to inside the body
oddly uploaded after the restart but ill let you know if it fails again
so i tried everything and my model just refuses to touch the floor
yeah same issue
Just screenshot the error.
There is no more "Avatar not found"?
anyone have any ideas on how to fix the issue i got?
If it's security check, I can't help with that. Other suspicious is there is are too many material slots.
Another there reason could be bad shaders.
if an avatar i have gets removed i am no longer able to select it anymore is there any way to remove it?
Why is unity forcing a material swap on my model's body without permission or reason
ive spent 8+ hours on this model and im fuckin tired of it
Its normal then go into gestuire manager and boom its a different one
Because it's animated in the FX layer.
i made an entire new project and its STILL doing it
whaaa
im mentally taxed can you provide a way to fix
To verity, just set FX layer in avatar descriptor to default and test again.
it worked
oh my god i hate unity
You just don't get it yet.
That means your avatar has FX controlling material swap. If you just reset FX to default, other functions of your avatar would seize as well. If you want to keep other part working, you must edit the FX to remove layer that's controlling material swap.
Hey guys, I have this issue where my avatar position is completely wrong when people see my fallback/robot if I sit or lay down
I've attached some pics of me stood up/laying down with avatar shown/hidden for examples
It only happens with this specific avatar, how can I look into fixing this?
As you can see, standing is fine its only when I sit/lay and it seems to be most impacted when I move my hips around in FBT
how do I fix this?
Use a supported shader for your quest avatar. The list is here: https://creators.vrchat.com/platforms/android/quest-content-limitations#shaders
how do I swap my shader?
there's a dropdown at the top of the material
I swapped all my materials to standard lite but it made my characters eyesbrows huge and put her clothes I didn't want on by default on and solid black is that supposed to happen? theres also a weird green ring around her iris's
vroid avatar? Look for tutorials - this is because those use a lot of transparency and you can't do that on mobile devices, so you'll have to deal with this stuff.
normal for a opaque shader , you want cutout but if its for quest you need to get it back to blender and do alot of knife cutting
least quest have backface culling now
๐
swapping to toon lit instead fixed them being black but not the eyebrows or them not disappearing
Reposition view position.
Can you screenshot how you set?
Have you checked from side view?
No.
I asked you to look at the avatar from another side.
It's clearly out of your head.
It must be in between both eyes of the model.
Because your avatar isn't positioned at world zero pos.
also at the top of the scene window, check the upper-left dropdown that might say "pivot" or "center'
0,0,0
At zero obviously.
I mean I said the problem is it isn't "X", so the solution is to make it "X".
Otherwise you'd have to ask what the zero position is.
How do you set to now?
How much you sure that's a front side of your model?
Note the white line that extrude out from avatar feet. Screenshot the whole avatar including that white line.
It extruded back that means the model orientation is backward.
Rotate your model in blender so the model is facing -Y direction in blender. And Apply Transform Rotation.
how d i make avis
big question
Dunno if this is the right spot for this but if not, if someone can redirect where to paste it.
For those who have or use the HUD addon, does anyone know exactly what part of the HUD is placing the darker shade overlay when toggling it on? Trying to find that part to disable/remove it as it makes my screen too dark
Depends. How knowledgeable are you with computers?
uh knowledgeable
Then you're about half way there already.
Blender, Unity, Creator Companion.
Flipped normals tutorials for blender.
RoyalSkies for character modelling and rigging.
Modify an avatar to start, you can get free base bodies on gumroad.
Sippbox has tutorials on unity setup.
The better you are with computers, or with 2d or 3d art, the easier it is.
ok
That is a very broad question
and if you have any problem in anything you can just ask here:)
ok
sorry, maybe can ask creator have a server
Sorry I think I got the answer I needed already, thanks
I want to begin working on a new avatar (a roblox noob for the goofs) and I want to know if its possible to recreate the spawn particles via unity?
not sure what particles you mean, but the particle system is quite powerful, so probably
This
about all you can't do is have particles follow explicit paths
Better image
Ok
So realistically just the blue bubble works
no no - you can have particles rotate just fine, by paths I meant complex guided paths
Ohh
the swirling around wouldn't be hard, that's just a matter of rotation around a center point. you may have to animate the particle system itself, but that's easy enough
Yeah
Ok, That seems easy enough, only a matter of messing with the particle system, thanks!
the unity package store has a bunch of free particle packs, you can learn a lot by inspecting those to see how they work
Ok
I tried looking for the particle itself somewhere since I've seen it on another avi, but the Roblox particle sys vs the Unity particle sys is a high difference (from what I've been told)
yeah I would not expect that to be usable directly
I can probably find something similar on the asset store and just tweak it.
Good afternoon, all. I am trying to make bullet holes. I've succeeded in making a decal shader, but when I apply that shader to a particle-emitted cube it stretches the texture in a strange way. Any ideas?
I don't know if this is an appropriate place to ask this, but I am looking to commission someone, 100$ CAD or less for a quick and simple blue lock OC avatar, and It's hard to find such people skilled it anime avatars through fiverr or esty
On the right, a cube decal that works as expected. On the left, the same material applied to a particle effect, resulting in a stretched green line
How would I make the particle one big blue circle? Just the forcefield.
VRC traders discord, you'll find scammers around here. Link is in #1204490664637890580
you could spawn a mesh particle using a sphere
Ok
or not use a particle at all and just enable a sphere object on your avatar.
Oh right. Transparent materials exist, forgot entirely
yep!
Not for Quest, mind you.
Yeah, Expected that, I was gonna do Multiply and see what it looks like, if not, quest doesnt get it then : (
i need help ;-;
what do you need help withj?
Youre in the right chat for that
2 things 1. blender file no wanna go in unity 2.blender file dont wanna export as a fbx. file
file -> export -> export as fbx. set 'apply scalings' to 'FBX All' and uncheck the option about leaf bones under 'armature'.
i hope this works
yeah this wasn't the right place to ask for
works for most of us
it definitely works
Is there a way, for an example, to use a particle system, to have the blue circle just, be a circle? Or no? Im trying different textures on the normal sphere, but I would loike to know if that works
a circle is a 2D concept, do you actually want a circle?
so you want a sphere? create a sphere mesh object then
I mean, hold on
if your not seeing the file yu should also check and make sure its being exported to the correct folder
my blender crashed 
To try and replicate this? For another example, Can it just be one big circle actually? Cause in Roblox itself, Its a circle that follows the players viewpoint and can be seen in first person
are you using a reasonable version?
So not sphere, messed up lol
4.5
yeah like they said make a spear mesh then use transparent material and you can have particles inside
you can also use emmision scrolling for added effect on the sphere
you could create a 3D object that looks like a circle, sure (though it'd be a torus/ring)
Wait, Can I make a Sphere, With a transparent texture, BUT have a ring around it like that?
I mean, you could make a cylinder mesh and animate stuff on the surface using a shader too, rather than doing particles. There are lots of ways to do this.
i think particles is the easiest and quickest tho
Only reason why im staying away from animation till its time is because im not the best at it lol
yeah I'd probably try to do it with particles
This is where im at
hell yeahhhh
nice start!
you can go to emmission and if you are using poiyomi you can add scrolling then tweak the setting
it's really good
Yeah, Idk how id do quest, maybe just this or remove it
Thanks!
you can use multiply particle material to make it transparent
Im pretty sure i used additive for more light, but that works too
This is where im at for PC, Ill try Poi in a sec, Its just the part on how im gonna get the ring of particles moving now
mmm glitter
Yeah, Im trying it as a substitute for the ring
Hello! Where do I search for the "BodyMesh"?
very vauge question, what app are we in right now
It's a SkinnedMeshRenderer on your avatar. You can probably click the avatar and it'd select it, but it could be named anything in your project.
you could just click each one until you find the one with those blendshapes ๐
Would it be on the left side (hierarchy) or the right (Inspector)
in the hierarchy, assuming you have a model in there already
Any of these? (Sorry im pretty new to avatar development)
at a guess, the body mesh is the one called "body"
Now my only other issue, Is there a way to make it so that the particles or system rotate in a circle without animation? (image shows how it is without the "rotation" im referencing
So it looks like a ring?
This right?
again, I don't know your project and I guessed based on the name. Open up the skinned mesh renderer and see if it has the blendshapes mentioned in the instructions you have
You will have to do investigation and stuff yourself, there's a lot we can't do for you as we do not have your project.
This, just the arrow next to it needs to be clicked ^^
assume we don't know what instructions you are reading, or your goals.
This or a way to make the particles follow in a circle pattern and not randomly
Thats a owner of the model issue I think ๐ค Best thing i can think is contact the seller
But thats just me
Also, my camera is locked and its VERY annoying...
I cant right click and drag to move my camera...
Thats happened to me before I think, and I had to reset unity
Just restart unity from what i did before
My avatar's arms are way too short. I feel like a T-rex! ๐ฆ
When I see myself in a mirror they look okay, but then when I look down at my hands they are about where my elbows should be. It's very strange. I'm using the standard VRC armature, scaled down a little, but the proportions are the same and the rest of the rig seems to behave as expected.
Has anybody encountered this and know what's happening?
Sorry for all the questions, last one for a bit... But its telling me to open the animator and use the drop down box... But its greyed out...
You would need to select the model or aniamtion i think
I did.
Oh? Then im not too sure, sorry : (
you'll have to drag an animation controller (FX, etc.) into the "animator" component on your avatar root, and then clicking the avatar will let you choose animations in that animator
tutorials on making animations ought to cover this
Also, Is there a way to make this like a ring? not a rotation circle? Or is that too complex for it? Like all the particles follow a ring area
What I'm gathering from my attempt to make a particle decal is that particles are in a different world space than "World Space". I've set my "Simulation Space" to "World" but the texture still doesn't show up correctly, so the texture mapping must be different somehow for particles
Can someone help me with an animation for my avatar??? I have a toggle in which a mesh is animated and everything looks fine when I play it in animation mode however when I look at it in play mode and enable the toggle it only shows the first frame. I havenโt done any animations before so Iโm probably missing something
How do i fix this error-
Idk what is going on here. The other eye has werid normal. I tried to flip them to see if that was the problem,but it wasn't.
Ayo gerson?
Based
Id try reinstalling or updating modular avatar
Me?
Ye
nvm. I found out what to fix
That didnt work, it gave me another error but ill just have to crack at it later cause this is exhausting cause it literally wasnt like this a few days ago ๐ฎโ๐จ
Am I just barking up the wrong tree by trying to use a decal shader in a particle emission? How else does one make bullet holes?
Everything I can find online requires either scripting or URP or HDRP, so can't be used for VRChat
But I've seen avatars that generate bullet holes
Basically if there was an invisible path like a ring, Can i make the particles follow that ring? OR the circle in the image? (light blue)
you can't make particles follow a path
I think you may have to just rotate the whole system
But what about making it on the circle? (light blue) The Emit from edge option is gone too
I'm not sure what you mean?
https://youtu.be/CVsZ98TSEwI I was trying to follow this
oh hmm, old unity but that looks cool
yeah, so it sadly probably doesnt work in modern
I'm trying to upload an avatar and it's been stuck on Compiling Shader Variants for like 40 mins now, I'm using poiyomi shaders and it's been happening a lot, does anybody have a solution for this?
maybe that's an update issue
I can't play with it now but I'm curious, might have to try to do this later.
Ok
it's really unique to have what you're looking for
now that I'm looking, I think I did this at one point also
really?
I also tried to see what AI said abouth this (my last resort) and its not any help
oh wait, I know
oh?
yeah ok. Emit from a circle, set the radius thickness to teeeny, like .001.
Then under "velocity over lifetime" set one of the orbital values to 1, probably Y in this case.
in the emitter, setting arc mode to loop is probably what you want too
ok back to work, have fun ๐
Thanks!
a lot of this stuff just poke everything until something looks ok ๐
Ok im having this issue again so ill explain it to the best of my abilities
.
Finished avatar and is fully weight painted
.
Export it as an fbx then reimports it into a new blender file to pose it with another avatar
.
On import weight paint data is gone
If you're trying to pose avatars together in blender, you could skip the export to FBX part and just use the "append" option to bring parts of one blend file into your current project
That happens sometimes when importing an FBX Blender unlinks the armature from the mesh. Just add an armature modifier back to the mesh and set it to your armature and the weights should work again. Theyโre still there, just not connected property.
properly*
im having some trouble uploading my avatar and not sure how to fix it (windows upload)
Looks like you're missing a script somewhere. Make sure you've installed all of the dependencies that the avatar creator has listed
gotcha
Does this seem right for the rig for a pair of boxers?
Now the last thing before all the toggs, How do I make these all disappear after toggled and some time goes? (I use VRCFury, so I most likely have to ask this in their discord but just incase)
It should be toggled on when wore, then dissappear after like 10 secs.
toggle the game object on and off via an animation
Ok
looks okay
alright thank you
And it works for the same as its worn right?
I'm not sure what "worn" means here?
wear*
When I wear the avatar it appears
ohhh wear the avatar
Yeah sorry
This depends on how you setup the animation
Ok
you can check it once it's done I think it should be fine
I think that the easiest way to do that would be to not actually use VRCFury. Use the FX controller to play the animation On Enter (as your default animation) and then set the transition between that and the Off animation to simply be time
I toggled the game object off but it didnt show in animation
if you want it to be a spawn animation, make an animation that runs by default which switches this on, then add a keyframe at the end of the animation to turn it off. make that however long you want.
(and not loop)
how do i make a material swap?
just record you swapping the material
quite rude.. holy bro
that wasnt rude but go off
you just click on the record button which looks like a circle in the animation window
then just drag the material onto the avatar's material slot you are wanting to swap
So i changed absolutely nothinng besides adding a pair of boxers already rigged to an avatar and it breaks the face tracking?
Just make or grab an idle animation, set it up in an Animator Controller, and assign that to your avatar in Unity. That way when you put it in a world, it'll play the idle instead of just standing there.
Im still SOOO confused, are you able to vc? If not thats okay. Thanks!
You gotta put the idle animation in an Animator Controller and assign that in the Action slot of the VRC Avatar Descriptor. Thatโs the slot that handles idles and custom animations. Just make sure the animation loops and is the default state in the controller.
loop in the animationโฆ
you just click the animation clip in the Project tab, check "Loop Time" in the inspector, and hit Apply. Thatโll make it play on repeat.
when i load in i cant see anyone elses avatars its just triangles how do i fix this
the avatar is a โloadingโ state.
wait,
or enable the avatar
i do wait and it just never shows up
maybe try to change all avatr to show avatr in settings and clear cache.
Hello, idunno if someone can help me, but my avatar, and other's avatars keep looking like that (purple, i think, sory I'm not English hahaha). There's my graphics configurations too. Specs of the PC:
8Gb RAM DDr3
Intel Core I5 1200 (2nd generation)
500 Gb HDD
gpu lacking surprised it doesnt instantly crash
no
it's only for the avatars
you donโt need to switch to an avatar project. Just remove the avatar descriptor and treat the model like a prop inside your world project. You can still make it idle using a regular Animator.
No, it works normally, and some worlds look like that too. Is there something I can do about It that is not replacing he whole PC?
if you have no gpu its trying to run some sort of apu on your cpu wich cannot do alot of things a dedicated gpu can , end up with purple stuff
Make Animator Controller then add your idle animation to it and set it as default, make sure it loops, and assign that controller to your avatarโs Animator component.
Well, I don't have a dedicated GPU hahaha, bit anyways thank you, I was just wondering If my PC was broken or it was something that was not well configurated
No, make an Animator Controller, put the idle in it, and assign that to the avatarโs Animator.
yes
yes you can
im working on something in my avatar, but a specific part of it has no shading, its not connected to the base mesh,i dont know how to explain and i cant really send a screenshot of the issue here because its nsfw, if anyone could help me id appreciate
i can explain with some other example, imagine a sword, the handle has shading, but a gemstone on the handle that is not directly connected doesnt have shading, it appears fully lit
Does it have a separate material to the โhandleโ?
no its the same material
you have to add a collider and rigidbody to it.
What shader are you using??
poiyomi 9.1
Add a Capsule Collider to your idle avatar, then a Rigidbody and set it to Kinematic with gravity off. Thatโll make it solid and block people from walking through it
and you can also watch online about itt
Hmmmโฆdo you have a lighting anchor set??? Sometimes when you donโt have one it can mess up
Does any one know how to edit a text on a collar Iโm so lost rn I really could use some help
im not sure, where do i set it
You create an empty object on the chest(should name it Anchor but not mandatory) and assign it on all your avatarโs meshes in the anchor override section
That helped solve a lighting issue for me before
Is 199,780 triangles for an advanced custom (PC ONLY) to much?
ill try that, but the lighting issue happens in unity, not sure on vrchat because i havent published the updated version
You should probably test out what it looks like in vrchat first. Sometimes things donโt always look in unity how they are in vrchat
@fresh lava acceptable. especially if parts of it are off at a time
Most will be, thanks!
ah, I'd gone out, but I don't really do that anyway. I'd say find a video on making animations for toggles, such as this one: https://www.youtube.com/watch?v=XqtSg6_W07Y
hey, so, i got a quick question
i got a unity file that is for an avatar but whenever i try to open it (either thru unity hub or simply double clicking it) it simply wont open
is there something im missing?
doesnt work
@high trail unity file is not a thing, its usually unitypackage and its requires to be opened when a proper project is running already in unity editor (empty avatar project in your case)
i see....thanks!
thx
been trying to open a project on VCC, everytime i try to it just opens file explorer and never opens a project
try opening it via unity hub
when i do that im not sure how to get VCC in there so I can actually upload it
@dark frigate existing project, not a new one
should have all vrc packages just fine afaik
i dont have any existing ones in hub just new ones
k, i mostly expected license issue๐คทโโ๏ธ
Why does my PC KEEEEP freezing during upload?
I've uploaded others perfectly fine, if you're not gonna help please don't say anything.
<@&397642795457970181>
just tested in vrchat, looks the same as in unity but i dont think its an issue with anchors, its a new part of the main mesh that i added, so think its just something to do with how the lighing is being calculated because its not connected and quite small
So I have a game object that I toggle on and off and I want it to stay in world place and match my avatar's position and rotation whenever I do that. I have it set up so it has a position and rotation constraint, and when a parameter is true, it enables the game object and turns on freeze to world. When I turn it off, however, the disabled game object does not snap back to my position. How do I fix this?
Have you changed rig configuration of the model to Humanoid?
It created one once you change it to Humanoid.
Yes. Have you done that?
Then what is it?
Watch the first part of the same video.
From the start.
You said your model is unitypackage which mean your model hasn't been import yet?
how the actual heck do i set a fallback? like i have it uploaded on all platforms even ios and i cant set it as a fallback? there isnt any checkbox to set it as one and in the avatar menu theres no section for fallbacks anymore and idk. ive asked google, chatgpt, and google even more, and CANT FIGURE IT OUT
Then you have to do change to Humanoid rig on your model file.
this is my last resort
Fallback avatars are going to be deprecated soon.
How would i model and make Ribs? Like a skeleton, cause im trying to make something skeleton related
Lastly, how would i make textures? Like, how do i make the uvs look nice so i can texture them correctly
i kinda dislike imposters tbh
Just follow the video, you had to select your model file from within unity first.
It's changing rigging to humanoid, included in the video.
hey just wanted to ask.. can anything be done to have this not register as 'not tpose'? ive been tweaking the rig all day and still havent been able to fix it
If that is a proxy bone for controlling the digitigrade bone, you would have to make the proxy bone structure like actual humanoid bone.
Yep, that's the answer
yeah its the actual leg
that's not how the bones driven by VRChat's IK are supposed to be oriented.
maybe it was wrong but from the tutorials i saw on the system you needed to keep the angles the same
oh.
I don't like that method.
do you know another meathod :O?
there are a few I've seen, sure
it's a whole bunch of work to get it right on a new avatar though, be prepared to be tweaking it for a month
goodie!
I shortened legs on avatar but that broke how knees bend. I thought it was matter of weights changing but I'm not sure anymore. I cut out knees from not edited version and connected it to version with shorter legs. Weights are exactly the same. Bone structure is exactly the same(except a bit of length). They bend in exact same way in blender. I have no clue what is wrong with it anymore.
Any idea why that happens?
my security checks ended up failing when i uploaded this avatar to quest (it worked fine when i first uploaded it to pc), but i've uploaded much denser avatars without issues like this. my sdk is up to date and reuploading doesn't seem to fix my issue. how can i fix this?
The further away a bone is from the bend point, the more it lashes out. You shouldve used cats, go into pose with it, pose the legs shorter (deforms the mesh so the bend point stay the same) and click set as rest pose. Thats the easiest way i see to adjust limb length without offsetting bones
Also when changing bone length, you might get a fbx error in the unity import screen. Fix it by setting your rig to generic, back to humanoid and configure it again
So if I have model with shorter legs already I just need to press "Apply as rest pose" and export? Or do I need to start over from beggining?
restartโฆ
if it edited, can redo or restart
does this mean the physbone I'm looking at is in the boob?
I confirmed it was, does the black spots over what supposed to be transparent disappear in game or do I need to do something cause I don't like those (standard lite, toon lit, matcap lit shaders)
it will be as you see it now
is there a way to remove it?
It worked, thanks
@cedar matrix #avatar-help message
Anyone know how to do a "tail pull" interaction? I know how to do contact receiver, but how to get it to activate only on tail pull...?
what do I press for that to show up?
blender - knife tool
is there not a knife in unity?
A friend is having the "You do not own this Blueprint ID" bug. Anyone know what the source is?
Unity isn't made for editing mesh. That's the the job for blender.
Look for more error above that.
The only other errors is the Failed to Upload log entry.
More above that. Also just screenshot the list.
how do I put the one I edited on unity into blender so I can cut it up
or do I gotta restart with the original one I exported from vroid
If you have vrm file then use CATS plugin in blender to import the vrm file.
only of the original version for some reason the duplicate saved as meta and prefab
Meta file is a data of the original file used by unity.
a, how do i tell if the avatar is able to move o.o
Prefab is the converted vrm file from unity vrm converter.
is there a way to save the one edited back as vrm tho or do I gotta restart from the orignal I exported from vroid?
https://www.youtube.com/watch?v=rRAnDMUbWt8 Watch rig configuration part.
You won't get vrm file back.
Assign texture in shading tab.
in the shading tab how do I assign texture, I've never used blender
Add image texture node, select texture in it, connect color slot to material output or to another shader node color slot.
how do I select texture in it I see linear flat repeat and then the ones on the sides
"Open"
do I have to do one for every texture? or are they able to stack or sumn
You must do that for every material that has its own texture.
Or just do only for some material that matters for what you're going to do next.
do I put it lit color?
What lit color?
I put it on the box to the left and turned the entire model black
I'm not sure about this node but try it.
it turned the avatar black but didn't show the extra stuff I need to cut
How is the whole blender look like now?
not sure what you mean by that but
The other image texture nodes, what get connected into vector slot?
I didn't connect anything to the vector unless you mean one other than the one I made in which case I have no idea what you're talking about
"The other nodes" is what I meant.
I took a picture of most of the vectors cause I am still unsure what you meant
Copy some of the texture uv node and link the same way to your image texture node.
how do I make a green UV
i haves another issue, where did the shape key things go?
What green UV?
most of them say texture uv with a green bar, but when I made a uv it's pink
If object had unapplied modifier other than armature, the blendshape will not get exported.
also it turned the avatar white for a second but went back to black
You just have to select some of them and dubplicate.
oo how do i do that?
Just delete the modifier?
is it the empty one?
Of course it is.
oh haha! thank yous!
I did that it gained purple tips on the hair and turned white longer because blender started lagging like crazy
You haven't linked the UV Vector slot.
I connected it to the same the original is connected to and it turned white without lag but still when back to black with the hair tip purple
Doublecheck if Image Width and Height in the slot match with your actual texture dimension.
both say 4096 but I haven't tried swapping which texture I'm using so??
it turned purple
I got to original colors
Because you put in a different texture.
I know but i was hoping by swapping it would make the invisible visible, I went through all 11 and it did not do that
Then you have to do something in the material output node. See if it has anything relate to alpha or transparency and try to mess with it.
this?
That too.
wait that wasn't what you meant? it was at the bottom of the output
just try out and see result
it covered the clothes and accessories but not the face
but that's better than what I had so yay
The face probably is another material to begin with.
probably I was able to narrow it to 2 materials in vroid cause I saw a tutorial say that's a good way to optimize it
now how do I cut it
Knife it.
and I do that how?
Select the mesh and into edit mode and find knife tool.
And watch tutorial for knife tool to get better use from it.
I watched a tutorial figured out how to get to the knife but not how to actually cut off what I want cut off
watched second tutorial still no idea how to take off what I don't want but I have figured out how to apply my cut
Cut it like normal, hit enter. Then hit alt on the line you just made, click h, and then go to the part you cut off, hit L and select the part or do it by hand. (This is the only time I'm responding because I am going to BeD.) Then either x to delete or P to make it it's own mesh
Alt as in hold alt and then click the line. Prefer to be on the vertices section
I gave up on blender because I am too dumb to understand it, why are my bangs doing that?
also how do I turn off the eyes moving around
Do you have a collider on the head
Try making it smaller. It's pushing up the hair bones
Get gesture manager if you don't have it
I do have it
And in the avatar descriptor there should be a setting to turn off the eye movement all together
Just play around with the size of the head collider until it looks good on gesture M
this?
It's around there
But yes
Should be a disable button somewhere. I can't get into unity atm so you'll have to nose around
i found this with gesture manager how can I fix that?
Looks like colliders again. Either lower the size of the collider on the hair or chest
if I have published it already and I publish it again does it make a second one or just update the first one?
I can't look at the sdk authentication and it's saying I don't have access to publish avatars atm?
oh I figured it out I was still in play mode whoops
is there a way to make my hair stay down when I look down or up?
why do meshes connected to bones i put inside my avi's armature kinda glitch out inside unity like they disappear and appear over certain distances?
like this exists, but if i go closer a little it appears and disappears and even disappears completely
like its not rlly a problem for the avi but its kind of annoying
is ther any way to fix or avoid this?
I have trouble with animator. I created new parameter. I linked it to menu. I have working animation but when I try to add this parameter as condition for animation playing it's just not there.
gravity
You have to add the parameter in the animator parameter list too.
Omg thank you. It worked.
hello! has anyone had success making a dynamic slider for in game color changes using toon standard? i cant get it to work. it will animate in an animation preview but once i tryt to go into play mode it wont change anymore
I have confirmed itโs nor an issue with my animator setup, as it works w the normal way of doing a hue slider (color change rather than hue shift)
Hey Everybody! Did Avatar Udon come out yet?
Would anyone have resources udon development for avatars? I want to push what my avi can do.
No. Not even a news.
hi I just joined, I'm stuck on this why
- You haven't imported all the package required by the avatar.
- You must not be in prefab editing mode when build and publish.
ok this is my first time doing how do i do any of that
Exit back to scenes
Did you add gogologo yourself?
uh no
Then go to the page where you got your avatar from and read what other package you have to download and import.
this is all I have
what is the normal way of doing a hue slider ? just setting a color on main texture? - it works but better off using mask+hue so it doesnt affect entire avatar , that is one less material you need
What page you downloaded your avatar from? Read in that page.
I modelled it, and a friend uploaded and ported it to Unity for me, but they deleted the avatar from their account and passed it to me
Yes just setting the color. And I would love to use the hue slider but it wonโt animate live time, thatโs the problem
tested it right now both work, something in your setup
So your friend added gogoloco but didn't tell you what package you have to add for it to work.
In play mode? It will work in the animation preview no problem
enjoy hdr blowing up the colors , ingame hue and main color change
yeah well they're not rlly a friend anymore
That gogoloco requires you to install VRCFury package to work.
And to be clear, this was not donโt by setting the color on the texture map, but using hue shift on toon standard?
both
all 3 can be animated , just the first is a bad idea
ok what then
What with that question?
Ok but I would rather not have the top 2 animated bc I have objects with seperate materials that I donโt want affected
is this what i'm supposed to install?
That's the list of package listing. You have to install in Manage Project button.
To be clear, the object has multiple materials which use emission so I canโt just mask emission color either
do the versions of the package matter? or just the latest one
Use latest or whatever that works in your project.
When I try to animate the slider I can animate it but then once I make a test avatar it does not function
Is this a โitโs new and doesnโt really work well on test buildsโ kind of situation?
Ok I'm doing something now
idk what but things are happening
oh it worked
@ornate stump tysm!
didnt feel like making multiple animations for a blendtree , so just used motion time and many color variations in one animation
( same for hue one )
instead of emission
my quest av is 1 material and under 10k so dont think its gonna murder anyone having a few layers
Yes this is also how I have my animation set up. But if I try and use an animation that only has _Hue Shift and not _Color or _Emission Color it doesnโt work on a built avatar even if it works in the animation panel
Maybe if I use a blend tree it will work
either work - done both on multiple avs
Hold on lemme see if I can get a video of whatโs happening
you need to figure out where it breaks for you , can be layers below it locking it its also trying to animate it, transitions / parameter name wrong ect
Exact same setup with a different animation works without issue
Animation works in the animator preview but not in play mode
And of courseโฆthe second I go to show someone the issue it fixes itself
Bruh
Maybe it only doesnโt work if I animate the emission slider
not on my pc right now but is it possible to do 2d texture switching by shifting uv unwrap but implement that into gesture expressions on vrc ?
it works fine in blender but i'm at a loss on putting it in unity
i have it all sorted in blender would i just do the same thing in unity
ur a godsend ty ill start on it after rest time
How do I import an avatar which I downloaded from a website ? (Iโm on steam vr)
What website
Vrmodels
I have solved most of the issues I've had with the hair how do I get it to stop going in front of me when I look up?\
That's a leaked asset site. So do not.
sorry I went to sleep...
how do i know what sites are safe and what arent ๐ญ
hell nah, them ticket servers are all scams
Search in Jinxxy and Boothplorer. Legit seller will include license document attached to the asset.
thanks๐
Welp
guessing ur not allowed to say which arent safe lol
Rightfully so
best be point to check pinned post on #1139216499123437668 which only says well-known site which suitable to use.
does anyone know how to upload avis?
some resource post pinned on #1139216499123437668
Many people here do, yes. Feel free to ask specific questions.
I bought two avi's one for me and one for my wife I'm willing to pay someone to upload them for me
thats extremely risky and would require you to buy a version of each model for the uploader
DM me?
remember whomever you share the account info with becomes your alt account and vice versa so if one gets banned the other does aswell
Fiverr also has people who upload avis ^.^
Fiverr is riddled with scammers though
worst case scenario someone should only share account info with someone they know/trust or the creator of the model
why don't you try to do it yourself?
i dont know how
what parts are you stuck on?
There's some videos out there as well
you can watch some videos about it and if you still need to ask something you can ask here
all of it ive only been playing vrc for a year
well what part of the uploading process did you get stuck on specifically
like what step were you at and what was the issue you ran into
I think he hasn't started yet
if thats the case reading the stuff here is a good start: https://discord.com/channels/189511567539306508/1139228456090087495
yeah but he's really confused..
kinda why i asked what part they got stuck on specifically
i linked the thread because thats the place to start looking at stuff if they havent started yet but if they have then they'd need to describe the issue or id be throwing out suggestions that might not even help their situation
yeah lol
how do I stop the hair from going in front of the legs?
im sorry if i did this wrong but do yall got any advice-.. :,D
colliders
Is this an avatar?
You got your bones yet?
i dont know how to put them on ๐ฅ
object show!!
The model must be facing -Y direction, and feet stand on scene zero position.
ohh ok
:3
ty for lmk!! ^u^
how do we find it- :,)
Hello, I'm trying to create my first avatar but is not allowing me to build & test, even I already having a 'User' trust rank. Help?
are you sure that's the right account?
Yes, I think this is happening becouse I used to use just a steam account, I only conected with a VRC account today
ahh yes, that would be why
But on my profile it show the 'user' rank, thats confusing
that's the reason
can i paint the hair texture while in unity? i usually get the texture png and edit in another program but this one is so complicated and has so many strands i cant tell which is which
grabbing the uv from blender helps or just paint directly in it to guidelines
No, you canโt realistically paint hair texture in Unity. Use Blender to paint directly on the mesh, or reverse-engineer the UV layout from there.
ah dang it,i see
angle limit +
colliders (worse performance ranking)
does anyone know what this 'mipmapp' issue means and how to possibly fix it?
there's a checkbox in the inspector for texture files to enable mip streaming, you want that on.
The build window should have an auto fix option for it, go click that.
Hello, any videos on how to use "Radial puppet" ?
I would like to add it to items such as ears, tail, and toes
Wait, I found one, this has helped
its not giving me the option to autofix it in the sdk, should i maybe try to close and reopen unity?
scroll to the right in that window
if you don't have it wide enough the button can get cut off
yeah i have it open all the way but im not seeing the notification for it
maybe it's on a material swap and the SDK can't see it
hoping im not gonna have to go through my whole project and check each and every texture ๐ญ
hi trying to fix this collar on my avatar on my quest version the pc version is using poiyomi and 4 decals not sure how I would get that to work on the toon standard shader any suggestions?
right but I'm also wondering on how I would get the colouring on the collar since the texture for it just looks like this just paint it in manually?
I don't know what you have for textures, but you can bring them into your image editing software of choice and change them however you want.
im working on something in my avatar, but a specific part of it has no shading, its not connected to the base mesh,i dont know how to explain and i cant really send a screenshot of the issue here because its nsfw, if anyone could help me id appreciate
i can explain with some other example, imagine a sword, the handle has shading, but a gemstone on the handle that is not directly connected doesnt have shading, it appears fully lit
you said it yesterday I remember
Any help would be really appreciated :D
I can't switch fbx for some reason I tried even with FACS tools
Anybody got this error before??
if anyone could help me i'd appreciate
coughghg
idk where the hell the bones are-
๐ฅ
wait is it in this.
heya, is there any way to use the physbone physics system on a generic unity game? i'm trying to work with dynamic bones, but a lot of things are only in physbones that would help significantly.
- physbone physics looking realistic
- physbones gravity
- angle limits
- shrink/stretch bones
Did you model it yourself???
wdym- ๐ญ
mean like- this or smth? and put it in this?
they are asking if you created this model yourself from scratch
if you did, you will have to rig it yourself
skip to about 5 mins to figure out how to add bones ๐ซก
Ohh yea
TY ONG- ๐
Is there any explanation to why the VRC Avatar Parameter Driver takes longer to process the more variables are added to the driver?
I want to move to the next animation after the driver has finished processing the changes but no matter what I cant seem to find a solution :/ (exit time does not resolve it)
or is the slowness caused by isLocal being false?
I have not experienced this. The only issue I could image you are having is that the animation is a single frame long rather than two?
I could try that to see if a 2nd frame would work since it does indeed have 1 frame added to it. Though I also have additional checks to make sure things run but im just stumped at this x_x
but I'll give that a go though, thank you
1 is slower
๐
Wait, so do the frames also affect how the avatar parameter driver works as well?
Well I just checked and I have 2 frames anyway x_x
Parameters should all update on the frame the animation state is transitioned to
How long is it taking them to update?
thats what I figured too, but for some strange reason there's a noticeable delay where the Parameter Driver is running through assigning values to each parameter
Also how are you testing this?
found parameter driver slower then an animation , rare i use a parameter driver if i can use an animation
Mainly testing it with a button and the parameters assigned to the driver, then another test to see if it applies everything before moving on to the next animation in the graph. From what it seems, holding down the button is taking about 1 second to apply the parameters from the driver. If its running through other animations with 0.1 second transition and exit time as 1, the driver gets cut off
would it be faster with local only enabled even though the variables I have added are synced or would it not matter?
I just got a horns and tail asset for one of my avatars and im wondering how i could go about getting it rigged to my armature in unity if its already pre rigged
VRCFury Armature Link is one way. Adding it to the avatar in blender is another.
if you're wondering too mainly the whole reason for adding a parameter driver is for a preset system I have so that it acts as a shortcut for setting things. Just wish it worked faster ๐ฆ
No, I mean how are you checking the parameters changing and stuff (gesture manager, av3 emulator, in-game with debug menu)
oh gesture manager, also in-game as well and same result
I tried that and went into play mode and it didnt rig
maybe i did it wrong?
I've done that a lot and it's always been instant. I find that buttons don't always work the best though, so I prefer using toggles instead
Holdon let me see
You can turn a toggle into a button by having a parameter driver set the value back to 0/false
Yeah, I tried toggles to see if it would work better but still same result as well when it comes to the driver taking too long ๐ข
Are you using "any state" transitions by chance?