#avatar-help
1 messages Β· Page 153 of 1
originally for the buttons, then moved over to entry for the toggles and still same result
Its just some stuff with the debug menu that broke (idfk how)
guys i have a question, i just joined the server and it doesnt let me "build my avatar", how do i get permission?
get a higher trust rank in vrc and you can upload
Can I see a screenshot of your state machine and transition settings/conditions?
Just wanna check everything and see if I spot anything out of the ordinary
huh..? how do i do that?
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
i have 22 hours on vrchat, is that not enough??π
Did you start on a vrchat account?
wym
You should get a notification on your account when you get a new trust rank also. If you spend lots of time in public worlds, make lots of friends, and play consistently, you should get new user rank really quickly
?tag userrank
Becoming verified by the trust system is based on reaching a not time based trust score, which's exact algorithm is unknown to prevent exploitation.
You presumably need to play the game in a normal manner with your VRChat account, walking around, meeting people and also making some friends. Idling won't help.
According to many responses in this discord, a rough estimate would be ** 20-40 hours**, but big exceptions are possible.
Make sure you are not using a steam or oculus account and continue playing the game until you get a notification or e-mail.
https://help.vrchat.com/hc/en-us/articles/360062658813-Why-can-t-I-upload-avatars-or-worlds-yet-
Alternatively, you can subscribe to VRC+ for one month to get to new user directly. https://hello.vrchat.com/vrchat-plus-faq
bruh i just wanted to upload a bought avatar, god damn
i mean.. i played on public servers mostly, i have SOME friends.. is that not enough?
Well I dont have the toggle system on hand since I reverted back to the button yesterday x_x, but originally it went from an empty start node that has 2 frames that do nothing, then the transition moves to the preset checking if eg int preset = 1. Then I have a transition going back to the start node with exit time as 1 and duration as 0.1s
time is usually a key factor ive noticed
2-4 days should be enough to get it
I already feel the regret of spending 40 bucks on tsππ»
I mean the things that are known/suspected factors are:
- whether you are in public or private instances
- if you make lots of friends
- if you spend a lot of time active vs afk
- how long you play
- how often you play
- if you don't get blocked, muted, reported, etc
- if you make friends with people of higher trust ranks
You can also purchase vrc+ to get a rank boost
just simply play the game more, i got new user in just a day or so
If you play for like another day or so you should be able to upload, just be sociable and don't be a menace and you'll rank up fast
Also once you have new user rank, uploading avatars and worlds to your account (and I think public ones might be better) contributes heavily to trust rank
Alr, thanks
I got all the way to trusted within a few months because I upload lots of public avatars and hang out in public worlds often
If only i had the TIME to do itπ
Welp
Alr, ima go to sleep for now
Tomorrow ima try get it
if anything have vrc running while you sleep
Wait fr
Bruhhhhhh.. on a public server?
can be in your own home world
I don't think it does help all that much
usually...that not build up trust.
its not much but it helps a bit
buy VRC+ is also way to boost.
Well..
Because the point of the trust system is to see if you're a good community member, so afk in a world by yourself doesn't do much
Time contributes, but so does activity, making friends, etc
it worked in 2022 so idk if theres been some updates to the trust system
Nah im just gonna spend a couple hours a day in public servers..
Where do i see if i got the rank?
you will get notified.
it'll give ya a notification
e-mail + in-game notification
Aight
You should get a notification in vrc and it will update your profile as well
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
If you are doing this soon after the avatar is loaded in, there is a buffer time for state behaviors (parameter drivers, tracking control, etc). It's not consistent, but from what I've seen it's somewhere between 7-15 frames (so about 0.25 seconds at max)
This is just when the avatar first loads in for someone
So I always have a buffer for these kinds of things if they transition on their own without player input
Ahhhhh shoot i had a feeling, since most of my transitions are at 0.1s. Im guessing 0.25 is the maximum a driver needs to process?
And yeah, that makes sense to increase the transition time there
Just when the avatar loads in
If it's happening after that initial buffer then it's likely not the problem
Hmm. Maybe? I know one of my old layers was running fine with 5 parameters set to the driver at 0.1s transition until when I added a 6th parameter then it was noticeably taking longer to do
I do wonder though if local only fixes that speed issue but I have a feeling it doesnt update synced parameters due to what it does
Idk, I just made an avatar that has some states with parameter drivers that have a TON of parameters in them and they work fine
Synced parameters as well
Because they're like "reset" states
For a food system
I have a burger and it resets like where it's at, what toppings are on it, how much it's cooked, etc
Like 15 parameters and it works fine
So I know that's not the issue
Yeah that sounds about the number of parameters I have rn on the preset system i have. The other layers that have those parameters wouldn't be the culprit of it tho right?
Shouldn't be..
Hrmm, alright. Maybe it really is just a transition issue and I just need to make it longer then. Unless, could the Any State be making it slower?
I always wondered about the performance of any state over entry since I've been making switches from any to entry with a lot of my layers
bump
OK SO i wanna make rigged assets like ears and wings but have NO IDEA how to go about it correctly
basically i want to be able to give them physbones for the wiggles and also make them poseable for emotes and puppeting + give animations but i just??? cant seem to find any tutorials for it or im just searching wrong.
id be ETERNALLY grateful for any help/pointers/guides/tutorials/resources that can get me there or even started! plsplsplsplsplsplsplsplsplsplsplspls π π π
(sorry if this isn't the right channel to ask)
I just rigged these horns and tail to this avatar and everything looks well in game besides the tail being stiff, would i nneed to add a physbone in unity like it says here for it to be animated?
physbones are vrchat only - we don't have the server-side stuff that makes them work
use Dynamic Bones.
physbones are a vrchat/unity thing - in blender they're just bones. Rig (and weight paint) the tail, of course.
ok, how do i limit the angle of the dynamic bones?
I don't know, I'm not an expert at dynamic bones.
So would i add a physbone to each of these?
you only add a physbone component to the root of the chain..... possibly where it says to, that's an interesting bone there
Would i do anything else from here? or is it good to go
it'll do something at least, sure. You'll have to tweak settings so it moves how you want it to move.
whatever it is
ah, tail
Its like a demon tail kinda so just normal movement nothing insane
No idle or anything just for it to move when i move semi normally
"normal" here varies wildly but sure, it'll at least move, then you adjust so it moves how you want it to
Alright thank you for helping with that ill see how it goes and tweak as needed c:
Sorry one more question, is there a way to make it so it doesnt move through my body by adding a form of collider?
Or like to restrict the movement so it doesnnt move through me
I shall refer you to the docs here - yes there is, and there are also angle limiters.
So if i apply an angle limiter would that work?
I can't comment on what will or won't work for you as I've not seen your avatar at all.
Actually holdon
Could i copy the component from my existing tail physbone i have for my oldd one to the new one?
sure, you can copy and paste components in Unity
explain what you mean by "this"?
Position your avatar so that it is standing on the world origin (0,0,0) and all of the origins for all of the objects are at the world origin.
... in Blender or similar
that's a problem that can be solved
file -> import -> import FBX, find the fbx file
weird, that's out of the ordinary
perhaps contact the creator and see if they can provide it, or a .blend
hello anyone can help me and my friend out im getting this error
<@&397642795457970181> more scammer
select the object in question, ctrl+a, apply all transforms
Any1 know how to fix this thing with the lashes?
bye scammer
So, this is kindof a tough one, and i'm stumped on it
I'm looking to make an isometric camera toggle, similar to the camera perspective of something like the first few diablo games, or fallout
However, no matter what world constraint i use, no matter what angle constraint, or parent constraint, i can't seem to make the camera not turn with the avatar AND follow the player
I can't edit the values on the VRCfury world constraint to make it to where the angle is world constrained and the position isn't, so that's a bust.
I don't want the camera to move when I move my mouse/turn in VR, either, just when I walk around.
The method I'm using is having an invisible object beneath my feet, with the camera trained on it from an upwards angle. The circle below the avatar with the missing texture is the "camera focus", the thing the camera is trained on. The camera is orthographic, for the genuine 2D feel. I'm ok if it clips into things I walk into, that's not my concern.
I just want a way to have a constraint not turn with the avatar, but still follow it.
Does anyone have any alternatives/ideas?
If I set the camera focus to have a the world constraint AND have the parent constraint, it's overridden by the world constraint, and freezes in place until toggled, not turning, but also not moving with the player
Why's it that the eyes of this character are fine but then it messes it up when I try to set the position for eye look
This is such an annoying problem I don't understand
For what I know since it only allows me to adjust rotation of both eyes together, I can only get it like these 2 but it doesn't look correct still
check the bones in Blender
They need to be positioned vertically with the bigger ball at the bottom. And the bone roll needs to be set to 0
it looks like it's not the case in this avatar
Ok then
i need help making my avatar idk how to add bones to it im kind of new to blender
add > bone
ok
in the top left in the menu with lots of options
i recommend looking up tutorials on rigging characters
its rigged but it just doesnt have enough bones it needs 15 so im adding more bones
they also need to be parented properly so remember about that
Ok so this is what it looks like so, do I go to edit or pose mode and rotate the bones where the spheres sticking out are facing down? I also don't know how to set the bone roll to 0
how do i parent them properly
edit mode
for bone roll, click N and I think in the first category you'll have the bone roll (do it after moving the bones)
here's what the eye bones should look like
I see
your armature should look like the diagram pined in #avatar-rigging if you want it to be humanoid (and thus get you all the locomotion and stuff)
edit the armature, select the bone, and in the "item" box in the "n" popup menu, you'll find the bone roll value
This is blender? Cause I can't find the item box
hit 'n' and you get a popup on the right
where is the pinned diagram
... I literally explained right there?
Oh ok I see now
Ok so like this? The right is the bone hierarchy which idk needs to be changed either or fine as is
they can be way smaller, but yeah, those are direct children of the head, so that's fine
the bone head should be at the exact center of rotation.
Ok then, and yeah it was a model downloaded from online that was tweaked to work in vrc so that's why the bones are like that mainly. But it works here, with the eyes slightly off but not really noticeable. Thanks.
yeah some other systems want the eye bones facing forward
anyone know how to fix this my eye look is in the right spot
Move your avatar up in Blender so it stands on the floor at 0,0,0, and set the origin of all of its parts, including the armature, to the world origin.
the thing is its a prefab and i dont know how to use blender so idk why this is happening
because the origin is not set properly on the model
ive uploaded it before and had no problems
then do what you did then
i didnt do nothing
not sure what else to tell you here then
and the white line is not where its susposed to be
is it positioned at 0,0,0 in unity?
yes and this is what it looks like
well based on that and previous images, the answer I've given is still my answer
i dont know how to use blender and i dont have the fbx
I'm not sure how to fix it then
personally I wouldn't have purchased an avatar that doesn't come with a proper model file
where'd you get this?
where did my message go
a bot said it had words that are not allowed here
Deleted. You got it from illegal site.
Your message wouldn't be deleted if it's fine though?
we don't help people who pirate or use pirated content
how am i susposed to know where to get models i just look up vrc models
Search in jinxxy, boothplorer, and vrcarena. Those are categorized vrchat assets and linked to a proper seller page.
there all furry avatars tho
im trying to upload an avatar and it says this and fails everytime, how do i fix it?
That's vrcarena for you. Try other 2. And #1139228456090087495 message
these are not failures - check in your console for the actual error notices.
oh the missing script is the issue
that's the one
its a face tracking model even though i downloaded the pc version of it
then you either need the face tracking package, or to remove that from the avatar
you could delete that broken script, but I'd want to understand what that is first
yeahh
so really hard to tell what to do from here
ill try deleting them and if it doesnt work ill reimport it
i think deleting them worked
idk we'll see
Just tried to replace my FBX by dragging and dropping it into my Unity folder, only for it to duplicate. All export settings are the same so I'm not sure what's going on.
it looks like two files there, you want to overwrite the original file, not make a new one
I have no idea how this happened while trying to give the character those cool outlines in blender
Yeah I know, that's what I'm trying to do. I dropped my FBX in and it turned into "Wulf 1" when I was just trying to overwrite "Wulf".
Use the same name and location qhen exporting from blender
^ that
that looks like one mesh has weightpaint and the other doesnt/got messed up during the merge, you could re-weightpaint the outline mesh or delete it and re-duplicate the working mesh+resize+flip normals to be your new outline
id be careful offering money, lots of scammers/bots in here
and very few willing to do 1 on 1 teaching, might be better off just asking questions
Thank you I appreciate that
yall i need help what is wrong with my model
This is how humanoid rig should look like
oh
@arctic ginkgo Update on my issue. Looks like the solution was setting the Local Only option to on since the parameters I have are synced. After that it ran almost instantly now. Thank you so much and to the others for the help β€οΈ
I am trying to optimize the meshes on my avis but what ends up happening is it goes invisable so it is virtually impossible toi know how good things will look as i decimate. any ideas?
Check in shader tab and see what gets into Alpha slot.
Enable wireframe mode which can be found next to the drop downs at the top of the viewport
I just found out in shader tab I can take off the little wire on the BSDF in alpha so the alpha goes bye bye like you said Irumi! Thanks!!
lol idk xD I am more concerned about making optis than to make it look best in blender lol
And blender 4.5?
Ah that's why the tab is different
ahh
Looks wrong to me lol
even cats is BROKE ASF but idc, does what I need it to xD
No, there's a dev fork that works on latest version
Iirc you have to join the discord to get it but I could be wrong
I have the developer cats
Also most people don't need CATS
I'm aware
It's main goal is to help convert mmd models to vrchat ready models
It's good for getting rid of those annoying ass bones and translating stuff
I'm aware
But like if you're making avis from scratch you don't need it
I like it because of that pose shortcut
And many people use it anyways because it's just been passed down through old tutorials and word of mouth from a time where mmd models were most of vrc avis
Pose shortcut?
You hit pose and you can make it either a shapekey, stop posing, or rest pose
Yk, right under fix model
I know bro π
Just talking
And im just saying I know
The equivalent is Ctrl+A then Alt+R in pose mode
i need someone who can help me with blender my cats plug in isnt working
You might have to post what it does and your blender and cats version.
did I port it to android correctly or am i dumb
still unable to find a fix for the issue
Looks like your unity does not have the android version installed.
No clue how tf you were even able to select it
Can you explain "the issue"?
model not touching floor
uhhh
ill just restart it cuz i did install it
do i have to do a ios version?
Nope, optional, just like android
in unity its touching the floor in vrchat floating, cant find a video for the issue i got so i have no idea how to fix it
i did everything the same but the first one touches the floor where as my new one doesnt
like what is the issue thats causing this
Check the feet bone in blender see if end of the bones touch the floor.
is like this ok?
It should be. Although you should not need toe bones.
still above the floor
Can someone you make this with animation for free
Can foot bones even point straight down? Dont the sdk use the origin of the bone to determine where the ankle is?
foot bone is β
do it yourself or commission someone in vrctraders
also that isnt an avatar
π¬
the picture they provided might be an avatar as ive seen several in the past that look like it
they were a leaked/ripped model that used gta assets iirc so it wouldnt be able to be used anyways though
oh yeah it 100% is
One message removed from a suspended account.
just asking for it to be an animation isnt really related to avatars
What does the stats look like in the upload panel?
turns out
no but yes
One message removed from a suspended account.
yeah deff looks quite un-optimized even without seeing the full stats
260k π
remove unused blendshapes, lower texture rez basically you'll just need to majorly optimize that
it looks scary⦠good luck
gonna have quite some blender work on your hands
still cant fix the floating issue
One message removed from a suspended account.
One message removed from a suspended account.
anyone have any ideas?
in this it shows the feet under the floor?
Is the avi made of multiple mesh objects?
Are armature and all mesh objects at 0 0, meaning all transforms applied
yup
That sounds like its not
Its the only reason why objects would jump around when merging
like when i join the parts and pose with pose mode it deforms badly
Thats weight paint or leftover null armature
When merging, the armature reference likes to break
If you have such a broken one plus a working one, itll be messy
i checked each parts location and it was above 0 on z
set it to 0
applying transforms
Your armature must not be zeroed then
i think i might know why
You ought to apply transforms to it first then the objects
If you do it the other way around, it likes to cancel each other out
in the armature configuration part on unity it shows the feet under the map
Makes sense
is there a way i can fix it in unity?
no - you need to make the heel closer to the floor
hes finally walking
just got to fix the fingers
can i just rotate them into place?
found out they cant simply be rotated
can someone maybe help me in some time like i bought some assets but i dont know how to get them work and reliable, since im not that good in unity, and maybe explain how i use osc things? i dont get any of that
Will the wonderful Cosmos be public? He's looking amazing
Youre better off asking for one specific thing at a time here. Not everyone will know all assets you got
ahh i get what you mean like i got a thing which i better am of j showing it
this
this is my problem on that one
i got the toggle working and everythin but it is straight ove my face, so i dont see anything then i got like, some kind of smoking tool which i dont know how to put it on my avi (there was no tuto) and then i got like a thing called, personal nightmode, and the last is just an osc leash which i dont know how to make it work
my knowledge on unity is nearly emtpy
does someone know how to make it transparent for myself?
wouldnt that be the bounding box or whatever its called
idk
Heyo! How do I add colliders onto a tail? I don't want my tail clipping through the world ground! Is it possible? Is it an avatar issue or world issue?
Avatar issue. Create a flat plane collider on your avi. Then go to tail physics, set Collider count on it from 0 to 1, drag the collider you just made into the slot. Happiness
Thank you Zero!
I edited a Booth model in blender and when exporting some of my shape keys no longer work as normal, not all the vertices move that should. Other blend shapes for the same vertices work just fine, it's only some that are broken.
Anyone experienced this before?
what can cause a avatar to cause connection issues?
Have you perhaps edited the mesh while a shape key was selected?
I separated the eyes from the head mesh. The blendshapes that are broken are some of the eyebrow-related ones left on the head mesh. I checked in Blender and those specific ones do nothing to the separated eye meshes.
I just realized after I wrote that I did something stupid. I just wanted to add new materials for the eyes and re-UV them. I don't need to separate them to new meshes to do that, I have no idea why I did.
I'm gonna redo it and hope it was just me being dumb 
Edit: In case anyone in the future sees this in a search or something, setting blendshape normals set to import/calculate instead of matching the original FBX's "none" fixes this.
anyone know why this happens?
why what happens?
the parent lines go to the origin point
does the same on my model
Check if the parent bones are right
I think i turned relationship lines off
If the parent bone is correct i wouldnt worry
the avatar is invisible and the camera is really high up for no reason
most likely you have a camera component in your avatar, probly on blender export. remove it
this is what it looks like in blender, when I import it into unity it looks and works perfectly until i load it into vr chat
In vrchat the camera starts at the normal avatar height but then when i look around the camera flies out of the map like in that photo
how do i reduce physbone transforms?
trying to upload to quest rn
seems like its fine but it doesnt work in vr chat. does anyone else get glitches where in vr chat the avatar appears tiny but the camera is extremely high up?
Check the view point set in the descriptor
what is the most up to date unity, for uplaoding vrc avis? and where can I get the stuff to upload on window and quest?
Vrchat creator companion, and unity 2022.3.22f1
im on mac i forgot what I used to upload its been 2 years
how do i do that?
Start by looking through options on the avatar descriptor.
like this?
its explained back in the chat
ill send a screenshot when my unity respods
Okok thank you
is the latest unity 2022.3.62f1?
because when i go to their websiteall i see is 60000
as i said before, 2022.3.22f1
ive already done that but it doesnt work for me
click return rq, then enter play mode
it doesnt even exist
Anyone have any advice on using bools to replicate an int setup? I have four states that need to be mutually exclusive, so I would usually use an int, but it feels silly to use 8 bits for 4 states.
I've tried using bools and parameter drivers to replicate it, which kind of works. The toggles work fine in ascending order but I have a weird issue where they get stuck if I toggle them in descending order (See video).
I've worked around this issue before by splitting the toggles up into separate layers, but ideally I want to keep them all in one layer.
Any guidance much appreciated! I can send more detailed screenshots of my transitions etc if needed, just lmk ^ ^)
shes so cute
Ty! It's a commission, the client chose some suuuuper nice asset combos :3
its not early lolm its 1 pm over here
its 8am for me
i forget diffrent times sometimes
i THINK you might have to do manual sdk
idk if itll automatically do a mac install or if its gonna be an exe for the creator companion
yeah youll need to do manual;
their all papers n folders
i son't remeber it being like this
it use to be the unity logo
Just don't talk to him man. You have full control of who you talk to on the internet. Plus this is the wrong channel to post this
Make a ticket and report it to staff!
can sombody help me get my vtuber avatar (.vrm) into VRC?
oh lord i forgot 2 copy the print and cant see it in sdk
public callout is not allow
but it awares everyone
if it happen within this server, make ticket on #discord-tickets
if it in DM, contact discord T&S
here #avatar-help message
this could also be helpful https://www.youtube.com/watch?v=HPXe0a_yMQc&t=1058s
is there another way to see it?
is there any way to fix this? i get the same bug but Anything i try wont work
some ss I can provide the avatar in blender and unity seem to work fine but it doesnt work on vr chat
Where is your viewpoint? Also what does your avatar look like in rig configure?
viewpoint is where the eyes are, and the rig works perfectly
the avatar in unity is about 1.5 standard cubes tall so about 1.5m tall
and in game its tiny and the camera is glitched
where this happens and the avatar is invisible when you look at mirrors
(looking slightly down makes the camera fly)
okay so what does that security checks mean
av need optimizing , wich one? go look at stats ( unity sdk wont tell you everything if you use vrcfury/modular ect - editor log after a build will )
Is it required to set the origin to each part when im rigging? im trying out new stuff to fix the broken avatar in vrchat and this is the rigging in blender (im not sure how its broken i tried the same stuff before and it worked perfectly and now its not working )
what part would you like to be animated?
okay let me explain
actually i can send a video or smthn
go ahead!
might wanna pay an avatar creator for that!
Okay thanks anyway π
You really want the origins to be the world origin and apply all transforms, and I'd probably join those parts into one body.
like this
i rlly want to get into making animated avatars
but i have no idea how
You have to animate the motions yourself within Unity
alr
how should i do that?
put the 3D cursor at the origin and instead of origin to geometry like in your image, use origin to 3D cursor. Then select objects in object mode, ctrl+a, apply all transforms.
when i export the avatar from blender to fbx what settings do i use?
set "apply scalings" to "FBX All" unless you know you need it otherwise.
Uncheck the option for "leaf bones" under "Armature".
I also set "smoothing" to "face" under "Geometry" but you have to pick the "import normals" option in Unity, and it may not work well for your model. Test of course.
if you wanna commission someone, I suggest you to go to an artist from Vrc traders server....here are a lot of scammers that will try to scam you..
guys does anybody know how to optimize those problems? its my first time using unity and i want to upload the avatar that i bought. i'm using the version that VRchat made me download.
#avatar-optimization may be a better place, there are pins too.
oh I missed the version thing - you should also be using Unity 2022.3.22f1
re: the actual build failure, as it says, check in the console for the reason, it'd be one of the first 2-3 errors, at the top.
In unity How do i join 3 objects into 1 object?
you don't
nvm i joined them
best you could do is a parent/child relationship, or prefab them
I selected the 3 and i joined them and i think it works
joined how?
Is there any way i can make the spiders kinda dangle when i move around?
physbones
oh so blender, not Unity.
Oh mbb
so yeah, like that in Blender π
π
When exporting the avatar from blender to unity, ive set the directions correctly but anything I change sets the directions in unity to -90 and -180 which glitches the avatar in vr chat
is there any fix to this?
I usually dont use apply transform
by correctly you mean your avatar is facing -Y right?
yes
then don't change any of those options from the default
having the avatar lay flat in unity makes the camera in vr chat glitchy
i changed the size of the antlers and everything broke????
it shouldn't lay flat in Unity though
In the "model" tab in the inspector for the model file, do you have "bake axis conversion" checked? Uncheck it.
thats what it looks like
in blender or unity?
unity
Its already unchecked
You must provide a path to the thumbnail image when creating a new avatar
That's a new one.... for a not-new avatar with a thumbnail image provided.
now it spawns in at x-90
what, the armature or the mesh object?
Btw i use bake axis to do 0 0 0
actually both is normal, but the avatar prefab root shouldn't have that
I check that for world props but haven't for avatars
My ocd allowed for nothing else lol
haha, fair
thats what happends when i load it in, blender has the correct directions when i export it as fbx but in unity it changes
yeah that shouldn't happen, interesting
then in vr chat the camera breaks more
All models i bought from other creators have a -90
But if ypu dont touch it, its upright
Why does the number matter if it looks okay
yep
the avatar itself isnt large and i dont have but 2 assets on it and i did a retexture
yeah
you already ssked here
thats the issue and i cant figure it out im going mental
i asked here too cause i saw you where in game
was tryin to be considerate
ive never seen that
im just chillin, dw about bothering me lol
all i did was add 1 clothing a retexture and piercings to the avatar
the avatar itself was a base model so no add ons other then body toggles
show the first 2-3 errors in the console, without the build window obscuring it
ooh delphy kobo
by first I meant actually the first - I see some above that. But yeah if it's that error, I'm not sure where it's from.
here are the top errors but i fixed those i believe
huh... I'd probably exit Unity, delete the Library folder in your project, and open Unity and let it rebuild that.
the avatar isnt naturally facing forward and ive tried changing this in blender and unity but it still comes out facing the wrong way
alr i have a debug running again to hopefully see if that will fix it aswell
You should apply all transforms in Blender if you haven't
dont forget to hit clear every time you test
especially after moving/rotating/scaling objects.
then you wont see old errors]
still facing backwards
And you're sure it's facing -Y in Blender and you have applied transforms? There's no rotation values in the transform box for any of the objects?
It looks like the debug fixed it??
all objects are 0, 0, 0, ive done y and -y and it faces backwards with anything i do
it should face -Y, Y goes into the screen in Blender
its already on -Y but its still facing the wrong way
no this isn't correct - you changed these from the defaults. The default has "Forward" set to -Z and "Up" set to Y Up. It's not the source (i.e. Blender), it's the target (unity)
I also have "apply transform" unchecked
that beacause of that blender and unity use different direction
So what should i have these set to? because before when i changed them it worked perfectly
okok
in blender the avatar is facing Y so should i rotate it or keep it as the same?
Again, the avatar should be facing -Y in Blender.
That is +Y
now I see why you are having issues.
that's because of the bleander to unity issue
you're always welcome
The directions are different idk why
it's because the the direction in the blender should be Z+ to forward to unity
otherwise unity make it sideways
Thank you it finally works normally xD
If I wanted to make the spiders swing from the branches is there a way to make the branches stationary? (so the branch doesnt move but the hanging spiders do)
this avatar is perfect for now but im just testing stuff out
It looks really good
you have to just not add any physics to the branches and add the bonnes and joints and set their root to the branchs that way the spider will move n not the braches
yes, obviously
same error so what do i do now??
wat error?
i'm new to rigging, so explaining is very hard but i know the placement is incorrect already, so i was wondering where i should put the bones in legs like this so that it moves relatively ok.
well..... for FBT, the issue is that your legs don't look like those legs, and the humanoid bones should be pretty close to yours or things get weird.
But then if your avtars are far off that, it gets to be a challenge to make them also work well
I suspect the heel being so far back is going to be weird
yea. . .it twists way to much even the calf goes upwards to far
yeah. You might have to get complex with one set for you and another set for the model, with rotation constraints connecting them
so basically cause my brain is small. add 2+ more bones in the shape of regular human legs?
yep, those would be not weight painted, you let VRChat drive those and use rotation constraints to try to translate that into the model's movements. And spend about a month trying to tweak it so it works well.
i see, back to work then. gonna do that and hit it with a hammer til it works.
there may be some happy medium that's simpler too, you'll probably have to experiment
basically it gets harder the further you deviate from humanoid
what method are you attempting? It sounds like it won't work for this case
anyone know how i can fix this? not really familiar with it
i cant get the quest version to build
@wild tangle same here
My expressions and phisic bones are not importing to vrc, anyone knows what could be e essue? It is not showing any error messages to auto fix
hey can someone help me with a toggle. im doing a spicy avi comm and im trying to get from 2 different dresses to the nightwear parameter behavior which is in conjunction with the separate submenu wear when in the nightwear from the dresses menu i can turn off the nightwear from the spicyy menu
what help you you need?
nothing to see in this image, you'd probably want to look in that FX animator for clues on expressions, or on the avatar itself to see if there are physbones.
so, I used a model with a skeleton that works in vrchat, and it looks fine in a mirror and stuff, but I can't see the first person body at all, no arms nor legs, why is that
the view position isn't off either, it's in the middle of the eyes
How would i go about adding these glasses to my head armature without deleteing the glasses root bones cause there is some dangling chains
Would havinng that extra head armature there mess with anything if its already parented to my main head armature?
Hi all made a avatar but facing eight major issues and could really use some help
Hey, I'm trying to add a GIF and an audio file together to like make a video with audio I tested it and it does work actually just the gif starts before I turn on the toggle to it skips ahead is there a way to make it not start until it gets toggled on and start from the beginning every time it gets toggled? I'm using poiyomi flipbook btw
does anyone know a way to unpublish a version of an avatar? mine is on pc quest and ios, and i want to delete the ios version but keep the other two
Thereβs no direct way to unpublish just the ios version of an avatar. You need to reupload the avatar and only include the PC and quest versions. That s all overwrite the existing upload and remove the iios one.
oh well, they should make that an option, cause i rather someone on ios to see me as my fallback than a broken version of my avatar because i cant upload it
maybe in new update But It's not available now..
Is anyone else having problems with the marshmallow PB 2.0.0 beta?
I'm trying to get it to work on one of my Milltina models but it doesn't seem to be working. I've never used marshmallow before ^^
Oh, tnx, I found the issue, the phisic thing wasn't inside the model's page
when using the "muscles & settings" option, the rig keeps bending weirdly like this, any reason why?
well, i'll see if the thing i mentioned previously is gonna be a problem soon, but, i wanna know now
i've made some changes to the rig due to previous issues, so i wanna know if it'll work fine now
maybe the bone roll or T pose isn't correct
oh right, its gotta be on a t pose....
does anyone know if there's a way to disable individual hand gestures through vrcfury?
you can disable specific hand gestures with VRCFury by removing or replacing the animation tied to that gesture in the FX or gesture layer. Just use a blank animation or leave it empty.
is it the direction that has been messing up the muscles and settings thing?
in your case I think it's the T pose
because whenever i move the sliders, it seems like its treating the rig as if it's backwards
bending the joints in the oposite direction and all
Is there any way to change the value of an avatar parameter from the station animator?
i tried to use parameter driver
when i try to weight paint it only shows 1 part of the avatar how do i fix it?
you canβt change avatar parameters directly from a stationβs animator because it runs on the world object not the avatar. parameter drivers wonβt affect the avatar from there Youβd need to use a workaround, like triggering something on the avatar through proximity or using synced animations.
another problem, the shoulder bones have merged with the upper torso bone, again
oh i see
you dont weight paint the whole model all at once, right now you're changing the weight of the selected part of the model
also make sure you've got the correct bone's vertex group selected
and here's a better look at the rig, i dont know why some bones seem to be merging and dissapearing like this
i want to see what bones affect what areas and its only selecting 1 part, so if i could see multiple itll help
these is no way, that i know of, to weight paint all parts at once, altough it would be incredibly difficult for such
weight painting is about how that part in specific reacts to bones
my model is also separated in to multiple parts, so i'll show you a little reference
as you can see, the thigh part is paintedfully red
so for example like this
that's for models that are composed of one part
ohhhh is there any way i can see it for multiple?
Itβs probably an issue with the bone hierarchy or weight painting in Blender you can try fixing them
nope
but its for a good reason, as it would be a mess if it was the case
look further in to the tutorial tho
Or if i can cycle through them because when i chance bones it shows what affects it but i cant change the part
he'll explain how you do it
tutorial only shows that sadly
i've watched the same tutorial before
it'll show more further ahead, trust me
for the life of me, i cant get this physbone to drive the parameter, everything else works but pulling the bone doesnt drive the float parameter, driving me nuts
he only does single part avatars in the vid sadly
i suppose you're watching this one?https://youtu.be/DDeB4tDVCGY?si=lBjaVpnldYFDTguo
then he goes into rigid rigging which works for multiple
yes xD
told you
im not sure what could be wrong with the hierarchy
for what i've checked its all fine
oh nvm i just found it on accident
then maybe we should wait for @somber sequoia maybe he could help you..
clicking that button on the side does it
oh yeah, he's helped me a bit ago
probably made him put me in a hitlist by how stupid i was
oh its alot easier then i thought
does anyone know why I can't see the fp body of this avatar I uploaded? I used the skeleton it had and it alll looks fine, and the view position isn't off either, it's in the middle of it's eyes so I should see it's arm at least but I don't. I'm looking all the way down here too.
I could technically just go with this but it'll feel very weird in vr
If you canβt see the fp\ body, itβs likely the arms arenβt assigned in the First Person section or not weighted properly. Try setting 'Force View Into First Person' or manually adding the mesh there
ok, how do I do that? assuming this is in unity in the project, I have no experience with that part.
Easier than i thought it would be, but is here any way to fix the tears in the mesh?
you can do it in Unity by selecting your avatar prefab, then scroll down to the VRChat Avatar Descriptor component. Look for the 'View Position' section below that is a 'First Person' section. Expand it, and youβll see a list of meshes. Make sure the body mesh or arms are added there. If itβs empty, click the + and drag your mesh into the slot. Also, check the box that says 'Force View Into First Person' to make sure it shows up in VR
any way to fix that too?
I think you can try merging vertices by distance, checking the weight painting, and recalculating normals in Blender to fix it
Does anybody have Stella Quartz weapon assets and knows how to fix the scripts for their prefabs with all the animations and effects?
Ok I barely got it opened but it doesn't look like it has anything else than edit the view position
bump
alot harder then i thought* π
im weight painting the parts now but theres small tears in the parts and ive tried applying merge by distance but i dont think it seems to work
It makes these cuts between the verticies
you can try this, its pretty tedious
ive been trying to get this physbone to drive a parameter for 5 hours, i cant for the life of me get it to work
if i pull this, and i have the FX and blendtree working, it SHOULD work yes? for stretch
Check the parameter name for any typos. Should be WORK_Stretch
make sure you specify the parameter (like silverlightning specified) in the fx controller that you're using, not just "WORK" but "WORK_Stretch". it doesn't need to be defined in the vrchat avatar parameters btw
ive tried that sadly
the blendtree seems to work, but when i stretch it in play mode, i get nothing
I need help
I want to upload quest Avis only using the PC file Iβve tried using VRC quest tools but it always messes up the eyelashes and they just turn into like a black square
you cant have transparency on quest
Oh so thereβs no way to fix it?
you need to cut that part of the mesh out
I am having this weird shading issue after kitbashing two separate models together, is there a way to fix this? My normals are all calculated outside, I was trying to reduce the poly count from the neck into the head which just created more weird shading and I am unsure how to fix this, any advice is much appreciated, thank you for reading
im making a r6 lion avatar but i have the model straight up ripped from the game
and it looks a little iffy
nobody is going to help with ripped content as it breaks the #rules
looks like the faces are acting weird because of the placement
subdivide the edges twice and press m, either at first or at last, make sure it alings with the same line
join those way more smoothly, then select the faces and in the normals menu, select recalculate. assuming you don't have custom normals.
okay so how to i put a texture on a model
How?
blender
no
?
you put it on the material
This is true but maybe later I will take on the adventure of blender
you put it on the material
HOW?
do as it says, open "import messages" at the bottom of this image
you take the image file and put it on the material on the avatar
problem's already dealt with
ah, good.
explain exactly what steps you are taking and what about it is not working.
i grab the img and put it on the model
it gives me some sort of cancel on my cursor
I think I need a better PC for blender
you dont drag it onto the model you drag it onto the material on the avatar
images don't go onto models - images go into materials and then materials go onto meshes
what
altough i am having a few issues with this "bounding box" thing
i suppose the way i can fix is by putting the model in an A pose?
how the hell do i put the material
what
you put the texture into the correct texture slot in the shader on your material. Most of the tutorials would go over this.
yeah im doing this from scratch
there is no create material
at all
its one of the first things any unity tutorial teaches you
Do avatars look weird without eyelashes?
π€·ββοΈ
did you ever figure it out?
subjective and its not exactly an answer for every avatar
wdym did i ever figure out, i gave you the possible awnser-
what do i do for a shader
there is in the top menu under create, or if you right-click in the Project window and select Create from there
you saw nothing
did they at least figure it out tho?
is that L?
so i have the material
you..,,.,.,,.
me?
drag your base color texture into the base color slot
I recognize that dead stare of a malnourished teen anywhere
.... okay?
have you considered reading the warning
do you have some giant prop, or is your avatar too tall or something?
yeah but unless you actually scaled it up, it's probably accurate - I'd figure out what's causing it.
β
my avatar has too many eyelashes
i just thought he was swag w no eyelashes </3 iβm sry i just got here
Is there a place here where I can commission a custom Vrchat avatar of my own?
it did give me a hight warning, might be that
how tall is it?
fivver is actually a crazy rec
what kinda avatar are you looking for
I need a little help with this one
My hair has two blendshapes
Hair Short (hair is shortest at 100%)
Hair Long (hair is longest at 100%)
When both are at 0, hair is at 50% lenght.
How do I set up the thresholds on a Blendtree so that when the first animated blendtree finishes, the second one continues the motion, making it a smooth transition?
With 0 and 1 respectively, they just overlap
no such thing as too much eyelashes
Just one of my vtuber model but in the style of an egirl
are you just trying to make a smooth hair length radial?
possibly vrc traders, the discord
jinxxy creators, etc, but keep in mind custom assets are expensive
kitbash creators might be what your lookin for
Just having an issue with how to set up the thresholds so that turns out that way
Woah arenβt u an avi creator?
Where is that?
uhhh i can send a tut, but basically, animate one single animation with one frame between each three, start short, then medium, then long, add to animator blendtree, turn on the motion time setting, make sure ur params are correct and import just the one animation
it will only work in play mode, you canβt preview
uhhh again, probably jinxxy, i suggest looking through creators you like on there or tiktok and looking into if they do custom commissions
VRC traders is also in the partnered servers
i was in here to show off some stuff iβm working on
What about Vgen?
like, converting the model? or?
No to make it
go to VRCTraders alot of the suggestions im seeing you get are sites filled to the brim with scammers
i donβt know what youβre saying </3
Jinxxy??
jinxxy is legit
jinxxy doesnt have commissioners?
Vrctraders got it
jinxxy is a hoster site for storefronts
no but itβs a network to find avatar creators who you enjoy the style of, who often take commissions
yes iβm aware
you can find creators to commission through there easily by doing your own research, iβve done it first hand
thats far more work and less safe then just going to a dedicated discord for commissioning vrchat avatars
god forbid someone has a different way?
its verified sellers, with your own research i fear
jinxxy has a moderation team
So do I use jinxxy or vrctrader?
verified sellers for pre-made products, they dont moderate for commissioned works
whichever you prefer luv
wahwahwah
i do, & i sell on jinxxy, i know plenty of other people who do, yes of course not everyone willβ¦ but thatβs just creators. itβs just a way to locate creators nothing more
do your own research, or donβt π§πΌ
have a good day pooks
Wait do u play Overwatch?
uhhh used to, i uninstalled it i fear
Why fear?
the 3rd person aspect gives me the ick
bc everyone loves that game rn </3
every time i get off blender is beacons me back
</333 i donβt wanna sit an my desk for another hour
I like the mechanics more on rivals but I spent to much time on OW
I play both though
ow was my first love for video games lol
Theres a video game first love?
this is avatar help
youβll be okayβ¦
Sorry I got distracted i didnβt know if they would be ok with me DM Astra
yeah idm, kazin does this every time :]
I don't do it every time
okay fair, not every time
does anyone know why my constraints are doing this?
you again.....
how big does an avatar need to look in unity
?
cus i imported a random file and it came out small similarly to this size
I'm not sure how I'm supposed to take this comment
this big or this big
biggest one is exported as 1.00
actualy that was a dumb question
feel free to stone me
Fr fr, you again. How dare you be here helping ppl for free all the time. Pfff. Blasphemy
I mean... I could just, not...
slinks off into a corner
I gotta say though sometimes i do wonder if you ever sleep
less than I ought
I just had a solid 8 hours :P
hey guys, this has only just started happening and only with my newest fbx, when i import my avatar into blender from unity the texture will appear duller in colour. i tried this with older fbxs of the same model and the colours dont have this problem? when i copy their materials to the newer fbx it doesnt fix it, occasionally it will appear super pale. idk what is happening but it doesnt seem to happen in unity?
im using the exact same material btw, been doing this for ages and nothing like this has happened before
You should post images for reference. To compare before and after at least to provide some hint of what is going on.
first one is how its supposed to look, second is what happens when i import it from unity to blender
Can you screenshot the material in unity?
Also don't rely on the looks in blender. Both app doesn't have same rendering technique so the look will always be off.
will do, also its never done this before, every time ive imported it its just looked normal
this is the material from blender to unity (i do not use this ingame, i use toon standard)
If you're changing shader anyway, the look from blender shouldn't matter though.
yeah i just was worried why it was suddenly doing that in blender
its good that it doesnt affect unity though
i was a little worried about that too
how do i make it so the audio plays before the animation does as a toggle
What if your making it in nomad sculpt? Do you have to import it in blender???
Does it have rigging and can export as fbx?
anyone knows how to solve this?
i've already merged my steam account and vrchat account
i have to wait or what?
Have you merged your accounts?
ye
Is your trust rank "Visitor"?
but was like 5 min ago
idk how to see that
oh
yeah is it
visitor
Then you have to play more.
thank you very much
half my avatar is stuck in t-pose its body is mostly made of rotation constraints
almost all of my avis are unavailable, is this a server issue and can expect a fix later? or is this another fantastic wipe from vrchat itself
anyone know how to fixx this it does the first picture when i auto fix
Don't autofix. Restart unity once.
i did
but i have to autofix cause its cc
And its for quest
Autofix will remove the essential component required to upload your avatar.
If the sdk got confused, also try changing sdk version in vcc.
I keep getting this error on upload:
Library/PackageCache/com.unity.collections@2.5.7/Unity.Collections/NativeList.cs(846,24): error CS7036: There is no argument given that corresponds to the required formal parameter 'safety' of 'NativeArray<T>.ReadOnly.ReadOnly(void*, int, ref AtomicSafetyHandle)'
i cant upload... does anyone know what causes this?
i jus did rn and it doesnt work
Double check if you had VRCSDK folder in Assets folder, if you have it then delete it.
Are you sure you're looking in Assets folder?
i searched it cause i dont see it
Then those might be in Packages folder which is valid and don't remove.
oh ok
i jus looked up sdk
theres 3
Don't search for it. Just look in the asset folder.
heya, I think I saw that through vrcfury or something else you can transfer all the physical bones (and other settings) from one model to another in one click, can anyone help me remember where it was? I don't remember exactly if it was vrcfury
It's Pumkin's tools.
thanks!
That should be fine. Have you tried re-adding avatar descriptor?
Question for those who may have messed with constraints, is it possible to rebake a vrc constraint without freezing it to the world?
the problem is not this but that I have to replace the fbx and update the legs completely, so thanks for the help
That reply wasn't for you.
lmao sorry
https://meteostore.booth.pm/items/4302906
but look at this asset
they do it
hi i ve tried to merge mesh with C.A.T but i keep getting this error ,any help ?
ancient cats version you are using 4.5 too wich is bleeding edge
4.5.0.1 cats exsist but might have issues
( 4.2 lts one id recommend )
You can use pumkins avatar tools to reset the pose
Hey π
I followed tutorials and I've done everything they have done but when in Unity I can't see any Viseme Blend Shape for the LipSync.
I can see and use them perfectly in Blender.
What could be the cause ?
Is it an Export option I didn't see ? I don't really know.
blendshapes like to disappear if you have unapplied modifiers on export oher than armature
theres a free addon for that
its name is literally apply modifier to mesh with shapekeys
eh, now I have some of them but not all of them
that tells me nothing
I applied my modifier with the free addon you told be about. Exported again. Deleted the old one in Unity, fresh import, exported materials, set rig to humanoid etc...
But now in LipSync I have some Viseme Blend Shape but some of them are still not present
Hm so it looks like some of my visemes do not change anything so because they are empty Unity deletes them. That's my guess
yes, blendshapes that move 0 vertices get culled
Is that normal for my avatar's vrc.v_sil blendshape to be empty for example ?
I'm doing a Vroid avatar and I have too in the past, but I didn't encounter this problem before.
yes, but you only need to move one vert by 0,000001
vroids have enough shapekeys to generate all the visemes in blender 
Well I have some empty shape keys
And I've checked on my old model and it was the same
like vrc.v_pp or vrc.v_sil are empty
Hm well actually some non-empty blendshapes get deleted too. For example vrc.v_ou definitely move some verts in blender but gets deleted anyway. So there's something else
Yeah but no. I think it's when I've merged all my meshes back together, CATS named it like this
It keeps popping up like this and I can't upload it Does anyone know how to work this out?
how to change the amount of items i can spawn?can i? i have a glowstick asset and when i test in game,seems i cannot spawn more than 4-5 at a time,when i try to spawn the next one,it does appear in my hand but when i let go(you can drop them) it disappears :/
Depends how the glowstick was made. Is it a particle system?
not sure,how do i check that?
You'll need to find the asset on your avatar and see how it was made. It's probably a good idea to contact the person who made it.
hmm i see
Anyone know why the SDK is causing materials to be swapped whenever i open up the upload window
never heard of that before
Yeah me neither
i gotta see it to believe it ngl
reopen the project?
already tried all common trouble shooting
is the material changing or is it being animated
what if you use a different material
Im trying to avoid that as ill have to re apply to all of the meshes
It shouldnt be happening
how is it too much work to create an empty material and apply it to the chain and then open up the sdk window?
Its not hard. But the bug needs to be understood
dont you think we should find out if its THIS material or ALL materials?
Its just the one
you cant expect more knowledge without doing research and make changes...
I rarely reach out here .. if i do its a last resort. I usually do when ive exhausted the majority of typical trouble shooting and some advanced steps.
Ill keep at it
Ok I found a solution to my issue !
I needed to apply the decimate modifiers before merging all my meshes back together.
I merged my meshes with the modifiers still there and when I merged them together it created one mesh and one decimate modifier that was simmingly all the decimate modifiers merged together but I may be wrong. I was trying to apply this new decimate modifier to my newly merged mesh but that was causing issues !
did anyone made theyre own vrm model and imported it?
i drag my vrm file into unity but it doesnt do anything
I'd convert that to fbx via blender.
vroid > blender > optimize steps*stuff > unity
^
that works?
done it on a few models
otherwise you'd need a VRM importer for Unity and this doesn't work anywhere near as well