#avatar-help
1 messages · Page 156 of 1
if im making more than 1 animation toggle do i need to change the value in menu
Anyone know why on the newest sdk when you use multi platform upload it sometimes uploads in an endless loop?
so can anyone show me how to add to animation toggles
omg im so happy i figured it out
Use a Int paramater to control toggles, it lets you handle multiple states.
put a VRC Animator Play Audio component on the animation that runs your dance
00 = all props off. 10 = first prop on, 20 = second prop, etc
do u mean togggles
or values
yeah but it dont like show up when i try to use it as a par for a toggle
You'd have to show me what you're doing cause that's intensely vague.
You need to add the parameter to the paramater set in the first picture.
Oh wait you're using the existing emote thing?
Ew
Ok
wdym existing emote
oh so do i not use thatb
Unless your doing something very weird
wdym lol
....what tutorial did you use to make this, btw?
and it only shows the pre existing ones
@olive pelican or i add the param in this param
eh, I use it for a bunch of things
as does gogo loco
u know how to fix this
I don't know what the problem is
i dont kow how to add 2 dance animations as a toggl
use a parameter to choose which runs
yeah but im only seeing one par
I really don't know what that means
im not seeing anyone of the ones that i make
provide more detail
when i go to paremeters theres only that one VRCEmote and like float stuff and i add new parmas but it dosent pop up in there
pop up where?
don't clip your screenshots so much so we can tell where this is
but make sure you're editing the parameter list on the avatar, and that's in the slot on the menu
i go here to make them and there not on that list
make sure that ^ is the parameter list on the avatar and the one in parameter list slot at the top of the menu you are editing.
Couldn’t export the animation from blender to be used in unity, don’t worry I figured it out
what should i put the value at
for the second toggle
I have no idea how you have anything set up so I can't answer that
also it's arbitrary - put whatever you want.
don't let it.
how
you keep asking how to fix a thing that you haven't explained. I have no idea yet.
So I'm having issues with the hand position of this model
This is me holding the controllers directly in front of me with my wrists straight)
Anybody have any idea what it could be?
@somber sequoia do u mind making like a tut on how to add multiple dance animations
I'm not a tutorial producer and don't have multiple dance animations on my own avatars.
Hey, I have two avatars which uses the same shader (lilToon) and same lighting settings, but depending on the world they're not affected the same way by light sources, would someone know why?
did you copy the materials? maybe some leftover masks are the problem?
They're two completely different avatars so they don't share the same textures and material, but I matched the lighting settings, I just want them to go dark at the same rate :c
did you set the same minimum/maximum brightness settings?
Yep
hmmm im not sure then
weird one, my model works and shows up in testing, but when published and loaded i get the fallback error model. windows platform
can drop logs if that'd help?
is it like, very, very poor?
estimate is poor
hang on ill grab the review stats, its not great tbh
looks like im getting NullPointerReferences when mounting the avatar
so maybe sdk version? is that typical of an outcome for that issue?
just to confirm before i chase a dead end yknow
it does work perfectly fine in test mode
im super out of my wheelhouse
2022.3.60f1
seems to be
not sure how to change it as the project is from vrc companion
oh that's why - that won't work at all
Install the correct Unity and remove that one.
going to uninstall it completely, trying to change the project over in vrccompanion just has it launch and hop back to the wrong version for whatever reason
Hi I'm still learning how to upload avatar on vrc but does anyone know how I can get the selfie expression function to work on this Milfy avatar?
Seems to refuse to launch a fresh project on the right unity version
Unity path was not set, found it at C:\Program Files\Unity\Hub\Editor\2022.3.60f1\Editor\Unity.exe, saving to settings.
just pops open the companion install folder
Anyone that can help with this?
looks like it just tried the wrong version there
what about it is the problem?
Only one butt cheek is moving instead of both but I have both physbones on it
show the physbone component and the bone structure?
The one that’s not moving?
sure, though I assume both physbones are the same
Nvm I fixed it😭 had the old avatar on my bad
ahhh
full reinstall of unity, reimported vrm, on the right version, in combo working now, thank you so much!
out of interest, if i have 17 instead of the 16 max skinned mesh renderers what is the consequence?
have for the mo deleted a bit of the model but if i dont need to it'd be nice to restore
more parts to render = more time to render = worse performance
each extra object + material is a draw call, each additional one means slower to render
got it, if i'm only in small groups in private worlds is the impact high or does this come into play in larger population areas and for users with lower spec devices?
depends on many things, like your friend's computer's performance
and your level of caring about that
got it, i'll avoid for now and try to get this down to one later on, thanks again
I do my best to target Medium rank
My gizmos disappear whenever I click on any object that isn't the avatar. I'm trying to add physbones to my ears, but I can't see the physbone when I have the ear selected, so i can't see how big I'm making it. Help 
are you trying to scale the bone?
Mhm
I'm just trying to scale radius of the physbone. It's meant to be done in Unity
ohhh
I've done it a million times, but my gizmos are being odd
I'm not sure I understand why you need two things selected for that I guess
I don't. I only need the ear with the bone selected, but my gizmos disappear when I select anything other than the avatar object
wait, do you mean the collision radius or are you trying to scale the actual bone, not the physbone?
The physbone, the collision radius, yes. Not the actual bone
I must not understand what is becoming unselected then
The gizmos
I just change the number in the physbone component, I don't think I realized you could do this via gizmo
The gizmos are disappearing when i select the ear so i can't see the physbone
it looks like youre on the very last bone of the ear bone set , so you might have to pull out your endpoint position
specifically y axis
yeah definitely do that too
I can't see the endpoint position because my gizmos disappear when i select the ears. That's the issue
ohhhhh
lock the inspector
lock icon in the upper right
sorry for being slow to realize what was going on here
I probably could have explained it better, haha. Also, I locked the inspector, but what does that do?
makes it so when you go click on the avatar, the inspector won't change and you can try to change those values
I cannot upload avatars, it does not give me any proper errors, js "cannot upload avatar"
Look in the console, there's probably a useful error in there. Post the first (at the top) 2-3.
how do i get my clothes on my imposter? its naked and idk how to make it not
it's supposed to use whatever's on by default in Unit. I had a whole bunch of issues with this recently with Poiyomi though. Still need to finish testing that.
dealin with this bs .... my left hand's fingers are completely askew for some reason . but ONLY once they start getting animated . theyre fine in tpose , theyre fine in the rig configuration , theyre even fine in default bike pose !! but not when animated by the hand expressions . reseting tpose doesnt do anything because the tpose doesnt change the rotation of my fingers , i tried it . in quest , when turning on hand tracking , the fingers are also totally skewed . something is going wrong but i have absolutely no idea what . 3rd picture is the left hand in idle and the 4th is the right hand in idle . ive tried symmetrizing my mesh , ive tried symmetrizing my bones , the only thing i havent tried is just outright restarting the entire left arm which i might have to end up doing cuz of !!! whatever bogus tiny stupid thing this is >:/
does anyone at all know why this is happening ,,, idk . im so done
Does anyone know how to add phys bones to objects like plushies and things like that? I've followed so many tutorials that I could find and none of them work ;;
it is in vrchat,
from this please use the “Viseme” and “Eye look” settings well.
hey im trying to upload an avatar for quest but why does the quest option not appear?
check for the “Android Build Module” with Unity.
on unity itself? im using the creator companion
in Unity Project,
please find “Build Settings”
i think the location is “File” or “Edit” .
from this, please find the android and check it.
Hi guys why is my shape key in blender working like its supposed to then in unity its not
You may have unapplied modifiers
Try:
- reset pose in configure (not tpose, just pose)
- reset muscle settings in configure
- use pumkins avatar tools to reset the pose in the scene
Oh my bad. Thats not it
having a bone in the mesh is required.
likely related to the issues in #announcements
im trying to get to my avatar id's but its not loading anything
can you link to the message please
sorry, I meant #server-status
im not sure if its server issues, had the same problem six days ago and gave up working on avatars hoping it would fix itself but still has the issue
i really need help with my avi
how do i fix that
"parent for hips differs from one found in human description"
hard to read (take screenshots, not photos), but it seems like you ought to have an armature named Armature
i gotchu ill take a clearer one
possibly this was setup before but you changed the name of the armature and re-exported?
there was two armatures who conflicted because of the same name so i took the wrong one off and reexported it
yeah same answer. I'd bet you need to switch that to generic, apply, then redo the humanoid setup
would that remove all my textures?
toggles, etc..
textures are on materials, which are on mesh, so no.
Toggles, etc. are in the animator and menus, so no.
physbones and constraints? other stuff hanging off the armature? maybe. make backups.
honestly i dont mind about the physbones so ill do it right now and see
i think it got fixed thank you so much
great
nope , nope , and nope .... unfortunately i dont think this is something thats even fixable on my end , i think it might just have something to do with the default vrc hand gesture animations
ive never made an avatar with just one bone on each finger so i have a sneaking suspicion the animations just arent ready for it .... so i might make have to make new custom ones in blender
Look in the configure avatar settings (1)
Then the muscle settings (2)
And check if your fingers values are the same and appear normal (3)
All found in unity
youre right ! i messed around with the sliders and my thumb is inverted , and my fingers are still tilted . however , its still normal in default position and doesnt tell me whats going wrong with the model itself .... im especially confused because i even re-mirrored & symmetrized my bones and my mesh , so theres no difference in them aside from the ring . which i did try removing , and the problem still occurred ..
bone axis issue mayhaps ? i tried rolling my bones in blender but that didnt do anything
huh ! so odd . the finger in out slider shows that my entire hand is inverted- when the left hand is in , the right hand is out and vice versa . weird . not sure what to do about it
What the way to fix the “EndLayerGroup” thing?
Yeah sorry I have almost 0 blender knowledge so hard for me to say more. But at least that should help you better visualize what's going on. You can also adjust those values and change the min/max if that helps?
my only thought here is bone roll, but I thought you'd checked that already.
possibly , i appreciate your help ! youve helped me this far , and thats more than id have gotten on my own lol
i did , though my bone axis are kinda weird in blender already ? but i thought that was just kinda what happened since i couldnt make it not do that lol
heres what they look like in blender : symmetrize and mirror doesnt change it but i had noticed that my other arm had different axis
Do creators know when thire avis have been uploaded?
oh well if things are not symmetrical I assume that's the issue.
no, there's nothing in the files that'd cause this.
Hopefuly people will respect creators' terms of service though.
if youre talking about by others , theres no way to know when private uploading , but id check prismics and a handful of other search worlds to see if public uploads pop up there , though that can be time consuming
its saying its missing the hue shft when its riht here how do i fix it?
yellow like that means the path to that item is wrong. You can click twice on the yellow name to find and edit the path.
there's a nice repathing tool by hfcRed too, works great
it just saysgame object or compnent is missing
probably is
it doesnt take me anywhere or give me any info
???
you have to click twice like you're renaming a file, then it'll show you.
It's yellow because it's referring to an object that's not present
it looks like you mightve renamed it from what i can see , unity hates when you move or rename things it has in animations
i did double clcik it
okay well it tells you which object it's referring to if you do
and you can edit that if you renamed the object
what is miss named?
and i just made that animation
i ddnt change he ame or anything aftrr i made it
again, the yellow entry there is referring to an object that's not present.
Your object has a "/" in it's name, don't do that, that's the symbol to indicate a path
ahhh
i didnt know that, good to know.
I was really confused as to what was happening there, but yes, that's it
Hehe, I'm helpful 🫡
Hello! Sorry if this is a silly question but I'm a bit lost, I want to swap the clothes and head of one of my avis to another but I'm unsure on how to do it, I have both of their prefabs. Would I need to do it in blender or is there anyway I can swap it in unity? Whichever the case is, if y'all could give me any advise on what to look for I'd really appreciate it!
Yes you would do that in blender.
Ok thank you!
my avatar facial expressions, like when i do point and smiles, but then do peace for shocked face, it keeps the same face expression of the point, but it mixes with the shocked face and it like stays like that unless i reset the avatar, would love some help!
Mixed Write Defaults issue
theyre all on for right hand and left hand
should i turn them off?
Not necessarily, that just means that somewhere in your controller, one or more states are off when the rest is on. Find the culprits and set them to off. If that breaks the culprits, you'll have to adjust them.
yup , i think its because i accidentally put the anims in the gesture thing instead of fx, and they have write defaults off, im guess i should turn them on
Try it
Im trying to convert this Batarang particle for Batman Beyond. and whenever I add the beyond Batarang mesh into the Mesh slot in Render. the entire particle just disappears. can anyone help?
okay i found out it was actually because i put the face anims in the gesture layer thing instead of hand anims 😭 thank you so much though
That would do it, yw haha
Does anyone know of any avatars that are similar in size to Rindo- close enough to use the same assets without any issues? I don’t have Blender to resize them 😓
(ping if replied to 🙏)
Even if the size was the same, the weight paint of clothes for example would be different so youd likely get clipping when moving. Its not that hard to resize and transfer weights in blender. You can learn that in a few days
search with “boothplorer”
many similar style and body shape.
what does this mean
it means look at the console
For some reason the HeadPats are on while Booping is off and If I boop then HeadPats are off and nothing happens. Basically Im trying to make so the Booping and HeadPats will work
How do people make textures so sharp?
Is it just a very large texture size or something else?
Not really
Theres 3 ways to do it
one is to use a thick brush and then sharpen the edges with eraser
2nd one is to create multiple layers with black mask on each one
3rd one is to use premade image textures as presets
I fixed it
and mask layers have high resolution?
i know, that in old games some simple shapes with sharp edges made via mesh and cutting UVmap
but it seems to me that if there are thousands of polygons it is not so effective? Or is it still done like that?
It's a mask layer
it's to paint only specific areas
I am a 2D digital artist, I know about masks and how they work, about how to draw sharp lines..
Perhaps I asked the question incorrectly.
I am asking specifically about making pixels barely visible or not visible at all on a 3D model
How do people achieve this result?
With high-resolution mask layers?
Or is the texture itself huge?
Or are there other ways?
Can mask layers be vector?
Theyre using the brush to be slithly smooth
making the edges not being sharp and at the same time not visible
atleast thats what I think
Cleverly hide UV islands at seams of clothing and parts, try to align edges with texel edges, there are lots of techniques here.
a lot of this will be in the UV unwrapping
This is not fixed. I was wrong
Im trying to make so the booping and headpats will work
But only one works
your contact receivers don't overlap, do they?
HI everyone i dont know if this is the best chat to ask or the Avatar help one (Perhaps i can start a thread?) but is there anyone who can help me with blender and unity avatar creation? i have a base and i looked at tutorials but everythings looks outdated in the videos
Maybe they do, How do I check?
one is at nose and the other one is at top of the head
look at them in the Scene view with gizmos on. probably they don't then.
also you probably don't want those parameters to have "saved" checked. You shouldn't really need them in the avatar parameters list at all.
ah
also also, not sure why you have 3 states in that animation layer, all you need is two, one for off (which is default), and one for on.
Yep, that looks fine
I think I found the problem
good 🙂
one of my parameters was set to Greater and not less
ah, that'd do it
wait nvm, they do work but oposite ways
variables swapped somehow
Strange
Ill just swap the animations then
Didnt work
any suggestions?
without having the animation controller to inspect, all I have is "use the right variable for each animation" or something
why not just disable one layer (via the weight) and setup the other first, by itself.
do one thing at a time.
where are you stuck at?
Hello, I'm having this strange issue where I'm having clipping in the crotch of my avi. When editing the avi the animation preview has no clipping but once I go into play mode it does. I've turned off phys bones on the hips, I've made sure no blendshapes that would interfere are on. Its almost like the mesh deforms in play mode. Any ideas what could be causing it?
Corrective, automatic blendshapes maybe?
Are there any animation controllers running in play mode? If so, what do they do?
I'm not sure, where would I check this?
The clipping might be caused by hidden PhysBones, tight mesh bounds, or the FX layer applying stuff in play mode that’s not visible in preview. Try expanding the Skinned Mesh bounds and doublecheck for leftover bone physics or idle animations messing with it
Gotcha I'll give that a go ty!
Hi, i'm trying to give my custom avatar the pose you see in the image above but i run into some problems.
I already created multiple animated toggles: The skirt rotates on itself, the mask opens/closes, the star points rotate in a circle and they can also rotate to disappear inside the head. the process to toggle all of this stuff (as FX animations) works. Why is this pose not working? the animation works in the fbx file inspector, it works in the animator when checking for the state transitions but when i test it on vrchat nothing happens.
Which animation controller is this located in?
FX, is that the problem?
Yes - you can't do full-body animations there. See this for details: https://creators.vrchat.com/avatars/playable-layers/
thanks, sorry 😔 🙏
no problem! 'tis part of the learning process 🙂
Ever since a few days ago, on all of my projects, if I disable any Game Object, then click on the VRChat SDK, the objects I disabled on my avatar reenable themselves.
Why does this happen? 🙁
The issue persists even if I Save
remove controller if you have one in animator ( one way i duplicated this behavoir )
You are telling me to do this?
Won't that make the avatar unable to control animations and such?
something in newer sdk, cause ive left stuff there and lately it done some wierd things with my preview 
But it seems like doing what you said fixes the issue though
Would reverting to an older build of the SDK make any sense to fix this?
I wouldnt go back a sdk version , just gotto remember to keep it empty
newer features 'n stuff
Will keep it in mind then, thank you so much. It was getting on my nerves 🥲
I'm not seeing any of these issues, the bounds are quite large actually, i'm not seeing any bone physics that shouldn't be there or that aren't disabled. Idle animations seem fine. It appears the clipping is caused by the mesh deforming, but there are no blendshapes active that should be doing this.
Anyone know the avatar code for predicluvsu Aizen?
so basically i got a free base cuz i wanted to practice. so i found some clothes and stuff like that so i could add it to my base. my problem is with addons and the rigging. So for example i got auto rig pro, Cats, etc. however all the tutorials on the internet dont work very well while i do the same, then afterwards after some compromises and all got it imported in Unity and then in Vrchat (it ended up T-posing)
are the clothes you got specifically for this base?
no
ah ok, then expect to do some reshaping in Blender and weight painting.
i cant even find clothes for it XD
yeah i know about sculptinmg and i have Robust weight transfer addon but that also doenst seem to work
It does work, it's just not a perfect solution, you'll probably still need to weight paint after using it.
ideally you need to be using the body as the source, and have the same armature for both objects already
i currently have this
doesn't look unreasonable
i first did select biody then Added a data transfer modifier -> Source body -> check Vertex group -> check Vertex groups -> Generate Data layers in Cats -> uncheck everything -> Fix model -> then i used the SENT/Robust Weight Transfer
you shouldn't need the data transfer or cats if you're using robust weight transfer
posing works
oh cool
yeah the clipping is there tho
Yep, probably you'll need to fix the weight painting to alleviate that.
uhm why do 3 emotes that i added not show up in-game?
i added 3 more emotes to a parameter list and they should work but in-game they don't show up at all
you'd need to provide much more detail
i will, i'll try to update the avatar again to see if that works
i'll provide screenshots
weird, now they show up
ha
🤷♂️
hmmm
i am doing something wrong here
its still all blue
Also why can i not see the Armature through the body anymore?
Perhaps "in front" is not ticked on the armature object display setting?
Ah yes that was it thank you sm
That just means that there's minimal or no weight for the bone selected
which given that you have a foot bone selected, seems correct.
so what am i supposed to select then?
whichever bone you want to view the weight for?
well if i go into the Orca suit armature and then select it it doesnt seem to change anything
specifically what is it you're trying to see?
to see if the suit has any weight so it doesnt clip
Okay but "any weight" is meaningless without selecting a bone and viewing weight for that bone
a given mesh may have weights for many bones
yes, that's where the weight data is contained, in the vertex group
ahh ok ok
(and it's tied to the bone due to the names matching)
whichever is needed, it really depends.
is there a way to download an avatar from vrchat over to unity, the other way around than normal? my friend has an avatar where he wants gogoloco added but we dont have the unity files
no
ok then another question lets say i want it in vrchat now i have to export it to Unity VCC right? do i just FBX and which toggles? because i think that went wrong last time and ended up T posing
damn it
have you considered buying or making an avatar instead of trying to rip it
bro i swear i didnt rip it, he found it on prismic 😭
so its not yours
i could get it rn
on prismic
by searchingfor it
its public
just because its set to public doesnt mean its yours
be glad the uploader even set it to public to begin with
what you described is literally ripping
Im having this issue when i upload the avatar from unity to vrchat does anyone know the reason why?
what is "this issue"
in blender and in unity the avatar looks fine in size, rigging, hierarchy and parenting but the avatar goes tiny, invisible and the camera flies around the map
ill show you screenshots in a moment
Here are some images, Last time the problem was with exporting the fbx file from blender to unity, where the rotations made the final avatar glitchy but the software had a mind of its own deciding which direction is which
rig in the 3rd image looks odd but that was from importing and the bones didnt set correctly
and im pretty sure the more i try make these avatars the more errors there are xD
Are these export settings correct? I did already apply all transforms, deleted the scene camera and light
should "bake animation" be turned off?
and are the rotations correct? the avatar is facing -Y in blender as someone said to do a few days ago but im not too sure if thats correct
Ok so, it wont let me color change each material, it just does the entire mesh at once and honestly thats what i want. BUT it only does it in unity. when i upload the avatar the only thing that actually is effected is the one i animate but i cant animate all of it cause it doesnt let me and it shows that it does all of it at once, so how do i fix this?
PLEASE HELP ME, this shit has beed happening for like 3 days now and I CANNOT fix it 😭
uninstall and install 👍
uninstall what the vrchat sdk?
could fix the error that it makes
does anyone know how to fix this error, i have over 43 hours on vrchat.
are you a trusted user in vrc?
how do i become a trusted user?
Spending time, Adding Friends, Going into publics, Joining Groups, usually takes around 100 hours or so, some people sooner some people not so much
sorry to ask a stupid question but how do I uninstall it?...
ah alr
not too sure i dont even know how to properly use this software but errors like that are most likely fixed by a likely uninstall and install 😭
could anyone help me with this?
have you checked the console for errors?
This is the thing that I think's causing it
sounds like a bounding box issue, and it may just be a small avatar.
ngl i have no idea what im looking at
bruhh
vrc doesnt like models that arnt in a tpose, i know that can cause issues.
that was it, it was just too long to send a screenshot
you'd have to look in the console to see what the actual error is.
broooo name your bones, vrc is gonna have a hard time knowing what bone is what if there are no names.
hell one time my avatar used the chest mesh instead of the bone cause it shared the same name
naming is very important in unity, especially for vrc.
and different name too..
It's giving the same message though
kazin you have an idea about this?
If you're going to paste errors, it really helps to see the first 2-3, one without context is often not useful.
Check SDK Version: Ensure that you're using the correct version of the SDK compatible with your version of Unity. Sometimes updating or downgrading to a different version can resolve compatibility issues.
Reimport SDK: Sometimes, simply reimporting the SDK can fix the problem. Right-click on the SDK folder in the Project window and select "Reimport."
Clear Cache: Delete the Library folder in your project directory. Unity will regenerate it when you open the project again, which can fix various issues related to corrupted cache files.
Check Console Logs: Look at the Unity Console for any additional error messages or warnings that might give you more information about what's causing the problem.
Reinstall Unity and SDK: As a last resort, try reinstalling Unity and the SDK. Uninstall both, delete any remaining files in the installation directories, and then reinstall them.
Project Settings: Verify that your project settings align with the SDK requirements. This includes checking API compatibility levels, scripting runtime versions, and other project settings.
Conflicting Assets: If you've imported other assets or plugins that might conflict with the SDK, try removing them to see if the issue resolves.
just a quick google and i found this
everything else is to do with vrc quest tools plugin which I'm not using on this avatar
is that the whole console?
are there any other errors or yellow errors?
BRUH
@worldly whale You don't need to yell. Chill with the all-caps.
Your jokeing right?
These are all vrc quest tools plugin which im not using on this avatar so that's not what's causing it
that is whats causing it 🤦♂️ atleast a bit of it
you have two versions of quest tools in the project
and they are fighting each other.
you delete a version of one of the quest tools so theres only one of them
either the one you imported with the avatar probably best to not do that one or the one in the packages folder
it says it right there where to find it
you go to the projects folder or in your project go all the way down
and delete everything in that folder
I thnk I did it
I only have 3 errors now
so now follow those adresses in your porject and delete the last two files
then we will have one error left
delete the test utils
Or since you're not using QuestTools at all just delete the VRCQuestTools folder
i wouid sat that too
but
it may have another version of the avatar in said folder
or i guess the textures and mats for it
for the quest side
so it just best to delete whats causing the errors
so you can keep the quest side
but this one is the last one, just delete the dompnent remover
Good!
now refer to this, and try these
:resend: Ok so, it wont let me color change each material, it just does the entire mesh at once and honestly thats what i want. BUT it only does it in unity. when i upload the avatar the only thing that actually is effected is the one i animate but i cant animate all of it cause it doesnt let me and it shows that it does all of it at once, so how do i fix this?
🙏🙏🙏
glad you fixed ot
Thank you so much I've been trying to upload this avatar for like 2 weeks and kept finding issues
good!
your welcome
What could I possibly do to lower the size of this avitar? It's 43 MB and it needs to be under 40 MB to upload 💔
Compress textures more.
Most avatars have bloat on texture size.
that avatar already has a quest version?
why did you need to use quest tools
one of my avatars toggles is pink even though the material isnt when i try to drag the material on top of it it does nothing the other jackets work fine its just the rgb one that doesnt work
It just isn't small enough to upload for whatever reason 💔
did you actually compress the textures
Through this, yeah?
Sorry I like never use Unity, I'm very new to Unity
yea?
40mb so yea
sounds like its the model itself
if all the textures are 128 then it would be the model itself
Anyway I can fix that? 💔
its not gonna be the exact same
but
find the mesh
then the fbx
click the fbx
then make mesh compression medium
if that doesnt work
then it wasnt made for vrc
it wasnt made for quest*
Hi, i'm making a robot avatar and i wanted to add toggles to make parts of the body rotate of 360° in a loop. I was thinking of making the spine bone rotate so that all the upper body would rotate too but when i turn on the toggle, the lower part of the body rotates too in a weird way. Could the problem be that the humanoid rig does not allow this kind of movement?
hi! how can i auto weightpaint clothes? i have clipping going on and i cant seem to make it perfect.
i mean there are ways, but its best to just do it yourself
The humanoid rig doesn't really support full 360° rotations like that it tries to keep things looking human, so it ends up messing with other parts like the lower body. If you want smooth looping spins, it's better to animate a separate object or use a generic rig instead.
ok, thanks 🥺
No problem:)
anyone able to help me with this
Update, it worked!! Thank you so much!!!! <3333
i really just cant get it to be perfect at all
np!
its hard to weight paint properly
use the gradient tool
and that should make things easier
just make the strength full
and
red is what you want to stay/move with the bone 100%
and green is what you want your joints to be
like elbows
or knees
or necks
shit like that
anyone able to help with this problem?
should i also put weightpaint on my jiggle physics too?
if you have breast bones in blender
i do
you should weight paint the chest to the bones
just make sure that every part of the body and clothes are attached to thier respective bones
sounds good, so what youre saying is i do have to weightpaint the physics bones too right?
yeah
because i took them off of them which is maybe why im experiencing so much issues
Can someone help me make a working phone for quest?
a phone? what would it do?
can someone maybe help me w like a butt slap or sth i just cant get it to work, like one of them works but the other j wont besides i dont know how to make a toggle for that
it's just like a toggle that's driven by a menu parameter except instead of the menu, you use the variable in the contact receiver
uhm... i didnt understood a single word if im honest, i only know vrc fury toggles but how do i get the contact reiciver on them
I don't know anything about using VRC Fury for this
then what kind of toggles should i use?
a toggle is just an abstract concept really, so there aren't really "kinds"
You make a contact receiver, then use the variable it sets in your animation logic, whatever it does.
i did a contact receiver, and it worked but the hitbox was to big so i made it shorter
but now it doesnt work anymore
I dm'd you
and I ignored it, I don't do private help for free. Feel free to provide details in here where anyone present may help
Ok
A phone like the one on this avi
https://vrchat.com/home/avatar/avtr_36c18678-53f2-40a5-8ddd-4d8c2dc1083e
is it something other than just a mesh object?
I'm sure a simple explanation would be most useful
It has two buttons and when you press either it changes the photo behind it on the screen
so contact receiver and a material swap or texture offset shift (as in with a sprite sheet). Doable on quest.
I don't know much about using contacts
good place to start: https://creators.vrchat.com/avatars/avatar-dynamics/contacts
Alright, thank you
hi, how could i fix my avatar's texture looking pretty bad (compression artifacts) the thing here is that on the editor it looks just right
and the atlas is already 2048x2048
this is a recreation of how it looks in-game
i have determined its color profile
and this is how it should look
the difference can be seen up close where compression artifacts are more noticeable
i get it, its optimization but it gets to look really bad when you see that the textures look compressed even up close (i want them to look as smooth and crispy as possible under optimization constraints ofc)
This was helpful but I still need help with a phone
okay, what help exactly?
this is how it looks in-game and up close
for some reaon its a build-only issue
since i have setup the format on automatic and high quality and still nothing
heyyy does anyone know where i can buy disko's regulus mayu edit
Making the toggles
like making them toggleable
there are many many video tutorials about making toggles. If you're stuck, explain what you've done so far and what isn't working.
oh my god . i figured it out
ooh what was it?
for some reason . in unity . if your hand has only 1 bone per finger . the left hand bugs out and inverts movements
the second you add a second bone to a finger it completely fixes
haha
Any help that i could get? I have browsed and they Say it might be the UV's but its weird that it looks better on the editor
im gonna see if i can find a way to make a bug report or something ..... unfortunately it means i get to experience the joy of figuring out a way to put on new bones without changing my model in a way that appeases unity . lol
im not sure theres a fix to this in unity- if its that noticable , then maybe the uvs should be bigger on the uv texture sheet so that theres more pixels to work with to make it harder to see the compression ? i always keep very visible bigger stuff bigger on my uv map
though i kinda frown at not having clear uv mapping , if you have something completely solid-colored , you could shrink it down to make room for more important stuff
adding finger bones should work out just fine
do you think so ? even without weights ?
with or without, sure. I haven't really had any issues
alr ill give it a shot ^^
The thing Is that the UV's already share enough pixels, like the entire body Is in a single mesh and it shares a single UV
Like everything Is merged into a single material
Might aswell remove any shading and keep base colors
That might be pretty much it
And just shade it up using poiyomi
that might be the best idea , especially with the new quest shaders that sort of allow for a similar sharp shading though not fully
honestly tho , with all the skinned mesh renderers you have ,,, im surprised there arent more materials/texture sheets and that you only have one , unless you have a version with less skinned mesh renderers/gen
seems to work fine ! thank goodness
Worst part Is that My avatar Is PC only
why is animating so pain
For some reason when I use the emission that I made on my avatar, extra symbols I erased in substance painter appear although they are not visible on the image itself, anyone knows the issue?
It used to have up to 12 materials and most of them were for pretty small things
Like the tongue, inner ears, teeth and such
Unneccessary details
But it allowed the base body to have a single atlas to itself
And personally the Best trade off that i just want to have Is that okay, the base body Is on a single texture atlas of 2048 by 2048 pixels
At least allows me to have the least compression as possible
Im not that picky, i tolerate a little blur or pixelation
But what i wont tolerate Is compresion artifacts and a 8-bit color profile ruining the entire shading
Or Even worse, having to redo the uv unwrap and redo the body colors from scratch yet again 🧍
yeah , unfortunately that sounds like either compromise or hours poured into finding the perfect texture sheet(s) that dont compress things super visibly
I Will try one thing tho
I Will remove the entirety of the shading (edge detect stuff) and make it being processed in real time with poiyomi
i typically only focus on vr only stuff but i hope that works for you !!
The thing Is that i don't Even have a vr And if i had one i would be a pcvr user
SO at least i try to make it look good and run well on desktop
Other plataforms can just SEE My impostor

just by the way this is my model's UV map which personally its not badly distributed
it makes small details small while giving the other stuff enough space
oh my god thats a GORGEOUS uv map . your topology is immaculate you are really good at your craft
Wait for real? 
yeah !! those are some really good loops and for as high detail with as many skinned meshes as you have thats really good
Yeah, i Guess i really tried to cramp in tons of stuff 🤸
But that doesnt change the fact that for some reason vrchat's engine compresses a lot My freaking texture
So i might aswell remove the shading and keep it base colors
yeah , unfortunately for vrchat you gotta make some sacrifices ,,, if that were anything else that didnt require compression itd look great
Yeah, i Guess i just wanted to cramp in tons of submeshes on a 2046 image (not gonna lie, if i ever Port to quest, it doesnt look as Bad on 1080 which Is the max allowed)
huh ? ive got my texturee on 2048 for quest and i havent gotten a pop up to make it 1024
Hmmm pretty weird but i Guess i can just keep it like this
I woudl just have to reduce polycount tho
It's rated very poor on PC
80k tris 🧍
so real for that tho . mine that i was asking for help for earlier is 40k tris and quest wants 20k which would be a lot of work to reduce .... lol
So i got nearly everything to work for like a buttslap can someone explain me why only the right side works tho?, like do i need two Audio sources bc of that?
because then im finally done
and done with unity and my life
why not just have 1 contact for both
because it would be unstable
not really?
the sphere would be to big
you do realize you can make it a cylinder right?
to be honest... no
then i would need to change all Parameters and all of that wouldnt i tho?
Im new to unity so im sorry if i missunderstand sth
yea but isnt like everything i did for only these two that i did, and if i would use only one and sth i would habe to redo this whole thing?
wait
no im act stupid
...
but you mean j one contact receiver, and that would mean i would have to put like it over the left and right Butt right?
yea?
but how would i deal with the toggle then? if i put it over those two how do i make that the toggles are the System when they turned out it wont activate? Im just trying to learn
why did my hair physbone suddendly stopped working?
then the problem w a zylinder would be that the whole thing gets coveres so even when theres no Butt it would still be triggern wouldnt it?
just put a second parameter condition in the transition so you can toggle if you can actually toggle it or not
thats probally gonna sound dumb but, how do i do that? like the condition? i dont know anything and i am glad that youre trying to explain that
do you not know how toggles work at all
the only toggles i can are simple vrc fury toggels...
Imo, better to do it yourself so you know what you're doing. Learn VRCFury after you've learned the basics
it does the only reason why i understand that🥲
thats the problem got no one to teach me and all my friends want me to do their shit ;-;
I myself still struggle with the animator. Using VRCFury until now. Now i ran into importing a full menu though which means FX / animator time
can anybody help me?
dont ask to ask, just ask :)
Chat what is this glitch?
What about your physbones does not work
How did you manage that lol
i just asked
.
Idk just opened the project and put in the fbx
when im in play mode it just doesnt work its stiff
I don't Even know how creators manage to literally cramp in Even interchangeable clothes on such límit and make their avatars not look like that tomb raider girl on the PS1
and it used to work perfectly fine
it still shows the bones etc its perfect until i get in play mode
Im sitting here with 2 pages of outfit related toggles for my avatar and its only 22k tris
Does it look like the ps1 tomb raider girl?

to be honest thats already to complicated for me
not in the slightest
Only reason I can't get it super low is because I'm a sucker for outlines and I play on quest 😔
If I want a bunch of outfits I mean
I found out the issue
Hoyo Toon wasnt up to date
the problem is w that rn is like at the butt are more bones so im kinda forced to do both
versus mine lmao
just put the contact on the hip
at least i made sure to NOT WASTE any topology
I have not either
why the hip? ah, now i get it since its the receiver i can j put it on there, and move the zylinder or sphere wherever i want right?
yea?
i do can tell ngl, you really managed to cramp a great body shape on 20k tris
even my most optimized work has a bunch
🧍
does anyone know abt that?
you could cut this body in half
especially on the parts like the legs there
thats quite dense
i literally made one of mine a bean body yet i still got it rated medium lmao
got it :D
trust me when i tell you, its actually required for a decent deformation
behold leg
the body itself without any ornaments (aka naked body is just 41k)
which would be medium rated lmao
makes sense but i couldnt really help it but literally make it all quads (topology trauma lmao)
for some reason on my models i dont tolerate rectangles oof
the only thing that isnt quads is the waist jacket
mostly because I just yoinked the model and didnt bother fixing that
okay okay i got that but how do i make the toggle for the reciever
but yeah your solution is smart
you could just make some loop cuts
pretty much
vulthra's models have good low poly topology if you want anything to go off of
actually i found a backup of this model which has low topology and it literally just hits the 20k mark
that topology doesnt actually look that bad
yeah, trust me when i tell you that such topology took pretty much ages
and it not just good, since im a little picky i made sure it deforms well too
well if anyone can help me lmk
anyone know why vrcfury's breaking custom locomotion animations? they dont play if the avatar is built witf vcrf components and just revert back to defaults
you arent exactly offering much information
yeah you could have replied to your own message you sent like i did
ohhh okay i understand
could ask in the vrcfury discord
pretty much my hair physbones just randomly gave up on me and isnt working anymore when it used to
you can remove and add the component back
i make a couple changes in blender etc up until now but that isnt the issue of this
i did that it really doesnt work
make sure you exported with add leaf bones off
i put the avi back in generic to humanoid again and it didnt work either
you got a link to it?
I do not
ill try that
leaf bones are nice to have if you dont want to mess with the endpoint settings
just yknow dont have a leaf bone for the leaf bone
can leafbones ruin that?
i just have them off as per the vrchat guide saays
bc it was ticked on
it should work, hypothetical
now we gonna try this
just remove leaf bones and use end point
end point meaning of the hair?
not talking to you
of the bone chain
ohhh sorry
if you dont have an end bone/leaf bone you can use the endpoint settings to define an end to the bone
the end point is a dynamic bone setting that tells unity where the bone ends
since in unity a bone doesnt have an end point and is only 1 point
since dumass unity treats bones like transforms
aka a single point in space
oof
well
dm it to the person ig
im praying that this is gonna work
I mean leaf bones are useful if you only do it once
so you dont end up with leaf bone on leaf bone on leaf bone
bones that do nothing
generated bone at the end of every bone end
and tell unity where the bone ends exactly
ahhh so like as example chains?
they are useful if you havent already made end bones
ahhhhh
for unity, bones are empty transforms
i didn't and my rig work :b
my hair is fixed now i noticed my butt_L isnt
so thats the only physbone that isnt working
configure its dynamic bone end point
I always find it funny when I see someone making an avatar and they just have a long ass chain of leaf bones
how can i do so? is there a video maybe?
physbone
ive never had sm issues w my physbones
it a setting on the inspector
yeah
i was clueless about there im ngl
at one point I saw a person with over 20 leaf bones generated
in blender the armature looked like an eldritch horror
and i have literally none setup
I have one so I dont have to use the endbone settings
and yet they will still have leaf bones the more they re import lmao
do i just need to write dynamic bone and theres an endpoint setting p much?
Im more concerned on why the person didnt save a blender project
physbone not dynamic bone
they may work on maya
oops yeah that lmao
maya uses fbx
my bad
I prefer to not use leaf bones when possible, since it adds an extra physbone transform per-chain. Those are precious on Quest.
me too
and my avi is already pc very poor

everytime i make an avi i dont even check that
although if I were to make a quest varient that doesnt use transparency itd be either good or also medium on quest
dont mind anyway, other platforms see my impostor
i feel like avi's can 100% be optimized unless its an egirl/eboy avi
those can also be optimized
its just the people who make them act like its not their problem
thats true acc
Yeah, in My case im on My optimization stage
I managed to cramp in a Lot of meshes into a single atlas
Since before i would use like 12 materials on a single mesh

finally. after all this ducking time
i was j excited that i am finally done
The all caps thing
after 7 hours

Now prepare of bug fixes
excessive
Now its all gone thanks to Ucupaint and time
the toggles for the slap and all the other shit
And just because i'm lazy, instead of redoing UV maps i Will make an atlas collage
thank you again for the zylinder idea
🧍
I want to stay on medium for quest. But thats max 2 materials which i already have.
- Body
- Jackel seating system
If i want to add any clothes, i'd go to poor :(
I already did it without increasing the poly count, by adding a material swap and splitting my body materials to replace with warmers for the arms / legs.
That would be 3-4 materials though, a
Why must those limits be so horrible xd
Vrchat's rating system isnt based on: Will it break My computer? Its based on a fixed treshold of features your avatar must meet to be rated on fixed ways
Yea, sadly. It has already been discussed to implement something better, but dunno if it will ever be changed.
Like you can be medium performance, and max out all your stats, but if you dare to be 1 poly above the limit...
You can always optimize the base mesh
Since for example if You make toggles, your clothes Will be completely disabled
Meaning they don't affect performance
Actually My avatar with NO ornaments (like clothes or physbones) would be rated medium
I have the mindset of: if it doesnt lag any other's PC then it's good 
Lol. I mean usually its enough if downscale textures.
This makes you take up
- less download size
- kess vram
- less uncompressed size
Then try to only have stuff on your avi you use. If you don't use something, remove it, or have a separate avatar you can switch to, which has everything.
No need to run around with an avatar that has 50x clothing prices on it if you just use a handful.
Then 70k polys is an acceptable limit.
You can decimate here and there and that usually does the trick for me and gets you >70k
Dark avatar Optimizer and vrcfury can also reduce a bit and you are golden
Better then an avi i saw a few days ago- 💀
9.3M polys.
-# yes, it was a crasher. Yes it is no more ;3
im trying to upload to quest
nvm, d4rkoptimizer broke it for optimize on upload
or at least i got past that and went to size download limit alert
Uhh i think the last two or three options of it break it. I think it was use ringfinger as xyz
Thats at least my experience with it for quest
i just disabled a few at the top
and it passed
tho i never did go through it and turn things on or off
and now im going back and fourth between thry's vram calculator and polytool to lower it, the body was 40 and is now 3
I used polytool before but tbh nowadays i just do the mesh myself. Decimate my claws, teeth, beans and fluff which got me from 19 to 14.8k
Good enough for quest
Love thry's tools though
i have no blender knowledge at all
tho im doing intro to engineering for my school when it starts in a couple weeks
Ah, welp then polytool is probably your best bet
I learned some stuff like
- flying camera (so i can fucking move in blender aaaa)
- decimate (5-20%)
- turn back into tries (my avi is just tries)
Usually enough to get me around and optimize
all i know is merging meshes, merge 2 existing blendshapes into 1, and move camera
Do you also use the flying camera to move in blender?
i dont think so
huh, do you just rotate and zoom?
i just switch between like shift and control
no, i almost died thinking that was the only way to move in blender
Hahaha fr
Something i yet have to fix is part of my body clips through my clothes on thumbs up
Before, the creator used blendshapes and made my hand smaller, but i have transparent clothing, so making is smaller is not an option
i had part of my clothes weight painted to my thumb to fix that :P
Is that weight paint i have to change there or any clue how i'd fix that?
Shall i only do this to my clothing and avi or just avi?
yeah id say weight paint would fix it , just put a small amount of weight paint near the thumb under the thumb vertex group so it moves a bit with it
i never did that, gonna have to look into that at some point
it works well so long as you dont mind part of your clothes moving with your fingers :3
This would mean painting the clothes right? Not the actual thumb (its arm warmers)
yep ! i did the same thing to a pair of my own arm warmers and a sweater that went over the thumb
*notes down*
does anyone know how to make lip sync override mouth position from expressions ? kind of like the eclipsed ro-bros from fwuitcuppy . i wanna see if theres a way to do it manually before i download potential malware to do it for me lol
nvm ! figured it out on my own :3
its as shrimple as that
hey guys i need help getting my avatar from blender onto vr chat
i already made the avatar in vroid and transfered it to blender to add an accessory to it
come to find out when i try to export it as a VRM i get this
what am i doing wrong? or should i just export it as a FBX file instead?
did you apply all your transforms ?
i believe so but how do i do that? just to be sure
in object mode , click on object in the top left , then move down to apply , and click either all transforms or scale if you think thats all you changed
i did all of that same error
It's been a while since I've came here, because I've gotten pretty good at making avatars. This shit literally defies the laws of logic TwT
What are you trying to show here?
Alright so, my FBX imports with textures
They look washed out, but you can tell what they're supposed to be
Hey idk if anyone will but if you can im having trouble opening a blender file and was wondering if someone can turn it into an fbx and send it back to me : )
But, for whatever reason, when I grab the eye texture (the same one that is ALREADY applied to the model), and try to apply it again, it just turns red
its just some high poly shoes
Embedded materials are rarely useful and you often have to create new material to replace it anyway.
I understand, but none of my eye textures work 😭
plss i beg anyone who is willing to help mee 🙏
Furry model like this usually have 2 layer mesh on the eye: one for base color and another is transparent for specular reflection. So if you using drag-and-dropping material, you're likely going to hit the transparent layer.
Here Im trying to do partner emotes with a second avatar, is there a way to have a humanoid object change animations without another animator
You can't control nested animator so no.
Would anyone know why the go go loco height adjustment would be broken on an avatar
What would be the best way to go about trying to make an emission map with only the ends of the bangs being white, clicking the tips in the 2D view colors a multitude of other places
Wouldve been better if the hair was uv'ed as flat square overlapping. That way you could make a 2d gradient and it'd be done
Is it possible to add props that do not stay attached to the avatar but can be dropped/picked up?
I ended up just doing a UV planar projection
2022.3.22f1
Love your banner, is that your avi?
I am not using VRC fury
In game
It goes into the flight pose and doesn’t go up or down
I don’t have the optimizer to my knowledge
You already answered this sob..
Also I meant just a picture or smth, dont know if you thought I meant smth else
SOB
I forget scammers and shit try to do that, im so sorry for scaring-
i have no idea why this keeps popping up
Failed to upload file
UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)
(wrapper dynamic-method) UnityEngine.Debug:UnityEngine.Debug.LogError_Patch1 (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,string,UnityEngine.Object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__157:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:3245)
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__157> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__157&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:UploadError (object,string)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__145:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:3067)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<System.Exception>:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__145> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__145&) VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:HandleUploadError (System.Exception) VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Upload>d__143:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:3047) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception)
VRC.SDKBase.Editor.Api.VRCApi/<UpdateAvatarBundle>d__34:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:659)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<string>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<UploadFile>d__42:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:1287) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<bool>:SetResult (bool)
VRC.SDKBase.Editor.Api.VRCApi/<UploadMultipart>d__45:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:1471)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<System.ValueTuple2<VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse, System.Net.Http.HttpResponseMessage>>:SetException (System.Exception)
VRC.SDKBase.Editor.Api.VRCApi/<MakeRequestWithResponse>d__15`2<byte[], VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:337)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
its happing on all my avatar builds
When I put my radialpuppet to 100% it disables it for some reason. I tried the exact same thing on another project and it doesn't do that. Is there 1 little thing that I messed up that's making it do that or do I just need to re-make it?
@clever thorn on animation clip disable looping
Oh
Ill see if thats it
I do have some animations that use looping
hello, currently attempting to make a 2axis puppet to control some backpack arms, however what ive noticed is that any anims exported striaght from blender those animation files dont work, but if i recreat them in unity it works no problem what im trying to figure out is why the unity anims work but not the blender ones
Do you know how to make it so it closes out of the radialpuppet and makes it go back to 0 when you click instead of saving it and you need to go back to 0 manually?
radual puppet has second param (0 - closed, 1 - opened), you can use it to parameter drive on transition form 1 to 0
after further research, do you just have to animate everything in unity and no blender anims work in vrchat?
Animation exported from blender works given it's on the correct animator. If you exported it as a single model file for backpack, then it likely isn't going to work because you have to put the animation into a different animator(avatar animator rather than backpack animator)
lil confused what you mean by "correct animator" do you mean an animation controller or smth else
As in animator component. The location of animator component is matter to make an animation work correctly.
lemme show the setup lol, so the backpack is a seprate prefab, would i need to put a component on that prefab for the anims to work ?
Yes. Animation work this way. But you can't control nested animator.
do you mind if i dm you lol, think i missing somthn obv
I don't help in DM.
fair lol
Animation from blender only works if it's put on animator component that's on the object itself.
main thing is, the tutorial im following,(funni 2 axis puppet wings) https://www.youtube.com/watch?v=vgPN_fDcOuY, this one has it setup so you have a blend tree with all the anims put into it, and apprently it just works, but for some reason its just the anims from the fbx from blender that dont work, if i remake them in unity they work fine, but id really not want to do that lol
That's because you create a new animation in unity with different animator location, so it works.
so i suppose they just do all their anims in unity? that feels really unoptimal to do though,, cause in the tutorial they never mention it
You could also work in VRCFury animation re-targeting, or modular avatar merge animator workflow.
This make you keep animation from blender and you have to work on a separate animator on the object only.
oo, would i still be able to do the 2 axis puppet stuff in that?
Of course yes.
cause thats the big benefit i see with the 2 axis puppet stuff, is that you could do stuff like this https://gyazo.com/7e57e13de87c947cd9564c6aa2f185f0
ook then i will have to take a gander at that
is there any guides or such on how to do those you know of?
I don't know any guide relate to that topic.
o,,, i was just referring to the animation retartgetting stuff u was just saying
Because I usually don't watch guide but rather read document.
https://modular-avatar.nadena.dev/docs/intro
https://vrcfury.com/
Yeah that would be a lot to post in the way of ss lol
I didnt know that i just put the avatar in the project and hit upload >.>
I feel like I remember there being a package or the like for fixing this facial issue, does anyone know?
Change material render preset.
where is that
In the material.
crazy stuff, but like in what way
this thing??
what do I press
Not that preset. Look for a slot that written "Opaque", change that to anything else.
ohh actually it was already set to TransClipping but I found you also have to set the material of the reactions oddly enough
Manuka problems
thanks
really stupid question probably but
i want to make like a line between 2 objects that i can move around so i can have like a tripwire i can place down
how do i exactly do that
line renderers do not let you parent between objects
Im having a problem where Booping doesnt work on VRChat but it works in unity. Anyone know how to fix this?
