#avatar-help
1 messages · Page 157 of 1
@gentle musk make them one object with an armature, ie bone 1 = object1, bone 2 = object 2, line is weghtpainted to both bones
@inland seal make sure your settings in game allow self interaction
Hi, i would like to add a toggle to make my entire avatar rotate of 360° when he's standing or when he's performin an action. How should i do this?
i tried animating the hip bone in the fx layer but it doesn't work, and if i do this as an action it overrides any other action
No, what I mean is that other people cant interact with booping
But headpatting works
Is yourself working in game?
no
I dont want to interact with myself
I made so other people can
but They cant boop me
Does the contact have "Allow Others" on?
Might as well screenshot the entire contact receiver to see other settings.
I fixed the problem I think
Is it possible to display .text files on a avatar. For example if I want to have a functional book that somone else can read
No.
Yes and no
You cant really make so the person will read it but you can make like a visual effect of reading
How so
I know you shouldn't use the speaking visme blendshapes in animations as this will prevent them from being used for IK speaking animation - curious if the same is true for MMD blendshapes? Do I need a 'smile' and an 'にやり' or can I have the MMD smile 'にやり' do double duty to reduce the # of blends on the avi?
Yes of course
keep the orginal for mmd world compability no need for the other translated one - my avatars dont really hit 10mb+ so i just duplicate them using this thing
, you'd never know if they are using orginal vmd shapekeys or translated unless you can view the animation file , a few 100's of the vmd/cam > .anim
probably because the parameter isn’t added to the Expression Parameters, or the FX layer isn’t set up right. Make sure the animation is in the FX controller, the parameter is added to the Expression Parameters, and it's actually being triggered by the toggle.
Its fixed
Does anyone else’s avatar do this when you import it into blender-
what exactly is that?
when imported, or when you press 'play' in unity? usually something wrong with blendshapes or animation controller
How can I made physbones sync between pc and quest correctly?
Everything is exactly the same in my hierarchy, when I mess with a physbone on pc, quest doesn't see it.
how many *physbones on the quest ver? there's a hard limit of 8 iirc
^^
Hello some of my avatar actions in the circle menu ( forgot the name ) is not working ( ill explain more info when Theres someone to help me)
what happened?
in most cases just explain, don't wait for someone to "be available"
Hey so I'm working on an avatar with long hair I'm trying to make it to when I lay down it doesn't clip through the chest but no matter what I do it keeps going through
try adding colliders...
The avatar i use is A Cooking cat that can spawn a mini Burger Cooking set when i try grabbing the kitchen Tong( with the Cooking set ) I cant grab it… 🫤
How do I fix these particles not appearing correctly?
explain what it's doing that isn't what you want
they're suppose to appear as like red (I think)
you'd need to provide some more detail, such as explaining how it's setup and what of that works vs. not
remember that the shader used can override the particle base color
yes but when I placed the water drop texture that came with the asset it appeared like this
They're meant to me like a sphere
May i send pictures ?
The first image covered things
that also looks like an issue with the shader used
this channel accepts pictures
do you know what the problem with the shader is?
it looks like it doesn't do transparency, but you need it to.
anyone know why it keeps quickly repeating? The animation file is not set to loop and nothing else animates it
Yea I made the texture transparent I'll see if that works, can I get your help if it still doesn't work?
you should feel free to ask further questions in here, I won't guarantee I'll be around or willing to answer.
alright, I just thought I was being a little annoying asking so much questions😭
it's literally what this channel is for
The Photo is showing me clicking both triggers in my controller to grab the kitchen tong but for some reason now its not working ( before it was and now its not…)
I believe you may have to open your hand (open hand gesture) before grabbing
I have tried that avatar as well
How do i fix bounding box issues? like when your hand' dissapears when your not looking right at it
Up till now I've just been merging items onto one armature through blender with everything up to this point. However this Modular Avatar system seems to completely flip everything. So I'd have to learn this system to use it, but would that even benefit me? I don't know what it would do that I couldn't do in blender.
It looks like the prefabs for the clothes are modifying the fbx's. Going from an T-pose to and A-pose like the base model. So It's not as straight forward as previous avatars for me. It's very strange from my perspective and experience.
am new to avatar creation, I want to apply the texture of my avatar from blender to unity, but I am unsure of how that works. Can someone help me out?
ty!
using vrcfury, is it possible to set the blendshape for something (in this example, my avi's heels) to something when the toggle is OFF? im trying to set it to where the toggle to take the shoes off undoes the heel blendshape
Why not just do it without fury
You can add the blendshape action to a toggle or you set an animation instead which not only toggles the shoes but also the shape
i can do it without fury but i was just trying to convenience myself a little bit
heyy i have a question im trying to upload a facetrakcing avi and i have no idea what package i need for the facetracking component to not be a missing script
Whered you get the avatar
so the issue is that if i set the blendshape to 100 with the shoes on, the blendshape doesnt reset to 0 when turning it off if i have the blendshape set to 100 in edit mode, which means that when i upload my avi, it looks like this in edit mode.
Add the shoe toggle on and blendshape 100 into the same VRCFury toggle, then set the toggle to default on in its options. What you're describing sounds like you want it to default on
is it a western avi? what package is it? i may know a thing or two :^)
yeah it is just not sure where i can get the unity pakcage to make the facetracking work
i thught it was vrcfury but guess not le sigh
thats the price of that solution...
Whered you get it cause it probably has instructions
Your blendshape to put the feet into heel mode likely has the heel mode at 100, no? So put the shoe toggle on and blendshape 100 in the same toggle
i remember having some issues like this myself.. let me see what i did.
jinxxy the instruction just said add modular avatar, vrc fury and the shaders like most unless i missed something
Got a link
ill take a look again to be sure
Vrcfury merges the face tracking controls to your avi but doesnt introduce the actual ft logic
then where can i get the ft logic stuff?
There are a bunch of different packages for different avis
The instructions must say which
@night ember
@wispy moon I think I know what you're on about now, and VRCFury will set the default state of something, like a blendshape, to what it is in editor mode. If you want to enforce a default (off) state, add an apply during upload component and give it an action to set the blendshape to 0
yooo thanksss
did you buy the base or the ft version
sorry, i need to be more clear i suppose. The toggle is default on, sets the blendshape and the shoes off when toggled OFF.
so if i have the blendshape set to 100 in edit mode (picture 1), then the toggle does this (picture 2) when i turn the toggle off.
in order to fix that, i have to set my heel blendshape to 0 in edit mode (picture 3), which i do not wish to do because it messes with the imposter and fallback
^
okay yeah i just read that lmaooo
Because the toggle is set to default on as well, it will apply that on upload and should work without the animator running which is what the state will be when the imposter is generated
So your imposter will have the heel mode on, as well as when you get into the avatar the toggle will be toggled on, and you can toggle it off when you want
heyyy i need help with something, when i change my skincolor texture in unity it appears well but in game/playmode it doesnt seem to work
Yes I did
is the material for the body somehow being swapped when playmode enters? check to see if the body mesh points to the same material in play mode
Because of this fact as well, you don't really need the apply during upload. Having the toggle set to default on with the editor state as the off state will be fine. Apply during upload will just make sure that if you leave the blendshape at 100 in editor mode it won't mess up your toggle
yeah, id rather have it that way because it drives me nuts to see my feet poking through my shoes
alright, appreciate it hoss
For future reference, you can always ask about VRCFury stuff in their server
You'll get better answers for VRCFury in the place where VRCFury is discussed xP
yeah
how do I fix unity not recognizing my avitar when im trying to post it?
it wont let me build the avi because of it I believe
how can i check that if its being swapped when switched to playmode?
in playmode, select the body mesh, and then in the materials section of the inspector, click the skin material and see if it points you to the same one you just edited in the files.
image is an example of the skin material you need to click on when selecting the body mesh
if you need a better explanation i can try to give a more step by step
a restart of unity fixed it ignore this 🙂
you have andriod and windows selected as your upload platform choose one
how do i find or make a toggle where the face doesnt change when i press buttons on my quest controllers. like disable face gestures
like when i rest a finger on a button the face changes. im on my 2nd day on quest. ive been desktop for 4 years.
I would suggest :
Make a transition from anystate to "Idle" in the layer(s) that controls your facial animations and add a bool to control that.
Can you explain please?
Like how to?
Do you know the basics of making a basic toggle?
Yes, vrc fury yes. and with that animator thing i learned how but im gonna try to remember how.
No not vrcfury
I know,
Vrcfury does things for you
i know how to do toggles with the paremters
There's a toggle to disable gestures in the built in menu!~
I will check in play mode
it also disables the hand gestures too, not just the faces
It disables gestures yeah, maybe they still want their gestures but not the facial expressions
i checked. there is nothing there in play mode. i hope itll be easy to do the toggle thing
Yes it does also disable hand gestures, so if they're wanting hand movements as well a custom layer would indeed work!~ But if hand movement is neglegable, the toggle can be found in the menu by going to Options and then Avatar!~
I just want to be able to make hand gestures and stuff but i dont want the face to change
But in short, same logic, you add a bool, put it in your params list and create a toggle in your menu.
Only difference, this time instead of creating a brand new toggle, just find the layer(s) that control your facial expressions, find the cyan "anystate" block and create a transition from that to "Idle" with your new bool as a condition.
Hey so for quest what texture do I use for hair matieral? The texture black background with hair strands
Is it possibile to make a whole avatar spin around?
if you use the AnyState thing be sure you uncheck "can transition to self"
gogo loco does it, so "yes"
Not in the gesture layer, the FX one
Ok
Gesture controls physical hand movement, FX controls the face
Does anyone know why facial gestures aren't working in desktop?~ I have gestures enabled and the hands move, the face gestures work in VR but deskie mode the face isn't changing
Wait, What if i make a face expressions toggle where i can toggle faces and stuff will that stop the face from changing?
I seen some avatars with toggle able faces
if you want it to, you can make it do that, sure.
I mean you can, it's up to you
Either that or a global facial gestures toggle or anything in-between
Whatever is easier.
Lets try that then, How do i?
I told you twice already
⬆️
Oh, sorry i wasnt paying attention
thank you so much
I'm getting these messages in logs when I try to upload avatar. The avatar still goes through and I haven't noticed anything wrong with it in the game but I just want to make sure if it's ok to just ignore it. There is also message "Avatar validation failed"
was it the wrong material?
yo i was trying to upload an avatar i found on a site that looked cool but its not building
if anyone knows why can they help me?
nevermind i didntt have it in the hierarchy
oh
that website is full of virus included, better never use it at all
also only got ripped avatars
oh alright
your best option is just buying it from the actual creator 🤷
some linked on #1139216499123437668 pin
can someone explain seats on avatars please? from al i understand is that the blue axis is where the person will be facing
but i cant figure out where to put the seat itself, like if i put it on the hand of an avatar then the person sitting looks like theyre hovering ontop of the hand instead of on it-
is it possible to add assets to an avatar without redoing all the toggles and stuff
just add one clothing item
Anyone know what I can use?
really depends on how things are set up, but the answer is "probably"
"this"?
i’ll try it tonight lol
very scared
i have a lot of knowledge with unity and a bit with blender i’ll prolly figure it out in an hour or two
ah I'd have bet on bone rotation issues, not shader
any ideas why my avatar wont blink? in the descriptor i set the eyelids to blendshape, and in "blink" i added the closed eyes blendshape
why are all your animation controllers "none"? click all those x buttons if you aren't going to put stuff there.
still doesnt blink
I didn't say it was the solution to your problem
🤨
it's "a" problem not "the" problem 🙂 Anyway - that is the right mesh in the eyelids mesh slot, right?
yes its the mesh for the head, which is where the blendshapes for the eyes are
huh!
Alright so I cannot for the life of me find a way to fix this issue when swapping edited meshes. This mesh isnt even edited though. All I did was import the fbx into blender, exported as an fbx, turned off "baked animation" and disabled "add leaf bones". How in the hell do I fix this?
I kept the name the same also
No, zero arrmature changes
The thing is with the regular 2.0 nardo, I was able to change the edited mesh no problem through Blender to Unity, but with the 3.0 Nardo and the Robo Nardo it seems like thats no longer the case.
Wdym? A tutorial for this specific avatar? Theres really hardly any tutorials online to fix this really.
The reason why Im asking this question is because there is hardly any reasonable solutions I can find to fix this. Yes my avatar is still packed. Yes I didnt change anything with the armature. Yes I disable leaf bones and baked animation. Yes the name is the same. Yes I have tried using pumpkins avatar tools. Nothing, not a single solution worked. I've seen plenty of people ask for help only for it to be unsolved.
No, how would I go about doing that?
Alright, so last I worked with an issue similar to this I didn't know a fix either
but I know a method that can give you some results but it won't be exactly fixing it
You can essentially attach your new arms to the old mesh
using parent constraints
You just have to make a new component called "Vrc Constraints" and add the old bones (your left arm?) to the source of it and after that click "activate"
It'll bind to the bone and it'll move but it doesn't really fix the actual problem
I think the only real way of "Fixing fixing" it, would be remaking but hell nah
If I were you I'd just parent constraint and call it good,
Sorry I can't give a perma fix really but it'll give you your arms!
i cant make avi it saya im visitor and you cant make avi till you are at least a new user
or smt
is there anyone who can help become a new user?
You need to spend more time in the game, make friends, etc...
Your rank increases naturally as you use the platform
Or buy VRC+ for a month
Just play the game for a few days after school/work or whatever and try and make friends. You should get it within a couple days
would anyone know why my friends cant see my toggles??
I am updating one of my avatars with new toggles and stuff but for some reason, some of my toggles aren't synced with them even though the synced button is on for all of them.
its weird because some new things added are synced like my pog mouth, but not my second arms.
got a question, recently uploaded an avatar but the real viewport is incredibly offset from where I look out of. How do I make it so I look out of the correct place?
is the root of the avatar correct
could you explain what the root is? I'm a bit new to vrc avi creation
in blender
the root is the head I believe
actually it may be the hips, but the viewport offset is above and to the right of the avatar
I may need to revise that I guess if that is the problem, thank you
Possibly a redundant question seeing as the previous post is very similar but how exactly do I fix my view being misaligned? If the answer is adjusting the root of the avatar then how do I do so?
select avatar in unity, it should have straight white line at its feet looking forward, if its not in the middle then you need to move avatar and apply origin in blender so orange dot is both at 0 0 0 and in the middle of the avi feet
White line should be moving the same direction the feet are pointing, not to the left?
ye, wrong orientation.
I see
Worked like a charm! Thank you tons :D
this asset turns itself off when in play mode/game.. how do i make it appear? or stop turning itself off?
how do i make these colors more vibrant?
Hellooo, I've been working on a solar system asset for a bit now but I've run into an issue with syncing the orbits. It's supposed to reset whenever the user presses a button or when someone loads the avi and auto-sync is on, but the auto-sync half isn't working. My only guess as to why is that the parameter driver just isn't working on remote versions of the avi, but idk why. Anyone know how to fix?
i need SOLID PROOF that cache ripping is GONE. like cant someone just decrypte privat avatars?
i mean with enough time and effort they can recreate the decryption code if there is one
yeah, that's what encryption is. VRChat isn't going to entirely get rid of ripping. There's always an encryption key somewhere
you have to accept that as a possibility
model/texture itself can be always be ripped out from any drectx game at runtime, thats like trying to prevent people from saving pics from websites. vrc has anticheat to prevent it but afaik its not perfect. tho model itself is far from an avatar asset and would be a lot of work
Would anyone understand why this would happen? Its fine in unity, with the materials on the prefab. But in VRCHat its... got broken transparency?
What platform is it?
Platform? Like what shader?
PC, Quest, Android, are called "platform".
PC, and it was just, a first I got asked that question, sorry.
You could add an emission layer for the paw i guess.
Also nice colorful tail fluff :3
If you use poi
its part of the teture
same texture file
also thanks
classing my avi
Have you made sure that the material isn't being changed by some animation?
The emissions should work based on black and white cutouts. Also, did you paint it with the colors to look so dull or does it look so different due to the shader?
i fixed the issue a while ago lol
They probably are, but the prefabs should be set-up for that kinda stuff no?
Ah, nice
Cause of the way this head is set-up I think is likely that its.. animation based but, yea. SHould be working which it isn't.
It depends on the model and every model are different.
Right.. So... I should take a look at the animations? Even though its not likely that its that?
Or is there anything else that I should take a look at?
Of course. At least take out fx layer and see if the material stays.
That definitely is a surefire way, I'll get back to ya on that in a moment. What if theres Additives, base, and etc as well?
Those layers can't animate non-transform animation.
OH. I should mention, this head has a head Chop asset to it.
and TECHNICALLY, my model doesn't come with a head. So its -added-.
Even the prefab with the normal head on it wasn't working... Now I'm trying with the FX off.
@ornate stump didn't work removing the FX. Still broke.
Have you tried testing with gesture manager?
Yea, in Unity everything is fine. All the animations work, It blinks, it changes faces, the whole thing.
Its just a transparency issue -in- VRChat and I'm so confused.
Here, lemme get a gif for it.
@ornate stump
But they're all flat white textures in unity.
And it can't be me having changed the format of the textures/Shaders from BC7/DXT5 to DXT1 for transparency and optimization since they'd be borked in unity too. And I re-imported the textures so they're the original textures out of the unity package.
cause that could'Ve been a possibility.
How much you're sure it's transparency rather than material being changed though?
I'm not sure, I'm assuming it is. Since its fine in unity with the material on it?
if it was the animation it just wouldn't work at all in unity no?
Especially hierarchy wise.
question, i put on a couple items and they wont show up when i upload the avi
how do i fix?
theres 0 point of having transparent (rgba) textures as dxt, bc uses same vram and has better quality
Thats what they're set at, I think. I'll take a look but yea.
Its either DXT5 or BC7
Can you show material settings for the part that's transparent?
Yeeeeee Gimme a moment
Pretty sure they're all cutout, which section of liltoon you wanna see?
The material you're having issue with rather is the screen glass material, not the face emote.
Actually its both. I clipped into the camera and even the eyes and mouth are like... whited out.
Why I was assuming it was a transparency issue..
Can you screenshot the whole model in game and compare with in unity?
@ornate stump
You rather seems to have enabled fallback shader preview in game.
Really? Uh.. And where is that in the options/Or Unity?
In game.
anyone?
Action menu > Option > Avatar > Fallback.
How did you put it?
dragged the file into the bar on the bottom, then from the bar onto the avi
thats about it
In the scene or in hierarchy?
NOooot... quite? It did change from a pure white to a... darker white?
uhhh
the bottom bar not the side bar
then from the bottom bar onto the like, place whewre you fly around
Did you make the animations to toggle it on and off too? In the uuuuh... FX layer and parameters? Or did it come with VRCFury/Modular avatar?
me?
Ye
That's called scene panel. If you just dragged into the scene, it doesn't connect to the avatar. You have to arrange parent-child relation in hierarchy panel.
what
?
oh
how do i do that?
Your entire model doesn't seem to be using a correct shader at all.
Which of that?
Right? But I double checked and.. I dragged the materials on it again just to be sure so... Its.. really confusing.
the lights wonjt show up but there in the hierarchy
Just drag the object in hierarchy to be a part of avatar sibling object.
okay
You think a new unity project would fix anything Renfrew?
I don't think so but you can try.
Right..
I guess I'm... gonna contact the creator? Ugh... I even see models where it works just fine.
imma reimport again and.. see where that takes me..
Genuinely curious as to why this is happening....
COuld it be.. running out of room to merge the FX layer on the head's prefab and the FX Layer I have on right now?
@ornate stump
Just wondering on your thoughts on that.. Would I get an error to say theres no more room to merge them while uploading?
There is no limit on FX layer count.
Right, sorry, parameters.
Then it would prevent uploading.
I dont understand how to disable avatar blinking when using gesture through the animator
I tried setting it up like this but the facial expressions mix with eachother
Nevermind, I had other animations on the right hand left hand layers lol
i dont understand why the hell this keeps erroring out
It keeps taking a long time to exit out of the enable blink state, it has no transition duration to exit, and if I turn exit time off it doesnt work anymore...
If anyone knows a fix or how to set this up it would help a lot
Has anyone else had an issue where a custom (ShaderGraph) material was double-rendering? (as in, rendering in both eyes in the same spot, making it really distracting)
if so, how did you fix it? 
Post the first 2-5 errors, not the last one ;)
@ebon cove https://github.com/z3y/ShaderGraphVRC
thank you :D
old way to stop blinking when detecting any vrcemote or gestures ( 0-2-4 will always blink ), changed it into a blendtree now but the vrcemote stop havnt added yet , i do not trust 0 transition time so its always 0.1
( left is always ears/tails for me so they dont interupt with any shapekeys )
newer one
so im updating the shaders on my avi, but i cant get it to look normal in all worlds. some worlds its too bright and others its too dark. note, i only updated the skin material, the rest is all still old shaders
in this light volume test world thingy it all seems pretty decent, maybe a litte bit too bright in the bright area
but then in this world with regular lighting im way too bright
but then in this other world im a bit too dark again
using poiyomi toon outline early 9.2.62, and all ive messed with (and know what it does) is the min and max brightness
These might help
I changed the time but it still takes forever to exit and change expressions <>
💀
and i have no clue where the fuck all those come from, cuz when i go to the parameters thingy there definitely are not more then 100 listed in there
bool takes 1 bit, float/int takes 8
so i guess ill just have to start randomly deleting things i think i dont need?
so that didnt do it, deleted a whole bunch of parameters and removed the things from the radial menu but its still at the same bit count
are you sure you removed it from the avatar in the scene and not from a clone that vrcfury makes when you hit play?
idk, i removed it from both of these lists and the radial menu and then hit make test build
youre supposed to remove them from the parameters file
this is not the parameters file
does anyone know how to do the following things:
To create additional body parts for mouth animation, I have a model with a clearly opening mouth, but there are no meshes for the mouth, which is why there is no animation when communicating.
- make an avatar with the ability to change the texture on it so as not to produce a bunch of identical avatars with only a color difference
you can find it in your avatar descriptor
oh i thought that list was that lol
the script has mouth settings, right, but the model itself doesn't have colliders for the mouth, just for the eyes, even the tail had to be manually built up with colliders so that it would be dynamic when the avatar was moving and not standing like a pillar like a tree
i was talking to rubian
Oh, sorry
also why colliders
you dont need colliders, you need to make viseme blendshapes for talking
how would I go about making a second set of arms move on an avatar? say I have four arms total, and I want the bottom set to move WITH the top set. how do I do that? I cn't find a tutorial on it but I've seen it everywhere
constraints
which constraints do I use
Rotation constraints
Select each secondary limb (all bones) and add the component "vrc rotation constraint".
Then with them all selected, check "locked", "is active", and add a new source.
Select the "advanced settings" drop down menu and check "solve in local space"
Then select each bone and individually drag the corresponding bone into the source.
For example, your secondary left shoulder, should have your left shoulder as the source
oh my god you are amazing thank you
Keep in mind, these steps are a little out of order for how you might normally use constraints, but ensures there is no offset and is calculated in local space rather than world space, which should prevent any strange motions/jumping to positions which can rarely happen with rotation constraints
you can use vrcfurys parameter compressor
It worked exactly as you said- thank you so much 🥹
Hey everyone. im getting into my first vrchat avatar. I made it using vroid as a base and now im trying to attach face tracking and change the rock and roll gesture to a middle finger. maybe ill add the props after that to the radial menu but its very confusing so far. ive tried looking all this up and i only really found results for face tracking but its all very complicated and i think id do better if i was able to chat with someone about it and get some more personalized help i guess. like i said its my first avatar and im very very new to this. ive barely touched the unity editor and i just started making this model like 2 or 3 days ago. anyway if anyone would be willing to try and help that would be massively appreciated.
( not my image; dont have my own image but found this image on reddit and its the same issue i have )
does anyone know how to fix this happening when using poiyomi? the shirt on an avatar i have is rendering fine in the left eye but isnt correctly onthe body in the right eye
my personal advice is you should do one thing after the other and make separate posts about them. its unlikely someone knows all points you ask and then decides to do a 1 on 1 with you. i get where youre coming from but the shorter the issue appears, the more appealing it is to just give a straight answer rather than having to battle 5 things at a time
thats fair the issues im trying to solve right now is the gesture issue
trying to have my character raise the middle finger instead of doing the rock n roll gesture
do you have a custom gesture layer assigned in the playable layers section?
if not, its playing the default vrchat gestures. you will need to make your own setup for it then but i can guide you on that as i did exactly that too
oh boy i havent even gotten that far. so, the tutorials i was followwing were confusing me because they were (i think) using models they created themself. im using a vroid model and the gestures tabs dont line up with the video
like i said its my first ava and i still barely know what im doing
thats totally fine
lets start by "do you have a custom playable layer"? even if it is empty
if you share screenshots, its gonna be a bit easier
you dont have a gesture layer, thats fine but we need to change that
then assign it in your gesture slot
ah okok done
alrighty so when you enter that layer, you will need two animation layers inside. one for left hand and one for the right one
you seem smart so i think you can figure out where the plus button is for that
already making more progress than i did with youtube lmao
ill explain a little bit here. this is what you want it to look like after but give me a sec to give you some background knowledge
ok yes that looks familiar
thats what it was looking like by default in the videos i was watching
i believe there is a hands layer somewhere in the sdk but i have never worked with it
for the sake of practice we can do it from scratch
probably good for learning anyway
yea
so gestures in vrchat are controlled by a number 0-7
0 is neutral, 1 is fist and so on
now the way you can drive them is with the parameter called "GestureRight" and "GestureLeft" respectively for each hand
huh ok
so like this
if GestureRight is 1, please play x animation
the animation itself need to be set to be driven by that parameter in the clip settings
so you want to use right click create empty clip and make this arrangement. right click on a empty clip to select "make transition" to draw the arrows
ye, now from the new one to any
then from any to 7 more
oh also wanted to ref this
Guys I have done from making an avatar but when I’m done I Realised I didn’t know how to show the VrChat sdk section does someone here can help me with it?
exit time did fuck me a few times before lol. and the transition speed you have to decide for yourself if you want instant or smooth
no worries, its a lot, i know
step by step. start with the shape and transition
take an extra minute to name them also so you know what goes where. i add an x anywhere in the name where i put a custom gesture
so i know which gestures i did and did not change
ok so theoretically i only need to change the rock and roll gesture and the finger gun gesture (because finger gun looks like it breaks my thumb right now)
you will need to assign some animation
so "nothing" is not an option, you could try to find the default vrchat animation clips though
we havent even started on animations yet xD
ah ok i thought it would default because right now the avatar has gesture animations that i just cant find
yeahhhhh this will be funnnn
it does defaults if your gesture layer slot is empty
where you put the one you just made
did you wanna move to dms? i feel like im gonna be talking for a long time here
i dont mind either, really up to you
lets dm itll be a little more comfortable plus i can follow back through the convo if i need to do this again with another model
man mine never came to me in the first place so dw
after a lot of messing around i managed to get something that works using this in most cases, thx
although now im having a whole different issue, updating the shaders for all the other materials, and im almost done, but now for some reason the shirt completely dissapears when selecting the new shaders....
old shaders the avi came with
and with the new shaders selected
like how tf does this happen lol
where is the arm?
Just a random reader of the chat, but your explanations for all of this stuff were really good. You should make tutorials 🤯
its supposed to have a robo arm, which i deleted, but since thats the default, it hides the arm in unity and i have no clue how to set it so it defaults to arm off in unity
its fine in vrchat though cuz there i made it default to having the arm off, so the reguar arm shows up
then what's the problem you are having?
the shirt
when i update the shaders on that from poi 8.1 to the new one with light volumes the shirt dissapears
anyone know how to get rid of this dang physbone xD
i cant find it, and it's the 9/8 i need to upload this avatar to quest
the only way to get it back is to set the alpha cutoff to 0, but then the transparency bits on there are not so transparent anymore
That isn't physbone. It's the avatar orientation indicator.
Why would you?
you dont
but
it does nothing
its a bone apparently
You just need to go into the material settings, switch Alpha Mode to “Cutout” or “AlphaToCoverage,” adjust the cutoff value, and make sure the render queue is set right. Also check if the texture got removed or if backface culling is hiding it.
other than tell you where is front
That's a false.
no its not a bone
did you tried puting it somewhere around 0.1?
yes, but then it goes partially transparent
i got the avatar down to 8 physbones, but, theres a ninth that i can't find, i've alt clicked the armature to find it too lmao
also thats a whole lot of words i dont understand lol
Try searching hierarchy with t:vrcphysbone
at least, not where i can find all those things in the giant list of setings lol
try it you will find it...
ive been trying
I think I need help here.
AlphaToCoverage makes the shirt look partially see through because the texture’s alpha channel has some transparency in it. To fix that, you can try adjusting the alpha map to make the solid parts fully white
Guys I have done from making an avatar but when I’m done I Realised I didn’t know how to show the VrChat sdk section does someone here can help me with it?
Should be a button on the toolbar of unity that says "VRChat SDK"
Did you create the project with vcc?
See ?
I guess yeah
Well I guess no lol
no I do
Open Creator Companion and click "Manage Project" on the project you're having the issue with
What next ?
Show?
i found something that got the transparency things back, now to figure out why the clip thing is so damn reflective
this is how its supposed to look like
Try clicking the little green arrows beside the vrchat stuff
Update the SDK and maybe you'll be able to see it
Ok let me try it give me a minute
Ok done
Ok let me enter unity hub and click on the project
You can open it from the creator companion fyi, you don't need to open the hub
Oh
Ok thanks
But I hope this gonna work
Let me see if the sdk option is appears
Uh
Still didn’t work …..
Did I do something wrong?
Try closing the project and actually opening it from the Creator Companion
I did find a reddit post that worked for XD
But wait what version do I need to use ?
? Your manage project screen shows it's for 2022.3.22f1 but you shouldn't have to even worry about that when you're on the creator companion... It should just open it for you
Just click the open project button
thank you @unreal juniper I can see it now
Didn't you say you already made it?
so its working now in vrchat, but i have a slight issue, for some random ass reason, the only world it seems to display the color in correctly in is the avatar test chamber (first pic)
but then in all the other worlds, its white...
try going to material and setting Lighting Mode to “Flat” and check if it works
this thing? was already set to flat
i dont like it
Helppp
looks messed up to me
then Try reassigning the texture in the material and make sure it's marked as “Read/Write Enabled.” Also make sure the texture is included in the Unity build and not getting stripped out.
i found the issue, apparently while i was fucking around to get the transparency thing right it reset a whole bunch of stuff including the max light level so it was being lit way too much appearing white.....
everything seems to be doing fine now
everything outside the few metal bits that are still a bit off
Oh that's why it didn't got fixed..i get it
Why this error is here ?
maybe you don't have the required rank to build avatar.
then I don't know
it usually happens when you have not completed maybe 100 hours on vrchat..
are you using a steam account instead of a vrchat account?
No im using VrChat account
Okay so real talk
I cant get my avatar to stop crouching by default when working on him in Unity and way to fix that so he actaulyl stands up straight
you mean when doing animations?
Thats how it is normally been trying to figure it out
use pumkin's tools to reset it back to T-pose
probably got stuck when you did an animation
So im looking for force T Pose in Pumpkin tools?
I'm using VRCFury to help my girlfriend add a item to her avatar. I set it up in my scene, packaged it and sent it over. When she opens it and places it on her model, she gets this. How do I make it so it doesn't ask her to edit it in prefab without unpackaging it?
Holy shit thank you so much
Now the next question if anyone knows would be great.
I edited my gesture animations with my fingers since they were all wonky visual wise
But when i save and upload defaults back to the normal way the hands looked
is there a easy way to get rid of a lot of the bones in the hair without fucking up the weight paints? its pretty much the only thing i need to fix on this avatar to get it to be not very poor
You can safely delete extra hair bones in Unity just remove the deeper bones in each hair strand and let the upper bones take over the weights. Then update your PhysBone components to reflect the new bone chain. It won’t break the weight painting unless you reimport the mesh.
so just delete a bunch of the bones in the strings here?
and for the change to the physbone component, i just need to like allow more movement on each bone right?
Any ideas?
merge bones a few times so they arent that many - dont delete - , end bones tend to be useless too
cats have some auto for long strands somewhere too but i dont trust it 
thx, ill go give it a try later
Alright sooooo
it came back
Pumpkin tools i nscene works fine but when i go to upload shows this
that is straight up incorrect
My model is upside down. And her bones look like this. What do I do? Pls help
Don't use FBX exporters in Unity, you already have the proper FBX files in your assets, Import those original files instead
Does someone know how to make the whole avatar spin in a circle? (while still being able to play other animations on top of the spinning motions) I tried animating the hip bone (i'm using it as a root) and it doesn't do anything, i tried putting it as FX, as an Action but nothing...
the avi had 504 bones IIRC before i started doing some attempts at optimizing it, just deleting a bunch of clothing and a few bits of hair i dont use brought it down to just under 350
also managed to half the tris with that, and deleted about half a million particle tris from deleting headpat partiles lmao
oh and dropped texture memory by like 150mb by reducing a bunch of the textures from 4k to 1/2k
this avi legit was so unoptimized it would drop people there FPS by 10 just showing my avi
I tried it and it worked for me,
for some reason my viewpoint is at my chest? i resized my avatar earlier and its after that that it happened
Does the Viseme parameter still output the current viseme (0-14) when LipSync is set to Viseme Blend Shape instead of Viseme Parameter Only?
how do i fix this
i cant figure out where to put it, when i put it at my eyes it doesent match where my eyes arwe
it was right between my eyes and when i then loaded in it was like at my chest
make sure the origin of the model is at the feet and that the avatar model you attached the avatar descriptor to has a y value of 0
been having this issue on multiple avatars that im trying to upload
Yes.
It outputs volume and viseme unless it's set to Jawbone.
I've actually used this to do silly shit like voice commands before.
one way is go back to blender - add Z_whateverbonename on the non humanoid bones causing issues on your leg/arms , export over one in unity , this error rarely break anything tho
if any other bone then non humanoid appear here it can get confused
What has happened here???
does anyone know how to fix this T-T
As it says, you'll need to check the console for error logs. They will tell us what happened.
heyya, i've got an odd sort of issue involving particles. My avatar has a hat that lets out some particles, and a magic asset, but for some reason the particles are not visible to me, but visible to others. I'm not even sure what this issue is because it worked perfectly fine until a while back, and it just randomly stopped working without any changes to the avatar. is this some weird issue on my end or is it an avatar issue?
would anyone potentially be willing to call on here and help me figure out some avatar issues with gestures while i share my screen? i’m pretty new and have been struggling, and youtube isn’t cutting it haha. i’m willing to pay $5 for the help
for reference, the left is what it shows for me, and the right is everyone else
hello
can anyone tell me why my avi when on test avatar mode the sound works when i upload it on test sdk mode
but normal no?
is it a quest avatar?
Probably a long shot, but does anyone have a guide/tutorial on Custom hand gestures? I can't find anything online and the Ai-support wasn't too helpful
@acoustic island uh, just replacing them? find examplary hands layer in sdk packages, copy it to assets, replace whatver anim clip you need with whatever
just make sure your replacing whatever is in assets folder as well (copy and edit if needed) and has no proxy_* in its name
apply that controller as your gesture layer, ofc
I exported my model from blender and the lighting seems to have messed up. The metal is no-longer reflective and the lighting is weird around the face. How do I fix this?
whatever materials you made in blender do not apply in Unity, you'll have to setup materials there separately.
It has the materials on it
materials between blender and unity have very few in common, for other than uv unwrapping rely on unity for the looks
you can use the same textures, but the shaders are drastically different
I found the issue though, somehow it was using another mesh in the Skinned Mesh Renderer
Thank you all
so i made these weird avatars and i have them in file format and im trying to get it actually on vrc idk how
? made them how
what format is your "file format"?
i bought a model guys but imma be honest idk how to add bones or upload it
wdym add bones
rigs i think?
this is what was said: Like I said, don’t hold compatibility to me lol, this is before his bones so you might have to do the conversion but if you do get him up and running, he’s still sexy lol
He was built on a much older SDK so I cannot vouch for any compatibility
Is this a rigged model for VRChat, or a game thing, or what? It may already have "bones"
ok, so it already has bones.
looks a bit dated, so you might need to convert the dynamic bones to physbones, but that's not hard
how would i go about that, can i screen share and be guided or maybe a link to a yt video?
okay, so i was trying to fix an avatar upload and now it shows those errors, is there a way to fix or is the project corrupted or something ?
maybe someone will offer to do a screen share, but I wouldn't count on that. If that avatar actually has dynamic bones, you can get and install this into your Unity project, and then the VRChat SDK has a conversion tool:
https://github.com/VRLabs/Dynamic-Bones-Stub
life saver thank youuu
always show the first 2-3 errors from the console, many of these are side-effect errors. This one doesn't really tell much, unfortunately
ah ok
Feel free to ask more questions here!
new driving me completely insane: two fingers, weight painted the same, one is functioning, the other goes insane.
first as in at the very top of the console.
much of that seems like maybe network issues?
network ?
as in the network between you and vrchat's servers
is it because i use a vpn ? i doubt because all the other project works
no idea, I've not had this issue, but some of those errors look similar to others reported re: network issues
it's extremely rare you have to restart
oh
but also, I've never seen this issue and I don't use windows, so I really can't help other than to say: that seems like stuff other people have reported on and it was some kind of network issue.
make sure it not painted to any other vertex groups ie bones. dont forget to enable normalization when doing this kind of work, otherwise pure red may mean not 100%
yea, that's what it looks like is happening, just struggling to find the one place where it is painted somewhere else, clearing out the paint everywhere else
yeah probably not already normalized then
there's a way to force-normalize it all, it's usually sane to run
well, I don't know why that worked but it did!
Has anyone here tried using Pumkin's Warudo exporter tools? I'm thinking of throwing over 10 bucks to them (cause they definitely deserve it, they've made some pretty cool tools) but I wanna know if anyone's had any trouble exporting Velle models and specifically Velles
i have my avatar 100% in unity, i have humanoid rig selected, i put all the bones even the extra ones that are listed as optional but arent, and i'm STILL unable to export because it's "not a humanoid rig" PLEASE HELP
what bones am i missing?? i cant use the bones i have for the shoulders but i assume that's the ones i need
unless upper chest is not needed in which case i need to export my model a 4th time in order to re-reparent the bones to where they were
the documentation is god awful, i had to search blindly to figure out how to set the rig to humanoid despite having done so in the past because i forgot and the documentation said nothing about setting the rig type as far as i saw
i cant even change the hierarchy in unity because there's no guides on how to do that. or they just dont work on FBX models
even though i can do so visually, when i save and back out it reverts to the way it was no matter what so i have to delete the model entirely from unity and re-bind every single bone to see if it magically works
re-export and then re-bind and do the scale and view and add all the components
you'd need to show the hierarchy and the slots with the bones in them, this diagram is unfortunately not very useful.
idk what to do with this error...i tried to export my avatar from blender and this shows up
which version of cats is this? probably it's the wrong one.
also cats is not required to export a FBX
lemme check
if you knew, which cats are right one
I don't use it, but here is the place to get the right one: https://catsblenderplugin.xyz/
here, i minimised the branches that end the bones. everything is in the correct order but i assume i'm missing some magical bone placement that makes it work. bone 10, 11, and 2 and 3 are all broken and say "zero bone length" so i've not used them, if they actually do work despite the vibrant red errors, that would fix the missing bones. the head is bone 18
yeah, that's likely wrong
thank you!
oh those bone names are not helping this at all. No idea what's what.
i uninstalled the wrong cats ^^
i cant name bones in blender anyway
sure you can
how? i looked up a tutorial and never saw anything
edit the armature, double click a bone name, type a new one
if i name them the names of the bone slots will they fix the need to assign bones manually?
i have to assign every single bone on the model manually
maybe, it tries to guess based on hierarchy and name
srry, js wanna double check before i install this, is this good now?
and i've already done it 4 times
i think i js installed the right one
I don't use this so really no idea other than that link
ahh ok
i'm glad there's a helpful guide that could have told me about bone names and stuff /neg /sarc
(and you still don't need cats just to export a fbx)
Well you can name them anything you want...
i wasn't told that anywhere
literally anywhere
do i need to name them exactly "Upper Back" or like "upper_back"?
nvm i didnt open the file and didnt see the name fully, i got it!
it works, thank you !!
ummm whats happening
z fighting?
it looks like the textures are in the same spots, no clue what the issue is specifically or how to fix it
wait are you talking abt my avatar or urs? 😅
yours, the black colored mesh looks like it's clipping into the other mesh
maybe try moving it like 0.1 units of whatevertheheck away from the face
idk how you'd do that
oh
that picture (with weird eyebrows and eyelashes shaped) was blender file, thats why i picked wrong one
i still need a neck bone apparently so i gotta add a 2nd bone in blender but HOPEFULLY this will be the last edit
oooh
if anyone knows, how i can animate all each hair at the same time?
i wanted something like what i animate my avatar's tail and it works
I know somewhere there's a vague reference but most tools do some guessing. I'd name that one "upper chest" if that's what it is.
But you need: hips -> spine -> chest -> upper chest (optional) -> neck -> head
i am done with this stupid ass model
i cant import it and i've run out of energy to import it again even after i made some naming changes
i assume the extra bones threw it off, so i deleted the 100% extra ones and renamed some and MAYBE it will work but idgaf for now, i wanted to go to bed an hour ago but was fucked over by vrc creator companion screwery
don't delete bones without considering weight painting
can someone help me make her NOT pink
are there materials
i got the materials and the textures. but for some reason she is pink
materials missing textures, or bad shaders, could be a bunch of things
redo rig setup (according to most basic setup tutorials), you're missing some bones or they're mapped wrong.
yeah, i looked it up and it seemed to be that. However i cant find any solutions
you'd need to identify the specific problem first
select a mesh object, find its material, select that, inspect it
redo rig setup? where i can find that? srry im sorta new to unity hah
have you watched any basic avatar setup tutorials? It's in most of them
click the model file in the project, go in the inspector, then in the rig tab.
wait, you mean something like this? https://www.youtube.com/watch?v=DMud5OgTjfA this is the video im watching rn
oooh ok
most of the textures are pink. Only the "LTextures" are not pink (Please be patient this is my first time using this program
i did follow step by step but i feel like ive been missing some
ill give it a shot
I'd not use any tutorial that suggests to import a .vrm directly to Unity, I'd bring it into Blender, clean it up, then export a .fbx.
ty
those pink ones are materials, not textures
ah sorry
textures go into materials, materials go onto mesh renderers (the body parts)
oohhh
hey is there a way to attach the viewpoint to an object? I made a dullahan avatar and want to make it so doing a gesture while the head is separated from the body lets me view the head's perspective.
you can't move the actual viewpoint, but you can probably do some tricks with a camera and a render texture
do you know where I can get a tutorial on how to do that?
I don't, sorry
would materials be their own file? because if so there are only textures
yes, they have a .mat extension
if it's a really basic toon-shaded avatar, they're pretty simple to make
how do I make lights work on quest?
you don't, they are explicitly disallowed
like this?
that's a great plugin but I'm not sure what it has to do with materials
But people put lights on avis?
if you found a quest avatar with one, it was done via hacked SDK or some old workaround.
ok so i looked up a tutorial. Apparently i need poiyomi but i dont have it.
it's a good shader. I usually use it for avatars.
the thing is i have it installed, i just dont know how to port it into unity
im pretty sure this is it
i got it from githun
that's even a recent version
did you install the package into your unity project?
how do that? again apologies im new
read the docs: https://www.poiyomi.com/download/
i got these errors, poiyomi is installed and in unity now. However i get these
I'm having trouble uploading pc and quest avatars because each time I upload pc and then I do quest it doesn't upload quest and it turns pc into "security checks failed" is there any way to fix this?
this rat is gonna be the death of me i swear
Who makes spider man avatars?
does anyone know where i can get more blendershapes faces? i cant find it everywhere
i want the heart eyes and the sparkly eyes
Do you realize that who makes avatar may not always able to help you. You have to eraborate your issue.
I need help importing the models I found into blender
Is it FBX file?
Im not sure this is a first time experience with making avatars
You have to know what file type it is first.
Anyone? 😭
That doesn't matter where you got the avatar from.
Okay I’ll look for what file type
Is the performance excessively very poor? Try reducing something and upload again.
^
it’s all new stuff that i never had before
They're blendshape from vroid model.
It's not that because when I upload pc one day and the day after I upload quest it's perfectly fine so Idk what it is
i know but i need to find more stuff like that, do you know where i can find these?
^ this is one i’m talking about
You just don't, unless you have to manually edit the model in blender to add new part to it..
Security check maybe delayed and rechecked at anytime. So the second time it runs checking, it may results in false positive.
been at ts for like 4 hours and now she just disappears but hey atleast she isnt pink anymore ammirite
i wish i had the good kinda autism
Hm okay, thank you!
ohhh dang, thank you!
That's the wrong unity version.
what is the correct unity version
oh my god thank you
nevermind dammit
what do
sorry for sounding rude i didnt mean to
If "missing script" that means you haven't import all the required package.
here are all the errors
You haven't import all the required package.
alright i will take a look
This is a ball. https://media.discordapp.net/attachments/1278234351393308702/1401052697628774450/Ball.mp4?ex=688edf81&is=688d8e01&hm=d248f9c973d7f848582220c9edc34f5b26042b028b45bb1d9017302a31444d8f& I made the bounciness myself. I need to find a way to make it bounce naturally because if i am in a public world, it acts janky.
how do i tell what is missing? and how do i fix it. Sorry this is my first time
Read from the web page where you got your avatar from first.
does it have to do with the outline thing on github ya think?
No. Is that all of that?
yeah, thats the entire page
Then what left is only guessing. The common package using in an avatar are also : VRCFury and Modular Avatar. So import those .
To others, it bounces normally. To me, it bounces like crazy.
i got VRCFury imported, now im trying to get modular avatar imported. I had to import them manually ( In the VCC, go to Settings > Packages > Add Repository, type https://vcc.vrcfury.com and click Add)
Adding repository isn't the same as importing package, so be careful of terminology.
do i gotta download this too?
That's alternative of VCC. If you're using VCC, you don't need Alcom.
You are the best person ever. May god bless you with mountains of gold and silver
Does anyone have a good tutorial for uploading avatars with multiple versions?
What does it mean multiple version?
ahh like quest, optimized, pc, etc
You meant cross-platform. There are only Quest(android), and PC.
ahh yeaa
Well, uploading an avatar for multiple platforms is really simple. It’s optimizing your avatar for quest that’s the harder part
So certain parts of the body has this green shadow on it, and its not suppose to be there. Anyway to fix this?
What shader is it?
Mobile toon lit
The green is from vertex color. You have to remove vertex color in blender or use some unity addon.
I just found out that I could use Lightmapped for it, and it worked
But another issue that I am having is that some of the hair is see through
set culling to off.
Where can I do that? Rn, its on Mobile Toon lit for the hair
@woeful sleet you cant use lightmapped, wont upload on quest
thats worlds only shader
cull off is available only on standard toon
and overall thats the only one you should use nowadays for stylised stuff
hi, i gave the hips bone a rotation movement and i wanted to play this animation in synch with other actions/animations. on which layer shoud i put this?
it can't be on FX because it doesn't work, it can't be on action because it would override the other actions. Any tips? I also tried gesture but it keeps animating just the hands and if i change the layers's mask it causes problems in rigging
uhm, help? so there's this one submenu, right? well i can't click it, nothing happens
what do i do??
here's a recording of me demonstrating the issue, the 2 other submenus work, but the third one doesn't
Did you actually assign submenu file to it?
yes
Can you screenshot the assignment in unity?
Hello. I am using a floor collider as a switch set up with vrcfury. But I was thinking about trying to make a radial floor collider, I guess I can only do that by making an animation of the floor collider gradually going down/up?
An example of what I want to do:
https://booth.pm/ja/items/2697859?srsltid=AfmBOorV1cnWgPCa4GnxKARlB-Xsk6ub3Nw2kxIApD2lE6DdEHcR2yE7
nvm i fixed it, you were right lol
@uneven whale ye, frame 1 lowest frame 2 highest, motion time = radial parameter
disable looping on clip
hey uhh guys how do you pose the fingers on a toggle animation? like lets say you toggle an item from your menu and you want to make it look like you're holding it? it doesnt seem to be working, even on the fx layer, the object works, but not the finger pose
i have it on the action layer too
same animation
and still nothing
show animation keyframes
looks fine, put it into gestures
is it gonna be a toggle in the menu instead of through hand gestures, then?
nope, still not working
Do you want to have the hand gesture appear when you toggle the item??
i want the hand to hold the item, yeah
https://youtu.be/xOGc8CetyXs?si=dc4MMUy4aH7yYIhv Follow this tutorial
what does this mean and how can i fix it
yep, did that already
still doesn't work
Your avatar has too many things on it that take up parameter space. You're going to need to remove some things or optimize your parameter usage.
how could i optimize it?
For example if you have a lot of toggles using one bool each (more than 8) you could instead use one int for all of them and change your logic to use that.
Otherwise there's tools out there that do automatic optimizations
likee?
Like this: https://github.com/JeTeeS/MemoryOptimizer tho I would suggest learning how to do things yourself, it might be helpful
i'hve optimized now but now i just cant like
copy
Then you already have those parameters on your avatar
Also, can't help but to notice the asset you have, if you need help with a specific asset, do ask on the creator's discord
i couldnt find his discord 😭
Want me to DM you the link? Not sure I can link to other discords here
Wait no, you are already in their discord!
oh wait is he zep
oh shit well then i am 😭
here we go again
I pinged you in the proper channel
What doesnt work??? Like the gesture just doesnt appear??
no worries, i got it solved
That one about the parameter - add that missing parameter to your avatar parameters list
It's probably a float, if it's a hue shift parameter, but you'd probably need to look at the menu where it's used to be sure. Probably it's a radial option
i tried to ad a hue toggle for the hoodie didnt work
how can i completly remove that ? dont need the toggle
Hello there ! 👋
I just wanted to know how material slots were counted ?
I have 3 materials for my character and one for a prop toggle. I have 2 of this prop so I can switch from the back to the hand while being compatible for quest.
So I should have 4 or 5 material slots used but it says I'm using 9. Why ?
I use Poiyomi shader on all my materials and they are locked.
got any particle systems?
other self-contained prefabs?
face tracking? It often comes with a debug prefab which has a material
Oh I have a particle system copied twice yeah. So same particle using the same material.
No other prefab appart from Gogoloco but I don't think it uses material slots does it ?
No face tracking
each particle system uses 1 material slot, and one extra if you have trails enabled.
Then it's 3 for my character, 2 for my 2 particle systems and 1 or 2 for my prop. It's the same exact prop just duplicated so it should use the same material right ?
So this is not 6 or 7. I don't know where the other 2 could be from
no, duplicated means double the slots too
Okay okay
Oh I see, my particles use 2 material slots because it uses 2 particle systems but one without any material.
I think it's used to make the particles not move with the character although I don't understand how it really works
yeah probably uses one system to launch the other system, pretty common
Oh yeah it has a sub emitter I see how it works now.
Hm so isn't there a better way of doing this ?
Is there a better way for my particles to be attached to the world and not the character ?
Also is there a better quest compatible way to move one object from a parent to another ?
I know I can do that with "Parent constraint" but I think it's not quest compatible.
re: particles, no, that's how it's done.
re: constraints, VRC Parent Contstraints are quest compatible, so yes, that's the way
Oh they are ? Great thanks I'll look into that
Oh ok there is "Parent constraint" and "VRC Parent constraint" I see
right - the former is unity's, the latter is what you want
And theoretically instead of duplicating my particle system, I could move it the same way
absolutely
Great I'll fiddle with that, thanks !
my friends, i got a avatar from vrcmods, and my friend asked me to yoink de boobs and thats what im doing, but with texture on this part of the avatar becomes transparent, what should i do?
How do I get physbones to spring to each other? Say the colliders on my legs are only affecting one of the physbone transform parts, how do I get the ones surrounding to get pulled aswell?
Talking specifically about the ones parallel to each other, the parent-child connected bones are fine
you don't really, though I haven't tried using constraints for this.
eh, seems to be fine
can someone explain to me why the toes are bent like this? i checked the bone alignment, applied all transformations, what's wrong?
Would anyone know why the hair does this on the wicker? I've got the bones in the root thing but it still moves forward or back
does anyone know how to optimise an avatar to where it isnt Very Poor
anybody know the name of this body
That many triangles honestly isn't bad for the modern PC GPU, be aware that most of these performance ranks stats haven't changed since 2018 when the most popular GPUs were the Nvidia 10 series. The thing I'd care most about is the material slots instead here
how do i reduce the material slots then?
Do you have some knowledge in blender?
i can give it a shot, i have been using unity for the most part
where do i download it again im sorry this is my first time doing something like this
Blender can be either downloaded manually from https://www.blender.org/ or Steam (https://store.steampowered.com/app/365670/Blender/)
how do i add my model in blender
her greed for material slots sickems me
i dont even know how to import my model its so over
Your Unity Project should already have the Model file in the assets which is usually an FBX format
you can import that file into Blender
Apparently not
With newer Blender versions, you can drag and drop FBX files into Blender too
I deleted a bunch of toggles on a model I have, as I didn't want to use the hair swap, colour changes etc. I have this when I go to upload the model. I have checked the menu, params and FX and it does not exist. When I press the "Select" button, it makes me to a menu that has no parameter being used under that name
If I try to add it to the menu again, as you can see I have deleted the parameter
Am I using the wrong version of blender?
The is no wrong version, but if you're starting off it's best to use the latest
Need help with avatar making
Visemes isn’t working for me and I can’t figure out why
(Anyone who dms me about offers on avatar rigging with their shitty portfolio likes it up the bum)
what does your avatar descriptor's visemes section look like
that a load of ripped assets
Is there a way to create a hide shape key in blender? I struggled for a few hours and I am starting to think it's not reasonably possible if you are trying to hide something within an active shapekey.
For example...
Basis
Boob_M
Boob_L
Hide_Nipple_M
Hide_Nipple_L
Neither Hide_Nipple_M nor Hide_Nipple_L can be achieved in blender because it's built on top of prior shapekeys. Scalign will reach a minimal size and can no longer be scaled down.
its all public stuff that is unoptimized
uma musume avatars
which is stupid that half of them are pc only when theyre fit for quest
but aside from that vismes i cant get them tow ork
idk what it is doing, the hands seem fine in blender but once in unity they do this?
something like this?
Is there any way to force a shapekey past 100%? I have an issue with the avatar, I don't want to use Blender as it breaks avatars
If you import an FBX to Blender, and export it again without changing anything, it will look different. The avatar dynamics will break, you will need to reassign textures, sometimes shapekeys are out of order, and the avatar scale is off (including the outline thickness in the shader setting of every avatar)
so close
just need to figure out what the fuck that is
weight painting, okay, only happens in t-pose
The VRChat game client clamps blendshapes to be 0-100
I see! It didn't in the past
it's been a thing for quite some time
unless it's existed before in like 2015-2018 I wasn't playing then
Actually, this bug happened when you activated the same shapekey multiple times, so it's a bit different
Anyone know how to fix this issue?
make sure your SDK packages are up to date, if they already are up to date execute the "reinstall all packages" function in the project through VCC
Doing that RN
create shapekey in blender, select it move stuff , 
im trying to import an avatar in blender, how do i know what one to use
but this one came up
When I import into blender and unity it does this. 😔
old blender ? , what file is it
just run cats imo
ive gotten that on a outdated script
i did
so i need to update my blender?
unofficial?