#avatar-help

1 messages · Page 157 of 1

somber sequoia
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yes, always use fbx for this., not vrm

timber wharf
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@gentle musk make them one object with an armature, ie bone 1 = object1, bone 2 = object 2, line is weghtpainted to both bones

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@inland seal make sure your settings in game allow self interaction

pallid sun
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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

inland seal
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But headpatting works

ornate stump
inland seal
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I dont want to interact with myself

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I made so other people can

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but They cant boop me

ornate stump
ornate stump
# inland seal

Might as well screenshot the entire contact receiver to see other settings.

inland seal
surreal salmon
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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

inland seal
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You cant really make so the person will read it but you can make like a visual effect of reading

white jungle
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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?

neat briar
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Yes of course

balmy barn
lilac orbit
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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.

dire dagger
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Does anyone else’s avatar do this when you import it into blender-

lilac orbit
white jungle
proven walrus
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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.

white jungle
proven walrus
severe trout
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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)

lilac orbit
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what happened?

somber sequoia
bitter adder
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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

severe trout
lone flax
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How do I fix these particles not appearing correctly?

somber sequoia
lone flax
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they're suppose to appear as like red (I think)

somber sequoia
somber sequoia
lone flax
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They're meant to me like a sphere

lone flax
somber sequoia
somber sequoia
lone flax
somber sequoia
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it looks like it doesn't do transparency, but you need it to.

fallen wave
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anyone know why it keeps quickly repeating? The animation file is not set to loop and nothing else animates it

lone flax
somber sequoia
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you should feel free to ask further questions in here, I won't guarantee I'll be around or willing to answer.

lone flax
somber sequoia
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it's literally what this channel is for

severe trout
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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…)

arctic ginkgo
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I have tried that avatar as well

worldly whale
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How do i fix bounding box issues? like when your hand' dissapears when your not looking right at it

lilac musk
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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.

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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.

old skiff
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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?

wispy moon
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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

night ember
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Why not just do it without fury

junior void
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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

wispy moon
umbral oriole
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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

night ember
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Whered you get the avatar

wispy moon
mental estuary
wispy moon
umbral oriole
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i thught it was vrcfury but guess not le sigh

night ember
mental estuary
wispy moon
umbral oriole
umbral oriole
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ill take a look again to be sure

junior void
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Vrcfury merges the face tracking controls to your avi but doesnt introduce the actual ft logic

umbral oriole
junior void
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There are a bunch of different packages for different avis

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The instructions must say which

mental estuary
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@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

umbral oriole
night ember
wispy moon
# mental estuary Your blendshape to put the feet into heel mode likely has the heel mode at 100, ...

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

wispy moon
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okay yeah i just read that lmaooo

mental estuary
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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

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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

mint mango
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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

bitter adder
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Yes I did

wispy moon
mental estuary
wispy moon
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alright, appreciate it hoss

mental estuary
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For future reference, you can always ask about VRCFury stuff in their server

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You'll get better answers for VRCFury in the place where VRCFury is discussed xP

wispy moon
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yeah

old skiff
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how do I fix unity not recognizing my avitar when im trying to post it?

old skiff
mint mango
wispy moon
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if you need a better explanation i can try to give a more step by step

old skiff
umbral oriole
weak smelt
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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

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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.

heavy zephyr
weak smelt
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Like how to?

heavy zephyr
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Do you know the basics of making a basic toggle?

weak smelt
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Yes, vrc fury yes. and with that animator thing i learned how but im gonna try to remember how.

heavy zephyr
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No not vrcfury

weak smelt
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I know,

heavy zephyr
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Vrcfury does things for you

weak smelt
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i know how to do toggles with the paremters

heavy zephyr
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So you don't learn from that

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Okay

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So

outer jackal
weak smelt
somber sequoia
heavy zephyr
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It disables gestures yeah, maybe they still want their gestures but not the facial expressions

weak smelt
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i checked. there is nothing there in play mode. i hope itll be easy to do the toggle thing

outer jackal
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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!~

weak smelt
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I just want to be able to make hand gestures and stuff but i dont want the face to change

heavy zephyr
# weak smelt i know how to do toggles with the paremters

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.

weak smelt
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i will try that.

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i found a gestures layer in the avatar menu files.

azure crown
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Hey so for quest what texture do I use for hair matieral? The texture black background with hair strands

pallid sun
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Is it possibile to make a whole avatar spin around?

somber sequoia
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if you use the AnyState thing be sure you uncheck "can transition to self"

somber sequoia
heavy zephyr
weak smelt
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Ok

heavy zephyr
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Gesture controls physical hand movement, FX controls the face

outer jackal
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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

weak smelt
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I seen some avatars with toggle able faces

somber sequoia
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if you want it to, you can make it do that, sure.

heavy zephyr
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Either that or a global facial gestures toggle or anything in-between

weak smelt
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Whatever is easier.

heavy zephyr
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The global thing is easier

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Slightly

weak smelt
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Lets try that then, How do i?

heavy zephyr
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I told you twice already

weak smelt
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Oh, sorry i wasnt paying attention

crude moat
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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"

wispy moon
crude zinc
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yo i was trying to upload an avatar i found on a site that looked cool but its not building

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if anyone knows why can they help me?

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nevermind i didntt have it in the hierarchy

night ember
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wdym found on a site

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which one

crude zinc
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oh

worn kiln
# crude zinc oh

that website is full of virus included, better never use it at all

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also only got ripped avatars

crude zinc
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oh alright

wispy moon
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your best option is just buying it from the actual creator 🤷

worn kiln
sullen nacelle
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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-

spark walrus
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is it possible to add assets to an avatar without redoing all the toggles and stuff

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just add one clothing item

somber sequoia
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"this"?

spark walrus
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very scared

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i have a lot of knowledge with unity and a bit with blender i’ll prolly figure it out in an hour or two

somber sequoia
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ah I'd have bet on bone rotation issues, not shader

stray trench
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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

somber sequoia
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why are all your animation controllers "none"? click all those x buttons if you aren't going to put stuff there.

somber sequoia
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I didn't say it was the solution to your problem

stray trench
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🤨

somber sequoia
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it's "a" problem not "the" problem 🙂 Anyway - that is the right mesh in the eyelids mesh slot, right?

stray trench
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yes its the mesh for the head, which is where the blendshapes for the eyes are

somber sequoia
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huh!

keen palm
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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?

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I kept the name the same also

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No, zero arrmature changes

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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.

keen palm
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Wdym? A tutorial for this specific avatar? Theres really hardly any tutorials online to fix this really.

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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.

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No, how would I go about doing that?

rigid turtle
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Alright, so last I worked with an issue similar to this I didn't know a fix either

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but I know a method that can give you some results but it won't be exactly fixing it

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You can essentially attach your new arms to the old mesh

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using parent constraints

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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"

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It'll bind to the bone and it'll move but it doesn't really fix the actual problem

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I think the only real way of "Fixing fixing" it, would be remaking but hell nah

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If I were you I'd just parent constraint and call it good,

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Sorry I can't give a perma fix really but it'll give you your arms!

fresh palm
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i cant make avi it saya im visitor and you cant make avi till you are at least a new user

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or smt

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is there anyone who can help become a new user?

heavy zephyr
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You need to spend more time in the game, make friends, etc...

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Your rank increases naturally as you use the platform

somber sequoia
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Or buy VRC+ for a month

arctic ginkgo
amber pivot
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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.

old skiff
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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?

night ember
old skiff
night ember
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in blender

old skiff
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the root is the head I believe

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actually it may be the hips, but the viewport offset is above and to the right of the avatar

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I may need to revise that I guess if that is the problem, thank you

sacred lava
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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?

timber wharf
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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

sacred lava
timber wharf
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ye, wrong orientation.

sacred lava
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I see

timber wharf
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avi should be facing -Z in unity, -Y in blender

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same, rotate, apply origin

sacred lava
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Worked like a charm! Thank you tons :D

distant nimbus
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this asset turns itself off when in play mode/game.. how do i make it appear? or stop turning itself off?

sturdy prawn
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how do i make these colors more vibrant?

woven totem
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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?

plucky berry
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i need SOLID PROOF that cache ripping is GONE. like cant someone just decrypte privat avatars?

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i mean with enough time and effort they can recreate the decryption code if there is one

somber meadow
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you have to accept that as a possibility

timber wharf
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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

fallow acorn
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Would anyone understand why this would happen? Its fine in unity, with the materials on the prefab. But in VRCHat its... got broken transparency?

fallow acorn
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Platform? Like what shader?

ornate stump
fallow acorn
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PC, and it was just, a first I got asked that question, sorry.

teal laurel
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If you use poi

sturdy prawn
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same texture file

ornate stump
teal laurel
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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?

sturdy prawn
fallow acorn
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They probably are, but the prefabs should be set-up for that kinda stuff no?

teal laurel
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Ah, nice

fallow acorn
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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.

ornate stump
fallow acorn
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Right.. So... I should take a look at the animations? Even though its not likely that its that?

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Or is there anything else that I should take a look at?

ornate stump
fallow acorn
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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?

ornate stump
fallow acorn
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OH. I should mention, this head has a head Chop asset to it.

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and TECHNICALLY, my model doesn't come with a head. So its -added-.

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Even the prefab with the normal head on it wasn't working... Now I'm trying with the FX off.

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@ornate stump didn't work removing the FX. Still broke.

ornate stump
fallow acorn
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Yea, in Unity everything is fine. All the animations work, It blinks, it changes faces, the whole thing.

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Its just a transparency issue -in- VRChat and I'm so confused.

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Here, lemme get a gif for it.

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@ornate stump

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But they're all flat white textures in unity.

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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.

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cause that could'Ve been a possibility.

ornate stump
fallow acorn
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I'm not sure, I'm assuming it is. Since its fine in unity with the material on it?

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if it was the animation it just wouldn't work at all in unity no?

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Especially hierarchy wise.

sturdy prawn
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how do i fix?

timber wharf
fallow acorn
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Thats what they're set at, I think. I'll take a look but yea.

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Its either DXT5 or BC7

ornate stump
fallow acorn
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Yeeeeee Gimme a moment

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Pretty sure they're all cutout, which section of liltoon you wanna see?

ornate stump
fallow acorn
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Actually its both. I clipped into the camera and even the eyes and mouth are like... whited out.

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Why I was assuming it was a transparency issue..

ornate stump
fallow acorn
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@ornate stump

ornate stump
fallow acorn
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Really? Uh.. And where is that in the options/Or Unity?

ornate stump
ornate stump
sturdy prawn
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thats about it

ornate stump
fallow acorn
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NOooot... quite? It did change from a pure white to a... darker white?

sturdy prawn
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the bottom bar not the side bar

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then from the bottom bar onto the like, place whewre you fly around

fallow acorn
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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?

fallow acorn
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Ye

ornate stump
ornate stump
ornate stump
fallow acorn
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Right? But I double checked and.. I dragged the materials on it again just to be sure so... Its.. really confusing.

sturdy prawn
ornate stump
fallow acorn
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You think a new unity project would fix anything Renfrew?

ornate stump
fallow acorn
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Right..

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I guess I'm... gonna contact the creator? Ugh... I even see models where it works just fine.

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imma reimport again and.. see where that takes me..

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Genuinely curious as to why this is happening....

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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?

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@ornate stump

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Just wondering on your thoughts on that.. Would I get an error to say theres no more room to merge them while uploading?

ornate stump
fallow acorn
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Right, sorry, parameters.

ornate stump
fallow acorn
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Gotcha, so its not that.. Mmmmh..

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Fug.. this is so annoying..

dusk moat
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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

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Nevermind, I had other animations on the right hand left hand layers lol

west frost
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i dont understand why the hell this keeps erroring out

dusk moat
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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

ebon cove
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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? vrcAevSip

junior void
timber wharf
balmy barn
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( left is always ears/tails for me so they dont interupt with any shapekeys )

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newer one

worldly roost
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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

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but then in this world with regular lighting im way too bright

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but then in this other world im a bit too dark again

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using poiyomi toon outline early 9.2.62, and all ive messed with (and know what it does) is the min and max brightness

dusk moat
worldly roost
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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

timber wharf
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bool takes 1 bit, float/int takes 8

worldly roost
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so i guess ill just have to start randomly deleting things i think i dont need?

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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

junior void
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are you sure you removed it from the avatar in the scene and not from a clone that vrcfury makes when you hit play?

worldly roost
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idk, i removed it from both of these lists and the radial menu and then hit make test build

junior void
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youre supposed to remove them from the parameters file

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this is not the parameters file

kindred mason
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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.

  1. 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
junior void
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you can find it in your avatar descriptor

worldly roost
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oh i thought that list was that lol

kindred mason
# junior void you can find it in your avatar descriptor

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

junior void
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i was talking to rubian

kindred mason
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Oh, sorry

junior void
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also why colliders

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you dont need colliders, you need to make viseme blendshapes for talking

craggy widget
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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

junior void
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constraints

craggy widget
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which constraints do I use

arctic ginkgo
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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

craggy widget
arctic ginkgo
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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

still shuttle
craggy widget
faint violet
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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.

grave current
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( 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

junior void
faint violet
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trying to have my character raise the middle finger instead of doing the rock n roll gesture

junior void
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do you have a custom gesture layer assigned in the playable layers section?

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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

faint violet
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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

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like i said its my first ava and i still barely know what im doing

junior void
#

thats totally fine

#

lets start by "do you have a custom playable layer"? even if it is empty

faint violet
#

i have base and special

#

i think

#

if im looking at it right haha

junior void
#

if you share screenshots, its gonna be a bit easier

faint violet
#

yeah makes sense i just didnt want to spam a chat with a ton of stuff

junior void
#

you dont have a gesture layer, thats fine but we need to change that

#

then assign it in your gesture slot

faint violet
#

ah okok done

junior void
#

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

faint violet
#

haha i think so

#

right?

junior void
#

yep

#

so lets start with the right hand

faint violet
#

already making more progress than i did with youtube lmao

junior void
#

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

faint violet
#

ok yes that looks familiar

#

thats what it was looking like by default in the videos i was watching

junior void
#

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

faint violet
#

probably good for learning anyway

junior void
#

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

faint violet
#

huh ok

junior void
#

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

faint violet
#

i have right click > create state > empty

#

no empty clip though

junior void
#

ye that

#

sorry, terminology eh

faint violet
#

nah its ok just wanna make sure its the right thing

junior void
#

ye, now from the new one to any

#

then from any to 7 more

#

oh also wanted to ref this

digital kelp
#

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?

junior void
#

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

faint violet
#

oh boy

#

ok so

#

gimme a sec here

junior void
#

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

faint violet
#

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)

junior void
#

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

faint violet
#

ah ok i thought it would default because right now the avatar has gesture animations that i just cant find

faint violet
junior void
#

it does defaults if your gesture layer slot is empty

#

where you put the one you just made

faint violet
#

OH

#

ok

#

that makes sense

junior void
#

since its not empty, anymore, well...

#

yea

faint violet
#

did you wanna move to dms? i feel like im gonna be talking for a long time here

junior void
#

i dont mind either, really up to you

faint violet
#

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

junior void
#

fait point

#

my english just left me lol

faint violet
#

man mine never came to me in the first place so dw

worldly roost
#

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

lilac orbit
#

where is the arm?

unreal juniper
worldly roost
# lilac orbit where is the arm?

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

lilac orbit
#

then what's the problem you are having?

worldly roost
#

the shirt

#

when i update the shaders on that from poi 8.1 to the new one with light volumes the shirt dissapears

zenith star
#

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

worldly roost
#

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

ornate stump
zenith star
#

hmm

#

how do i get rid of it

ornate stump
junior void
#

you dont

zenith star
#

but

junior void
#

it does nothing

zenith star
#

its a bone apparently

lilac orbit
junior void
#

other than tell you where is front

ornate stump
junior void
#

no its not a bone

zenith star
#

wtf am i not seeing then

#

pain

junior void
#

what makes you think it is

#

like, the underlying issue is what

lilac orbit
worldly roost
zenith star
worldly roost
ornate stump
worldly roost
worldly roost
#

ive been trying

digital kelp
#

I think I need help here.

lilac orbit
digital kelp
#

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?

unreal juniper
ornate stump
digital kelp
#

See ?

digital kelp
unreal juniper
digital kelp
unreal juniper
#

Open Creator Companion and click "Manage Project" on the project you're having the issue with

unreal juniper
#

Show?

digital kelp
worldly roost
#

this is how its supposed to look like

unreal juniper
# digital kelp

Try clicking the little green arrows beside the vrchat stuff

#

Update the SDK and maybe you'll be able to see it

digital kelp
#

Ok let me try it give me a minute

#

Ok done

#

Ok let me enter unity hub and click on the project

unreal juniper
#

You can open it from the creator companion fyi, you don't need to open the hub

digital kelp
#

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?

unreal juniper
#

Try closing the project and actually opening it from the Creator Companion

#

I did find a reddit post that worked for XD

digital kelp
#

But wait what version do I need to use ?

unreal juniper
#

? 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

digital kelp
#

Yeah I do

#

Give me a few minutes

digital kelp
#

thank you @unreal juniper I can see it now

unreal juniper
#

You're welcome!

#

Glad it worked haha

digital kelp
#

but also what do I need to do now ?

#

Like do I need to import the avatar right ?

unreal juniper
worldly roost
lilac orbit
#

try going to material and setting Lighting Mode to “Flat” and check if it works

worldly roost
lilac orbit
#

then it's good

#

but tbh white looks good thou..

worldly roost
#

i dont like it

quartz stump
#

Helppp

worldly roost
#

looks messed up to me

lilac orbit
# worldly roost 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.

worldly roost
#

everything seems to be doing fine now

#

everything outside the few metal bits that are still a bit off

lilac orbit
#

Oh that's why it didn't got fixed..i get it

digital kelp
#

Why this error is here ?

lilac orbit
#

maybe you don't have the required rank to build avatar.

digital kelp
#

Hmmm

#

I play so much but why ?

lilac orbit
#

then I don't know

#

it usually happens when you have not completed maybe 100 hours on vrchat..

worldly roost
#

are you using a steam account instead of a vrchat account?

digital kelp
#

No im using VrChat account

ornate echo
#

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

somber sequoia
#

you mean when doing animations?

ornate echo
#

No like

#

Stationary ill show ya

ornate echo
#

Thats how it is normally been trying to figure it out

somber sequoia
#

use pumkin's tools to reset it back to T-pose

#

probably got stuck when you did an animation

ornate echo
#

So im looking for force T Pose in Pumpkin tools?

lavish creek
#

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?

ornate echo
#

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

worldly roost
#

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

lilac orbit
worldly roost
#

and for the change to the physbone component, i just need to like allow more movement on each bone right?

ornate echo
#

Any ideas?

balmy barn
#

cats have some auto for long strands somewhere too but i dont trust it ratl

worldly roost
#

thx, ill go give it a try later

ornate echo
#

Alright sooooo

#

it came back

#

Pumpkin tools i nscene works fine but when i go to upload shows this

dire dagger
#

My model is upside down. And her bones look like this. What do I do? Pls help

somber meadow
ornate echo
#

Anyone know what i should do?

#

Casue ive tried everything

pallid sun
#

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...

worldly roost
#

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

lilac orbit
magic agate
#

is there anyone willing to create a free avatar??

#

K

sour linden
#

for some reason my viewpoint is at my chest? i resized my avatar earlier and its after that that it happened

ancient adder
#

Does the Viseme parameter still output the current viseme (0-14) when LipSync is set to Viseme Blend Shape instead of Viseme Parameter Only?

cinder yarrow
#

how do i fix this

sour linden
#

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

ancient adder
cinder yarrow
olive pelican
#

It outputs volume and viseme unless it's set to Jawbone.

#

I've actually used this to do silly shit like voice commands before.

balmy barn
# cinder yarrow how do i fix this

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

sharp oasis
#

What has happened here???

fossil folio
#

does anyone know how to fix this T-T

lilac musk
fossil folio
#

i really cant tell whats wrong tho

#

since im not that good at using unity

unreal light
#

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?

next sand
#

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

unreal light
dense fractal
#

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?

acoustic island
#

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

timber wharf
#

@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

lavish creek
#

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?

somber sequoia
#

whatever materials you made in blender do not apply in Unity, you'll have to setup materials there separately.

lavish creek
#

It has the materials on it

timber wharf
#

materials between blender and unity have very few in common, for other than uv unwrapping rely on unity for the looks

somber sequoia
#

you can use the same textures, but the shaders are drastically different

lavish creek
#

I found the issue though, somehow it was using another mesh in the Skinned Mesh Renderer

#

Thank you all

slate fossil
#

so i made these weird avatars and i have them in file format and im trying to get it actually on vrc idk how

timber wharf
#

? made them how

somber sequoia
#

what format is your "file format"?

noble sinew
#

i bought a model guys but imma be honest idk how to add bones or upload it

noble sinew
#

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

somber sequoia
#

Is this a rigged model for VRChat, or a game thing, or what? It may already have "bones"

noble sinew
#

it's a vrchat model

somber sequoia
#

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

noble sinew
#

how would i go about that, can i screen share and be guided or maybe a link to a yt video?

vestal sand
#

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 ?

somber sequoia
somber sequoia
vestal sand
#

ah ok

somber sequoia
modern cypress
#

new driving me completely insane: two fingers, weight painted the same, one is functioning, the other goes insane.

somber sequoia
# vestal sand

first as in at the very top of the console.
much of that seems like maybe network issues?

vestal sand
#

network ?

somber sequoia
#

as in the network between you and vrchat's servers

vestal sand
#

is it because i use a vpn ? i doubt because all the other project works

somber sequoia
#

no idea, I've not had this issue, but some of those errors look similar to others reported re: network issues

vestal sand
#

oh ok

#

so, do i have to restart all over again ?

somber sequoia
#

it's extremely rare you have to restart

vestal sand
#

oh

somber sequoia
#

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.

vestal sand
#

ok

#

thanks anyways

timber wharf
modern cypress
#

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

somber sequoia
#

yeah probably not already normalized then

#

there's a way to force-normalize it all, it's usually sane to run

modern cypress
#

well, I don't know why that worked but it did!

brazen mantle
#

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

still elbow
#

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

somber sequoia
#

you'd need to show the hierarchy and the slots with the bones in them, this diagram is unfortunately not very useful.

fair elbow
#

idk what to do with this error...i tried to export my avatar from blender and this shows up

somber sequoia
# fair elbow

which version of cats is this? probably it's the wrong one.
also cats is not required to export a FBX

fair elbow
#

if you knew, which cats are right one

somber sequoia
fair elbow
#

this is the version im currently using

#

so this is wrong one then

still elbow
somber sequoia
fair elbow
somber sequoia
fair elbow
#

i uninstalled the wrong cats ^^

still elbow
#

i cant name bones in blender anyway

somber sequoia
#

sure you can

still elbow
#

how? i looked up a tutorial and never saw anything

somber sequoia
#

edit the armature, double click a bone name, type a new one

still elbow
#

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

somber sequoia
#

maybe, it tries to guess based on hierarchy and name

fair elbow
#

srry, js wanna double check before i install this, is this good now?

still elbow
#

and i've already done it 4 times

fair elbow
#

i think i js installed the right one

somber sequoia
still elbow
#

i'm glad there's a helpful guide that could have told me about bone names and stuff /neg /sarc

somber sequoia
#

(and you still don't need cats just to export a fbx)

somber sequoia
still elbow
#

i wasn't told that anywhere

#

literally anywhere

#

do i need to name them exactly "Upper Back" or like "upper_back"?

fair elbow
#

nvm i didnt open the file and didnt see the name fully, i got it!

#

it works, thank you !!

#

ummm whats happening

still elbow
#

z fighting?

#

it looks like the textures are in the same spots, no clue what the issue is specifically or how to fix it

fair elbow
#

wait are you talking abt my avatar or urs? 😅

still elbow
#

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

fair elbow
#

i think i picked the wrong file but i uploaded the correct file

still elbow
#

oh

fair elbow
#

that picture (with weird eyebrows and eyelashes shaped) was blender file, thats why i picked wrong one

still elbow
#

i still need a neck bone apparently so i gotta add a 2nd bone in blender but HOPEFULLY this will be the last edit

fair elbow
#

oooh

fair elbow
# fair elbow

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

somber sequoia
still elbow
#

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

somber sequoia
#

don't delete bones without considering weight painting

junior rock
#

can someone help me make her NOT pink

smoky panther
#

are there materials

junior rock
#

i got the materials and the textures. but for some reason she is pink

fair elbow
#

uhm..help?

somber sequoia
somber sequoia
# fair elbow

redo rig setup (according to most basic setup tutorials), you're missing some bones or they're mapped wrong.

junior rock
somber sequoia
#

select a mesh object, find its material, select that, inspect it

fair elbow
somber sequoia
#

click the model file in the project, go in the inspector, then in the rig tab.

fair elbow
junior rock
#

most of the textures are pink. Only the "LTextures" are not pink (Please be patient this is my first time using this program

fair elbow
#

i did follow step by step but i feel like ive been missing some

smoky panther
#

try putting the texture on the material with the same name

#

@ clooginator

junior rock
#

ill give it a shot

somber sequoia
somber sequoia
junior rock
somber sequoia
#

textures go into materials, materials go onto mesh renderers (the body parts)

junior rock
#

oohhh

distant summit
#

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.

somber sequoia
#

you can't move the actual viewpoint, but you can probably do some tricks with a camera and a render texture

distant summit
#

do you know where I can get a tutorial on how to do that?

somber sequoia
#

I don't, sorry

junior rock
#

would materials be their own file? because if so there are only textures

somber sequoia
#

yes, they have a .mat extension

junior rock
#

fuck, i dont see it in the files

#

i wonder why i didnt get materials

somber sequoia
#

if it's a really basic toon-shaded avatar, they're pretty simple to make

zinc willow
#

how do I make lights work on quest?

somber sequoia
#

you don't, they are explicitly disallowed

somber sequoia
#

that's a great plugin but I'm not sure what it has to do with materials

zinc willow
#

But people put lights on avis?

somber sequoia
junior rock
#

ok so i looked up a tutorial. Apparently i need poiyomi but i dont have it.

somber sequoia
#

it's a good shader. I usually use it for avatars.

junior rock
#

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

somber sequoia
#

that's even a recent version

junior rock
#

i got it downloaded, but i dont see the option for it

somber sequoia
#

did you install the package into your unity project?

junior rock
#

how do that? again apologies im new

somber sequoia
junior rock
#

i got these errors, poiyomi is installed and in unity now. However i get these

west oriole
#

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?

junior rock
#

this rat is gonna be the death of me i swear

slim trout
#

Who makes spider man avatars?

fair elbow
#

does anyone know where i can get more blendershapes faces? i cant find it everywhere

#

i want the heart eyes and the sparkly eyes

ornate stump
slim trout
#

I need help importing the models I found into blender

ornate stump
slim trout
#

Im not sure this is a first time experience with making avatars

ornate stump
slim trout
ornate stump
slim trout
#

Okay I’ll look for what file type

ornate stump
fair elbow
#

it’s all new stuff that i never had before

ornate stump
west oriole
fair elbow
fair elbow
ornate stump
ornate stump
junior rock
#

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

ornate stump
junior rock
junior rock
#

oh my god thank you

junior rock
#

what do

#

sorry for sounding rude i didnt mean to

ornate stump
junior rock
#

here are all the errors

ornate stump
junior rock
#

alright i will take a look

cunning salmon
cunning salmon
#

How I made the bounciness.

junior rock
ornate stump
junior rock
ornate stump
junior rock
ornate stump
cunning salmon
junior rock
ornate stump
ornate stump
junior rock
vivid dove
#

Does anyone have a good tutorial for uploading avatars with multiple versions?

ornate stump
vivid dove
#

ahh like quest, optimized, pc, etc

ornate stump
vivid dove
#

ahh yeaa

frigid glade
#

Well, uploading an avatar for multiple platforms is really simple. It’s optimizing your avatar for quest that’s the harder part

woeful sleet
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So certain parts of the body has this green shadow on it, and its not suppose to be there. Anyway to fix this?

woeful sleet
#

Mobile toon lit

ornate stump
woeful sleet
#

But another issue that I am having is that some of the hair is see through

junior void
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set culling to off.

woeful sleet
#

Where can I do that? Rn, its on Mobile Toon lit for the hair

timber wharf
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@woeful sleet you cant use lightmapped, wont upload on quest

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thats worlds only shader

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cull off is available only on standard toon

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and overall thats the only one you should use nowadays for stylised stuff

pallid sun
#

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

light charm
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uhm, help? so there's this one submenu, right? well i can't click it, nothing happens
what do i do??

light charm
ornate stump
ornate stump
uneven whale
light charm
timber wharf
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@uneven whale ye, frame 1 lowest frame 2 highest, motion time = radial parameter

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disable looping on clip

light charm
#

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

timber wharf
#

fx layer doesnt move humanoid bones and vice versa

light charm
#

same animation

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and still nothing

timber wharf
#

show animation keyframes

light charm
timber wharf
#

looks fine, put it into gestures

light charm
light charm
frigid glade
light charm
sour linden
#

what does this mean and how can i fix it

light charm
#

still doesn't work

heavy zephyr
heavy zephyr
# sour linden 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

heavy zephyr
sour linden
#

copy

heavy zephyr
#

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

sour linden
heavy zephyr
#

Wait no, you are already in their discord!

sour linden
#

oh shit well then i am 😭

sour linden
heavy zephyr
frigid glade
light charm
somber sequoia
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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

coral belfry
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i tried to ad a hue toggle for the hoodie didnt work

#

how can i completly remove that ? dont need the toggle

gusty meteor
#

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.

somber sequoia
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got any particle systems?

#

other self-contained prefabs?

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face tracking? It often comes with a debug prefab which has a material

gusty meteor
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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

somber sequoia
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each particle system uses 1 material slot, and one extra if you have trails enabled.

gusty meteor
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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

somber sequoia
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no, duplicated means double the slots too

gusty meteor
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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

somber sequoia
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yeah probably uses one system to launch the other system, pretty common

gusty meteor
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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.

somber sequoia
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re: particles, no, that's how it's done.

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re: constraints, VRC Parent Contstraints are quest compatible, so yes, that's the way

gusty meteor
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Oh they are ? Great thanks I'll look into that

#

Oh ok there is "Parent constraint" and "VRC Parent constraint" I see

somber sequoia
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right - the former is unity's, the latter is what you want

gusty meteor
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And theoretically instead of duplicating my particle system, I could move it the same way

somber sequoia
#

absolutely

gusty meteor
#

Great I'll fiddle with that, thanks !

night gazelle
#

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?

radiant night
#

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?

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Talking specifically about the ones parallel to each other, the parent-child connected bones are fine

somber sequoia
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you don't really, though I haven't tried using constraints for this.

radiant night
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eh, seems to be fine

pallid sun
#

can someone explain to me why the toes are bent like this? i checked the bone alignment, applied all transformations, what's wrong?

valid blade
#

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

junior rock
#

does anyone know how to optimise an avatar to where it isnt Very Poor

main nacelle
#

anybody know the name of this body

junior rock
#

does anyone know how to reduce triangles?

#

what the fuck

somber meadow
# junior rock what the fuck

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

junior rock
somber meadow
#

Do you have some knowledge in blender?

junior rock
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i can give it a shot, i have been using unity for the most part

junior rock
somber meadow
junior rock
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her greed for material slots sickems me

#

i dont even know how to import my model its so over

somber meadow
#

you can import that file into Blender

junior rock
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Apparently not

somber meadow
#

With newer Blender versions, you can drag and drop FBX files into Blender too

lavish creek
#

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

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If I try to add it to the menu again, as you can see I have deleted the parameter

junior rock
somber meadow
#

The is no wrong version, but if you're starting off it's best to use the latest

tardy pike
#

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)

somber meadow
tardy pike
#

a mess

somber meadow
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that a load of ripped assets

unborn mirage
#

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.

tardy pike
#

uma musume avatars

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which is stupid that half of them are pc only when theyre fit for quest

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but aside from that vismes i cant get them tow ork

craggy widget
#

idk what it is doing, the hands seem fine in blender but once in unity they do this?

reef cove
#

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

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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)

modern cypress
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so close

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just need to figure out what the fuck that is

#

weight painting, okay, only happens in t-pose

somber meadow
reef cove
somber meadow
#

it's been a thing for quite some time

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unless it's existed before in like 2015-2018 I wasn't playing then

reef cove
#

Actually, this bug happened when you activated the same shapekey multiple times, so it's a bit different

glossy copper
somber meadow
fair elbow
#

i need someone to help me out w extra blendershapes /:

#

like these

balmy barn
#

create shapekey in blender, select it move stuff , vrcRat

junior rock
#

im trying to import an avatar in blender, how do i know what one to use

tall copper
#

When I import into blender and unity it does this. 😔

balmy barn
#

old blender ? , what file is it

tardy pike
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just run cats imo

balmy barn
#

ive gotten that on a outdated script

tall copper
tall copper
tardy pike
#

unofficial?