#avatar-help
1 messages · Page 158 of 1
4.2+ and unoffical cats (think 4.5 is the new lts now)
unofficial is the only way to go now
i let gpt rig my stuff
who?
THAT WORKS??
kinda
My game objects keep flipping to a previous state. I've seem someone saying something about this as well. Is this there a solution out there?
interesting...
Seems to do it when I go to the SDK panel
does anyone know any tips to fix this, unity would be prefered but i would take anything i can get at this point
man im so tired... i just
ive rigged skirts before and theyre always a pain in the ass but AT LEAST i could get em workin at some point
i thought this one would be easier but apparently not, see its a pencil skirt so it hugs the legs closely and ironically this has made weightpainting either to thet body or on its own 10x harder
i havent been able to find any resources or proper help/documentation or let alone TOOLS i can use to solve this issue so im just gonna ask here
is there anything that can help? or any instructions, or just... anything? please? im losin my mind here
ive seen other people pull off tight skirts like this really well before so like... what am i even doing wrong
its been years and i just havent been able to figure this stuff out
any guesses what would cause this? im trying to help someone make their first avatar
could it be they merged the head onto the body, instead of the body onto the head?
i just wish VRchat had like
some way to LIMIT constraints
Like... have them rotate along in a certatin direction but limit it so it doesnt rotate BACKWARDS
why isnt that a thing? blender has it so why doesnt VRC?
its such a pain i dont know HOW people work with this
-# tbf im just really annoyed rn maybe theres ways
You can use an avatar optimizer in Unity, or take it into blender and do some retopology along with combining the materials/textures
yeah I really want limiters
select a mesh object, then in the green triangle in the properties box (usually bottom right of the view), you'll find them
ok! ty
i don’t wanna annoy people, i’m new to working on vrchat in blender
this is the channel to ask questions
any ideas?
ok i found it! now how i can make extra blendershapes?
plus button on the side, then edit the mesh and move stuff wherever
Question on contact receivers. Is there a limit because the prefab I'm trying to use isn't working on quest? Even after deleting some it didn't work?
it won’t let me click these and add the shapekeys, am i missing something
it’s all grey
I'm making a character who is a prisoner, and I wanted them to have one of those weights-attached-to-a-chain on their ankle, and for the weight bone to have well... Weight to it, but also make it bouncy so that it would fall quickly when it wasn't on the ground, but it would bounce a little when they walked
I also wanted it to play a little "clonk" noise when the weight hit something
I guess I could use contact senders/receivers for the sound
could there be an explanation as to why my visemes arent recognizing every other vowel other than I, and U?
nvm i figured. i clicked the object mode and it shows up and i can click add shapekey. what i can do next?
hello! ...
i have tried looking around in here for possible answers to my quires but i cannot really find anything and i'm struggling a little, no one really seems to cover the specific thing i'm looking for so i'm going to give it a shot and ask, i really hope i get a response cuz this would be such a cool achievement for me 😭
is there a way to disable all in-game locomotion regarding arms + hands and force it into an animation clip without using rotation constraints/physbones?
-
i wanted to make a really simple toggle that would disable the in-game arm + hand tracking and manually force the humanoid arm bones into a 'crossed behind his back' pose to reference his cloaked stance... i do not want to use rotation constraints or physbones for this... if it's of any importance; i have used the muscle animation editor to create the pose
-
i have already made the animation for it (IMG 1), as well as setting it up in the fx layer so that, in theory, it should disable all locomotion (in the arms) and force the animation pose instead (img 2 , 3, 4)
-
however, when i go to preview the avatar (with gesture manager or in game) the toggle does nothing at all... however when i preview the avatar in unity without using gesturemanager it seems to work? (see video...)
im not really sure what to do, becuase i've seen other avi creators pull it off before but im not entirely usre what im doing wrong
im also unsure if i need to actually make a mask and add it to the animator layers slot...since i do not have one on there anymore (when i set up the mask and added it to the layers it..did nothing at all and i still had the same issues to i removed it)
ahh typing up a storm 😭 i hope my question makes sense ha (im sorry for the horifically wide screen too 😭)
how do yall reccomend getting rid of uv lines
the more i scale the model up the harder they are to see
textures should extend beyond uv limits
since when goin far away engine loads up mip maps ie downscaled versions so when borderline accurate for highres, stuff starts to bleed in on lowres mipmap level
does anyone have any idea how an avatar's hand contacts can just stop working? the hands on this avi don't interact with physbones or other contacts, yet I can press buttons on world buttons that require you to press with your fingers
I've had this issue before, fixed it somehow, and now the issue has returned and I still have no idea how I fixed it the first time lmao
do it in the gesture layer, use VRC Animator Tracking Control to take control of animating the limbs, restore it after your animation is complete.
ah, thank you so much! i will give that an attempt!! ✨
UPDATE:
that barely did anything ;(
it seemed to put the hands into the pose i made for it, however the arms didnt budge, and i couldnt disable the toggle after enabling it :(
Does anyone know how I can hide extra outfits on the preview of my avatar?
bump
Right, so I'm using the hyenid and I noticed that the further I get away from from the default 0.0.0 coordinates the more exacerbated this issue gets
Anyone have any clue what's causing this?
looks like un-weighted vertices
did you delete bones in unity?
Yeah
How do you think I could go about fixing this?
you have to drag in a new fbx/prefab
if you delete the bones those vertices dont know where to go so they stretch to a single spot like that
if you know where they are on the texture making that part transparent might work but its easier to just restart
Fair point
another update... it seems to somewhat work but its not posing the arms how i want it LMAO... i hate unityyy 💔
animation that move your avatars body are controlled by the action layer and thus the emote layer, did you add your animation to an emote in the action layer?
is there supposed to be something in the 'sources' tab?
i had a friend help me set this up and i forgot if something needs to be there
no we had to use a parent constraint because the muzzle doesnt have any armature
which is why we put the headchop there
or at least i think thats why we used the parent constraint lol
im not 100% sure of how it functions so i cant say for suew
sure*
but the idea of this setup is to have the muzzle set up and linked to the head since the muzzle doesnt have armature
couldnt you just drag it onto the head bone?
if you want to see it in first person drag the head bone to the source
meshes with no armatures don't need a constraint
they can simply be dragged to what bone you want it parented to
hmmm okay i could be wrong then lol
What optimiser would you recommend
D4rk's Avatar Optimizer is the most popular
can you show me what settings to use and what buttons to press? Again apologies i dont really know what im doing
optimization can be a pain in the butt especially since you need to use blender to drop the polygon count
in blender you have to select the meshes in edit mode then decimate geo
oh my god THANK YOU, i will give it a shot. but how do i import my model into blender
if you havent used blender you need https://github.com/teamneoneko/Cats-Blender-Plugin-Unofficial- you can watch a quick install guide to get you running that should help with the inport/export to unity and combining meshes
so do i just install it or do i have to do something else like manually putting it in my blender?
in blender go to edit>preferences and find that plugin to install (no need to unzip the CATSplugin)
You don't need CATS
phew because for some reason it wasnt there (god knows why)
you have to add it through local files
so do you think i should use cats or not?
it has some QoL tools for making Visemes, and really basic optimization stuff, but those can be done easily outside of the plugin, if you're looking for some optimization plugins there's Tuxedo
can you give me a step by step guide on how to use it?
i would greatly appreciate it
ahh, i see! ... apologies for the late response
i did it through the fx layer because i wasnt getting any results with the action layer ;< i also never linked it with VRCEmote because it ended up putting my avatar into the bike pose with the arms in the position i wanted; its set up through the fx layer.. sorta works but not fully, its just a copy of golocos desktop mode thibg but witjout the arms in thw pose i want x;D
any idea why theres nothing?
Check error in console.
This sometimes happens to me too. Tbh i just save my stuff and restart unity at that point, which fixes it for me.
it didnt for me
i even retried to make the whole unity package, nothing
it happens especially with avatars that come from zipfile and with duplicating avatar.
Uhh damn
sometimes half of it disapiers sometimes everything
Then i am out of ideas
Some script is breaking then. You should have other error than what you show above.
its repeating itself a millions of times
like not milion, but a lot
question is
whats the proper way to upload a zipfile to unity?
first extract then i just drag it in right?
You can make it Collapse and it will show only unique error.
Yes of course. It isn't "uploading" by the way. That's "importing".
english isnt my first language.
You seems to have duplicated every script in your project and that make your project broke.
it isnt duplicated tho
can they "just" nuke the packages folder and then re-install some stuff?
It's rather the contents of your zip file actually are the project itself. You have to extract it to a separate folder and add project folder from VCC.
i only have installed sdk, poyomi, vrcfury, unlitwf
vcc has error, cant do that
i cant have vcc for a half year now, tried to redownload but keeps on not wanting to work
Do you mind eraborate the error?
lol true. Good catch
TheLastMost is right @somber pumice, someone dragged the entire project into the assets folder
Someone basically dragged this into that
https://blackwolfwoof.com/s/aKgfo5ff48ipsKr/preview?e=e (hello, load pls? Ok no. Cool.)
dang it
You can try to fix it by ONLY moving the contents of the asset folder into your assets
got it
sooo re do the whole thing since project broken, and from zipfile download everything from the avatar package?
or im confused
or import
sorry
The zip file you got right, can you unzip that first?
then go into it, go into assets, select everything, create a new unity avatar project, and drag the contents into it?
i never upload zipfiles so got no fucking clue
i only grab unity files but this avi did zipfile
lemme quickly make a video, 1s
imma try, imma make new unity project etc gonna take a hourish to do it cuz pc and wifi slow XD
How do you manage the project if vcc is error?
open unity version that avi ask for, get the vrc sdk from vrc website (to make sure its the new always) then first import sdk, then poyomi, then vrc fury, then if it needs anything els that, and then the avatar.
plus if wanting to edit it gesture manager
i technicly put everything in it one by one
why get the vrc sdk?
Do you use unity hub or anything?
yes
also as a note, you are probably showing your real name there
ah
The content in your zip file is the entire project itself. You have to extract the zipfile into its own folder and use Add Existing Project from unity hub to open.
how do i do that?
Which part wasn't clear?
- Extract the zipfile into its own folder
- use Add Existing Project from unity hub to open
if i do the second wont it be broken since no sdk?
It's the entire project Which would also include the sdk.
and also how do i add existing project
oooooh
sorry for being dumb but never did this way before
Find a button name "add existing project" or someting similar.
i can add project from disk, i dont find anything els
Yes That.
Browse and select a folder that contains folder Assets and Packages.
Which folder you selected?
the whole folder
Also screenshot to confirm you're selecting the right one.
Why there are so many of them.
Just find whatever folder that contains Assets and Packages folder..
i was trying, the last time it opend itself at the last one
Then that one is the right one.
ty
if not working ill text again
but ty a lot for help
okay, so it did open, it shows more, still cant see inside of the project how much physbone collisions, triangles or anything
the reviews and alerts not opening
review any alerts
sorry typing too quick
Check unity version and error in console.
What unity version you're using?
2022.3.22f1
Close unity, delete the Library folder in your project folder, and open back again.
libary folder?
open same project or?
delete it fully u mean
Is there another kind of delete?
🥴
Open same project.
never had to deal with zipfiles till now.
kk
I don't like repeating myself all over again.
i didnt ask u to repeat im making sure thats all
still not working
and now build not working either
same issue as earlier.
Does the page where you download the project from specify which unity version to use?
nope but the avi just came out so i assumed
the one im trying to upload is the free version of it, if i would have got the paid for (sfw is the free nsfw is paid) then i would be asking creator for help, but im getting to a point of giving up
they were promoting it tn in a club and i was like oo that looks nice so yeah
Last resort is you have to create a new project, import all required packages, and move only the Assets folder into a new project.
oh also creators first avi by looking at page
all requierd u mean poyomi and such?
Yes.
got it, ty ill try
Heya ! It's been a while since I tried to upload an avatar, I put all the requiered packages, right version of Unity recommended by the creator, but i keep getting these messages ? i'm not really sure what to do, if somebody could help me I would really really appreciate it 🩷
the error with the missing script double click that
should show the missing script in the inspector if u do that
also u need to detatch the blueprint
my avatar in blender has blendshapes, but when i all the other parts of the model, follow when i activate the blendshapes, for example the shirt, notice the slight change on the shirt, how should i fix this?
do you mean the little bit in the center between the collarbones?
Yeea its like the blendshapes for example the eye blinkin was asigned to the shirt as well, so it would be "blinking" too?
weird
never happened before
youd have to fix that in blender
question is how?, the blendshapes already came with the avatar, and the shirt i made it, but didnt make any blendshapes on it
you select the geometry of the shirt, enable the blendshape and find "blend from shape" option, i believ its under "vertex"
then you can "blend this selected area from another shape" such as the base shape
I want to change the shape of the pupils of my avatar. I found the texture but when I delete parts of the pupil there is still the same shape on the model but in grey. I also can't go over the original shape of the pupil.
What would I need to do to change that?
Image of the gray pupil. The darker part is supposed to be a heart
cant go over the original shape? im confused what youre doing and where
are we talking about blender and deleting mesh bits, or are we in a painting program to change the texture orrr...
I was trying to do it in photoshop. Would I need to do that in blender? I am pretty clueless
well the shape of the pupils may also be available as blendshapes
have you checked that yet?
I can see lots of meta. fbx. anim. files in the folders
Not exactly sure what I am looking for
you can find blendshapes on the meshes
so literally the head of your avi in the scene
Okay I opened the model in blender but it seems like the pupils don't have a shape/mesh ? I couldn't click on them like on the other body or clothing parts.
I don't really understand that stuff all that well. I am new to vrc and never worked tried to work on a model like that :D
So sorry for being a little bit stupid
in that case its really hard to help you
Alright! I appreciate the effort though ! I will keep the eyes as they are :)
Didn't end up working, I'm entering safe mode atm.
same thing
that could be a few things that cause that, like if you got an old avatar with the old sdk. It used to install VRChat stuff in the assets folder now it installs in the package folder.
Anyone know how to fix this for quest users?
You can change the material for the blush to a mobile particle shader and it'll give it transparency
ok so im back. Zero helped me with ALOTTTT of my avatar problems but now im having problems with animating gestures. so i get to the part where i animate them but if i use local the keyframes dont get created and if i use global the fingers tweak tf out after i move more than one joint. i can send a screenshot of what i mean if yall need it?
sorry didnt mean to interrupt btw
i lied btw now its just not making keyframes :)
this is way more work than i thought it would be but im hooked now
are you using humanoid animations to make your hand gestures or are you using default (generic) animations
?
humanoid animations looks like this with the animator and the name of the bone on the right
It seems what used to be Manuka_face and Manuka_options has at some point merged into one and the same material, and now I can't apply a different material to the facial options without it also affecting the face. Do you know of any quick fixes to that or should I just mess around with it until I figure it out
ok so its not even making the keyframes there
its not showing up that i made a change to the rotation
its also giving me this error hold on
You'd probably have to open the model in Blender to see what goes where on the UV map
yes because you're trying to make a avatar animation on a generic animation clip. I suggest to copy the hand guesture that is close to the one you want from the VRChat defualt sdk hand animations (or you can download them from somewhere) then tweak the values to match what you want
its pretty advance and it could get tedious but i think its the best way to make your own poses and animations without using mocap suit or an external software
man all this struggle to swap the rock and roll gesture to a middle finger is crazy
it would help if one were to explain how to properly create such a new animation for a humanoid bone
I did that, it really isn't much effort at all
uhhhhh helpy maybe possibly?
i dont see it
I'm not sure what you've done so far
mostly I started with an empty animation and just played with the finger rotations in the animator until they looked okay.
It's really easy in Blender since you can just select all the finger bones and rotate them around their individual pivots all in one shot, but then you have to deal with exporting that.
you dont get the problem then
yeah
when he starts animating the fingers, he gets this
so please, the difference between a regular animation vs the Animator.Whatevername here ones
yep, I haven't read back
you have to select them from the plus button at the bottom there
you can't click the model to get them
this is the part that sucks doing it in unity
you mean "add property"
yep, I don't have Unity open at the moment
alright
that we can work with
i see i think
iirc you can ctrl-click or something to add multiple properties without having to keep opening that little add dialog each time
oh boy
i think its easier to just download free poses animations from booth or wherever and mess with that, why start cold?
start with just the "stretched" ones
it is, certainly.
carrot i will just send you mine lol
haha ok that works
yeah I was just going to say, or one of us who did this can share 🙂
you guys are great thank u so much
this too
these ought to be generic since they're humanoid movements
fair enough
you might have to adjust how much the movement is (because of your mesh shape), but it shouldn't be weird like wrong axes or different property names
alright
i did this once and also used someone elses as blueprint
but that was 2 years ago
I also did this like 2 years ago and apparently never made a left one
(mine is triggered by left-fist + right-gun)
Fixed it! Thanks!
I'm a bit confused?
this isnt an issue just a general question, I want to have a phone on my avatar with a handset that can be picked up by other people. Whats the best way to do that? I was thinking about using physbones like on tails and ears but i feel like that would be too wonky.
you can't use that one on avatars, despite what it says there. See https://creators.vrchat.com/platforms/android/quest-content-limitations#shaders for details
ok quick question
where are the vrchat original hand gesture animations in the files?
./Packages/com.vrchat.avatars/Samples/AV3 Demo Assets/Animation/ProxyAnim/proxy_hands_peace.anim```
(couldn't remember the exact name of it)
note that these do both hands and you specify which via the layer mask
Additive worked instead, thanks!
i got the other gestures from zero
is it possible to move hair from one avatar to another?
yes|| ( blender - seperate hair mesh and its bones > delete rest, export > import it to some other avatar remove its hair+hairbones > adjust & attach )||
what do I grab just the object and armature?
im not sure what to export
im pretty sure its already detached in unity
don't export from Unity, you probably already have model files you can simply import into Blender
im having a wierd issue with the animator, anytime i try to record something it just doesnt record. i know thats not super descriptive but thats literally whats going on
unity animator*
why is the model head moving like this when it should move like this
and when you update an avatar how long does it take to update in game? I want to make sure that's not the issue that's happening
its normally instant for me but sometimes it can take a minute
whats moving that shouldnt?
the face of the model (which is just the eyes and lips) are looking around and tracking my head when the head (the whole head) should be doing it
it doesn't seem like the models actually updating when im changing the rigs though which is why i ask how long it takes
try restarting vrc
you have the animation controller with the animation you're working on in the avatar's animator slot, and the avatar selected before you click "record", right?
i didnt hit apply 🔥
why does it say the neck is optional but then doesn't let you not have one?
yeah
its cause its unity not vrc ohhh
so how do i set up a non humanoid
rig
it was literally just working then it decided to stop
i love unity
so i think it might be related to my hierarchy somehow
ive got an invisible cube and a phone and desk parented to the cube. the cube acts as my body with the avatar descriptor and what not, the phone and desk are in a world constraint setup to place it into the world.
i think its something to do with the avatar and and controller but im so lost
hi everyone, i am trying to do something that logically seems very easy to me, but I am still new to this and I'm just completely lost. just absolutely lost.
basically I have five animators on my model right now - the root/avatar, one for each wing, and one for each halo ring. (as pictured, see video.) i am trying to get my avatar down to 4 animators instead of 5 so i can hit the "good" mark. how can i go about doing this?
animate from root of your avatar , you dont want more then 1 animator
(just change path to bones/ect in the animation file)
then drop that animation on a loop in the fx controller
How do I change the path to the bones?
I've tried applying the animations to the root controller but uhhh
'bike' pose is normal when you do animations
doesnt really do that ingame just now its not animating any humanoid bone so they are 'bike'
nvm i fixed it by putting the halo 3 rat into the heirarchy
How do I set the object to animate?
FWIW, the wings and halo are not bones, they're planes
fuck it im learning blender wish me luck
anyone know the name of this male body
under what controller does "scaling" go under? i've tried fx, gestures, idle and actions, but still, nothing
scaling for what
i cant help but im curious what specifically you are making scaleabgle
a prop
it seems to not let me have the prop in an emote and as a toggle in the hand at the same time, which means when i do an emote there is no prop in the emote
i thought it was because if i "disabled" it, it wouldn't show up
well maybe it would work with scaling since it might "override" the values?
@light charm fx does anything but humanoid bones transfroms, rest of the layers does only those. if you need to enable both prop (ie enable object) and gesture at the same time, you need to make two different animations on fx+gesture or some other layer with the same conditions.
i did that
but you see thats the thing
im having a bit of difficulty wording this right now but
i have the prop toggle as a toggle in the emotes that places it in your hand, but i also have an emote that uses the same prop and for some reason it's not appearing in the emotes, and i think its because of the toggle thing?
yes, having the same property animated in different states will lead to the lowest one taking over.
easiest would be to make toggle part to follow both of conditions, for toggle and for emote
and removing that object from emote animation overall
or smth
that emote depends entirely on that prop
youre missing the point
and i cant just duplicate the mesh because then my avatar will be very poor
make emote param drive your toggle to true on entry and to false on exit
i did that already?
in action layer, and the only thing actually showing prop now is a toggle in fx?
no, i need that prop in the emote
emote is action layer, it has nothing to do with props. you param drive to force on toggle when entering emote, emote itself has no object in its animation
yes, i have copied the action emote layer over to the fx layer so it does the same thing, and yet, the prop doesn't show up in the emote
cause its overriden by toggle layer
how do i fix that
if i understand correcntly that you jave both emote and separate manual toggle
you remove emote from fx
and use parameter driver to force toggle on/off
on emote entry/exit
???... that's not the problem?
i can do the toggle while doing the emote i think, i guess that's a temporary fix?
...
i'm sorry i have learning difficulties please be patient with me
you have a normal layer with on<->off toggle for prop, right?
indeed
thats the only thing that should mention prop in its animations
but, on top of having you manually push a button to toggle it on/off
you may make other animation (animator state to be precise) to push that button for you automatically. that what parameter driver basically does
ah... that may be difficult...
the prop doesn't show up for the entire animation...
cause its not about animation, its about changing toggle param (not object state itself) to true when entering emote
ah ok
and to false in empty state after emote is over
do you think this could also be done using the "condition" thingy? like the one you use with emotes and what you use for the toggle itself
sure. on the same one and only toggle layer just make go to on if toggle on OR emote on, to false if both (AND) are off
'or' is two transitions, 'and' is two conditions in one transition
???
i'm having a hard time understanding now
Why is this happening 😭
set stretch motion to 1
still does it, but im just realizing its probably because im using world constraints
so second question, can i still use stretching like that with world constraints?
nvm i just turned off the world contraint and it still does it
if youre trying to connect points a and b while still being physbones, no
oh
yeah im trying to have the phone be able to be picked up while its placed in the world
receiver should be just a normal unconstrained object with physbones leading to it
wouldnt it move when i move then?
like if i placed the world constraint stuff and walked away wouldnt it move with me?
ah, thats fine
constraints on top of physbones are bad, constraints affecting immovable parent object are mostly fine, some jitter worst case
heirarchy for reference
uh, world constraint is obsolete, its vrc parent constraint - freeze to world nowadays
it says world constraint but its the vrc one
i just throw it in there and and replace it
from your blender i cant be sure, is your reciever weightpainted to the last bone? looks like the first one
its the last bone
the first one is weight painted to the actual base of the phone
can you check how it goes in playmode when physbone overlay is on?
cause seems fine ye
theres a physbone overlay?
how do i turn it on?
oh nvm
holy shit
i think it is painted to the first bone
some how
it doesnt say it is on blender
no its definitely not
this actually makes 0 sense
thats some old world constraints
vrlabs old world constraints hiarchy
yeah, i just change it to the vrc one because thats how i learned
remember using it some year ago , least we got it easier now
but fr im so lost, it looks like its parented to the first bone but its not
you can still do a couple of things with the old method
im gonna try something else, im gonna use freeze to world on the phone base and table, then use a separate model for the reciever and parent it to the end of the physbone chain in unity
maybe that will work
you could just weight paint the phone to the end of the last bone
i did, thats why ive been so confused
I mean the last bone then dont use it in the physbone
cause if you stretch a bone that has 100% weight the mesh doesnt stretch
the mesh isnt supposed to stretch, im trying to get it so other people can pick up the reciever on the phone
if it doesnt stretch it stays at the root of the bone
that bone needs to be ignored as the higher bone stretches instead
but if ignore the root bone doesnt it ignore the children?
Im not telling you to ignore the root bone
Im telling you to ignore the last bone that the phone is weight painted to
oh
word
so when i ignore the last bone it removes my ability to make colliders so im adding a 4th bone, im guessing it was to short of a chain
holy shit it worked
thanks guys
the pink thing?
Pink usually means theres a missing material, check if the animation is trying to set a material that doesn't exist or removing the current one
it moves with the camera not the model
huh, odd
Do i just need to play longer to be able to upload my avatar?
I've been at this all day LOL
How do I check that?
open the animation editor then click your avatar to access its clips
yup, simply play more and you should reach new user in some time
simply being in a public world and chatting amongst people is enough to gain trust ranks, getting muted and blocked will set you back so be on good behavior for a day or two and itll be fine
Thanks I got it working now!
yippeee!
Thank you! I've had an account for 3 years although just started to play, before i only jumped in cause a friend told me about it
Thank for the help!@
i got a question i got an image uploaded and a custom hoodie i mnade on my avatar but when its in unity it wont show at all
@snow goblet
this image on here wont popup in unity
add it in Unity as a decal texture with a shader that supports those. If not, edit the image in some image editor (gimp, krita, photoshop, etc.) and add the logo in the right spot.
i got it to work but now i got the issue where it says the build failed at the end but still uploads it
bump, still haven’t figured out yet ):
anyone know? please, i still need help..
i would copy another viseme
unless you wanna make your own
set a working shape key to 1, then click the dropdown menu on the right side
new shape from mix, then rename the new shape as the broken one
I'm rigging an avatar and for the life of me I can not rig its legs to work in vrchat. I've tried doing a digitigrade rig so i scrapped it, and that didn't seem to work like. it looks decent on desktop when i rig it like this but full body refuses.
Anyone know how to fix the lashes and brows?
have you tried something like this?
when i do that the uhm heel? bends wrong
i havent rigged furry avatars so this might not work but i think moving the foot bone forward would help, as awkward as it makes the ankle look
im not sure if you can get it perfect in fbt with feet that long
at least moving the knee forward a bit would help too
i actually am trying that right now i moved it to this
I can help in a little bit. Busy rn but I did a roo rig a little while ago
I can show you how mine is set up
(i am still mostly new to this fair warning)
I'm having issues uploading avatars they take 4+ hours 😭 is there any help?
ty!
ok so i slammed a hammer on my keyboard and made this and it somewhat works
i used rotation constraints on unity to make it follow the added bones only issues now is when i swivel my foot side to side
this keeps deforming so badly, i dont want the mesh to have too many polys but i cant get this to deform right
would giving it its own bones and having them rotation-constrained be better for this??
some help would be appreciated!
heres the mesh 4 the outfit
i cant link here but giving the outfit its own bones would probably be the best way
"how to deal with skirts in VRChat" by Airbee shows a good setup
ooh, ty!
i havent done a super long outfit like that but i can vouch for their method on skirts
Slender dresses beyond the knee are a pain in the butt. You either have clipping issues or just weight them to the legs. Well at least that I know of.
I’m just gonna pray these rotation constraints work
Is there a way to get Unity to tell you how much Parameter Space you are going to be using up when you upload? Cause I am trying to do an Upload but Unity is telling me I've ran out of Parameter space even though when I look under my parameters it still shows me as at 123 out of 256 (which I know can't be possible) so how do I see how many parameters are ACTUALLY GOING to be used by my avatar before I try to upload?
what shader is this that people use in their anime characters to get real time shadows? i don't get these with poiyomi free
PCSS on booth
I tried messing with the blendshape settings of the sweater to make it fit, but this is as far as it can go
does anyone know how I can extend it a little more?
Blender :)
I want to make sure I'm not wasting any time, do I still do animations for toggles that are instant, or like color sliders,
I mean I know I saw my friend do something on unity before to like physically changing the shape of it manually
Ik it wasn't blender tho
Aside from blendshapes or scaling it, never heard
and when i go in my armature its there
im just doing a couple tests to learn and i really cant get that one
Ok so im using d4rkpl4y3r's avatar optimizer for reference. Obviously its "very poor" in Unity but im confused on its actual recorded performance rating? When I put on the avatar and look up it just says "poor" but when I look on the website in places it still says "very poor" so which is it? I also put in the bits of my avi that make it "poor" status at least, which is mostly due to the physbone count being over 16, but its still less than 32. And obviously same for the effective transforms, more than medium but less than very poor. So what does it end up as on other people's end?
Feel free to ping me if you know.
I'm trying to use a vrchat avatar model from vroid, but the shaders are messing me up. It seems to really not like to be put into toon lit, and destroys the eye textures when I do. Is there any workaround for this, or am I kinda screwed?
It seems like it's just the eyes, but I'm not sure how I'd edit those textures to remove the transparency and fix the textures
Quest does not support transparency so youll have to take the avi to blender and cut out the black parts
Blender have support for vroid models?
Have you tested with other station?
would these mouth keys be enough for my vrchat model
Hello, I'm trying to make a emission Mask for a avatars eyes so that they glow.
Does anyone know I can do this in a simplified manner.
if you are using blendshapes you need all of them
i am not ready to draw 16mouths
is your model facing the right way
Just did all this, but it seems like it removed settings such as lip syncing.
yes-ish, if you do custom animations you can do whatever you want
what you will do is choose which mouth is used for each sound
um im not doing custom animations
so your avatar will still have to make other shapes (rr, ss, kk, dd, etc) but you just assign one of the other mouths to these sounds
well then no, it's not enough
like when you say custom animations
you mean the whole animation
idle and uhh
walking
no, i mean for the mouth
oih yeah ig its custom
because i didnt make an 3d mouth ill just use textures
it would work as long im using uhh shape keys
right
so my generic rigs arent allowing my voice to be heard when i speak but it was working fine like 2 days ago
yeah i need to know that too
because i figured out you can edit textures with shape keys
shapekeys, material swaps, animated texture offset
really up to you what you prefer
Other sitting stations yes, In almost everyone its weird
Their are all the same? That would mean your sitting layer is configure incorrectly.
wiat vrcaht supported animated texutre off sets this whole time?
is there like a tutorial that teaches you? im not really used to unity.
It's just a basic material property. Just do material recording like usual and record the offset change.
in that cause i couldve jsut used the normal model i use for my animatons
i would still need to edit it to not be a transpaenrt sprite tho if i want to do quest compat
i still hate that...
how do i map the nimations to per say lip syncing and eye poses?
does the SDK allow that?
Use Viseme parameter for lipsync. There is no eye poses from avatar descriptor.
got it
i cant stop imagining what agony your pfp is going through
its just david tennant screaming "IM DOCTOR WHO"
one more question, can i aniamte UVs with the editor or nah
fuck... so i gotta make each mouth texture a sepamterial...
got it.
time to figure out what are limiations for quest so i can see what i can cut out :p
?
You do not have to
Just animate texture offset
what does offset do? Move the texture around the face?
....
isnt that just what UV animating iss???
god im stupid as soon i leave blender i get the most basics of basic worng
thanks mates
The sitting layer is the one from gogo loco, that's why im confused
Can you show how you add gogoloco then?
Sure
I'm trying to cut textures out of a Vroid model by using the cut tool in blender, but whenever I put it back into unity, the lip syncing gets messed up. I think that other things are getting messed up as well, and ai support suggests that metadata is being lost.
The original issue was transparency turning black when using a quest shader, so I ported the vrm file to blender using a vrm importer plugin, and it seems like stuff is breaking.
Honestly I just imported the gogoloco unitypackage and dragged the golocosittingWD into the layer
In blender, it looks like there are no shape keys named "v.aa v.ch v.dd" etc.
In fact, it looks like none of the shape keys work now.
Happens if you leave any modifiers other than armature on
It's not even that, it seems. The base vrm model converts fine and keeps all lip syncing, but if I put the original into blender, touch nothing, export it, and put it into unity, it breaks.
Well, is your original in unity converted from vrm using a funky unity plugin and now youre overwriting that with a proper export from blender?
It seems like the opposite. Everything is fine until things are run through blender.
It seems that way bc you started with a whack conversion
Its convenient but brings problems
If you were to work only with the proper fbx from blender youd have no issues. It should make sense that you cant overwrite a unity-plugin converted file with an export from a different program
When the physbones are activated on the toes, I don't want em to rotate on the y axis, just go up or down because when walking it looks weird
Starting with which conversion? I'm starting by taking a vrm model that I bought, and putting that into blender. There is more data in the model when I don't put it into blender, vs when I do. Everything is fine with the model except for that textures look bad when using a quest shader
Limit the angle?
How?
I understood that you used a vrm converter through unity first
My bad then
Nah, putting it directly into blender, and it seems like necessary keyframes are being lost
I dont get what is missing then
Textures fine, you need to make materials in unity anyway
So what data is missing
im uploading my first avatar on the new pc i got, and for some reason i cant switch to android?? i used to be able to upload ios and android on my old laptop, does anyone know how to fix this :(
make sure you have android build support for unity
how do i get tht??
go to the unity releases where it says manual installs you can typically find it by searching unity 2022.3.22f1 and scroll down to component installers and there should be a android build support download that
The whole dilemma:
into unity - works fine
try to make shaders quest compat - textures look bad - transparency issue
told to put into blender - remove faces that have bad textures - back into unity - lip syncing (and likely more) missing
lip syncing comes from keyframes (v.aa v.ch v.dd etc) - check keyframes in blender, missing
I can't edit my model in blender to fix textures
Ok
So when you cut out mesh as to remove transparent bits, you cannot create new vertices
You must cut at edge lines or else your shape keys break
ahh
Disappearing shape keys mean you have a modifier somewhere on the model that unity dont like, so anything than armature
ty!!
first though - and sorry to interrupt - I've tried putting the model into blender, touching NOTHING, exporting, putting it back into unity, and it has the same issue
np
I don't think there's anything more than an armature
Check
If you used the vrm addon for blender/cats, there will be
I had that, it adds some random shit to modifiers
just checked. The model is split into 3 parts, however. None of them have any modifiers except for armature
Or wait
do you mean before putting into blender?
No from blender
Yeah, nothing in blender. It seems like it's being removed while importing
So are you sure shape keys are missing or is it just youre looking in the wrong place
On the face mesh if its separate from the body in the data tab
Yes, they are there
So?
Those are all user made, none are the v.aa v.whatever format
But the model seems to have those, because they show up in unity
Can you share the vrm thing showing those shapes?
What
Have you scrolled down in the list
No it isnt
mhm
What mesh is it referencing in unity
Body would be wrong anyway
Sometimes auto fill sucks
If you fill in face, itll change it to whats really there
Have never made an avatar, so I need clarification. Super sorry for that, I know it's frustrating to hear
Again, fill in the face slot
The way it does it is weird. When the vrm is converted to a vrchat avatar in unity, the face, body, and hair all get combined into one mesh. Does that help?
Or is this what your'e looking for?
Youre not supposed to convert it to vrchat in unity
Thats exactly what i said earlier to not do
Youre mixing two methods and compare the output 1:1 which you cannot do. Im going back to work, sorry.
You're alright, sorry for any time lost
And thank you for the help. I'm at least learning TwT
If object had unapplied modifier other than armature, the blendshape will not get exported.
i have a solidfy uhh modifier
Of course.
It wasn't useless, I finally fixed the thing
uh what do i do now
There is some addon that allow you to save shapekey, but I have no info on that.
that sucks
Cant apply with shape keys
yeah got that
i have a new problem
my avatar is the herobrian
he looks well in the preview
never mind fixed that
but his mouth is always open im using blendshapes
What happens if an avatar I have keeps failing to generate an imposter?
Then its broken in some way?
Yea but how do I fix it? VrChat didnt give a reason why it didnt generate it just failed.
does it happen after using a gesture or is it like that from when you log on
when i turn on my mic
im doing visemes thing
y
hmm
it might be because my mic is bad so im might have someone with a better mic test it for me
can you do that?
i had like 2 scenarios in my head that i knew what to do in and that was not one lol sryyy
you might have to wait a lil while but sure
alr i dm you the link
Can you check if you have the yaw bone unlinked? For the fbx
Yaw bone?
I fixed the eyes but the mouth still has the same problem
https://squeezypixels.gumroad.com/l/shapekeywrap
A bit late but I think this is the add-on they where talking about?
Probably meant jaw bone in the configuration
I could be wrong tho. But ik I've had a problem with the mouth being open when I had an avi with a jaw bone
Just gotta un map it in unity and it fixed it for me
check is sil shapekey is closed mouth and unmap any jaw bone if its assigend , last thing id try is to remake the visemes (blender)
Do someone here can help me with the avatar ? I have a lot of error I don’t know how to solve it
And also when I try to import the avatar it just told me the avatar build has fails please cheek the logs
screenshot the first few errors and post the picture here
i meant the errors in the console as well
Oh wait
not the bad performance ones from the build screen as those are warnings but not errors
where is this av from and does it have instruction, you are missing scripts it requires
Script like what ?
thats the part you missed reading
Which part ?
the part that tells you to install a bunch of packages for this to work, such as Gogo Loco and face tracking
** where is this av from and does it have instruction **
That a lot of things I need to learn but also that the first time I have ever upload an avatar so I don’t have a knowledge as you have guys ….
shocking
I’m gonna send you in dm
oh, there.
so you rip avatars and then ask here for support
*jaw, my bad xd
Sometimes when having toe and jaw linked can create issues, like half open mouth / not closing or toes not moving.
-# The jaw works for me on my nardo but the toe for example breaks.
ah yes, e🅱️ic embed fail
just open in browser if it doesn't load, idk
Well I don't have jaw bones
I'm using viseims shape keys or whatever it's called
your rig may have one regardless
my avi use blendshaoes too but has a jaw bone that needs unmapping
I want to make a particle emitter for smoke that always floats upwards, regardless of the orientation of the source.
Adding negative gravity to it eithe rmakes it too fast, or the smoke lags behind any source rotation, meaning it goes out sideways for a moment before "catching up" and then going upwards again.
Would it be better to put the emmiter on a physbone that's always pointing upwards?
i wanted to make avatar of my OC character
however it requires unity to make
yes all avatars need unity
it need a lisence to get one.
you can get a free lisence becuase you're not using it as a company
i downloaded 2019.4.31f1 installer set up
and then?
personal license I believe it's called
get a newer unity for one
the vrchat creator companion will help you with unity versions and all that as vrchat now uses a 2022 version
https://unity.com/releases/editor/whats-new/2022.3.22 | manual/hub if you need some other version
hello!! im troubleshooting an issue for an avatar im making and i wonder if anybody knows how to fix this:
the model i am making requires rotation constraints as i am giving it skirt physics and all that stuff, but the constraints on the front bone of the skirt makes it rotate inwards creating this really odd shape
i also embedded a picture of the costraint itself, it seems it is the issue as i have disabled it and the skirt acted fine afterwards
any tip is appreciated!!
under advanced, perhaps checking the local orientation box helps
do you mean the solve in local space checkbox? checking that made the bone move completely outwards
yes, that was the one I was thinking of. We can't see your bone or constraint orientations from the pics, so I was just guessing that might help.
i cant beable to open unity anymore
is that a question
change what?
change to 2019.4.31f1
hmm... okay
okay need to turn this into AVATAR this time. i need a sample.
do i need the sample? or a new form?
sample of what?
the avatar skeleton
there's a pinned image in #avatar-rigging - perhaps this helps?
why my problem?
missing script.
oh just script error - can you scroll up in the console and paste the first 2-3 error messages?
nothing above that? huh, annoying.
I also don't understand, I only have GogoLoco from external sources, there is nothing else. Everything works well in play mode.
Running into a really strange issue 🥲. I want to upload an Avatar but it keeps thinking it's a different one in the SDK so I can't upload it separately as a new Avatar and I'm getting so frustrated with this.
How do I get the SDK to upload as a separate Avatar.
clear the blueprint Id, it'll be a new avatar when uploaded
button that says 'detatch' in the Pipeline Manager component on the avatar root
I feel so dumb. Thank you 😂!!!
So I have some license and a few avatar models but I don't know where to start sense I'm cerently using blender
Clarify?
If you want to figure out how to start modeling, on download pages for the models you can download an FBX file. import the FBX file to edit it in Blender. Then add all you want to it.
The issue is most of the files don't have a FBX file or they don't have any textures at all
what kind of model file do you have then?
The one I'm trying to work with is chibigen and nova beast
the pupils of my avatar are transparent which reveals the clipping of the cheek fur behind it and makes it look like cataracts lol
how fix
That I have no clue it might just be a render thing
thats the eye texture
its solid color in the middle so i dunno why only the pupils are transparent
Thats werid
what are you trying to do with the avatars
reshape their models or just add clothing and change the colors?
I'm mainly trying to retexture as of right now
well yes, this is what transparent means, you'll see what's behind. You'd need something behind to block that, or hide the cheek fur in a different way
I solved the problem. I just created a new Unity project, I don't know how it works.
you do that in substance painter with the subtance painter files
then you export each texture and map that the model requires
Is there like a app I need to download
but why are only the pupils transparent? they dont use a transparent texture
only transclipping in poiyomi gets it to look how i want it too
adobe substance painter
which costs like $60 lol
I haven't seen your shader settings so it's hard to know
or you can edit textures in photoshop or an equivalent program
turning everything off besides the albedo doesnt do anything
i'll show you the albedo settings
but you're using fade rendering mode? that's going to be semi transparent depending on the alpha channel in the albedo texture
yeah trans clipping is transparent with clipping at a certain threshold
is there a way to make it clip at a different place?
"alpha cutoff" iirc
lemme try that
or if you mean actual place then again, that depends on the alpha channel of the image. You can make the texture not transparent and use the alpha map slot
how would i go about just putting something behind the eyes to block whats seen behind
like a 2d black square
and also make it track with the head and not clip
add faces in blender
is there any way with unity cus i dont touch blender
maybe you could add a plane or something? I wouldn't do it this way at all.
hm will try
does anyone know of a good way to keep "rebake offsets when unfrozen" in a parent constraints position synced correctly for remote users?
where is the texture tutoriel channal?
there isn't really?
no
anyone know how to fix this? ive checked as many bones as i can and its not weighted to anything and its fully weight paintedto the leg, but its still like this
I'd suggest converting to FBX (and cleaning up the model as needed) in Blender, rather than using this.
Unless you've got the weights normalized, red doesn't mean 100%. I'd turn on auto-normalize and re-do the weight paint, or there's an option in the menu somewhere to normalize it all.
Here probably you have too much weight for a different bone.
how do i normalize it?
er, grease pencil? wrong link.
it's in one of the menus while weight painting, I forget which
ah yes, in the weights menu, "normalize all"
id weight transfer if it still misbehave remove skin or uv discard
( sometime the things are too low poly and will clip no matter )
does anybody have any idea how to make eyelook control blendshapes (or perhaps animation clips)? character has fairly stylized eyes and id like to try something different rather than bones with a rotation constraint
So I’m trying to make my own afk pose for my avatar. I have gogo loco on my avatar so I added the animation in through there and everything looks okay other than the fact that for some reason when in vrchat the facial expression defaults to my open right hand facial expression when it’s supposed to look like how it does in unity. Does anyone know how to fix this??
lost me at gogoloco , make sure face stuff is in fx
Doesnt this need to be in the action layer tho since it’s for the afk???
And it’s all one animation
Hmmm…how would I go about getting the facial expression to work with the afk pose then??
just detect afk = do animation , not afk , go back to wait
[ wait ] < not afk | afk > [ do animation ]
Oki doki, I’ll have a crack at it. Tyyyyy
so my generic rigs arent allowing my voice to be heard when i speak but it was working fine like 3 days ago
You can use position constraints to move two contact receivers along the X and Y axes respectively, tracking an empty in front of and parented to the eye bone. Then you set up a contact sender for these proximity receivers, so they give you X and Y float values. Then you can animate using these values.
Hi everyone, what do I need to do to be able to upload because I have this message displayed?
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
What’s the easiest way to optimize the polygon count of my avatar?
depends on the type of topology you have
why are you using generic rigs exactly?
Are you just uploasing them as generic rigs?
How do I tell? I bought it pre-made.
I see, you can take it into blender and manually dissolve the edges ig
How? I’ve used blender once and all I was able to do is spawn in a cube.
Not tested it, but heard about https://github.com/lilxyzw/lilNDMFMeshSimplifier, but it has been discontinued and they recommend using https://github.com/RamType0/Meshia.MeshSimplification instead, haven't used that one either though.
But like, dissolving edge loops will looks sooo much better
Any decimation will have a noticable effect on the entire avatar.
its just for one avatar cuz the model is weird and hard to make a humanoid rig for it
tho i fixed the issue of the voice thing
I just want it to overall look the same, but obviously fit under whatever the max polygon count to not be Very Poor is.
When I optimize poly count I always bring all meshes into Blender for that reason there are generally always something you could remove or dissolve on a mesh without being able to see it.
I may be dumb what file format is the mesh
Almost always .fbx
I’m sorry I’m very slow how do I open it in blender
This is like basically my first time using it
I can't help you through using Blender for the first time just fyi, you should really go through some beginner guide first, make your first donut, before you touch anything else.
Ah
But like, be careful, you need to export it the same way it was originally exported.
You should always disable leaf bones, "Apply Scaling" should likely be set to FBX All
The importing is here though
How do I make a avatar.. I wanna know
i forget how to do clothes on avatars, any idea how to get it normal when going in play mode
A good place to start is with youtube tutorials. You need a PC though. Any computer/laptop is fine as long as it isn't a chromebook. However if you are running MacOS or Linux, you need to install ALCOM instead of VCC
Fuck.. I don't have a pc
You need a program to make your models (Blender is the most popular and it's free) as well as a Unity account, free unity personal license, Unity Hub, and Unity editor version 2022.3.22f (that's off the top of my head, so the version number could be wrong)
Yeah, unfortunately that is a requirement
If you have money to spare you can commission an avatar, but you will need a PC to upload it. Some creators however will upload to their own accounts though, but it will need to be set to public in order for you to use it
sigh looks like I'll be using a Astolfo avatar when I get vr chat until I make one
Also i don't want to advertise, and my comms are closed rn anyways, but once they open, if you happen to be wanting an FPE avatar, I actually do make those
Ah alright looks like you're not, just wanted to check though :]
Do I have to model if I make avatar?
No, not if you kitbash
Kitbashing is where you take parts from other models and combine them together
Ooooo
people sell models that you can use when making it
Cuz I wanna remake my oc
But no matter what, if you want to make one on your own, you will need a PC
But also if you ever do want help with fpe style models lmk, since again, I do make those
Just cool seeing an fpe fan in the wild lol
How u tell lol
Alice pfp lol
Lol it's hard to find active people in the fandom now
I made a bunch of public avis like Claire, mister demi, miss circle, Engel, miss bloomie
Nice!
And also one of the fpe worlds
I think it's 2nd most popular
It's the one that looks like the paper style, not gremzies (the one that's colored)
Noice!
Does anyone have a avi world that has avis with afros
So i uploaded an avi recently, just hopped in to test and i can't scale, it'll move my viewpoint but won't grow the avi
any idea why?
Most easiest to see is the white eyebrowe, but i like the black one more. @steep sable
I like white the best
