#avatar-help
1 messages · Page 160 of 1
can't say I've noticed any issues with speed at all
though I do run it exclusively on Linux, that may be a factor.
4.5.1 ~ 2-3 sec, 3.6 0.1 sec
what are you timing there?
oh, not sure I've ever cared about startup time
I do stuff fast these days so i noticed it badly
read whats new in 4.5 so went okey ill try it, does seem faster on shaders , have one thats massive 140 something shaders and its hell alot faster then 4.2
Yea I’m gonna have to send the files over to someone
Unlikely that someone here will do all that for you as a favor. I suggest vrc traders discord for that
its for quest right, a vrm will have black spots all over so it will need alot of knife cut work
or just ignore them but your eyebrows gonna be funny
So how do I deal with the black spots or do I just ignore them
Cause the reason why I did unity instead of using blender is cause blender just doesn’t work
unity vrm converter leave a giant mess and unoptimized av , few will see it - android especially
Few will see the black triangles?
since vroid uses alot of cutout / alpha you end up with these black spots and other places on avatar
in unity the blue vrc contact reciever ring doesnt show up anymore, any tips?
did you turn off gizmos? Little "world" icon at the upper-right of the Scene view
Ah ok so will the black triangles be seen in vr chat itself especially with android/quest users
Or will the triangles be seen in vr chat itself
Quest users will see the black. Pc wont if you use a shader with alpha options
i can see sound but the blue reciever ring is still gone
object visibility toggled off?
i added a new reciever and im able to see it, just not the old one so
a little odd but if it works it works right !!!
thank u guys
Oh ok so then how do I make sure pc and quest users won’t see the black then
Just wondering
Quest does not support alpha
The only way for quest to not see the black spots is to cut them away in blender
Ok
I’m still struggling with weightpainting clothes on a certain avatar :’)
Anyone have any tips
People mentioned posing the avi in certain ways to fix stuff, and that mostly helped
Also have already shapekey’d whatever I could and sculpted so it’s just weightpaint now
My main tip would be using weight transfer to copy from the base
I’m using robust weight transfer as an addon if that works 
It helped for the most part but still needs a lot of tweaking since the clothing isn’t meant for the body base
big words
Yeah thing is I dont how to do allat. I am a tiny brainless kitten waaaaaa
Asking for comms may get you scammed honestly
Ok
Also against server rules
Once I figure out 3 modeling software I will take over the world
who asked?
Informing people is helping them ?
Also avoids a warning from a chat mod since it breaks server rules
Lending people a helping hand by giving them information isn’t bad
that's good, if need help come here if wanna commission go to Vrc trader
Exactly :)
im trying to add an audio source that is triggered by a receiver in unity, ive gotten it to work before on a different avatar, and ive watched a couple videos on them but some are old
No worries, dropping vram / texture memory usage and merging some meshes can be done easily without any knowledge.
Ofc you can do more fone grained optimisations but the basics are already sufficient most of the time
hey whenever I have my shirt on with the vrc sdk open it automaticlly hides it, am I hitting a limit for the quest build or do I just need to save and reopen my project
If i know what your talking about try making the outfit you want to not be hidden a prefab it seems to take like the first upload and forces it to be the perm upload until you make a new prefab
could be wrong though
remove any controller from animator or it does wierd things when you click sdk (newer 'bug')
thats the same thing i just mentioned im pretty sure
Fixed my weightpaint. Ty guys for the help 
can anyone give me some ideas for the body fur?
how easy would it be for someone not at all knowledgeable with unity to change a contact point from grip to just grip button as a trigger?
not too happy with the yellow fur but idk what else to try that matches well with the blond hair and blue eyes
feels like everything blends togheret a bit too mutch
this seems to be the right place but to me it looks like it's allready set to jstu trigger or is it hand R grip + right trigger, would deleting the hand part set it to just trigger by finger
Stripes? :o
make contact detect right/left hand + gesture move object to that hand ( bit annoying to test in unity and to explain
) have one like this in unity that work , detect hand when its in receiver - then if i do that hand gesture to fist it will move the object to hand ( vrc constraint )
well this shows L & R but its ment to be both Right duh
right hand in reciever = active , then right fist gesture its now in the hand
what I allready have works for everyone else who has used the avatar, it just doesn't seem to work for me my controller has no seeming errors, all the fingers and grip track, i've repaired vrchat files
So i just wanted to remove the grip requirement
allow self / others and you have local wich is bit odd
local i use to glow up the thing so i know im touching it doesnt need to tell others that
others isn't checked
I'm just assuming the collision tags handR is grip and finger index r is the grip trigger, would deleting hand remove the need to grip
your is either of those , not both have to be active
for that you need transitions in the controller (what im doing)
I'm really trying to figure out what the root cause this doesn't work for me specifically is. if both grip and trigger seperately should work that is odd because this in no way works when I use it. but others with the avatar have no problem
I'm not ready to dabble with animations quite yet , my skillset with unity is not good
changed it to just finger index R still doesn't seem to work no idea what is going on at this point I never edited this avatar when it stopped working and it works for everyone but me
gonna try swapping it to a left hand trigger see if issue is the right controller
create something that changes color when left or right hand is in it , debug, then add more stuff after , contacts not really easy to explain , you should also check your finger colliders ive had rare avatars where they were nowhere near the finger
how would i check finger colliders
gotta give up on this for now, none of the screens look the same and google doesn't help either
just uploaded my avatar but lip sync isn't working. Any clue why? :o
bones are mapped correctly and theres no jaw bone either 
oh! sil, I'm missing that one, but the head doesnt have it
thats just basis , you can use that or duplicate
(also, note that having a humanoid jaw bone is irrelevant here)
ok, good to know ^^ I'll add one
just dont animate one assigned to a viseme it doesnt like that
I know sometimes a jaw bone can break stuffs so thats why I mentioned it
so could I hypothetically just make an empty shapekey on the head and use that? :o
bone assigned to jawbone usually made some part of my hair vibrate
ou weird
freaky, I wonder if it was assigned under the jaw?
havnt done it in a few years just funny when i notice some old av that has it still
oh, so the automatic bone assignment messed up
Having a jaw bone in the humanoid avatar will prevent you from manually animating the bone with a non-humanoid animation
and generally leaves your mouth hanging open
hence why it's often removed
yeh, peeped just in case
I made a shapekey and gonna use that for the missing one in lip sync
deadass thought I broke her head because her eye look was originally being weird too lol
Is there an easy way for an avatar to track if a physbone is currently being held by someone (doesn't matter who)? I tried just having a hand receiver in the same place but it doesn't actually seem to consistently work
Hey guys how could I properly adjust the angle between the avatars pelvis and thigh bones?
{parameter}_IsGrabbed , use that to do stuff when people grab a physbone (must have radius)
old exsample
uses is grabbed as transition + changes blendshapes depending on angle (float)
Hello. Today's Topic: AAPs. I've been trying to create something that goes something along the lines of...
animating a cube (as an example) that grows and shrinks via shapekeys. Say, for example, the ball increase animation goes from 0 to 0.8. Then I want it to start to decreasing (with an inverse animation) starting at that 0.8 (0.2 in inverse) value to 0 (1 in inverse).
This requirement seems to imply that the animations controlling the size should be controlled by the AAP via motion time. However I'm having trouble figuring out how to increase and decrease the value of the AAP accordingly. I hope someone could help me as I've been trying to figure this out the past two days. If a template could be could be provided that will help me so much. (Ignore the muted transitions)
As a sidenote, I could easily create this with driver parameters, but what's the point if I don't learn something new?
I've used this to make things that heat up and cool down slowly
Linear Smoothing?
Yes
You have to "remember" the value of the parameter from one frame ago, then adjust it a tiny bit
Thank you so much. I had overlooked this part of the website
if the old value was 0.8, you add 0.8, then subtract 0.01. now your value is 0.79
note that you need to measure the framerate and multiply that in when deciding how big your step size should be
otherwise the parameter will change faster at high framerates
Oh ok. I'll keep that in mind. Thank you so much
Does somone know how to trigger on and off Bools with Contact Sender and Receiver? it only supports "Constant" which means the bool is active while the contact is touching, On Enter triggers it only On and Off and Proximity will not really work at all for bools
i want that when the hand touches the thighs it triggers the bool to be on even when leaving the contact zone. Why does vrchat not natively support this?
or do i miss something out here
feel free to ping me
The contact receiver's sole job is to tell you if contact is happening
It won't "remember" a contact
You can use a Parameter Driver to achieve this, though
This lets you set a parameter when you enter an animator state
i do use a parameter driver
but the contact reciever kinda overrides it
but i will figure it out i think thank u
You need to use a second parameter
The “sense” parameter, controlled by the contact receiver, is getting set every frame
you can’t do anything about that
(Other than by disabling the receiver)
I been trying to import some models and every time I import it the models always get stuck at 50% for god knows how long, anyone have any ideas?
Do you have a lot of animations? They could take a bit to import...although, generally not that long
I'd try importing a trivial model (e.g. just a cube) and seeing if that's slow
Its mostly likely just needs much more time lol
I imported a model not long ago and that one worked fine
Its probably issues on my end lol
so ive made a bit of progress but now am stuck at another hurdle "found duplicate transform" so how do i fix this
-# W skin
check your rig setup - it seems you have a weird bone in the jaw slot - probably remove that entirely.
But the message means you can't have a mesh object and a humanoid bone to have the same name.
How do I make my things animated I’ve seen them on avatars like shirts
large and vague question - what do you want the animation to do?
I’m not sure if it would work but like animated eyes like the ones on pc but on quest
someone please tell me what the problem is i am at my wits end
clear the blueprint and try again
there is no blueprint id
i have tried it like 5 times now
strange
it throws this error when it gets to the copyright check thing, dunno if this is the problem or not
smells like a networking issue
(that "blueprint ID" error always gets logged if the avatar build fails; it's usually a red herring)
it just gets stuck at 11% on uploading and then fails
how can i reset my bounderies in vrchat? my feet are not touching the gound
i dont know how to use the camera because im dumb
can you show where your avatars feet are in unity?
like in relation to the floor grid
if you can see my avatar's feet IS NOT on the ground (im floating)
@winged bobcat
its in game
ye but its about an edtor, not game
change your height
go to settings and either make yourself taller or shorter until your feet are in a good place
thats has nothing to do with feet placement , unless your playspace is also messed up, floor is floor
whenever i change my material's shader, no matter to what i change it to, it becomes pink and idk what the issue is anymore, the URP shaders work but not any others. im porting my friends avatar over and if they need to change anything in blender or smth itd be good to know :c
why does it matter? i need help
does anyone know how to remove rusk's hairpin
you tried looking in the head/face part of the armature? if its part of the hair or head you have to remove it in Blender
yea the hair is a single object
do you have a tutorial video for removing it in blender
select object, go into edit mode, select faces, x to delete them
or you simply import the model into blender, select the hair/head and click Tab then select all faces of the pin with L and then right click and delete the vertices
yep, what I said.
eh, without knowing what this is like, I wasn't going to suggest using 'l' since it might select too much. But sure, you could try that.
thanks I'll give this a shot
I also seem to be having some issue with rendering a mesh for these diamonds
big headache
hmmm
np!
I am using liltoon as per the developer's shader but it doesn't seem to show up with the right texture
here's the listing
odd.. normally shoud work just fine..
how do I resolve a "Hidden/InternalErrorShader" error
first thought: either install the shader package, or pick a different shader
err how do I import the model into blender
do you have the fbx export feature on in unity?
idk why its not embedding
Can someone help me make or make me a avatar but if u don’t make the avatar can it be free
Like I said before.. they don't focus on the western market, but feel free to try these two out. Yes, they can have paid options. Yes modifying is limited. Yes it probably does not have avatars you like.
https://xr-marketplace.com/en/makeavatar
https://avatarmaker.vket.com/en
don't export a FBX from unity unless you really have to - probably you already have a model file in the project you can just import directly.
I believe I do but my project is saved as a unity file rather than as an fbx file
right click the fbx in the heiarchy and find "Export to FBX"
vrctraders is the place for commissions
does someone had this problem before? im trying to export my custom avi to unity but in rig settings, but in unity i lost most of bones i dont know why, for example (two first screen shots) instead of having 2 bones on finger i only have one.
End bones in unity are displayed as spheres like in your image.
how do i fix it
I'm saying it isn't a problem.
welp the end of the fingers wont move without end bones right?
It moves.
okay, but i have the same body on the other project, and it has those end bones, but not here
so that not a normal move from unity
That's because you disabled add leaf bones option when exporting fbx.
its the same with leaf bones
Are you sure the other model has distal bones?
what are "distal" bones?
Do you know a finger are consisted of 3 bones: proximal, intermediete, and distal?
oh okay, those
yeah
but i have everything done right in blender, but i only have problem with unity right now
do i have to ss something in blender or unity? so maybe you will spot the problem
If your finger has up to intermediate bone then the intermediate bone will be displayed as a sphere which shouldn't be causing any issue.
unity counts joints, not bones
Is there anyway to make the files to an avatar smaller to upload??? Besides removing things off the avatar?
lower texture resolution
remove unused blendshapes (manually or using vrcfury blendshape optimizer)
If you have different outfits, you can always split them into different avatars
Ok so I got blender now
3.6
But now I need help with fixing the avatar and I put the cat add on for vrm and mats
iirc, thulen even sent a video showing what you need to do about the black areas
Ok also for that cat thing for the mats where do I find that or add the add on at
ughh do i really have make 19 different mouth shapes
for visemues
is there like no easier way
So all I need to do is add remove the black triangles no or do I need to combine the materials to
Anyone know how to fix this?
"this"?
welp
that has nothing to do with your fingers
go to the rig configuration in unity and map whats missing - ez fix
tell me whats missing then
look at "body"
upper chest
then set it to generic, appl,y back to humanoid and configure it again
sometimes it has seizures when you change bones
nothin changed
is the correct avatar assigned in the animator?
Yea cause I used the cat plugin and pressed fix model and it made all my textures go white
Does anyone know how to fix the textures thing for this
you dont even need to fix that in blender because youre supposed to set up materials in unity anyway
so youre doing double the work right now
Oh ok so don’t worry about the model turning white
nah
no you export it as an fbx
Oki thx
how can i fix this error ? ...... I have this problem for 4 days and have tried everything.
this error is not meaning the avatar in your scene
it means the rig configuration - fbx import settings -> rig -> click configure
you seem to have 2 hip bones in the second image
i have only one
my bad
you mean hip dips ?
^
in blender ? or where can i find this settings
check if the correct avatar configuration is assigned to your avatar in the scene
if it is, try setting it to generic and back to humanoid
^ guy before you had the exact same issue lol
lol
So can someone show me where I’m supposed to stop at for the eyebrows and eyes in blender for the black triangles stuff
Hello ! 👋
I'm having trouble understanding how fallbacks really work in vrchat.
So I have a very poor
PC avatar,
I have the same avatar but in good
performance,
And I have a Quest version of this same avatar in poor
performance.
Can I :
- Upload my very poor
pc avatar, - Have the good
version be a pc fallback - Have an impostor be the quest fallback ?
Both PC and quest version of fallback avatar must be Good or Exce perf. Imposter is preferred over fallback avatar.
So what you say is that I should upload my very poor PC avatar with the poor Quest version and have imposter fallbacks for both of them ?
No. I mean between imposter and fallback, imposter avatar will be prioritise to be displayed if available.
Oh I see that's a shame. I put efforts making an optimised PC avatar to be a fallback.
Fallback avatars are going to be deprecated soon for imposter.
But I didn't manage to make a good performance Quest version.
Yeah that's what I heard, I don't think they look as great as an optimized avatar though. But it is what it is
Thanks for the help !
If an avatar eye texture seller tells me to disable pupil and highlight shapekeys for the eyes, how would I go about doing that?
Look in the head object in unity and try set blendshape sliders, see which one disable the parts you need.
Found it, thank you ❤️
Quick question
When ever you press the fix model why does my model turn completely white like is there a way I can make it where they’re colors remain the same after hitting that button
Just wondering
Cause I need help
what tool are you talking about here?
cats probably
that's usually what people mean when they say they're clicking "fix model"
break model ☹️
yeah, it can when you don't have exactly the right conditions for it to work
can someone help me fix this issue ive been trying to fix it myself but without success sadly
This is your problem.
Annoyingly, Unity does not make it easy to find missing scripts!
If you're trying to upload an avatar you bought, check its instructions.
They should tell you what packages you need to install (e.g. VRCFury)
(actually, it does say that it's on the "ratman" object, so check that -- you'll probably see a component that says it's missing)
it says that a script is missing but on the site where i bought the avatar from doesnt say anything about scripts
there may be a readme file that comes with the avatar itself
nope no readme file just a unitypack file and even in unity no readme file
Then you'd have to guess. Common script to install are vrcfury and modular avatar so try those.
What’s the conditions I need in order for it to work
Jsut wondering
Cause I’ve been having this problem all day
Hey I've got another unrelated question :
How can I make my avatar invisible and visible again but in Quest ?
With poyomi it's easy but I can't find a good way to do it on Quest avatars.
I've tried disabling the body or the body's skinned mesh renderer and it actually makes my avatar disappear but when I reenable them my avatar stays invisible.
Should I try to put the body very far below the ground maybe ? Or is there a better solution ?
I don't use it myself, not really sure what exactly it does these days.
disabling all of your renderers will cause your animator to stop working for remote players
that's why you stay invisible forever
i'm pretty sure you can just add a cube to your avatar and delete its only material
even though it has zero materials, and thus does not render, it still counts when deciding if your avatar is on-screen or not
(make sure you delete its box collider)
oh that's clever, I hadn't thought of that
What do you use
Cause I need some stuff in order to make sure my avatar can work on my quest
for what exactly?
For getting rid of the black triangles on vrm models and like other stuff for it to work on vr chat on the quest
Ooh I see why now
Thanks I will try that !
I don't do vrm models but I know how to use blender, so I'd edit the mesh directly
Ah ok
also I didn't think cats did any kind of mesh editing like you're asking about anyway
So what would I need to do to combine all the materials on blender
I switched to that from just using an invisible material. No material slots wasted!
depends on how yow want to do it. You could bake to a new texture with a combined UV map, manually or via nice tools like SimpleBake, you could atlas with material combiner.
I tried combining with atlas but it doesn’t show up material combiner
that tool seems quite limited anyway, doesn't it only do the albedo texture?
I saw a pic you posted earlier
Ah ok
But yea I just like can’t combine materials jus don’t know what to do next
But I just need help with this
Like it shows up here but just can’t like combine them for sum reason
For if there’s a manual way you can do it
sure, make a new UV map and bake the textures to fit it
it's a bit of a process without a helper add-on like SimpleBake.
Yea so where do I go to make a new uv map and to bake the textures to fit it?
Just wondering
In Blender, in the "UV Editing" section, at the top.
baking textures is... quite a bit more complex, I'd suggest a video tutorial. Possibly this one:
https://www.youtube.com/watch?v=wG6ON8wZYLc
So would o still need the baking texture to combine the materials or no
You would be generating a new texture, yes.
If your materials have overlapping UVs, you need to create a new UV map that doesn't have any overlap, then bake the original colors into the new texture
I haven't done that before!
I've done it a whole bunch
that video I linked should do that.
Also I don't use that method, I use SimpleBake. It's not free but so worth the money.
Ok
Anyone know how to fix this, the physbones are acting like they are not on the wing
heh, same question 🙂
mb i just posted here cuz i noticed the issue
and really confused on the issue
that looks reasonable
Finished
Btw will these work in quest/Android
Just wondering
Cause I need to know
Your stats are more than fine for quest
Ok then
so any idea of what could cause it>
or to fix
not from those pics, sorry. Also heading out at the moment.
consider watching a tutorial
i dont mean to be mean but the questions you ask suggest you havent done one bit research yourself
Drag the fbx into the scene
/ hierarchy
I usually drag mine into the hierarchy then it pops up into the scene
Ok
I used this when learning to create avatars. I already had a lot of Unity knowledge, but nothing in there is too technical
Btw will this be noticeable in the game?
Just wondering
Cause ik my eyebrows will look a bit funny
@hearty gazelle probably no transparency
can someone help me add a animation to my avatar the tutorials dont work for some reason
You have to set that texture to toon standard then fix the culling I think that’s what it’s called
Where could I fix the culing at just curious
quest > blender knife tool , pc any shader that has cutout option
Huh I’ve never done that one
But as for culing give me a sec to open unity
Yes lol thank you
quest shader culling is just for backface
will still still have noticable black lines cause no quest shader have cutout
is there a reason whay i cant finde my avatar after uploading
Yes
whay and how can i fix it
Go on the website and check for security fails
'other' its not uploaded
where
offline built for testing , only you will see it when worn
Let me open my unity I’m the person that as to see what I’m explaining
ahh okk let me check
first or secound one
Oh yes listen to Thulen I got confused
On who was talking lol
First
You want to publish it
Wait where’s that at
but gona be online for evryone like evryone can use it then or only me
That's publication settings whether it's Public or Private.
ahh okk thanks
have you been following these instructions?
you may need to close and reopen the control panel
close the VRChat SDK window (you can middle-click on the tab to do so) and then open it again from the VRChat SDK menu up top
Ok
Also another question is there a way to get rid of these black pieces within unity or is that only in blender
how do i make custom gestures
Ok so I tried that but it’s still saying the same thing
What do I do?
Just wondering
does anyone know how to remove this wiggle or has a youtube tutorial on how to remove that wiggle from the avatar?
that looks like physbones
you can search the hierarchy for t:vrcphysbone to locate the component
Do you have any compile errors in your console? Switch to that tab, then hit the "Clear" button
You probably don't, since Unity didn't open in safe mode
(compile errors will remain after hitting Clear)
Ah ok so I gotta go to safe mode first
oh, did you skip past the Safe Mode warning?
those bones look very complicating do i just have to remove that and it will be gone or what?
You can disable them by toggling the checkbox in the top left corner
Yea I think so
I would suggest closing the project, then hitting "Manage Project" in the VCC and seeing if any packages are out of date
If they're all up to date, share the entire error message in the console
Ok
and then just reupload right?
What packages am I looking for to see if they’re out of date?
Right.
Anything that's installed in the project.
Ok
okay so it worked now is the question how i turn up the speed on emotes because my emote doesnt keep up with the sound
You'll have one or more layers in your FX Animator Controller that control gesture-based emotes
Click on the arrows between the states. These are transitions. See if they have a duration -- if so, try reducing it
where do i find the fx animator controller?
It'll be listed in your avatar descriptor, on the root of your avatar
(it'll be the top-most object in the hierarchy)
e.g. my avatar's root is the "Sergal" object
You're looking at a test copy you built with VRCFury. You want to look at the original avatar
It is possible that the emotes are coming from a VRCFury Full Controller, rather than being part of the base FX controller (the thing you plug into the VRC Avatar Descriptor)
Do you know where the emotes come from?
the emote with the sound comes from there its the sound audio with the animation inside linked to the avatar it works fine in the gesture manager
idk if that works but i think thats the original
You know the idle hand animation? It has slight movements to give a more natural look. However one of my avatars hands aren't doing that. The other hand does, and both hands go into the proper pose overall, just the left hand doesn't do the slight movements. Ideas?
@pine valley are you there?
so i got an avatar on booth, but it didn’t come with instructions for uploading it and came with 4 different files.. can anybody help me figure out how to upload it? 
are they unitypack files or what kind of files?
unity pack!
another file contains the clothing and 3D object of the character
make a new project with avatar 2022 and then just drag all files into the unity project when youre in unity
when you drag the files in it should say import
there’s another problem.. i downloaded the right version of unity i needed and the vrchat creator, but it won’t open the project from the vrchat creator companion into unity
what happens instead of it opening?
did you add the project by clicking "import" or somewhere there's "add from disk"?
(guessing based on what others have said, I don't use VCC)
when i try to do that, sdk doesn't come up with it to let me log in and upload
it wont let me open from disk either

but it is a unity file
you have to create a project, then import that package into it
the package is a bundle of assets
i create a new project from unity?
use the Creator Companion to create a new Avatar project
oh I see, I thought you had a project already created
i created one.. it won’t open unity when i open that project
how did you create a project?
again, what happens?
you're in the "Manage Project" menu
so this is what i have on the project for the avatar
this looks correct (although you should update the SDK packages while you're there)
when i open it, it doesnt open anything
it just takes me to the unity project menu
which is how i got here ><
click on new project?
it sounds like the Creator Companion is failing to launch Unity correctly
if i just create a new project, sdk doesn't open along with it so idk how to upload the avatar to vrchat without it
yeah, i reinstalled this 3 times already from ground up
I'd think it would show a project created though?
I'm having a problem with my AFK animation
I've replaced GogoLoco's AFK animation with the model's original one, but now when the model exits AFK, he's locked into the animation for another
25ish seconds, and then when he returns to 'neutral'.
When this happens in-game, he's frozen like that until I switch avis or reload.
How do I fix this animation error?
guys how do i increase the emote speed on my avatar in unity somewhere in the unity avatar descriptor on my avatar?
i'm not sure what you mean by "Animation inside" -- is there a VRCFury Full Controller on the "Fortnite - Orange Justice - Emote..." object?
Bump
what do you mean by emote speed? I'm guessing maybe you mean the time it takes for an animation to happen? You'd have to look at the animations themselves, and the transitions
nono i mean how fast the animation is playing
ah, okay, it's an Animation Clip action
Ok so yeah, the speed of the individual animation
in this case, you can't easily change the playback speed
do i have to change the value in the visual studio script or how do i do that?
i'm not sure what you're talking about there
do you mean by how the animation is slow or what do you mean?
the Animation Clip action doesn't let you set the playback speed
that's the issue
I don't know what a "visual studio script" means here
in unity everything does have a script maybe the animation also has a script written in Visual studio so maybe i could try to find the value for the playback speed of the animation and change it to something higher
if the animation has a script ofc
There is no script you can edit here. Animation clips are built into Unity
One thing you can do is to rescale the entire animation. This will permanently change the asset.
you can ctrl-A to select every keyframe in the animation window, then drag one edge to stretch or squeeze the keyframes
would there be another way i could paste in a animation where i could also control the speed of it?
wait, why can't you change the animation playback speed?
it's a VRCFury toggle
oh. So remake it without fury.
yeah
You could use a VRCF Full Controller to merge it into your...Action playable layer?
I don't actually do a lot of animating
but i dont wanna remake the entire thing
if fury doesn't give you a speed option you don't really have another option
isnt there the animator tab thing i think you can change the animation playback speed there if i make the animation there instead of a animation clip thing
or am i wrong?
You can set the playback speed of an animation state in the animator, yes
but in the animator is nothing currently its completly empty
if you're using VRCFury for this toggle, yeah, that's not a surprise
could i just remove vrcfury and something would appear in there?
nothing will "appear" in there unless you put it in there
this is so confusing either i just live with the animation speed i have from the animation clip or idk i try another way to import the animation and bringing it to work without remaking everything
just do whatever you're doing in the normal way without using VRCFury
but then i would have to remake everything
I Uploaded windows and android, windows works fine, but quest just says pending in the game, even though it said it worked on unity. Please help
don't cross-post. Does it say anything more? Maybe something like a security check failed? does it show up as a robot, or just not at all?
was it possibly very very poor for that platform?
deleted & warned
Sorry, but yes for quest users even when they show my avatar im an error robot, but on unity it says avatar uploaded, but in game when you go to avatar details it says pending on quest, this has never happend before.
I don't think I've ever seen anything say pending
I'd bet though it's got something the security checker things is bad
Would assume it is the server-side security checks?
yeah
How long has it been pending?
on unity?
That doesn't break server-side checks
It just means that toggling something on one version can do something random on the other version.
At least I think, VRCFury might be protecting against that
Have you tried to upload again?
Not impossible that it just somehow silently failed, like VRC side.
like 8 times already
Ah
Probably for the best to not try again then
Could try uploading to new blueprint ID, been several stories recently of almost cursed blueprint IDs.
this bit me once when I created animations that targeted VRCConstraintBase through a script
that causes you to fail security checks
(i now target the exact type of the constraint)
When i upload an avatar, it successfully uploads to windows but when i try uploading the quest optimized one it fails upload and breaks the security check for the windows one?
mines simmlar, it just says pending though not failed
I've already tried logging out and logging back in, and reloading the sdk to no help
check your console for any error/warning. (post all if you not get details)
"error building player because script class layout is incompatible between the editor and the player"
is ren around
There is a component below or above the avatar descriptor that holds the blueprint ID, it is the thing that tells VRChat which avatar you are uploading for, it allows you to upload wildly different PC and Quest versions, since all that ties them together is the blueprint ID.
It has a button that says detach
id there a tool to see what unioty uhh
is doing i guess???
i dont know why changing outfits breaks body blendshapes and shrinks them because the annimations dont fuckin have anything touching them
im sick of this bullcrap on every model ive bought
When exporting an edited avi fbx back to unity what settings should I use? I tried editing the regulus one, but when I imported it back it fucks up the prefab and the fbx gets all crumpled in play mode.
Does anyone know if there's a way to merge layers in substance painter?
The most important setting is the "Apply Scalings" one
Grab the original FBX and look at the scale of the Armature object
If the scale is [100, 100, 100], then you should use the default "All Local" setting
If the scale is [1, 1, 1], then you should use the "FBX All" setting
If you get the scale wrong, then the humanoid avatar's bone positions will be off by a factor of 100
I don't think you can do that, or how it would even work really
it still can desync
thats the issue its bad networking
guys what are some good avatars to wear
whichever one you like?
Is there a setting in steamvr to shift my head left or right? For some reason, my head is a bit shifted to the right and i wanted to center it. Can tell when I put my controllers on my side where my left hand goes in my avatar a bit but not my right. I use an index with 6pt tracking (fbt).
Maybe its something with calibration?
I personally dont use steamlink because of how easily it breaks or crashes but I'd say probably try to see if there's anything that allows you to recalibrate your positioning
how can i fix this error i cant upload my avi couz of this error
yes, remote tracking data might differ from local tracking data
I would suggest having a local-only contact receiver. Use that to turn on a synced bool parameter.
I do this for anything that really needs to stay in sync
for things like hit effects, I sometimes use non-local-only contact receivers
yes thats how i do it
and it can still desync in some mid-rare moments
its not that bad
but still desync XD
this is impossible unless vrchat's parameter sync is entirely broken
it was never perfect
any Ideas ? 🙁
make sure that you have "Local Only" checked on the parameter driver, so that remote clients aren't trying to change the parameter
i do :)
i do these things since months now
but sometimes they can be desync
i have two layers always
one for contacts and one for anims
This is Contacts
This is to move the mesh using parent constraint
How do you make a trail? I dont mean the finger trails. Like when you walk sometimes there might be pawprints or just something following the feet.
you'll want a particle system for that
what are the conditions on these transitions?
any certain one?
and what do the "Move To Hip" and "Move To Hand" states do?
isn't that going to rapidly oscillate back and forth? setting Grenade to false will make you exit "Move To Hip", and then you'll enter "Move To Hand", which'll set Grenade to true, thus sending you back to "Move To Hip"
nope does not go rapidly back and fort
nope doesnt sends it back at all
that is explicitly what your transitions and parameter drivers will do.
nope :D
then something is missing from this picture
because that is very clearly what would happen
no, you are right but thats not how VRC Contacts work with bools
unless those are the only two errors, post the first (at the top) 2-3, these are usually side-effects of previous errors.
VRC Contacts only trigger bools while you are inside the zone when using Constant. Or they will be triggered for a frame when using On Enter
unless the contact receiver is getting moved, of course
what you see in the animator is a trick to enable and disable a bool with two layers
yes, I'm aware of how contact receivers work
because VRC Contacts dont allow us to enable or disable a bool when touching the zone one time
thats why you need two layers
thats why you also see two conditions on the Contact Layer
depending on the durations and exit times of those transitions, you may or may not have a problem
yea i try to make it work right now
it would be easier if VRC Devs just add a fourth option and call it "Trigger Bool" or smth like that
i would suggest making the only condition for leaving the "Move To" states be that GrenadeGrab is false
then we would only need 1 layer without sketchy animator tricks
that will make it spring back
you need 2 conditions
basically you want a latching switch instead of a momentary one 🙂
no, it will make you wait in the "Move To Hip" state until your hand stops touching the grenade
then it will return to the idle state
i did this before and it didnt work
and when i check reference animators from grenade scripts or watch youtube tutorials they all use 2 conditions
i tried it with 1 condition for like 5 hours
what's the point of checking the Grenade is true when exiting the "Move To Hand" state? By definition, it must be true, because entering the state causes Grenade to become true
1 Condition is for Contacts
2 Condition is for the Synced Animation for other players
let me explain:
Grab Grenade is the Local Parameter
Grenade is the Parameter to enable and disable the Mesh
The Grab Grenade Parameter is triggered by the Contact. Since the Parameter will be triggered only for a frame it needs a second parameter
If you use the same Parameter for Contacts and Mesh the Contacts Component will override the Parameter even if you use Parameter Driver
Yes, I explained that to you a day or two ago :p
I know how the system is supposed to work
Contacts override Parameter Driver
and thats why i do use two conditions instead of one
I'm talking about two conditions in a transition, not two parameters, mind you
That is what doesn't make any sense to me
two conditions are two parameters....
Why is the Grenade condition here?
it checks for the synced parameter
Why?
because if you dont have it it will desync ^^
try it yourself
thats how literally 7 other asset creators did and how they yt videos did explain it and how i found it out by myself
when you enter the state, the parameter driver sets the synced Grenade parameter to true.
checking if it's true seems pointless to me
your transitions should just be:
Idle -> Move to Hip:
- GrenadeGrab true
- Grenade true
Move to Hip -> Idle:
- GrenadeGrab false
Idle -> Move to Hand:
- GrenadeGrab true
- Grenade false
Move to Hand -> Idle:
- GrenadeGrab false
aight wait let me do
This will cause you to wait until the contact is no longer overlapping
Note that none of this should have anything to do with desync
(do make sure you turn on Local Only on the parameter drivers, by the way)
It should be impossible for a remote user to ever enter those states
unless you've made GrenadeGrab default to true
will do in a bit i will let u know
I would also make sure you don't have another contact receiver that tries to control the same parameter
even if the aniamtor is bouncing back and forth, the end result will still be synced correctly; it'd be no different than rapidly toggling something in a menu
Why is the tail bow blue? They are supposed to be pink
no no only one
possibly that part has vertex colors - the shader you are using will apply those
Good catch
You can find out by switching to the "Vertex Paint" mode in Blender with the object selected
you'd see something like this
I never touched the Vertex colours. I should turn off the import Vertex color settings
Im seeing no color?
hmm
What's the issue? That wasn't the vertex color lol
anything in the "Color Attributes" list in the Data window?
Ohh I see
ah yep, could be it
I have my own insane homebrew attribute export system, so I've never thought about that much
nice! that's easy
set your color to white and Ctrl+X to fill it
or just the nuke the attributes, actually
no prob!
anyone know how i can make hair/tails more "floaty" or "flowy" like some peoples hair defy gravity and flow around, looking for that effect
depends on what your physbone settings are now, but probably less spring and less gravity
ah okay, do you know where i can find those settings?
not really, could be anywhere on your avatar. Maybe on the hair root bone, maybe somewhere else
ahhhhh i see what you mean, thank you for the help!
Genuinely so stumped with this. I get 1 or 2 uploads that succeed and then fail every single time for the rest of the day.
I have tried everything i can think of, Renaming armature, texture memory usage is fine, mesh memory is fine, i can upload the test model in this project with no errors, I tried all 3 versions of unity, updating my repos, adding and subtracting dependencies and testing, downgrading the sdk-- i tried 4 different versions, changing the path of my SDK in program files, detatching the blueprint, removing animation layers, and loading into a fresh unity project importing the package and still the same error.
im genuinely really really frustrated rn
any suggestions on further troubleshooting would be grat as this error in consol gives me no useful information
You do probably want to upgrade your Unity, though it may not solve this.
that one has a few annoying bugs
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(You will get DM from bot to verify your account upon join.)
🌠 It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) 👀
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nvm i found it
curious how you did it? I ended up creating one manually, it's just a .yaml file
im trying to make a color adjust wheel with liltoon but they wont show up in animations
Now i tried making another avi but now it says security check failed, although it follows all peramaters
help pls
only for pc it failed
nevermind i just had to reupload
thanks me
i just reseted one of the blend trees that comes with the sdk
anyone know how to make this like continuous
Ah nice, that'll work.
If my avatar is going to be private, do I still need to select a content warning if it is sexually suggestive?
Or leaving it blank risks it getting banned?
texture memory 96mb in unity . 150mb in game after the last update. i have no material swap anims i can find. is the sdk going to be updated so i can figure out the discrepancy?
You mean looping?
Today's Topic: AAPs.
How do I go about "animating" contacts to obtain a value I can sync to a contact parameter? What exactly am I animating? Proximity to a receiver?
I wanna make the stroller like, drag behind you, with the main part jsut staying on the ground, while the handle/dog moves around, even as it drags it around. Any suggestions on how, or if this is even possible?
How do the bones look like?
I was about to go to bed, didn't think I was gonna get a response so soon, so I kinda just drew out the bones. So there's only 3, (besides the root one).
My ideas: One of the images
The one problem is see is that in the one with Handle as the parent bone, The wagon stays as you want, but the handle is limited in how it can move. As in it won't go all the way down.....
In the other with wagon as parent, we have perfect setup however I have no clue if it will work due to the handle @ hand being attached to the avatar
This is within my knowlegde. Is it impossible? For me yes. Probably. Hopefully somebody else can pitch in some idea
Well, I wasn't sure if mainly there was like, a specific setting in the phys bone tab, that whole messing with the gravity and stuff, would keep the main part of the wagon on the ground.
I like that it follows the handle, and how it stops, but I can't figure out what setting (if there is one) that kinda, turns gravity on for that part, and sets it down on the ground.
There is literally a setting called gravity but you need to add a physbone collider to your root since physbones cant interact with world
how do I fix this issue?? when I click inforce tpose it works, I click apply and done, it goes back, ive done it manually, ive remapped it my self and I need help trying to fix it man- (ping me if you do respond)
have the same problem.. did you find a solution?
Anyone knows how to fix this or can you only fix this in blender
We already told you more than once
is it possible to have more than one running animation toggle? becausse everytime i try to make 2 diffrent animations work it never does
\
You would just have to add Dog Run as the 3rd motion slot instead of another blendtree.
Ok thank you
My dog run is my Naruto run too for some reason
How did you make the change?
By adding the 3rd slot and changing the dog runs value in expressions menu lower than the Naruto run bc Naruto run highest value is 1 and I can’t go over that
Cause if I put them the same they both toggle
Also take screenshot of the change.
.
Have you confirmed that sprint type can only have value set to 0, 0.5, and 1?
oh so it has to be one of thoes numbers
so u can make only 3 of thease toggles is that what this means
Of course. Otherwise it will be blending animation between 2 animations.
oh ok what if i added a new bled tree
blend
Why?
sso i can have more than 3 toggles
You just have to add another motion slot.
oh srry i started unity in march but thaank you
hey so i made a 4th slot and in the menu the value its not letting me put it higher than 1 witch the threshold is 1.5
Threshold has to be normalized. You will see the new threshold value in each motion slot and update your toggle value accordingly.
im trying but its not letting me go past 1
Normalized means value has to be in range 0 and 1. Not more or less.
oh but its 1.5 do i change the number
Change the max threshold back to 1.
And I'm saying you should leave threshold in blendtree auto set as it is. And change only the value in toggle control to match with blendtree.
i do not under stand what is wrong
Max threshold is set at the graph above.
u want me to change it too 1?
You had 2 object with the same name which is Neck and unity doesn't like object with same name.
That's what I'm saying earlier.
i know but i already have a menu toggle that has a value of 1 wouldent that blend them
You have to update the menu toggles to match with the new threshold values.
how do you update it?
Just change the value in your toggle.
Why would you still want to set 1.5?
i have no clue what do i set it as
You look in the threshold value in each motion in blendtree and set each toggle to each threshold value accordingly.
so i have to change the 4th threshold because its 1.5
Didn't you set max threshold to 1?
omg im sorry im dumb
yeah i did now but can i use 0.3
Of course.
Manual threshold would work. You now just have to set toggle values to match those threshold.
ok when i turn on automate threshold it puts it too like random numbers
It isn't random.
oh
And I'm saying you're doing Manual just fine.
would it be better to use the automate or manually
Whatever more convinience for you.
Ok. Thank you
why does my shape keys not show
you may have left an unapplied modifier in blender before exporting, which causes shape keys to not transfer
wow ok
if there's anyone avaliable, can someone help me with an avatar im making? im very new to it and i've been stuck with the problem for a while..
its vrcfury is what im having issues with.
When asking to help with problem, you will have to explain the problem as well.
oh yeah, sorry. im just a little irritated.
so basically im trying to add a component with VRCFury, and it says that its not placed on an avatar. i tried asking others for help, looked it up, watched tutorials. and nothing really worked.
Can you locate avatar descriptor anywhere?
just found it
Is your object you're working with vrcfury is a child object of your avatar object? Also screenshot hierarchy panel to confirm.
your ehjere!
can i dm?
;w;
No.
:< i wanted to ask for help.. i kinda cant here.
Then you're not supposed to upload that avatar.
i think i did it right.
i was shown to make it an empty object, name it anything, and put it in the root of my avatar.
and thats what i did, so i'm hoping i did something right.
Is your avatar descriptor located in the ritzycheese object?
yep!
https://hello.vrchat.com/creator-guidelines
According to this its allowed. But its not a public avatar.
shrug
Then you should be able to ask question in the public.
Can you screenshot the vrcfury component you added?
here ya go!
that's avatar descriptor.
lmao
Yes. And there isn't the error you talked about though?
@rough crow ur using the wrong unity version bud
am i?
look in previous pic
Definitely wrong unity version.
UI is mostly the same.
https://unity.com/releases/editor/archive go here and go to march 19 2024 and hit install
than it should bring you too unity hub
no just leave it its fine
but when you vreate a new project make sure to switch to 2022 the one u installed
create*
okay!
The another unity would be just a deadweight now so as well better remove it.
yea
or use vcc
Prob better
well, the VRCFury error is gone! so thx for your help irumi :D
y do eyes do that
herobrine has infected your pc
thats bad
Is there a tool to see uh... what animations/toggles are doing? Blendshapes are not activating
Debug panel in Gesture manager. As well as avatar debug menu in game.
Eye bones must be pointing up in blender.
weird last time i did it it was fine
You might have already set rotation states to non-zero. Otherwise, eye bone pointing up has least issue.
thats not better
Is there something I’m missing on the avatar for the colliders after you use them or am I just tripping?
How are the bones look like in blender?
Have you assign the collider to physbone?
Can you zoom in more? Also make sure bone roll is zero.
Actually you had 2 pair of eye bones, so make sure you assign the correct one. You are likely need to assign the smaller one instead.
do i assign them both or only one?
like both of the big and small bones
Use only the pair of small bone. Because the big pair pivot isn't correct.
okay now its back to normal
but when trying to set eye look this happens
Try set Y axis 90 or -90.
yoo youre a magician
Your eyes bone has wrong orientation but that should work.
aslong as it works
How do you do that?
Sorry I’m kinda slow
Look in your physbone component and you will see "Colliders" assignment.
Oh ok I’ll double check to make sure as soon as I load up unity
Yea it’s in
Where do people get fortnite animations? I'm looking for https://fortnite.gg/cosmetics?id=18596