#avatar-help
1 messages · Page 161 of 1
You had missing scripts in your objects.
Should be read from the page where you download your avatar from.
The 🛑 one definitely.
Remove less necessary physbone component.
Is 29527 triangles good for quest or no?
It's in VeryPoor perf but practically good enough.
Ok
Anyone know how to go about fixing this
Somehow its showing 36 MBs but the size profiler says 8.5 MBs and the FBX in file explorer is 14.1 MBs
What did you use to check the size?
Markcreator's Size Profiler
i have another problem.
it says that something im putting on my avatar has an animated clip.
there is 0 animation anywhere.
Try using other size viewer. Try vrcworld toolkits from vcc.
That works with avatars?
You should always post the exact detail of what's saying.
Of course.
should I just delete them?
Simply deleting it may causes issue if there is weight painting to those bones.
it's saying "These paths are animated in this clip, but not found in your avatar! Thus, they won't do anything." if thats what you mean.
It still shows 36.4 MBs on the world debugger
You can see its detail of what's taking up the size.
Build Report.
now im extra confused... the .fbx says its taking 74.3 MBs in the build report
also this is way better then size profiler
Have you set Legacy Blendshape Normals in the fbx file settings?
nvm, i figured it out.
Its off on the fbx file
It has to be On.
You could ignore that if it doesn't affect anything visually.
See errors in console.
im looking, there's the bright red ones. i know those are very important.
says i need an animator.
uh odd question, why when I open vrchat sdk the ears shrink?
Do you have one at the avatar root object?
It's a component of your avatar game object.
What did you mean by "open vrchat sdk"?
I open the sdk anytime I wanna upload because the window doesnt update if I keep it open
Thats so strange
So you mean opening the sdk panel. The ears just shrink right after the sdk panel show up?
Ill record it rq
yes
how do i get it?
Have you set your avatar model as humanoid rig?
I keep using pumkin's avatar tools to reset the transforms back to the original model
Yes that's strange. I have no information on that.
Imma try to save the project, close and reopen
i honestly have no clue on how to do that.
wait.
found it.
That fixed it, weird
So I tried uploading again I clicked ok and this happened
Should I just like get rid of this toggle I wanted to add or just keep it cause I can’t think of any other reason why it’s not uploading
You still had Missing Script in your avatar.
Where can I add the missing script in
It's showing right there in your screenshot
Oh ok do I get rid of that missing script or just like try to find that script
If you made avatar yourself then you would have to delete it.
Delete it.
Your VRM addon seems to be breaking your project.
The avatar itself or the add on?
Your VRM addon
Oh ok yea I’ll get rid of it then
okay, it said that my avatar was uploaded...where can i find it so that i can wear it?
"Uploaded" category in avatar menu.
Check in the website and see if the avatar show up in your avatar list.
reopen vrchat and see if the uploaded tab comes up
oh
its there!
tysm for helping!!
It's there as in game or in website?
Then it's security check failed.
Ok got rid of the add on but it still not uploading
what do i have to do?
Check if some aspect of your avatar overly exceeding performance list. And try uploading again.
Always "Check Console".
Ok this is what it shows on my console
isnt there something supossed to be here?
You still haven't removed vrm addon though.
Where do I find the vrm addons at
Likely remove via unity Package Manager.
Performance list is shown in the sdk build panel in unity.
Ok I’m gonna save my work first then try to remove it n see if it’ll work
how do i fix these?
Your avatar seem to be too large in dimension.
do i rescale it?
cube check, make one in unity compare it to your avatar
Do you know the avatar size?
Create a new Cube object and use it as reference scale. Default Cube is size 1x1x1 meter.
Scale is relative so the numbers themselves doesn't say anything.
I think I may have found the source but don’t know what’s the cause or how to resolve this issue
Of what’s causing me to not upload my avatar
I think at least
alr maybe this is too big.
Remove VRM Converter as well.
Ok
It definitely is.
Want me to remove anything vrm related?
Or just the vrm converter
is this better?
Probably.
Anything VRM relates.
Ok
do i go ahead and republish?
Try it.
this still shows in the build.
Oh, ok. I was messing with the gravity and wasn't getting any results I was happy with.
You see the numbers are smaller than before so might just have to try it.
I'm not sure how roblox model can be interpreted as humanoid rig though. How did you set it?
i've seen people make R6 rigs work so well.
It might work now try it
my rig only has 6 body parts.
ah.
You can make fake bones
Your model is just invalid for humanoid.
then how do i give it animations?
Not true, go into blender and subdivide some of the arm and leg bones
You can guide them to do that.
I dont like guiding people on blender. I go too fast
so...do i need blender in order to make the rig have animations, and be a humanoid rig?
Does it not have an armature?
i actually dont know...
If it isn't humanoid or you edit the model in blender to make it humanoid compatible, then other method are going to be too advanced for you.
let me check.
I just went back to check the images, no it doesnt have a single bone in it
it does NOT have an armature.
it sounds like i'll really need that.
am i gonna need the armature to parent the body parts to the torso?
do you plan to use it in vr or desktop
both.
Then you need to rig the avatar
but the thing is that my model can't be a humanoid rig due to the lack of bones.
Yes so you need to add bones in blender
installing blender rn
It's going to take some time to learn to rig.
Although, you can probably get acceptable results very quickly with automatic weights
it'll just be...wonky
For what they want it wont be that hard
Ah, I see; it's a roblox character
in that case, each vertex will be weighted to one bone, which simplifies things a lot
you'll still need to learn the controls tho
its the simplest model i can get..
Roblox auto exports each limb as its own mesh
idk if thats a good thing or a bad thing.
Its a good thing for weightpainting
and i think i need blender for weightpainting?
yes
Each vertex in your model (each "point") needs to know which bones to follow
Weight painting is how you define that
For organic models, each vertex will follow multiple bones
for hard surfaces, you don't need that: each vertex follows one bone. there's no stretching
Every vertex must be weight painted to some bone.
You add armature and bones obviously.
right right
how many bones do i need again?
blender is like teaching a baby how to do build a rocket.
i believe its one bone per part?
that's the idea
note that Unity has some rules for humanoid rigs that you'll need to follow
notably, you need at least a hip and a spine bone
ohhhh.
I finally realize why ios is always slightly bigger then android builds, ios includes the ToonStandard.shader in the build at 359.1 KBs instead of 5.0 KBs
I bet you can find another example of a humanoid-rigged roblox model to look at
kinda like this!
helloo , im looking for good recourses for vrc character creation , i already know my way in blender but couldn't find any up-to-date tutorials about the process , especially the vrc specific rigging process and uploading to unity and vrc, :/
soo is it fine if i follow old ones ? or how dose that work. thankssss :3
@ornate stump what besides Legacy Blend Shape Normals can I enable to make the avatar smaller without losing quality?
guys does anyone have any avatar recommendations
there's nothing really vrc-specific when it comes to rigging
i know that the SDK complains about the angle between my hip and leg bones
so maybe that counts
All will lose quality in some way.
wait so im free to do bones as i pleas ?
Even Legacy Blend Shape Normals does?
if you want to use a Humanoid rig, then you'll need to follow Unity's rules for humanoid rigs, of course
You need to understand what's contributing to your download size first!
That case doesn't have effect but rather it's using wrong mesh generation that unnecessary bloat the size.
the VRWorldToolkit package (which is in the "curated" list in the VCC) can show you all of the assets that your avatar is using
(it's not just for worlds)
Yes yes Irumi showed me that but it still kinda gets me confused
no tutorials or guides that you can recommend about vrc creation in general ?
did i do it correctly?
Like the FBX for this other project is 14.7 MBs in the world debugger and the other assets arent that big but it shows as 9.9 MBs in the build size
soo...no?
The sizes you see in the world debugger are pre-compression
So the numbers won't add up
Wish it did add up, that would help a lot to know if im in the range
I mean im very close to the edge lmao
15MB is a pretty big mesh.
Just wish iOS had ToonStandard.shader built in
Can you show the inspector for the actual mesh asset? Look in the project window for the sub-asset with a grid icon
e.g.
it made up of a lot of meshes and in file explorer it comes up to 9.12 MBs
the imported size will differ from the on-disk size
unity has some internal format for meshes; it does not directly use the FBX format
If an animation is on the .fbx file does it get published with the model or does it get discarded when its not being used in any controller
Unity produces a bunch of assets from the FBX file, including Mesh and AnimationClip assets
If an asset isn't referenced by anything on your avatar, it will not be included in the build
how's this?
your arm and leg bone chains are backwards
Be taking care of bone direction.
ohhhhh
Also better watch rigging tutorial video.
Quest shouldnt have animated textures right?
The middle of this shirt has a gif in it
i think the bones are set correctly.
there's nothing stopping you from having a big texture with lots of frames on it and animating the UV offset
the texture might be unreasonably big for Quest, though
Fun, imma try it
The animation might be annoying to create, since you can't use a custom shader that does the math for you
(e.g. poiyomi's flipbook)
Hey, I've noticed when using VRC avatar parameter driver in the animator, you can push INTs past 255 locally, any good way to clamp that locally and automatically when doing add operations or do we just have to build in our own safeguards manually to prevent it from going over?
Like this?
you'd have to put in checks for this
Yep.
Should I just ignore the error?
the question is whether Toon Lit can do the same thing; I haven't used it yet
Gotcha, so large add operations I'll just have to step down towards the limit and such.
Toon Standard
What would happen if I ignore it
ah right, Toon Standard
you can tell I haven't used it much :p
Its new and I love it
so i went to check my avatar to make sure everyhting works but my avatar walks foward and backwards funny is there a way i can fix it?
like is that have something to do with the colleiders?
just wondering
maybe show a demo?
so once im done with the rigging, what do i do?
export it to unity
you'll need to explain further
this is the problem im having with my avatar but dont know whtas causing it i think its probably the colleiders but idk
cause whenever i tried talking with this one the lips werent moving at all
the jiggle of your upper body suggests a physbone script around the hips or spine
ok so how do i resolve it do i move it to my chest instead?
you dont put physbone scripts on ANY humanoid bone
Show us the visemes section of your avatar descriptor
well, you can, but it gets very silly (:
i discovered that putting one on your neck makes your fullbody calibrator go bonkers
it positions itself relative to your head, but your head is spinning...
it's an amusing party trick
i now have it disabled by default
where do i find that
alsodo you put the colleiders on any humaniod bone?
The avatar descriptor is on the root of your avatar
looks good, yep
ok so whats my lip sync problem then cause the lip sync doesnt work for some reason on this avatar
just wondering
did you unmap the jaw
idk where do i check
a humanoid jaw bone would have nothing to do with the blendshape-based visemes
Do you have a separate head object?
Make sure that the blendshapes on your "Body" object cause your face to move
Untrue, if you do not unmap the jaw from the rig, your mouth is stuck open slightly and visemes wont work
where can i unmap the jaw at?
select your model in the Project window, go to the Rig tab in the inspector, and hit "Configure"
ok im there now
on the right, you will see a human figure with some buttons: one of which is "Head". Click that. You'll see a list of bone mappings.
one of which is "Jaw"
e.g.
You can click on the property field and then hit backspace to clear it
how do i fix this im confused?
can you show the full text of the first error message?
so clear the jaw?
the one talking about a dictionary
select the error and look at the bottom half of the console
you may need to expand the console window
yeah
You often want to do that anyway. If you don't have a humanoid animation controlling your jaw, it'll get stuck halfway open
set it to none no?
Yeah, it'll say "None" when there is no bone assigned
you can then hit Done in the botomt right corner
looks like the d4rk optimizer blew up
make sure that package is up to date. if it is, you've either got a problem with how you set it up
or you've found a bug that needs to be reported
(I have no experience with it myself)
so i set it to none then?
tyyyy
Yes, set the Jaw bone to "None"
ok
setted it to none also would you use the colleiders on humaniod bones or no?
just wondering
I'm not sure what you're talking about
"colliders on humanoid bones"?
are you talking about physbone colliders, maybe?
yea the physbone colleider
You can use those to make your physbones collide with your own body
They're commonly used for things like long hair
ok then what would i have set for the physbone colleider for my avatars long hair then?
you would put the colliders on your body bones (notably, the Spine and Chest objects)
then you would go to your physbones and tell them to use those colliders
change the "Size" property to however many colliders you need, then drag the objects in
you can also click the circled dot on the right to pick a collider from the scene
and where do i find those parts at to add the colleiders?
you mean, how do you find your spine bone?
it'll be somewhere under the Armature object in the hierarchy
probably Armature -> Hips -> Spine
you aren't attaching physbones to your spine. you're attaching the physbone collider to your spine
you need to attach a VRCPhysBoneCollider component to the Spine object. you can hit "Add Component" in the inspector and search for it by name
ok did it do i put the colleiders on eon chest one on the spine?
necause mine hair two long pigtails
has*
One on each bone is good, so that you cover your entire body
but just one on the spine might be enough
ok is there anything i do to have the colleiders work
yes, you have to tell each physbone to use the colliders
ok then where do i add the physbone at the spine and chest?
no, you attach the physbone components to the hair bones (the first bone that should be moving)
ok then
im gonna try adding the physc bone to the hairs i have the colliders added to
you shouldn't need both physbones and colliders on the same bone chain though
if that's what you implied by that
The colliders go on your spine and chest. The physbones go on your hair.
oh ok thx
i meant by ill add the physcbone colledier compenet to the spine and just but have the colleiders to attach on the hair
unless if this is wrong
VRCPhysBoneCollider goes on your spine and chest
VRCPhysBone goes on your hair
ok]
does anyone have a tutorial on how to make custom emotes like not putting them on a avatar but fully making them
oldder model with newer animations probably?
the old rex had the hip upside down so the older animations assume that orientation
you should check the tail animations then
Would it be possible to change the gravity value of a physbone ingame with a radial puppet
You'd have to disable the physbone component, update it, then re-enable. Which probably makes it reset weirdly.
Would having two physbone components with different gravity values and being able to switch between the two be a better solution or would that just give me basically the same result
Yea so how do I get my characters mouth to move?
Cause idk what I did wrong for it to not be able to move
Just wondering
I updated my GoGoLoco and now my characters hands are weirdly swaying when I move
Is there a fix for that?
Did you add blendshapes or bones for it to open
Idk where I can do that at
If you want to go with bones i CANNOT help you because i've never used those for lip syncing.
But if you want to go with blendshapes there are two ways of doing it
You can either
Have 1 blendshape that opens the mouth
OR
have 20~ish blendshapes to have more accurate lip syncing
Both of these need to be added in blender
If you want more accurate lip syncing i have a guide for which blendshapes you need and what they need to look like
i know the person that made gogoloco is in here but they also got a discord u can ask in :3
I'd appreciate it if you could invite me to it
Ok I’d like it very much
i mean its on the gogoloco site under the community dropdown menu ;w;
Oh is it?
dmed it to u
we just discussed this like an hour ago
You even showed us that you have all the viseme blendshapes in the right place
Yo can anyone help me with making my own Vrchat avatar i'm following all da steps and it won't let me create the project and add my avatar into it , i'm trying to make content
Explain what you've done and what exactly is happening
is there a place i can ask for help with facetracking?
there's a discord specifically for that, might be best. Otherwise generically here probably?
whats the discord?
I don't recall offhand but it was easy to find when last I was there. possibly search with the term "VRCFT"
Ok so I did remove the bone for the jaw in the humanoid body
But there’s still a major problem
I booted up vr chat
But the lip syncing still isn’t working like the lips still isn’t moving
Idk what’s going on it
Today's Topic: Frame Time Detection.
My intuition tells me the parameters used should be synced due to it seemingly needing to measure the frames of remote players as well. Is this correct?
Anyone know how to fix this
Cause the lip sync still doesn’t work after doing this
Check which mesh its referencing
It should point to the mesh of the avatar in your scene, not to any meshes in your assets folders
any ideas on this lighting between body and head mesh? both using poi 9.0, both using same shading and lighting, both using chest anchor override
got any emissions? (eyes ect) but no mask so it affect the entire thing
i did find an emission, good catch. it did have a mask though, i ended up copying body material on the head and replacing the texture
Anyone know why my arms are doing this? I've checked if it's connected to physbones, if there's some weird constraints, GoLoco, And nothing, I'm unsure if it's my model or not, But they've been swaying ever since I updated my avatars
Hi folks. Was adjusting a model and this happened. There was a top attached to it but i removed it. Have i maybe removed something i wasn't supposed to? Anyeone else had this happen before?
Looks perfectly fine in unity and blender.
If you go into play mode in unity, does it do the same thing?
You overwrote the avatar that doesn't match the FBX scaling of the original FBX. Either change your FBX scaling to "FBX All" in Blender's export settings, or go into the Unity rig configurator and reset pose, and enforce t-pose again. I'd recommend doing the first solution as you don't need to readjust radiuses of things like physbones and contacts
If yes = reset the rig from humanoid to generic to back to humanoid, ive found this can fix it a good majority of the time
I've also just hit the "reset rig" button and redid the config settings and it usually fixes it for me
looks fine when i hit play. I'll try what info you've offered. Thank you!
That's odd, definitely let us know what works for you as id love to hear the solution
ah ok thx
nope :/ its likely a vrchat side problem that needs fixing
So these are the only meshes I got on scene
So like idk what to do really
how can i select the chest bone if this is all i can see in the bone selection 😭 even stretching blender across both my monitors i cant see and and scrolling doesnt show me new bones
what exactly are you trying to do here?
Like I’m so lost here
it's really pixelated, not sure what this is
parent the chest bone to the necklace bones/merge the armature
the necklace bone probably should be a child of the chest, so other way around.
i dont know how to merge it into the armature
i use cats but i cant see the bone im trying to merge it to
if these are 100% new bones I'm not sure why you'd use cats, just select the new armature then the old and ctrl+j. Then edit it and select the necklace bone, and in the bone property box you can choose the chest bone as parent
(or you can select necklace bone then chest bone and ctrl+p but often that's harder than just typing 'chest' and picking it from the search results)
because i already fitted it to the avatar and merging the bones completely undoes it
you have to merge them in the right order
i always forget which way it is...
oh right, you're not merging the meshes, just the armatures
I got a question my game gives me this every time I speak one word:
Devs please help
what does "compress" mean?
are you talking about the Mesh Compression setting in the model importer?
yes
Anyone know what to do cause these are the only meshes I got for my scene for lip syncing and I’ve been stuck on this lip syncing thing for a while now
Mesh compression will slightly decrease your download size, at the cost of making your mesh less accurate
You could consider it if you're really close to the upload size limit
do the blendshapes on your Body object actually do anything?
select the Body and mess with the blendshape sliders in the inspector
WELL ive been trying to upload my model to quest but it does not work
do you get an error?
Where do I find the blendshapes sliders at
select your Body object and look at the inspector
no
there will be a fold-out list of Blendshapes in the SkinnedMeshRenderer component
is he seeing a specific error message?
ill ask
Ok is there anything I’m supposed to be seeing here
he says " when I go to equip it it says it's not supported for the platform"
that suggests it never got uploaded for Android at all
although im pretty sure i did everything correct
I'm not really sure what that means
Ok there we go
maybe they've posed the bones?
wait i have to do that
shdit
shit
yes, you have to upload separately for PC and Android (and iOS, which is still in beta, iirc)
So then what do I do next
dumb question but does your microphone work? 🙂
like you've checked other avatars, right?
Yea they work perfectly fine with other avatars
Like the lip sync works with other avatars
It’s just this one that hasn’t worked so far
Maybe it’s just bc I don’t have the quest yet but imma try uploading a windows only version to see if anything’s different
wait, are you trying to use this with a quest but haven't uploaded a quest version?
I’m trying this with both a pc and quest version
Wait so does sleeping multi upload for the avatar for pc and android not work at all?
Just wondering
having the same issue and im going crazy. no material swaps; literally one single atlas'd material with channel packed maps under 2k. this avatar has always been medium at worst and now apparently its very poor. Thry's vram checker says 16.21 MiB (~17 MB), sdk says 194.04 MB???? this MUST be a bug 😭
Cause I need to know
do you mean that it says 194MB in game, or is it showing that in the Control Panel too?
it seems to just be an sdk issue. after uploading, website and game says medium. not sure about the other person
so it is saying 194MB in the control panel?
how do I make a object like a wheelchair disappear after i get up from it with a animation without another off toggle
so like one animation is her in the chair the other is a getting out of the chair then chair despawns
Btw for the lip syncing to work do I need to move around the slider or how do I get this lip syncer to work in vr chat for both pc and quest
what slider?
i had him check if the blendshapes work at all
(they do)
VRChat controls those blendshape values based on your voice. You don't have to do anything else in the inspector after setting them up in the Avatar Descriptor.
<@&397642795457970181>
are you telling me that's not legitimate?!?
done
😭
As always, you are so fast at this 🙂

disable the Game Object at whatever condition you like. This one is tricky 'cause how do you actually define "sitting"?
you'd disable the chair as part of the animation
if you're trying to use a VRCFury toggle to activate and deactivate the object, it's going to be awkward to make that line up with an animation
there IS actually a non-free prefab though that puts a chair under you when you sit in FBT, I believe it works with colliders. It's well done, you might just try that
ok i have it fixed now
how many bones would this model have? i can't tell. it's a r6 roblox model.
ive seen so many r6 avatars and i just dont know how many bones there is.
it looks like one, because when i move my hand, the whole arm follows.
1 bone for each limb.
Put it into Blender and look. Or open up the Armature object in your hierarchy and count everything under it
alr, it looks correct. but since im new to all of this there is a chance im very wrong.
that's not going to be humanoid for vrchat, but looks like a start
do i need to add more bones?
if you want it to be humanoid and thus use all the default animations for that, yep. Check the pinned image in #avatar-rigging
you'll need to split the neck/head, arms and legs and spine, and add shoulders
ok i got tot the part of it working but how to i get the animation to turn off after without toggle clicking
yo im trying to put the shaders on my avatar so I can use it on quest but it does something weird above the eyes
does anyone know
do you mean you want to turn off a parameter or something? maybe explain when this should happen
so when at the end of the animation for her to get out of the chair she just gets stuck at a pose i want it to end without turning off the toggle in the menu
end as in no more animation after
You can cause the menu toggle to turn off using VRC Avatar Parameter Driver
can?
hmm?
how do i use the vrc avatar parameter driver
thanks
stick it on an animation state
you haven't really provided us much to go on, maybe show a picture or something?
ight hold on
does this look better?
where is vrc avatar parameter drive
better, yes
oh - you need hands and feet bones, even if they aren't used for anything
i have a feeling that i do.
oh.
there!
do i need to do anything else?
do i need to add hip bones?
you just need that root bone, usually it's called "hips" in vrchat. You don't need bones from there to the leg bones though.
so no hip bone?
here here is when I change it to the quest shaders
I refer you again to that pinned diagram
kk!
so the model uses transparency and you can't do that on quest. There are tutorials on how to cut out mesh parts such as eyebrows and eyelashes.
yep
a friend of mine is having trouble importing an avatar into blender and keeps getting this error
then the model ends up with no materials, no blendshapes and doesn't have the armature attached
is it a problem with the importer?
what kind of file is this? Do you know where it came from?
Blender doesn't do ASCII FBX files, maybe that's what you have
thats probably it
they said they were trying to import it from unity directly to blender
why didnt they just import the fbx that was already there? why did they try to use the fbx exporter
don't export from Unity if you can help it, just use the model file that's already in the project.
whered they get the avatar
idk bro 😭
and why arent they here
aint got a clue
i believe they bought it from somewhere and just got a unity package
probably still has a model file inside
probably
i found a rigging plugin for blender and oh my god it really helped.
it made this 100x easier.
that doesn't really look right for vrchat though.
that is not how you make a humanoid rig
was it rigify?
yep!
Rigify can be decent, yeah
if there's things going wrong, i can try to fix it.
it's all just trial and error.
if i used that correctly..
I'm so confused XD I'm doing an avi for my friend tried uploading it and this happened...
Side-effect error, scroll up in the console to find the real one, probably it's one of the first 2-3. Feel free to post them here.
for some reason, that error is always logged if the avatar upload fails
first one is the issue, "missing script"
You are missing some required package, check the avatar or props creator's documentation
Okay what do I look up?
the avatar you bought?
it should come with some instructions
Well usually this message never pops up this is the first time i've ever had a problem with any script related which I dont even know where to go ;w;
whered you even get this avatar
It's a module.
that doesnt answer my question
(if so install that)
How do i create an avatar
that is incredibly vague
Anyone with patience and time wanna guide me through setting up an avatar? much appreciated.
uh oh.
Same answer as this one: #avatar-help message
Real
How do you put SKIN
On a body
In unity
😭
guessing you mean textures?
you put those into a material and put the material into Mesh Renderers
now back to fixin a diff avi. any ideas on rhw issue?
those aren't useful, look above for the root cause error
Where do you find that? I’m new at this i have no clue what i’m doing
At all
And tutorials don’t help
scroll up?
luckily there are many many tutorial videos. why don't they help?
ideally to the top of this to try to find the root cause, but this looks like something wrong with an asset, it's not clear what though
enable "Collapse" at the top left to make the console more digestible
seems like you're looking in the wrong place then
rough guess: https://www.youtube.com/watch?v=lGgR_yXJ7nA
Its been a while since ive done it but how do i animate a wheelchair wheel moving when i move, i dont have to have it move but just wanted to see
I did skateboard wheels, basically made a looping animation with one revolution and then used the VelocityZ parameter as the speed for that animation
Ah ok do i need physbones for it
I don't see why
So no?
I'm not sure why you would use physbones here but maybe you have some other idea I don't know about. I didn't use any.
I was thinking of like how people make tails move
for me, SDK and thry mateiral checker both say 95mb or so. but in game, suddenly 150mb. i have combed through every animation, there are no material swaps, so im at a loss.
huh, strange. im going to keep an eye out for discrepancies between sdk/thry/in game texture res
it would be very helpful if the sdk were updated to calculate things the same way as the game. would help me figure out wtf is going on
i think that was the goal of the last update, but it seems it has caused more issues 😭
the SDK never included material swaps in the calculations. the game didn't either till this last update, but i don't think they actually updated the SDK side of things
what's that got to do with wheels though? Or are you trying to make them grabbable so you can push the chair forward?
i think the server-side processing is now counting a skybox texture that i'm using on 3 different materials 3 separate times instead of just counting it once. not sure if that is actually what happens in VRAM and therefore accurate to count it that way, or if that's a bug and the skybox is not actually triplicated in VRAM. i lowered the skybox resolution which saved about 20MB in unity, yet in game my vram usage went down 60MB.
each material renders individually even if its the same material or texture
can someone help me upload an avatar I'm having trouble
according to what i can find on google, when the same texture is used by multiple materials, the texture data is only loaded into vram once even though the materials themselves are rendered separately
you gotta be more specific
isnt how the material renders the texture also a part of vram
the game specifically says "texture memory"
and that is the number that is getting inflated for me
you could make a canny asking about it
i have an avatar i have unity and vcc and i dont know what to do i have tried to watch vidios but it is not what i see
for sure, i just did since i'm pretty sure this is a bug at this point. https://feedback.vrchat.com/feature-requests/p/texture-memory-discrepancy-sdk-vs-in-game-no-material-swaps
more specific - exactly what thing are you trying to do and what is it not doing?
using a vpn fixed it. i recommend https://mullvad.net/en
you don't need to pay for a VPN if you're having ISP related issues with VRChat
just use cloudflare warp
im trying to upload an avatar that i can use in vr chat i cant get it exported from unity and i dont think the textures are right
i was watching a video and that's what it told me to do
huh, weird.
can i show you what i see?
feel free to post images or videos in here
can someone tell me what happened?
it says there - chest bone not mapped, check your rig setup
you have no chest
and im trying to figure out why.
add the bone to the list
then you never even added one
also your bones dont even look like they are weight painted
you require a full humanoid rig (albeit fingers are optional)
how do i know if they're weightpainted or not? blender is hard.
do you think you could help me?
not really, im very new to blender and unity.
diven can help...if they're online.
scuse you
avatars always face -y in blender you probably have it flipped the wrong way
pls..
Just elaborate your problem and hope someone know the answer will respond.
i dont know how to do anything all the vids i watch dont help
It will be difficult for other people to help you asl well.
https://discord.com/channels/189511567539306508/1139228456090087495 Try reading something here and watching more video.
Hello I'm currently making my own personal avatar for VRChat and I'd like to know how creators put animations on their characters as that's something I'm interested in doing
wdym animations
I like dances or different walking animations
action layer, locomotion layer
But where do people get like orange justice dance for their avatars
Where do people get fortnite animations to use in unity? I'm looking for https://fortnite.gg/cosmetics?id=18596
how do we fix this chat?
Oh I guess not
assuming you said that one site
that site is full of stolen and virus filled content
I saw your deleted msg
I won't get things from there
only half of what u said is correct
all of what I said is correct
you can if the creator of that asset themselves post that thing on there
❌ WRONG
If it's banned to be mentioned I wouldn't suggest supporting using it
Some servers are strict about that
not going to argue with that is clearly obvious
🧍♀️ make your own choice, but it is against VRC TOS
sayin its riddled with virus is fearmongering, saying its stolen stuff is true (though someone did need to pay for it first)
so uh someone help me fix this fr
literally
it has content with viruses not that its riddled with it
filled with stolen yes
its not a site with actual moderation so anything can be uploaded
again, the entire virus thing is straight up nonsense, Stolen assets tho, that's true.
only half of what you're saying is correct
go off
but anyways, idk how to fix your issue, i just want fortnite dances lol
fair enough
https://fortnite.gg/cosmetics?id=18596 specifically this one
sybau
you need to find someone that has ripped it
especially if its a less common emote
cry Ig
time to learn how to pull animations from ue5 lol
this is like trying to explain to a game dev why piracy is better than buying their sh*t game
ermm... fortnite emotes are everywhere just look for them on like unity asset store or sum
"if buying isn't owning, pirating isn't stealing" - A smart person
you still haven't explained anything, so it'll be hard for anyone to help you
Please don't ping me for new problems I'm not already helping you with.
Anyone know this makeup and hair?
Finding assets should be asking in #1138520828556890214
Sorry,thanks for that. I’ll post it there
help
im having a problem so
whenver i toggle one of my toggles
my hand of ,my avi remains stuck
and doesnt do anymore any peace sign
or animation on hands
after i toggle the toggle off
my fix write defaults vrcfury debugger says this
but i have no idea
if that has anything to do with it
can anyone help?
Try different Fix Mode.
hello, any1 have idea how to fix this?
does it not show a button to accept the terms below? Scroll down if need be
nothing down there :(
weird, never seen that
look in the console for spammed errors
apparentely
the gesture layer
is broken
somehow
because when i unequip it
the hands move
but it doesnt have any animation when i grab phone
on my avi
so....
yeah if you remove your custom one, it'll use the default
Is that you make the toggle or the item yourself or it's a completed asset you downloaded?
If you go in your gesture animator and set the layer weights all to 0, but one at time turn them to 1, you can narrow down which layer is the issue.
gesture animator in....in animator?
gesture animation controller.
geture layer
click on it and look in the animator window at the layers.
oh good, that helps to know which one it is
i would know since when i toggle the phone it makes a custom grab anim but then i toggle it off
the fingers just remain stuck in a "grab" like positon
not allowing me to do peace sign ecc
Probably got a dead-end in that animation layer
Does anyone know what this problem is? It’s followed me through EVERY project, and it keeps saying this, no matter the prefab, no matter the avatar, even if it’s PREMADE
you'll have to fix a few of those errors, definitely the one about read/write meshes.
there should be an auto-fix for that one
This also.
I’m using a base and it still doesn’t work, let me see
oh and the one about missing - yes, that
these 3 errors are responsible, you have a preprocess script like VRCFury, or modular avatar adding things with this
so
But that was for the vrc robot
I need to try for my oc
with the troubleshooting of my fingers
no clue at all
im very tempted for now just to get rid of the gesture layer
completely
tbh
you could show us the specific animation layer where the problem is
You might have to answer this first: Is that you make the object toggle or the item yourself or it's a completed asset you downloaded?
that's what I meant
Do I have to fix every error now?
Yes of course.
So you setup toggle by yourself?
so here
the model first ofc like intended the phone pick up toggle for example this is light on
and it does its job
BUT
when i disable it
the hand REMAINS
Oh there we go!
an image of the hand is unfortunately not really going to be useful for us to help you fix a problem with the animation logic
forever
I’m going to try again with my oc, I’ll tell you guys if I need any help
Do you have "can transition to self" in those anystate transitions? make sure that is off.
it definitely can be a problem
if not, I'd check the condition on the transition to off
that was the problem..
now the hand does the gestures normally..
im such dummy to have left that shit on..
nice
a big thanks! cause several of my avis has the same problem so now i know what to do to fix em!
Hello, I may just be too tired to recognize how this is don but, how do I change the "More" menu icon?
I have VRCFury but the only option I am seeing is to override the "Next" menu icon...
Thank you in advance
It was right in my face, I needed to tell the path of the menu "Next/More" override icon
You could possibly lower the topology or materials within the item
Do you know how to add packages to VCC? There is an add-on that decimates items for Quest
is that vrc quest tools
?
like idfk
whats going on with this mf
but this all seems bs
before it says 10 17
then 40
like unity tell me where tf you get 40 MB
out of a fucking QUEST PREFAB
made for quest
like bro..
^^;
im getting tired of this shit fr
if anything il just leave the avi not quest compatible
ig
Might be time to take a little break... or a step back perhaps
or
just forget about quest entirely
since vrchat devs have monkey brains to NOT put a damn good fucking avi size to at least 30 mb
This is also an option, I guess?
im just going to replace the asset i used with another one..
30mb would be excessive for quest avatars
Its literally a phone strapped to your face
How do you expect to be able to load more than 1 avatar if they are 30mb
i am trying to upload an avatar that doesnt have a id attached to it, but it always show this up.
thats random error after other errors. you should check your console top to bottom, not the last one
every time, no matter the project, unity gives me this error.
what do i do about it?
its on EVERYTHING I DO
(2022)
my phys bones are not moving
Put here your tail bones
Or rather, the main bone of the tail
it still doesnt move
What kind of bone did you put there? Also, where did you install the Phys Bone component?
oh
no man, the phys bone should be on the bone you want to move.
oh
In your case, it's "Tail first"
And how do you check it? Are you going into the game mod? Just in case, I'll clarify
well in the tutorial the guy just moves it in unity
nah
all phys bones move only in game mode
You run mode and you move the avatar itself, and you check
run mode?
.
I mean some high end phones do support that dude
The problem is "some" while the game has to support more majority of marketshare.
Heyya! I got my first ever avatar set up in Unity and I wanna test it but I don't have permissions to build yet. The notif says I should be able to learn and test on my own device but how do I test the model actually works without going through the SDK builder?
Sorry, I saw that some avatars can go into meditation pose when using afk mode, where can I find/buy this animation?
thats default to vrchat?
How can I make this pose for my default avatar?
just dont remove it from the action layer
Wait wait I found a post about having to build up a trust rank in the game to be able to upload a character model, but I've made a model for a client who's paying me to sort this out and I don't actually play VRChat. How do I get around this???
I didn't delete anything, just after installing gogoloco, my avatar just covers his face with his hand during afk
so you replaced your action layer
does anyone know how to add toggles on your vr chat avatar?
a lot of people do yes
ok cause i need help adding toggles on to my avatar and i did try to add it in the past but i couldnt remember how to do it and i need help aadding it on unity
for the toggles to work
Does anyone know how to remove the sound cutoff from the weapon on the avatar? And if possible, is there a way to do this with VRCfury?
Like clothes, for example?
How does the sound get cutoff to begin with?
No just weapons and probably clothes and other stuff
https://www.youtube.com/watch?v=XqtSg6_W07Y
Or use VRCFury or Modular Avatar to create toggle.
When I pinch the gesture, a shot occurs, when I squeeze it, everything stops abruptly, including the sound. I've made a simple diagram of how it works
Ok thank you so much
For the vrc fury thing after toggle would it be gestures or smth else
If I’m trying to add a weapon toggle for example
It's better to do this short of animation in animator component because you have full control of everything, and animator has state behaviour that can play audio one shot without getting cutoff.
VRCFury is supposed to be used for only simple toggle.
I tried using the controller, but it still doesn't work
Here's where the guy explains how to fix this problem using a controller, but it works like a Toggle through a simple menu, and as for gestures, it's likely to slow down
You send the completed package to them and tell them how to upload it. You shouldn't upload things on their account yourself.
I saw that there are guns made entirely on vrcfury, but I didn't understand how they make sounds or effects. I figured out the last ones, but not the sounds
How can I test it to know it works?
I think the build and test button might still work? Otherwise they'd have to upload it and test it themselves.
It likely made with its own fx controller. VRCFury job is for merging the animator and parameter for easy-to-install for user.
Yeah that's the issue I'm having. I need some sort of trust level just to test it
Then they'll have to do the testing
Ayt no problem. It'd be good to know what other pro creators do too, like whether they test it themselves or something
This is what you should be using https://creators.vrchat.com/avatars/state-behaviors#animator-play-audio
Thanks for the help! ❤️
Oh wait no, use the avatar emulator or gesture manager
That way you can test in unity directly
Ohh? Yeah that's exactly what I'm looking for awesome
I dev for games so I can do that ezpz
Somehow that escaped my mind. It's in your VCC, simply add it (lets say the gesture manager) to your project, then add it to your hierarchy via the context menu at the top and enter play-mode with it selected.
Awww you absolute star, thanks so much!
And where is it located? In the object controller?
It's in animator state when you're editing animator controller.
In this case, it is not clear how to connect them, because if the state of the weapon works on a different system, then how do I connect the Controller and Vrcfury? Because if you follow the logic of switching, then while the weapon is on (animation) and a certain action is performed (For example, a gesture) then the shot is animated, but isn't turning on the weapon the initial action for another action (shooting) in the controller, and because of the use of VRCfury, we divide them into two separate actions? How will it connect the "Separate System" and the Animator?
I haven't found anything that can connect animator and VRcfury
As far as I'm concerned, these are separate systems, and I can't figure out how to connect them
As I mentioned earlier, VRCFury toggle creator is supposed to be used for a simple toggle. Your weapon requires more advanced logic which VRCFury toggle can't achieve. And so, VRCFury toggle can't be used in your case, but you would still need VRCFury for merging the animator and parameter of your item if you're making it in separated animator controller.
The gogo loco documentation explains in detail, with images, how to add or change out these animations, I'd suggest reading it. There should be a link provided wherever you got the package.
hi if i have a linked avatar pc and quest but i want to make new one for quest new project and link the new one to my pc can i do it ?
"link" suggests the wrong idea. Whichever avatar your upload last on either platform is the one used for that platform. The location of it doesnt matter, you can even have a triangle as pc avatar and a square as quest one - it does not care as long as the id it's uploaded as is the same
i want to make new one and link the new one to my avatar ( quest )
i understood it the first time
so what should i do