#avatar-help
1 messages Β· Page 162 of 1
i didn't get your meaninng
each avatar has an avatar ID
its in the avatar descriptor
just upload it using the same id
ok but what will happen to the last one i linked to
coz i will link it to new one
is it fine ?
it will overwrite the last version
the files will not be touched. its just changing ingame
Just set menu path in the toggle component.
So I am looking for some info. So before the update I had an avatar that I added Liindy's bow to and did some lite modifications to it so it would fit onto a medium avatar. After I was done it was 16 Materials (1 material for AV + 15 for the bow). After the latest update I was checking and it went from 16 materials to 5. I have heard its because its not counting particles as materials but I am not seeing anything in the patch notes to confirm that. I tried searching the discord to see if anyone else was seeing this and not seeing it so not sure it bug or feature
Im looking for a avatar i only have a picture of it but donβt have the name or anything how would I find it
I'm rigging up an avatar in blender, do I need to setup inverse kinematics or can I skip that?
skip
sweet, thanks
you only need bones and weight painting
awesome sauce, thanks!
i need help with bones
anyone know how to use darkblades shaders?
@broken bone i mean avatar bones
What exactly do you need help with?
convert into humanoid with 4 bones
Do you actually want people do to it for you?
no
You can't really complain though because you actually put the file into discord already.
its getting silly now
ive been trying to scale the avatar or change the view position and nothing changes
create a cube and use it as size reference. The cube has size of 1x1x1 meter.
I need a little help.
Im making a puppet avatar and im using a Two Axis Puppet to move the head. But now im in the animator and im hesitant on which blendtree I should use. There's 3 versions of 2D, and idk which one would be the more appropriate. Any tips?
2d freeform directional:)
explained in the Unity docs, of course!
https://docs.unity3d.com/6000.0/Documentation/Manual/BlendTree-2DBlending.html
I'm not sure what that means
Your character's shoulders are under the floor. Your character should be standing on the floor grid
pretty much like this? it still says the avatar is too short
origin probably way off, when you have a vrcdescriptor on it shows the origin, need to move that closer to feet in blender
oof this looks most likely, is there a way to move the origin?
In Blender, yes.
2 modes of that , you probably have center try pivot , any av with 'tail' tend to be where yours is'h
that however
origin is in center
is this a generic av with no mesh to talk to
I've been pretty exhausted trying to combine GoGo Loco, GoGo Freeze and Arm Moving in my avatar... And I can't do it, there are always some errors. When I try to combine GoGo Loco MA version with Vrcfury I get an error when the character is sitting, it's like in a motorcycle pose, and if I try to add Gogo Loco with Vrcfury, it conflicts with Arm Moving, I was told that animators can be combined, but I have no idea how to do it...
https://booth.pm/en/items/4348178?srsltid=AfmBOoqXr-TJegm0D8CrFHMtl1-d6P0rJpwlxslixdMTFEePBifkoxRW
make a plane in blender , set origin , import to unity it now wont sink into ground and have a selectable 'avatar' mesh
sorta , need to rotate it so its not laying on ground and move it up abit or it will sink into ground
yup it wont like it in vrchat
I need help with this Avi I've been trying to fix this for so long these are screenshots i put in another group
It usually happens in worlds That have like dynamic shadows if that is how you call them
The original Avi is Katherine but I edited it a lot
Is this hiarchy right?
I'd suggest naming all the "spine" bones something more descriptive. hips -> spine -> chest -> upper chest (optional) -> neck -> head
Its saying somethings wrong but I can't tell which
neck too many and confusing names
Looks ok otherwise, though you don't need individual pelvis bones
If you have an error message, please post that.
Oh ok thanks
Just says this
And show which of these spine bones are mapped into which slots
Ima go re-name them rq, but these are which are highlighted when I click the select part
not useful - show which bone is in which slot in the rig setup. But renaming them first is probably ideal.
Yes - that looks good other than spine.004 - what is that
I didn't mean show me, I meant why is it there? This will confuse VRChat, so unless you need it, probably merge it into the neck bone
I wasnt sure if it had helped the head move better, but ight
you can set this up but it'll be a lot more complex. Ideally just chest (or upper) -> neck -> head
and the shoulders come off the upper of chest or upper chest
can anyone help?
You'd have to explain and/or show how it's setup, we can tell you nothing from this picture alone. Probably check that your animation layer does what you think it ought.
theres chats before showing my setup
I deleted it and it worked. Thanks a bunch
nice
oh this is the image one, I see.
yeah
In general, I figured it out. No Animators are needed for weapons on VRCfury, I found a setting that allows you to broadcast animations for a certain time, thereby removing the abrupt sound cutoff
And when you press a gesture on the controller, the sound/animation will go at a strictly defined time
and all this, which is the most interesting, will be played even when you have disabled the gesture( just once)
I hope I can help other people with the same problem
guys i need help with bones
?
Still new to making avatars, can someone help me get this gal uploaded? This keeps popping up and says the file failed to upload π
What would be the most effective way of setting up an avatar that switches between two sets of visemes based on a boolean??
So this model I bought has this nonstandard shader set that causes the characters face to not be affected by lighting in some situations?
Ill send more info in a bit, but any idea what it can be?
looks like either monochrome lighting or greyscale lighting being different
probably have an blueprint id on there that doesnt belong to your account, that is what i saw people say before
when they got this error
Hmm I didnt put anything in there, but something did pop up and I detached it, ill try again
Cause yeah this is a brand new one there shouldn't be anything there
There's also this part of the glitch, half of the face just disappears when the skybox changes
I've tried setting render queue to 3100,
culling off
zwrite off
ztest always off
set -1,-1, offset 1,1
i mean
a lot of worlds have things like water and some other things at render queue 3000+
It keeps trying to attach to something π
It worked!!!!! Magic! Idk what I did
Complaining always works
Im gonna try to put on clothes so I may come crying back for toggle help
hello wanted to ask if their is any modern solution to create viseme's to characters in blender for vrc , most tutorials use cats plugin but its outdated or are my option making them manually or downgrading blender , a thing that causes problems.

unoffical cats work up to 4.5
oh hell yeah where can i find that ?
havnt found a issue with it on 4.5 yet, going from 4.2 to 4.5,, oh lovely they moved and renamed things again blender loves doing that
frick embed fail
thank you that was a thing that really worried me
Hey! I'm having an issue when importing my vroid model from blender into unity. No textures are showing up, and I'm unable to assign the vrchat controller to it.
I am extremely new to this whole thing so I've been running into issues left and right π
Trying to make it so the stroller will sit on the ground. I get I gotta add colliders, but IDK if I added it wrong, positioned it wrong or what
How I fixed this problem for me was I went to this materials tab, and had these settings. After applying it, Unity makes a materials folder, that you can then add your textures too. I had to manually drag the materials to the model after though
...theres no materials tab
oh dear
MB, did you click model in the assests tab here?
GOT IT
okay
sorry i am super new thank you for your patience omg
how should i extract my textures from blender?
@uncut lotus
MB, when you saved the textures, did you sort them in like a folder?
If so, you can drag and drop it from your files
i did not save the textures
i just went straight from vroid to blender because vroid wasnt going properly into unity
so i figured i'd convert from vroid to blender to go to unity because i was tired of dealing with vrm π
it's looking like the vroid textures saved as materials in blender
I know theres other options, but the way I set the material is like this, but Im pretty sure theres other ways
how do you mean
Im not fully sure how to from here then, if they aren't saved to an image or smthin, sorry
By image I mean like a png
π i dont think there even are any textures in the blender file
jesus wth
should i manually paint these on
i have arrived with needing more help- I tried putting on a tongue piercing, positioned it, attached it to the tongue bone, but every time I go into play to make sure its in a good position, it pops up into a different position, either on the nose or just inside the nose. What can I do to make sure it stays on the tongue?
I dont wanna suggest something and break it
That looks like it could work. Is there one without the wire frames on it?
Is the peircing joined to the tongue?
this is how i have it atm
no it's just showin up in the texture paint tab
umm
i thought so but maybe its on the wrong thing? this is my first time adding like piercings so im figuring it out
Could also check the weight paint
Id suggest double checking to make sure its attatched to the right things, and the weight paint is right
Also checking any blendshapes w it if you have any
ohhh i think it may be the blendshapes to move it, i may have moved it by mistake let me check
nope its still not attaching to the tongue... theres like a ton of dropdowns under the tongue maybe its one of those?
how do i check the weight paint? id love for it to attach to the tongue so it moves with it, but it just wants to sit in the jaw
@uncut lotus actually im looking now, there's the textures in the materials but it's still appearing as white
Have you dragged the materials onto the model?
it just is pure white
Think youd have to go throught the weight paint part in blender to check
Can you edit the shaders?
Can you clicked the Standard tab?
GOT IT
it had white emission
i had to copy material properties onto a new material
Yaaay
i'll deal with the animation stuff after i fix this
bc i fear there's an issue with that too
The fun part....
Im struggling on collisons and stuff. Looked for a video, and I guess my avi decided that it just doesn't like them, and thinks colliders are icky
i give up for now
straight up still missing materials
i'll come backlater
ohh thats okay i have no idea how to use blender, i may just forego the tongue piercing
i just dont know why its not sticking to the tongue when it moves, it should stick to it and move with it right?
how can I do that?
I cant find a nice shark fin model asset for my avatar on unity, anyone have one?
Go in blender, select the piercing and tongue, ctrl+J
does anybody know why the arms are doing this? the last one is the βIK poseβ and the arms just look kinda backwards.
Also, anyone know how to make this wagon kinda, actually chill tf out on the ground
has anyone used the Chimera maker before? to swap booth avatar heads
its toggeled but doenst appear i did it with avatar modular
you did the toggles with the avatar module?
VRCFury is easier to use for toggles and such, but it's a little hard to use at first.
just a huge tip: add the avatar descriptor before adding vrcfury.
hey, can anybody tell me how this is possible? (i'm looking at a Roblox avatar thats using the R6 model.)
how ?
it'll say that VRCFury isn't placed onto the avatar.
i think i had it before itsrted crying about script missing
thats why i deleted it
ahh.
vrcfury can be annoying to deal with, ive had some issues before they all just stopped.
i dont know actually ive been trying to fix it for 4 hours now lol
thats strange.
have you looked and see if it got an update with the creator companion?
also if it works the main suit doesnt turn off
this is so strange its like as if its crazy
very weird.
good point wait
im not really the best person to ask for help, so maybe try to ask someone else? im just new to all of this..
ah. what about vrcfury?
i didnt add it at all ill see ill add and open the poject again
again, can someone tell me how does someone manage to do this?
... have no bones?
I'm not sure what you mean. You don't need bones.
it's not a requirement as far as I know
i thought it was for a humanoid rig..
oh sure, for humanoid it is, but you don't need to use that
but since im making an avatar (Roblox r6 model), it needs to be humanoid.
but this says 0 bones for an avatar thats R6!
it doesn't need to be humanoid
so i've been adding bones to my r6 model for nothing?
You can do this in a bunch of ways - doing it humanoid means you get all of the automatically provided locomotion animation and such. Without that, you'd have to do all of that yourself.
I have never played Roblox so I have no idea what you're going for here so can't really suggest what you do.
im just wanting the default vrchat animations, so that means i need it humanoid?
yes
okay okay. i was just misunderstanding things.
Question! what vrcfury component replaces the mats on upload?
Why don't you have the Mats applied before uploading? Unless you mean a mat swap as a toggle
i got it fixed, there were hidden mats in an apply on upload vrcfury node
ahh ok!
I have a avatar that I want but it appears to be taken down and I'm upset
what does it show?
if it's an error robot, then that means the ranking of your avatar is "VeryPoor" which means that it goes above and beyond for other devices.
It says it failed to pass security checks and can't be used or favorited
It's the darkisser Avi I used to have qnq
Id like it to be usable
It just ligit not let me use it
VRC updated their security checks to make sure avis aren't too heavy, several avis that used to work got caught by it
It might have been banned, it wasn't even like a nsfw the only thing it had was a leash-
Is it an avatar you uploaded yourself or public avatar?
If it wasn't your uploaded then it's public avatar. You won't actually know the reason why the avatar is getting private or deleted because it wasn't yours.
Ik and am sad qnq
Does anyone know why my avatar is slightly rotated to the right in Unity ? I'm using the VRBase Egirl base by ZinPia, I've used it before but haven't seen this happen, it's not like that in Blender
It seems fine ingame
Also it's rotated on import, I didn't rotate it in the fbx config or in the scene
all transforms applied in Blender?
I tried that & checked bone rolls but it didn't change anything
I really want to kitbash my prefab avatar but I have no clue how, any ideas?
Do you actually saw the camera is tilting?
by prefab do you mean there's no actual model file(s)?
omg wait ur so right it is the camera not the model lol
Assuming you have the fbx you can try right clicking on the prefab in the scene , going to prefab > reconnect prefab and selecting the fbx, doesnt work for every model though
otherwise (again assuming you have the fbx) you can still go into blender and edit it, you'll just have to copy & paste the components and whatnot after putting the updated fbx in the scene
The prefab is premade and I want to replace the fbx with a kitbashed one
not at all what I was asking.
Basically, this is with the disko rex specifically. When you import the unity package, you ofc have the prefab that you then put into the scene. The prefab contains the fbx for the bosy and all the clothes which are on the body etc etc. He's essentially asking if there is a way that he can take the original fbx of the body, kitbash it and swap the original body fbx within the diskos prefab with the new kitbashed one
Yes, I understood most of what he was asking for. I was asking if the avatar came with a model file or the meshes embedded in a prefab somehow.
you've answered that though, thanks.
Yea, np
Hey! I have an animation ready to go but I am having trouble adding it to the radial menu, either via the avatar itself, GogoLoco, or VRCFury, which I have installed. The animation is a tail wag and it animates the root bone of the tail (which is also a phys bone) back and forth. I want to add it as a toggle so that it can be turned on and off. How would I do that?
I'm sure the answer is super simple I'm just new to Unity + adding toggles and animations.
yep vrcfury makes like easy
add a toggle and set it to toggle an animation clip
im not sure how to weight paint this in a way where it wont... do that
Sorry how do I do that? π
Wait sorry nvm I figured it out
Wait no this is still helpful let me see if I did it right
i mean thats how id do it
idk if it the "right way"
but it is my way so
^^
make sure you enable 'save between worlds' under the toggle options if you dont want to keep having to turn it on
my rookie mistake
</3
It works! TYSM!
ooooo okie will do β€οΈ
np π
Lmaooo ik I just searched via gifs idk why it did that
lol
Thank you so much again π
yes yes
feel free to lmk if u need help with anything else
no promise ill know how to do it but hey
worth a shot
Yes will do! π And if u need help w Blender hit me up bc I'm so much better at that than Unity lmao
gah I need to learn how to use blender
Ive tried decimating clothing and hair and got my butt whooped
like what do you mean my physbones are gone π
Yeah physbones in Blender would be AMAZING
You can set them up w drivers and kinematics but itβs not the same and no where near as easy
heya - stupid/new here - I just pulled my stuff from blender and it does not appear that any of the textures came from blender into unity.. is there some documentation i can look at to figure out how to get all my stuff from blender into unity properly? left is unity, right is blender
Youβll need to create a new texture(s) in Unity, import the image texture(s), add that image to the albedo of the Unity texture, and drag the new texture from the assets window onto the avatar.
This video covers it
You are missing the terminology for "material". Texture and material are differents things.
so like
in theory
if my node tree is a little much is this just going to be a hundred hours of my life figuring out how this maps into unity
most of this stuff is also built by someone else so i don't really understand it lmao
There won't be a shader that does the same in unity unless you have to make a custom shader that work the same way.
ok i am just going to give up i am too far out of my depth for that lol
thank you for the information
ok ive got my own issue lol, I have all my visemes set up properly (I havent touched them since opening the unity package for my base) but they dont seem to want to work. all they do is just slightly open for a second whenever I try talking and im not quite sure how to fix it, anyone mind helping me out?
How did you actually set viseme? Screenshot where you set it.
Then that should work. Are you sure that your mic can input proper audio level? If it's slightly, it likely mean your voice isn't loud enough.
my mic picks up my voice just fine
other avis that ive uploaded and worked on dont have this isssue
i dont know why this one is different
Have you check each viseme individually and see if they can make mouth movement correctly?
It's will be in the object that's the avatar head.
i dont follow π₯²
they work
unless that "blendshape weight range is clamped" message means anything idk
Clamped means it's limiting value in between 0 to 100.
ah
That should work. If you still think it's problem then you might have to record how the lipsync is like when in game.
Try reset FX layer to defauly and test again.
Yes
No. That just identified that something in FX is causing the problem.
No idea. You will have to look into each layer in fx what it does and how it affects lipsync.
Just do it like creating layer. I'm not going to go into detail.
im thinking about cranking the speed to 100 and seeing what that does
though that might make it worse
idk
Well try it and see what it does.
can I test the viseme in unity using gesture manager emulator or do i need to rebuild and test every time?
ok that did nothing
if someone has the knowlegde to convert to vrm pls dm
help... how do i apply mirror modifier not sacrifising shape keys π
Still need help with this if anyone is able to
id very much apreciate it π
hi im mesing around with adding pointless assets money spread and other things and it keeps showing me this error Error while saving Prefab: 'Assets/_Pointless Assets/Money Spread/Money Spread.prefab'. You are trying to save a Prefab that contains the script '', which does not derive from MonoBehaviour. This is not allowed.
Please change the script to derive from MonoBehaviour or remove it from the GameObject 'Money Spread'.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
how do i fix this
Sounds like you missed a dependency
but all the dependencys are instaled and on
Any thoughts on fixing this issue when i lean the head back, it all collapses
Not sure if I should just make a single bone for each tube and call it a day
idk about dependencys but i think this is whats wrong and i dont know how to fix it
heya, i'm new to using unity and wanted to import my destiny 2 guardian into vrchat and stuff
initially i was not sure how to get the textures but some people in another server helped me figure out how to bake them.. but in unity I don't really understand how to like... put them into place really. using the chest as a test i tried importing this after baking it, but the shader looks really dull here like it isn't using all of the pieces of the baked texture and I'm not really sure how to manually tell it to use stuff. my first thought was this section (pic 2) under the material thing but I can't click on any of the options there
3rd pic is how the chest looks with baked textures in blender
export process i did export to fbx and then drag and dropped the resulting file into unity
any help would be appreciated!
Watch material setup part
thank you!
sorry for the ping! that video helped a ton and i have most of the colors assigned right on here, but the video didn't go over how to do transparency - do you know how to apply baked transparency maps? i tried the "occlusion" tab but it didn't seem to be it
Transparency is from Alpha channel.
I do not see an alpha channel option anywhere in this - is it somewhere else in the program?
You have to pack alpha channel into main color texture. However, Toon Standard shader and other mobile shader don't support transparency.
Do you have a recommendation for an alternative shader that does support transparency? the toon one looks right color wise, but the robes look kinda funky without the transparent bits
Are you going to build avatar for Quest and Android? Because your choice of using toonstandard implies you're going to.
I picked the one that said "vrchat" on it because this is my first time using unity haha - I'm planning to use it on PCVR
Then most shaders out there support transparency.
AGHHHH Im so closeeeeee. The wagon does this little spinny thingy as if the colider isnt flat
IDK if this helps, but this is the radius thingy
Does anybody know what might be causing the face to be so scrambled in game ? It's a quest avatar I've uploaded to test out
it looks like it might be linked to the visemes but I'm not sure how to fix this
If it needs to stay flat on the ground, you probably want to add limits to how much the bone can rotate.
Show it.
Do you have other layers that's controlling face expression via hand gesture?
nope
Screenshot again but whole unity screen.
when using any state , disable transitions that are using this , very bad
instead of doing it once, you are now doing it 10000 a minute
but the tutorial has it on
ill disable it and test it
tutorial doing it wrong
This shouldn't cause the issue if your animation clips are constant. Also try using gesture manager for faster testing.
well i cant use vr rn
so im testing on desktop
Gesture manager allows you to test in unity.
oh
Found the culprit but don't know how to fix this ( UPDATE: it's not only this blendshape, most of them are broken π )
So I tried ALCOM instead of the official VRChat Creator Companion. It works on Windows and Linux, but on Linux, it runs with 2 fps as AppImage or with 4fps if you choose the .deb installer version.
(I also tried the Windows version but this runs smooth like it should)
Only the Appimage and .deb have some serious performance issues.
Any idea why? (I use Linux Mint 22.0 by the way)
Try exporting the model again if you're using blender.
Fedora here, using the AppImage, it works just fine for me
I mostly just use vpm though.
yup youre right it wasnt the issue
Check with gesture manager debug menu and see how the animator layers react to your controls.
where is gesture manager
Should be added via vcc.
vrchat creator companion app.
manage project button.
These are the messages I'm getting when exporting from Blender in VRM format, somehow it doesnt want to export the mesh associated with the blendshapes
does it have an un-applied modifier on it?
could the problem be that the controler is set to non
I'm not sure where I can check that information π
No.
so it should be non
click the mesh, look at the wrench icon in the properties box, usually bottom right of the Layout view
e
It's irrelavant.
should only have Armature in there
Are you looking in vcc?
i was looking in the project
Screenshot what you're looking at.
Gesture manager is right there.
Not necessary.
that's what it looks like for me
k, this looks fine
same as vrchat
Obviously and I asked you to check the debug menu.
That's parameter list.
please be this
You didn't set layer weight.
That would be visible if you actually screenshot whole unity screen that I asked earlier.
thanks though
I ended up using poiyomi's toon shader and it worked super well
why...why is it doing this?
hm.
not sure why you are bothering with the weight paint tab when roblox r6 models dont have the topology to be able to morph and bend properly so you can just set 100 weights in edit mode
100 weights to everything?
personally I wouldve given the roblox model its own separate armature that then used vrc constraints to be controlled by the humanoid armature
the entire individual meshes for each piece
you only have 6 unique joints with r6
ohh i seeee.
sorry if im being a pain in the ass its just that im so new having problems of the most common (i think common) things ^^'
so basically
the arm is 100 weight, the leg is 100 weight, ect?
for each bone you want it weight to yes
you cant have multiple things use 100% weight to the same vertice
or else everything is gonna fall apart?
well no
itd just shrink the mesh to 0 cause they are fighting for weight
well if you tried to move the bones separately
sorry for the late response. but i use blender's riggify plugin for the bones if that'll give you some needed info.
Any idea why it could only run at 2 FPS on my Distro? And how could it be fixed?
is that what i need to shape the skeleton to look like?
for it to not move weirdly
alright, so despite what my model looks like...the skeleton needs to look like that?
though upper chest is optional
fingers are optional
ok!
you need to remember its humanoid so your chest isnt smaller than your neck
ahhhh
i believe that's what i've been doing wrong...
i've been making my skeleton match my roblox model.

which is weird cause the entire torso is just chest
so I dont see why you didnt just make the hip spine and chest the same size
yeaaaaah, i've been doing THIS.

alright, so does my skeleton have to be A-Pose or T-Pose? unless they're both the same thing...
thats called a reference pose
a reference pose can be literally any shape
as long as it's humanoid?
for vrchat yes
Id personally make a separate rig for the roblox model
if your trying to add a toggle into unity but that object has multiple toggles that you select from it, how do you get it to work? idrk how to word that properly, but if someone can dm to help me id appreciate it
so one for the head, and the other for the body?
no
the one on the left is just the roblox rig the head just happens to not need its own bone cause its just the humanoids head bone
you have them separate then just constrain the roblox bones to the humanoid bones
depending on how you want to do it
from experience have the torso be a child of the neck aim constrained to the hip so your head doesnt detach
none, sorry
alrighty!
what are you even trying to do
i think they mean settings for a toggle.
I.E.
A basic sword, but you can set a toggle for it to spin.
yeaaaa, im not the best at wording but what they said
just have it be a separate toggle?
possibly make it a sub-menu?
you can have more than one animation
basically theres this campfire toggle thing i wann add but it has more toggles u can select for it, like color and brightness, im curious how id add all of that onto one toggle, like how u choose clothes, and it gives options
are you wanting 1 button to do everything or
no no
you said one toggle
i think they meant by one toggle for each thing.
i gave an example?
you just make multiple animations that change each thing
i believe you can do something like this
"Campfire" (Main Toggle)
"Campfire Settings" (Sub-Menu)
it doesnt really help cause you said "add all of that onto one toggle"
wdym by one toggle
i believe its missing texture.
did you change the name of something
missing texture would just make the material default to white not go missing material
did you change the name of something or delete it
no?
the only reason it does that is cause it cant find it
that doesnt make any sense tho, the actual toggle for it works just the mats are being like this
then the material is messed up
does this look better? i tried to make the bones as close as the model on the right.
mine was just an example
just think of where the bones are going to rotate from
those arms are very short tho
cause again you are trying to take humanoid tracking and put it on a roblox model
yeah, and when i view the details of a R6 roblox model, it says that they have 0 bones.
and i just stare at the screen like "how tf do they do that?"
you do know that roblox's game engine just uses objects right?
alright, so how much weight do i set the head to?
start with 100% and then fade into the neck bone as needed.
alr ty!
The answer to "how much weight" is in most cases "enough such that it moves how you want it to move"
(but rigid things it's almost always 100%)
im actually gonna give up.
i cant figure any of this out, yet people can make these in less than 5 seconds.
Nobody can tell you if this is good from an image like this. The way to confirm is: does it move how you want it to move
nope.
my entire model is stretched and broken.
(also if your weights aren't normalized (pro tip: turn on auto-normalization) the colors aren't meaningful either)
what is auto-normalization supossed to do?
Say you paint the head. It will "normalize" other groups involved such as neck and shoulders (depends if they already have a bit of weight added). So it evens it out so that every vertex in the end has a weight of 1 (max) throughout all its groups
the blender manual is your friend: https://docs.blender.org/manual/en/latest/sculpt_paint/weight_paint/tool_settings/options.html
hmm though that's a bit overly technical, interesting
If you add weight 1 on head, the weights from all other groups are removed, cuz 1 is max across the rig
so basically, auto-normalization will be my best friend when weight painting?
Up to you, but I personally like it quite a bit for avatar work.
I like it to get the base working but auto normalize does not know how you expect very tricky areas such as elbows knees and hips to work. So i personally disable it when it comes to detailing bendy areas
yeah I agree with that.
yeah, im using a roblox R6 model. which doesnt have any bendy parts like knees and elbows.
isnt the subtract blend supossed to act as an eraser?
cuz it isnt erasing anything, its just adding.
I hold control when painting to un-paint. but I also use a Wacom tablet for this.
My avatar's mouth visemes aren't working, even with the default expressions, playable layers and expression menu, and they are in the list.
Do you have any toggles or animations that turn visemes off??
just make it 100% weights for the head and hair
how does this meter work
to the docs with you! https://creators.vrchat.com/avatars/#simulated-eye-movement
thanks
how do i anchor hair to an avatar so it moves with it rather than lag behind? i have it on the head bone
exclude the hair's root bone. show your physbone's properties and where it's at in the hierarchy
1 how often it changes targets
2 eye contact
thanks
Oh if it has its own armature consider VRCFury's armature link
you don't need to do that for things like hair
your physbone component is just too high up in the armature
oh where should i move it to?
expand the armature object on the hair and show that
there's most likely a "Hair root" object within it
oh yeah i see it
so i need it to be on the hair root rather than the armature as a whole then?
yeah, but that's weird for a hair asset to have a full armature instead of just the hair
eh, makes it easy to turn it into a VRCFury prefab.
wait, is that ^ the hair's armature?
yeah its all under armature
k yeah, that's silly.
do i need to do anything specific with the physbones or just keep it as it defaults to?
tweak them as needed until you like them
heya! I'm just starting out in tryna make a personal avatar for myself, does anyone recommend some like easy tutorials?
I've got a base I wanna use already, main thing i just wanna add to it are clothes
omg that fixed it thank you!!! While im here, im having trouble putting on a tongue piercing, i found some made for a different avatar, but im having trouble getting it to move with the tongue. I assume its a matter of maually linking all the blendshapes since the piercings werent made for this avi but is there any easier way?
Nop
Yeah - "tedious" is the word I'd use too
I was kinda mad now that I think about it. But anyways, I tried to use the hinges, and was confused. Is there a way to have like, 1 hinge vertical, and the other horizontal?
Use polar?
Yeah use polar then have fun with curves
why do i look like this in my friend's quest vrchat
which is you here?
the one thats not a robot girl
hes the bald one ig
okay. I'm guessing from your question that that's not what you intended to look like?
yes
you probably fucked up the quest version of the avatar
were supposed to have the same avatar
Do try to ask questions with enough detail so we don't have to interview you to figure out what you mean.
hes using quest and he sees him self fine
Is your avatar Very Poor?
and?
it means it works
have your friend look at your nameplate, see if it says it's a fallback. Probably he didn't show you
doesnt look like a fallback
he says no
Ok well without knowing what it should look like, I have no more guesses.
if it was working perfectly then you wouldnt be asking about it
okay explain if he sees him self as legoshi how come he cant see me as legoshi
were using the same thing
i dont understand what have possibly went wrong
i uploaded the quest version to android
and the windows version to windows
seeing you as bald or
okay the baldthing is a joke feature just dont bother
the problem is that he sees me as a robot girl
this is his pov
then thats a fallback avatar
need to be uploaded on pc & quest if they are on a different platform
i did do that though.
yeah my assumption was it'd be a fallback situation
I haven't got on VRChat with a quest in a long time, so I was guessing what it'd say
its the blue feather icon
but just have your friend show your avatar, or optimize it so it's not Very Poor
okay he says it shows when he presses the action menu
it says right there, "fallback"
yeah i said that
you said the opposite: #avatar-help message
have you considered getting force shown
whenever i get into the avi the body just starts tweaking
yeah i also said the it only shows when he turns on the action menu
vague
Yes, and?
how do i do that
he must have the smaller version of nameplates active.
by having him click on you and clicking the force show?
Im not downloading that
FYI, if you convert this to .mp4 it'll embed
Looks like physbone collisions being weird.
there are no physbones tho
well describe/explain how that part is attached, show images, etc.
its the entire body thats doing it, not just the chestrig
okay it worked
whered you get the model
what does the rig look like
Gmod workshop
and did you remake the armature
no
thats why
you cant just rip the model from the source engine and expect it to work with the broken armature
ive used Gmod rigs before that have worked perfectly tho
unless every single one is exactly the same, I'm not sure how that's really useful info.
Gmod rigs always are
incorrect
T-posing?
mm...how do i replace a model with a different model?
a friend of mine gave me a rig (said friend is a very good avi maker) to use due to the amounts of trouble i've been having with mine.
overwrite the .fbx file
just that?
Well you may have to deal with things being a bit different in Unity afterwards.
ah. well, having my model have their rig's components/skeletal structure.
thats what i meant.
unless i just gotta overwrite the fbx and that does that.
It's how you make changes to the model. Those changes could really be anything. The more extreme the difference, the more you'll have to deal with that
so if i just overwrite the fbx file, my model will have that rig's components and everything that i need?

it will have whatever you put in the fbx file. Whether that's what you need, I certainly couldn't say from here π
okay!! tyy!!
hey uhh, guys? how come my avatar can't close it's right hand? like, all the hand gestures don't work on it
i think it may be due to an item toggle i added, how would i fix this?
it's only the right hand btw
start by removing the item toggle you added to verify that broke it
pretty sure it was, since it only started happening after i added the toggle, and the toggle only affects the right hand, so yeahhh
ok then dig into its animator to see what it's doing. I'm guessing it animates the hand because it's a grabbed item or something?
indeed
Is there a way for it to like, affect one point? Im messing around with it, but I just keep ending up with feeling like it would work better I could control one point diffrent than the other
As I said right after, use a curve. Click the "C" button there and you'll get a curve you can use to adjust differently per bone if you want.
okay well ive given up on the togue but the nose bridge doesnt move with my avatar in game, is there an easy way to fix that?
Curves to control what parts of the chain
OH. I didn't realize thats what you had meant. Thanks a bunch
yep!
help T-T
why is the nose jewelry on the jaw bone?
actually, if that prefab uses armature link, you can just put it on the avatar root, you don't need to hang it somewhere weird
like try putting it on the main prefab?
if by "main prefab" you mean the avatar root object, here "Callisto Bear Prefab PC" then yes.
disclaimer: I rarely use VRC Fury
alr so i was told to replace limbs of my avatar (ritzycheese) to the R6 rig. but nothing shows up but these two...can someone tell me why?
ill try it but i think i did try and it had the same result but ill do it again
yeah its not staying in place, same problem
sure are a lot of spammers active today
yeah...
You don't from there, but the weights are floats, the others integers. VRChat's docs cover all of their provided parameters.
what are gestures usually
thx
can someone help me with this?
it's not clear what you're trying to do
I'd think if you want to swap parts, you'd do that in blender.
ohhh...
Hello. I'm using the latest version of gogoloco, and for some reason the "zombie" mode doesn't work, or rather, the avatar for some reason stands in place with outstretched arms, and can't move forward. What should I do?
One channel is probably fine.
why does does all right hand gestures do an angry expression while the left hand works perfectly
help how do i undo this π
i pressed something by mistake
undoing is not working
nvm i fixed it
How can I fix this?
okay so what im trying to do is make my model (ritzycheese) have the R6 rig. i have to replace textures of it and idk how.
i've been looking around for almost 30 minutes and i cant figure it out.
I feel like I say this very often, but you'd have to explain whatever "this" means.
I don't have a clue what the "R6 rig" is. Maybe it's an armature?
i dunno if this helps..
not at all. what, in words, are you trying to do?
Anyone know how to fix this? Trying to model hair from scratch. Been tryign to watch vids on how and it seems to work, issue is that everytime I lift that second point above the first, the hair just twist around for some reason and I dont know why.
oh. sorry.
basically im trying to replace the rig's arms/legs with my model's arms/legs. i dunno if i do it in unity or blender.
in unity, please tell me how to do that.
in blender. please tell me how to do that.
i was just given the rig, told what to do. then just told "replace limbs ig" with no explanation on how...
blender, merge armatures, edit it to have whatever bones you want wherever you want them.
do i put both rig and (my) model into blender?
Your goal is to create a rigged model for use in Unity, so yes, you will need the armature and mesh together.
is there a tutorial to make a avatar quest and pc compatible
Whatever I pressed messed with the lighting, made everything brighter as well as made the eyes and unpainted mesh have the transparent texturing when it was previously solid grey
Youtube is a great resource
many
Hi all, im using vroid, and adding my character into unity, but when adding motions it kicks the left leg in front of right leg, nothing i do fixes this, ive tried in blender but it just confuses me Since I cant make it a fbx as it completely destroys the art work making building it in vroid useless
destroys the art?
oh - do you mean you put it right into Unity and are trying to export a FBX from that? Don't do this.
go from vroid to blender to unity.
how do i fix this
move your avatar's origin point so it's at the world origin and make the avatar standing on that point. In Blender or similar (and apply all transforms)
My visemes break when I use a custom FX layer for my avi, does anyone know how I can fix this?
first figure out which layer in that animation controller is the problem
how do i optimize my avatar to the max
so it doesnt show fallback on quest
or does quest just suck
You keep your avatar at medium or above, by default Quest blocks anything below medium. https://creators.vrchat.com/avatars/avatar-performance-ranking-system/#mobile-limits
Avatar may still be blocked by other people depending on their security settings, but this way will maximize that your avatar is shown by default.
From the looks of it the one just called "fx" is causing the issue
when i set it to defualt the lipsync works again but the gestures and toggles break
since those are done by the cutsom fx\
That's an animation controller, even if it says "layer" - I mean in your FX controller there are animation layers.
how would I test them individually?
what I usually do is disable all of them but one by setting the weight to 0 in the gear menu for the layer
ah ok
do you know if theres a way to test my visemes without having to rebuild and test the avi every time?
like using gesture manager emulator
I don't recall if Gesture Manager does but Avatar 3.0 Emulator does
Ive just purchased and imported an outfit into my project, and it uses quite a few phys bones, some of which I cannot figure out what in my armature I am meant to map them to.
a lot of these feel like they should already be placed at points in the outfit, however they all apear at my feet
Probably each of those needs to have the target bone dragged into its "Root Transform" slot.
they seem to work in unity but not in vrchat
they like barely move at all in vrc
I checked my mic to see if that was the issue but no its being picked up fine
should the gizmo be moving to the location of the target bone when I do this?
cause at the moment it isnt
Anyone who makes avatars, can you help me putting GogoLoco on my ReadyPlayerMe avatar?
i can pay with a free art commission!!
I've been trying to figure this out forever and it looks impossible
it does for me, yep
The only layer that I could think thats causing an issue is one called 'lipsync' but setting that to 0 doesnt fix it
oh wait im stupid, yeah my issue now is that I dont seem targetbones to map them to
for some parts anyways
the ones with pairings are already mapped however they are still at the same location
this is my best guess without having the project or model to look at
possibly the creator has instructions?
nothing I can find unfortunately, it doesnt seem to be completely broken so ill just see if it works. also rq, is there a way to auto remove physbones which are unused?
I had another part with this import which I have removed, however there are leftover physbones
just select and delete them
alrighty, the names are kinda cryptic so was just wondering if there was another way
thank you for your help
Ive been testing different things that might be causing it but I still cant seem to find whats causing the issue
would you mind taking a look at the project itself?
I'm not really taking commissions at the moment, sorry
the sword is messed up even after i weight painted the fix
the bottom of the mask is aswell
so you didnt weight paint it properly or tried to delete bones in unity
hes been imported into vrchat and. he can walk and move just fine but the camera is completely screwed up π
check your vrc avatar descriptor
make sure the ball is infront of the character
where do i find this
there's really nothing useful we can discover from these images
that's the way that I weight painted
its all blue
it's a rigid item, and I'd expect weighted to a single bone. why would it be blue?
Could anyone help with this?
I haven't weight painted in a while but isn't blue weight means that it would stay together
blue generally indicates a low weight value, red high. It's a heat map.
Oh well then ill switch it
but weights are also relative, so....
thanks
waity
the sword has multiple bones
nvm i figured it out tysm
does it flex or something?
it can but I don't want it too
I'm not sure why it'd have multiple bones then
can that really affect the movement?
if its not
set to move the bones
in any way
I don't think so, but I'll check
nope. i have no idea whats wrong with it
yea ngl i had this problem before but the vrc avatar descriptor is what fixed it for me
now its above his head. Am i simply misplacing the ball? i cant figure out whats wrong
is the avatar in unity location set to 0
yes
i think the view position is somehow glitched in terms of how you place it on the avatar
beyond this the best you could do right now is keep messing with it
yeah it wont fix itself. im not sure now to approach this
so after around an hour, the rig is a unitypackage so i cant add it to blender.
no matter what i add or do
that means i have to do this in unity only.
but the person that gave me the rig is offline, and the person that was helping me is obviously annoyed that im constantly asking for help from them because they know how to make avatars with an indentical rig.
im probably just gonna go to sleep soon...im too stressed out rn.
please. someone just tell me how to replace a rig's limbs in unity, i cant use blender because said rig is a unitypackage.
I really don't see how this can work in unity, nor what your actual goal is.
they're making it sound extremely easy. its just 2 steps is what they're telling me.
- unpack prefab
- replace limbs.
but the question is.
how do i even replace the limbs of the rig!?
they dont tell me. they just say "replace".
again, what is your goal? None of this makes any sense to me
definitely do not unpack
but if someone is giving you instructions maybe ask them to clarify instead of us
If anyone else has any ideas for what may be causing this and what the problem may be, just let me know. Everything else is fully functional except for this one thing!!
cant really clarify if one sounds extremely annoyed by me and the other is offline.
well without some sort of understanding about what your goal is, I have no idea what to tell you except that this sounds really strange.
so, i'll try to make sense.
my goal is to make my model (first image), to be a part of this rig (second image), textures, bones, and everything.
but why?
when i try to add my own skeleton, it looks extremely fucked up.
it's far less effort to simply make a basic rig in Blender, and that'll actually work.
I don't understand why you think trying this will 'fix' anything
If you got the armature into Blender, then sure, it's probably doable.
i cant get the armature since its a unitypackage. blender doesnt accept unitypackages.
put it into unity and extract the model file from it. If there isn't one, go get one from whoever gave you this
can someone help me a toggle that when u clcik it it works right but when u click on a specific toggle it switched to that one so both of them are not on?
i forgot how
VRC Avatar Parameter Driver on one of your animation states to set the other variable
i have to go in fx?
wherever that animation is
its toggles not animations
toggles are animations.
oh mb lmao
i thought u didnt need to go into animator
i thought just do it in menu expression
you can't do much on an avatar without there being an animation to change things, even if you have something like VRCFury that hides that from you
the menu only sets parameter values, parameter values drive animation state machines, which run animations.
(which do cool things)
you can add the parameter driver to an existing state
wdym by driver
do i have to create animation
not for that component specifically
im trying to find this model
Hey guys! I have the yummers asset by tonicc and it has an audio source trigger on avatar interaction with it I personally can't hear it, but others who interact with it can, is there any way I can make it so that I can also hear the sound effect?
Have you checked ingame if you have avatar sounds disabled
That works! Tysm
anyone have a good tutorial on how to make a good lazer beam?
best advice I have is: play with particles until you get something you like
i see
(it's kinda fun too)
do you know how i can make it so it fires a fast beam but fires another one quickly after and just keeps doing that
there's a bunch of free particle packs on the unity store, I'd suggest going to explore that and see how they all work, you'll get a better idea of stuff like this. A lot of it is experimentation
alright thanks a ton!
Booth, not allowed to be public. (if no one told you already)
how can I get rid of bones off my avatar? I have 584/400 bones, and I got no idea how to get rid of them
blender time
put it into blender and start making hard decisions
with that many I'm betting you have a whole bunch of add-on props, maybe try removing some.
or maybe chains π
chains?
hey guys, any advice for removing makeup from a face texture?
im not very versed with photoshop
a thing lots of avatars have that are usually very very poor.
i cant stand all the chains
i cant hate all black clothing or the cat ears on everything but the chains is where i draw the line
you can do them reasonably efficiently, but yeah, not really my scene.
no idea...
its also possible that many bones are _end_end_end_end bones^^
haha true
π°
yes it is???
Booths can be pubs
Theres a Comma
I did not say Every single booth model, just that one
the one im wearing is pub
Annnd we do realize that a model which is not allowed to be public can yk.... be uploaded as a public.
π¬
yeah
Thats the case with that one
bru
wanna know smth
Nah
ok
any advice for this?
i want to remove it with photoshop, the makeup isn't a decal and desaturating didnt work
you'll probably have to paint

