#avatar-help
1 messages · Page 164 of 1
"sped kid"?
Just ignore them lol. Pretend they arent here. Theyre doing it for the attention now, so dont give them what they want
yep
so, there's somethign wrong with an avatar i made for a friend, whenever i move the arms at a certain angle or point them forward, they shrink and look like paper.
i swear i have everything weightpainted just fine.
Do you have a screenshot of it perhaps?
Ill go to the blenrder chat where they respect theyre members
ideally if we can see the shrinking too
Scree u guys im going to the blender chat
sure sure!
be sure its not affected by other bones, funny things happen
yeah that's what I was thinking, weight painted to more than one bone
here's a video.
maybe.
it could be an issue with how limited poly-wise the model is
what in this video are we looking at though?
the arm on the right pretty sure
the arms.
oh! I see it, I was looking at the left
they like...look weird when i jump, i tried the avi on vr and moved my arms forward and they shrink and turn to paper.
yeah - weight paint for sure
what does the wireframe of the arms look like?
anyone know how to add a decal to the head?
you mean this?
if these arms have only one segment and should be rigid, I'd paint them 100% to one bone and no others.
yeah, thats what im gonna try to do.
yep -- hard surfaces can be weighted to exactly one bone
cuz it turned out that i had the hand (both left and right) weighpainted when only the forearm needs it.

ctrl-x to set the weight of the currently selected vertices for the currently selected bone
the default weight setting is 1
tada
aha! That makes sense
so imma get rid of the weightpaint on the hand.
and see if that fixes it, cuz i made this avi for a friend. and i was taught how to weightpaint roblox models really well, so since thats engraved in my head i can actually make avis whenever i want! :D
Crazy how we can actually help when provided with accurate information and a little bit of patience hehe, glad your problem is fixed!
Trueee, haha. However, someone should help this guy. I personally havent worked with decals so I cant help
not sure what shader you use, but Poiyomi has decals, here are the docs:
https://www.poiyomi.com/color-and-normals/decals
Yup, was gonna say that ^
I've used this a lot
It's super useful for sure
Btw, I love your guild tag lmao. For Democracy!
including just today complaining about it lacking a true "disable this decal" option 🙂
🔥 🫡 🔥
(Ahem-)
Oh hell yeah!
Hope this is the right place. Something happened and I can't upload any avatars... I'm trying to add assets for a draconian and it refuses to upload. Even starting a BRAND NEW PROJECT (no VRCFury, no shaders, no NOTHING) I get this error... I don't know what to do... any insight appreciated because I'm at my wits' end, here...
disable all the others in scene except one you trying to upload, not sure that matters anymore but has caused issues before , also click that
Is there already an ID tied to the avatar? It is very odd that those are the only 3 errors you get.
Still new to avatar creation so I've a lot to learn (Also no ID, this is a fresh start)
Got it.
I'll do that
..... It worked
Yay!
If theres an “Auto fix” button for anything in the SDK console, I always recommend clicking them. Theres a reason that it suggests a fix, anyways
I was trying to add these: https://blu3dmodels.gumroad.com/l/DraconianOTPants?layout=discover&recommended_by=search
wait I thought poiyomi couldnt be used on quest
Everything uploaded just fine until those
The ID I have has a quest friendly version so i reeeeally wanted to be able to use (it)
It cant, no. If its quest youre trying to add a decal to then it cant. You’d have to add it to the texture itself
You said nothing about quest. No quest shader supports decals, so.....
Oh, if you are on quest then you will need to edit the texture yourself yeah. Or maybe using the standard lite shader, adding the "decal" as an emission with low value?
That’s a smart thing to try! It might work in some scenarios.
That's an easy way to add details fast, using emission slots, details slots if available or anything really.
Gonna attempt to attach my Avatar ID to this new Draconian (and pray it works/uploads) because I kinda really wanna keep my "streak"... 😅
I never really play around with decals since I always like to make my stuff as quest-friendly/easy to convert as possible. So I usually just edit my textures. Thats a cool thing to know.
Here, using standard lite.
Wait a second... My regular avatar somehow uploaded sucsessfully... ??? This same avatar was giving me so much trouble. I was wrestling with it vor over 9 hours last night (which is why I started this new draconian)
I have so much to learn 😅
Its probably because whatever asset you added had those constraints that needed to be converted.
okay! so i weightpainted the forearm only, and it works! its just the arms remain so low and stiff.
the number of times that I've said, "wait, that worked?" when doing stuff in unity is.... large.
Anyone knows how to fix like my arm length on my avatar, like I have my arm a lil bent but in the avi it shows completely stretched off and its so annoying? 👋
so i believe that means if i weightpaint the hands, the arms would go up like the default animations...
for one avatar, I scaled my upper and lower arm bones down 5% on the Y axis to combat this
I... I see
Thats is exactly what i was about to type out.
I was going to say that originally, too
I'll give jt a try, thanks!!
I suppose even the best an dbrightest still have their dumfounded moments...
Oh yeah. Theres always new stuff to learn
A friend taught me how to manually remove paramaters (which is coming in really handy ngl)
I went from barely able to upload an avatar in dec 2022 to.... this (The texture was a collab between me and a friend) 🙂
Colors go brrrr
It’s a gratifying feeling, being able to wear something you made like that in-game.
I'll be sure to come back to this server if I have any questions
Y'all were pretty nice to me and I really appreciate that 😅
That is pretty psychadelic, ngl
Of course! It’s nice here too, since the people who reply are actually willing to help, since its mostly just fellow creators and community members. Theres no obligation, it’s just passion.
And peeps like me who sometimes stumble upon black magic that kills the game-
Pfff
...Wh. How?!
(Yes the only avatar that is supposed to be there is the kyle robot, everything else is just the game freaking out)
What in the worlddd
✨ Magic✨
In this picture you can see :
- The actual avatar I switched to in the middle (kyle, red/white/black robot)
- The previous avatar I had loaded now stuck in bike pose (the lil witch)
- The error robot T-posing
- The loading avatar T-posing
(Not to mention the other side effects this caused, this is still by far my favorite screenshot)
Is there an objectively best Gogo Loco to use for new avatars? Some recommend "beyond", others recommond "all"... The sitting/laying positions are nice but all I need to be able to do is fly, lay on my side, back, or stomach (when watching vids with friends)
Ah!
Aaaand the avatar stopped uploading correclt
I didnt even notice the last two, LMAO
I like beyond, personally
I would say beyond if you have the parameters to spare. Just gives you a bit of everything without adding too much still
Yep
Theres also always the “paramater compresser” feature from VRCFury that you can add to your avatar component
A'ight.
(It also broke every vrc constraints till game restart for everyone who saw the witch loaded for even a frame and broke mirror/camera reflections when she was loaded too)
Unless optimization is your goal, it comes in handy
Oh my gosh, Ive never heard of “magic” that bad before 
There was also the bug that allowed your colliders to affect other players, that was fun while it lasted too xD
Want to see a vid of it?
Sure!
swag
so, tip for people wanting to make roblox avi's.
weightpaint the hand bone ONLY at 100% weight.
well actually weight paint the hands, legs, torso, and head with 100% weight.
yes - do this for anything that's rigid 🙂
Mechanical and rigid stuff always gets full weight on a single bone, yeah.
Softbody stuff is where the "oh god why" is, ngl.
hahaha yes
I just uploaded my newest avi, and noticed this bad clipping with one gesture.
How to fix this id have zero idea. All I've ever dealt with is texturing. If anyone has recommendations, or even yt vids to help me learn, that'd be great, thanks!
You want to locate the state in your FX controller that this gesture triggers and edit the animation
Alrighty, tbh i got no idea where how to even find it xD. But I know what to start looking for now
On the root of your avatar -> Avatar descriptor component -> Playable layers section -> FX controller
Sweet, thanks. Ill start looking into that tonight. Much appreciated
does anybody know how to fix the "transparent box" on the icons? the lower icons are what they are supposed to look like, it's just the upper ones that have this issue
i noticed that when i imported the icons into unity, the background was white, unlike the others which were black? i believe that might have something to do with it? i just don't know how to fix it, any help would be appreciated, thanks ^^
check the "alpha is transparency" box on the image files in the inspector, but they should probably also have alpha transparency rather than a colored background
If you don't check that, the image preview in the inspector will ignore the alpha channel
it shouldn't prevent the icons from actually rendering properly, though
i suspect your icons have a non-transparent background
they have a transparent background
share one of the broken images in here
Need help with VRCFury - Some of my facial blendshapes are getting stuck toggled on and it'd driving me insane. Let me know if I've set the toggles up totally wrong. It seems to be like a layer issue
Also while you're at it, how do I change the GoGoLoco desktop sitting pose for when you click Z? I managed to replace the standing and prone poses but still can't find the root of that one
they seem to have this very slight background??? which i have no idea what causes that
They do have a background
Edit them to remove the background
how?
Any image editing software, GIMP for example is free
image editor, select that color, erase it, assuming you have an alpha channel
thx, i fixed it
when i switch to another tail in playmode its shaking a bit,a bit worse when i sit down,what could be the cause? is something wrong with the tail itself or is another asset making it shake? 🤔
I'm a bit new to this so bare with me. I just added a new outfit on blender to an avatar i paid for. In unity, the outfit is showing on the FBX but not on the prefab and i have 0 clue why
I'm not sure what you mean here, what prefab? and what does "showing" mean here? are you speaking of just the textures?
The model or mesh while in the hierarchy, isn't showing up in the scene. The prefab meaning like the drag and drop the part with all the textures, scripts, coliders, etc
The left being the FBX without all the textures just the raw model and the right being the prefab with everything on it
whenever I change something in blender for an object/accessory, whenever I go back to unity the objects appear extremely small, without color, and out of place, why does that happen?
ok so it's an avatar prefab, got it. Probably just doesn't have the right materials applied, and if the FBX file looks like it does, it's using the embedded stuff from Blender (or whatever)
I'd bet you're exporting them with different scaling settings than they previously had
Nope! i had tested that theory cuz that was my first thought as well, both of them are using the same mat
I applied it the same blender mat to test as well and didn't seem to help either
Im trying to add a new racesuit that i made for my avatar, I have the armature setup and everything, and im using vrcfury armature link, but its just not working, i can send more info if needed but im just stuck
when i add a new prefab in unity, it takes FOREVER to load in
highest it got was close to an hour before i used task manager to unfreeze unity
i get an editor.unknown.oninspectorGUI popup and it just locks unity in place until it goes away
any suggestions?
Is it possible to control the stretch of a physbone with animation?
I'm trying to make a system that relies on a bone's stretch value to move a specific object towards a separate specific object without using constraints but the problem with that is I can't figure out how to set the stretch value to start with. I wanted to start off stretched and I can't figure out how to get that to work.
I did eye movement right it moves in blender and in unity right but in vrchat it doesnt seem to move. What should i do
Doesnt blink either
there are preview buttons in the VRC avatar descriptor, do those work?
I have never experienced this before? Somehow my avatar's face is changing back it its original shape? Mia has a head edit, and when looking up and down her face changes? This blendshape also does not exist anymore, not too sure.
Found the fix nvm xDD
theres a look up look down under blink
question just in case someone knows more about the Av3Emulator addon thingy: im trying to set up a new 2022 avatar project via the creator companion, and when i use the latest version for both the VRChat SDK and Av3Emulator, I get a bunch of compile errors along the lines of Packages\lyuma.av3emulator\Editor\GestureManagerBridge\GestureManagerAv3MenuEditor.cs(129,70): error CS0234: The type or namespace name 'Vrc3' does not exist in the namespace 'BlackStartX.GestureManager.Editor.Modules' (are you missing an assembly reference?)
Anyone know how to fix this? im not afraid of digging through code, but i have no idea what id change the correlating reference to in order to fix this
i've been downgrading both packages all this time but im just like. curious if theres an easy fix i can do
can someone help me out i want to try to make my first avatar but tuts are rly hard for me and i need like step by step as i go and ive wanted to for a super long time
its unlikely someone will volunteer to give you a 1:1 teaching because "making an avatar" can take weeks if not months. i did that before <.<
you might want to go one question at a time to get support
Hey im having a really weird issue and im asking here because i cannot figure this out myself. There is a material on my avatar im making that i edited to be different colors than the base of what it was and it works in both unity and the preview when you select the test build of the avatar, however when actually using said avatar the material is not correct. I have even attempted using a different material on that same body part and it refuses to change after rebuilding the avatar several time and deleting the previous test builds from my avatar list to prevent any issues there
Has anyone had this issue before? and if so what can i do to solve this/what causes it?
it sounds like you may have an animated material in your fx layer
try removing the fx layer temporarily and see if that fixes it
here are images showcasing the issue if that helps at all.
The arms are supposed to be a different color than the defult material but they refuse to actually load as such in game
Im testing removing the clothing since it does have an animated glow in the clothing however i dont really know how that would affect the arms?
This video here demonstrates the amount of problems with my avatar I made.
- First: The arms are just wrong. Hard to describe, really. Somethin's just up with em. In the clip, I reach my hands as far forward, and to the sides as I can, but you can't tell I'm doing thay because of how messed up the arms are.
- Second: (the desktop recording isn't doing it justice) when I move my head up, the whole body, like, moves to reach for it? So whenever I look up, the body levitates off the ground to reach the head. (Which is why I'm constantly looking around)
- Third: The reason you can hardly see Reason Second is because my character's neck is blocking the view. The neck is a seperate object, so it makes sense that it's visible, but what's strange is that, the neck just shouldn't be visible from where I placed the View Position (See attached photo)
Help lol
Are your arm bones 100% straight?
They might not be.
Would that really cause them to scrunch up THAT much? They're definitely only bent a little
I'll get back to you on that
If your elbows are not bent whatsoever, the ik will not know which way is backwards, so which way to bend the arms, resulting in them also bending forwards
you should really share an image of your armature
It's 1am, and I didn't expect a reply so quickly. I'll come back with updates tomorrow lol
Thank you for being so fast
Well, it's middle of the day for me ;P
the fx layer is changing it
What is happening here? Yesterday it was fine...
Have you tried this?
yes, I've tried that. Maybe something is wrong with my account, because in the game I can't log in
Side note, be aware when using scene from sample assets. It will get wiped out when there is package updating. You will have to duplicate the scene file and move into Assets folder.
Ok, but i have updated the avatar yesterday at night, but when i turned my PC on and opened my project, it gave me that error. It was working fine, I haven't touched anything
I'm still a newb to blender. I tried to add these little mouth teeth to the top teeth in blender, which seemed to work fine, but when T imported back into unity it's still independent? I tried following a guide on how to add a seperate mesh to a vertex and I thought it worked but apparently not
You should merge the tooth into the face mesh.
How do I do that?
Joining mesh: select objects, and main object last, ctrl+J
Thank you! I'll try it now.
How did you made it move to begin with?
Selected the teeth vertex on the head and the mouse teeth mesh and used ctrl + p -> vertex
So that's parenting to vertex which doesn't apply to unity.
After joining you have to edit the shapekey to move the teeth.
Yes.
Aw hell naw
Mannnn
I messed up my previous avi in the unity project because I didnt know how to just import the FBX so it overwrites the old one
It caused the entire body to dissapear
This could be prevented by not unpacking prefab in the scene.
I assume theres no way to undo it?
No.
Oh
Um...so idk what I've done wrong but my boobs don't have colliders properly, like the collider is SUPER specific and small unlike other avis where the entire boob moves when your hand brushes over it and idk how to fix this >~>
You can just adjust the collider radius in the physbone section
Oh? Wait but if you change the collision radius doesn't it change how they can move too or am I just dumb >~>
just how they interact with finger colliders
bone should me middle ish then radius for rest
Hello again :p
The collider size only determines interactions with hands and other physbone colliders you may have specified on the component itself. It has nothing to do with how it moves just how large the area that detects collision is.
Hey, I just wanted to see if anyone recognised this hair asset? I've been trying to find this exact one for a while now so i thought I'd chance my arm at trying to find it here
#1138520828556890214 is your best bet
okay cool thanks
From how that avatar looks, I doubt that hair is a separate asset. It was likely modeled with the other parts for purpose of building the character.
i am trying to export a fbx back into inity after having added a few blend shapes. but the entire mesh dissapears. i set to fbx all didnt apply modifiers and turned off leaf bones butthis still occurs
all objects are selected prior to export including armature
is there something im missing
Is your avatar prefab unpacked in the scene?
no I did not say to do that
undid
If it is unpacked, this will prevent updating it by updating the FBX
an no it wasnt unpacked
Good. That's usually the cause of this.
Do you see the mesh objects in the hierarchy?
huh no outline is weird, seems like a mesh issue rather than material.
if you drag a new copy of the fbx into the scene, does that work?
fbx looks normal until i run it through gesture manager, then it kinda scrunches up
ok - I'd probably try to switch the rig setup to generic and apply, then redo the humanoid setup.
(make backups, etc, etc)
ill try brb
just re added the fx layers and stuff to the fbx an that seems to resolve it
oh cool
How do I create a Transparent texture but for the mobile version? Using Vrchat/Mobile
Particles Textures are not suit?
are you making particles?
No. glass
then no. You can try tricks with additive (probably look in #avatar-quest history) but you won't get real transparency
Another person has already tried to do the same thing as me, thanks for the hint
it's a rather common question
Do you know how to make animations in general?
no
im kinda aiming for something functionally likehow u might use a radial slider to change the shape of a mesh but automatically going back an forth
ah well there are LOTS of tutorials about making animations. In this case once you hit the record button, you just slide the blendshape slider to the value you want, and it'll record that.
aight
if i want to make an avatar run on custom animations, do i use generic rig? for example, model + all animations such as jumping, running etc.
You want to use Humanoid Rig
Just make the generic av in blender, so it has a 'avatar' mesh animator can talk to, if theres none it will fail ( what you get if you try to do it in unity )
this is a ' plane ' avatar from blender just flipped abit and set origin to bottom of it
what you get if theres no mesh
With tracking components on each state?
Because when I just change the animations inside the blendtree, replacing animations like stand still don’t seem to play the replaced animation correctly in - game. Mainly the legs.
This is a common issue, but yes you still want Humanoid. It just has a lot of upsides, the ability to retarget anims, Unity is specifically designed and optimized for it, it also just handles locomotion really well. Unless youre making charles the choo choo engine or some monstrosity. What exactly are you making/trying to do?
Just a game model with game animations, running, strafe right strafe left, jumping etc. want to make an avatar that runs fully on animations.
It’s just for personal use, as I’m desktop myself.
#1405784687871398039 Help please? This has been open
anybody know why my left hand is pointing when im on desktop?
Hello, sorry for the random question. I know this will probably sound odd like this should be basic but does anyone know how to scale an object so it fits on a characters head or body perfectly? I'm just having trouble with this since with the regular cosmetic your not supposed to see the hairline. Also side question, is it possible to make facial hair track the mouth movements of a character?
Hey so im having an issue when I uploaded my avatar my hands dont move and their stuck in a claw position
Very Unique scenario i have but does anyone know any way I can change the name to a part on an avi and not have to redo all the animations for it?
Im trying make this avi MMD World compatible and the only reason it's not is cause the head is named "Face" Instead of "Body"
Do you have the gestures controller on your avi?
idk but you could make a copy or new fbx with the change to test before you overwrite what works
How do i change materials that are greyed out (please explain in images if you can bc I've had really good explanation in words but i can't seem to find it well)
place another material on the object its assaighned to
Right but how
drag and drop
And that will change the material
if u find where that material is on the object u can replace it with another
either in hierarchy or in scene
What do you know that actually worked thank you
The other explanation were more convoluted
having an issue where my jacket's UV mapping is being completely ignored in unity. first is how it looks in unity, second is how it looks in blender
your av is unpacked, overwriting it does funny things like that
u wont see the standard texture anymore
My problems, explained via new video
(I fixed the issues in the screenshot, so it's not that)
No that wasn’t the issue, I reimported the FBX and it did that
Know how to fix it though?
Does anyone know of any prefabs or props that are of a waiter's plate and top cover with food on it? I'm looking for one to put on my maid avatar (I dont know the proper name of it but basically what's being held in the gif below)
would be a pretty easy asset to create ngl
How to fix texture looking liek this in unity?
you'd need to explain what is wrong and needs to be "fixed", we don't know what you are going for.
bru its like lower quality look at the unity photo
okay, it's not clear from your statement that that was what you were trying to fix
remove power of 2 if you want crunchy textures
unity will smudge it slighty when you have any
(very low texture)
This worked!! thank you so much
I think so it came with the animations
Anybody else getting avatar upload fail with no error besides it saying it failed to upload, and granted I have tried it on multiple models on multiple unity projects and avatars
try sketchfab
I'm having a weird issue
My physbones are showing and are working in unity, but they aren't showing up in game
You'd need to provide detail, of course.
If you have too many physbones, they get removed at upload, the SDK warns you of it. This is especially prevalent on Quest.
That's probably why, what's the max
For quest
Just look at the builder section of the SDK and read the part about physbones. If it's red and telling you it will be removed, that's your culprit.
Yep, it's telling me that
It wasn't saying the earlier tho
Thank you
I'll optimize them
Am I able to make one bone the put all of the bones under it to make that more optimized?
This is for hair and a hat
And they have all the same stuff
An easy way to reduce their numbers is by combining physbones using the exact same settings into one.
Usually on hair, beginners tend to add one physbone per hair string. Instead, create an empty object and put all the strings as child then add a physbone to that empty object with those same settings
Thanks for confirming that
Heyy, is there a shader for Quest for Transparent Textures ?
Cause the mouth of my avatar is a png image
no
trying to edit the bounding box for an avatar's body because it is phasing in and out of reality when I look at it from certain angles, but when I click "edit bounding box" nothing pops up
cant for the life of me figure out why
make sure you have gizmos on - upper right icon in the scene view
yep
thank you
anyone know of a quest-compatable way to add outlines to my avatar?
so how can I do it then ?
You can't have transparency on mobile/quest. If you have things you want to not show up, cut them out of the mesh.
why dont you just use toon standard and make the main texture your mouth texture
and make shading flat or however you need
also, would there also be a way to add a noise kinda texture to my whole avatar? or is that in toon standard and i just need a noise texture
wait what do you mean by that ?
use the vrchat shader called toon standard in unity
I already tried that it just make a black plane
Possibly you have black vertex colors causing that
Suggestions for keeping avatar feet from clipping through the floor?
i have 14 materials in total on my avatar, when i upload it in game it says i have 17 materials
what am i missing?
also today i only edited a texture and after i uploaded it it went from 16 to 17 which made my medium avatar poor, i juts dont get it
Material slots are different. If you have multiple material slots on a mesh using the same material, you should merge them in blender
everything would be fine if there didnt suddenly a new material slot appear, i literally just changed the color of a texture and reuploaded it
can you recommend a tutorial video on how to do that? never used blender before
I mean as a basic remedy, you could also use D4rk's avatar optimizer in Unity.
i had just purchased the nemesis ver 1.11 avatar off of booth vr and i'm very lost on what to do to bring it into vrchat
Hello everyone! I was wondering if I could get some guidance on something. There was an avatar I found that had this neat Repo death effect that I wanted to try making for myself.
I'm a complete novice though with Unity and still have yet to touch Blender. Would anyone be kind enough to at least give me some guiding points on how I can replicate this?
Most of them are just vfx, made with particle system, and audio.
Yes, I've gathered that much ahaha. I'm just not sure how to add some sort of shader to the entirety of the avatar to be red like that, and then have some sort of shattering particle system similar to that
you just animate existing shader, add red emission
as for particles, unity asset store has a few their own free particle packs that are great to look for how its done, including explosion with debris
you can set your own skinned mesh as a shape for emission
Oh okay, I see. So I would have to do an animation to essentially toggle all these things
So for the particle effect, I assume the way it works is that the process would be
Red emission > disable viewing the avatar > enable the particle exploding effect + explosion
also I didn't know you could set a skinned mesh as a shape. Interesting! Thank you. I think this might help me get a bit of a better idea on how to move forward with this
ye sounds about right
Great, thank you
looks like a specular or metallic map, that looks like it's reflecting the default HDRI
How do I get rid of it?
well you can remove the map from the slot. It could also be roughness
Okay, how do I change the shape of the nose? There is a transformation bone indicator for the nose, but it is only for the 'boop' feature's hitbox. not the shape of the nose itself.
I'm honestly not too familiar with blender's shader stuff, since I mostly just use it for making models to export
you would need to edit the model in blender if there are no blendshapes or bones that deform it
so I cannot add a blendshape through unity?
I believe you can with scripts, but you'd have to have the know-how for that
that's a lot more difficult than just editing the model in blender anyways
So it is a matter of practicality then...
yeah, it's technically possible, but it's more practical to use scripts to generate things like shapekeys depending on other things, and impractical for pretty much anything else when Blender is right there
for example, there's a tool that adds shapekeys to your body mesh to make the skin appear to have clothes digging in to the skin/skin sticking out of the clothes
what do i do when my png avatare is under ground
you check the origin
alright i will do that
how do i fix this
So I changed the colliders and now my hands actually move my boobs better, but since I changed them my boobs try to clip through my when I move and yeah, move in a weird way >~>
clip through what
Your cube object must be a child object of avatar root.
Oh alright
hey can somebody help me with something.
im having issues with the sdk when it comes to a project of mine.
i input the code on the sdk the right way and it just wont work, this started as soon as the new tos update after it logged me out.
This isn't even a question for "experience avatar creator".
what
What do I do. It's not letting me log in even though i can log into all my other avatars just fine.
Into other unity projects you said? It might be just cache being weird, so try deleting Library folder from project folder and open your project again. Close unity first.
what is in that folder anyway?
Unity generated data which will be auto generated whenever you work with the project.
didnt work.
Then you might have to create a new project and move the Assets folder into the new project.
pain
Been using Moe for a while, and something weird occurs with her eyes. Any facial animation that happens due to hand gestures has its eye movement locked lookijg straight ahead.
Not holding anything will allow your eyes to move normally and look other people, etc. But any of the gesture animations will cause eyes to freeze dead center.
I checked the animations and there don't seem to be any eye blendshapes in them.
What could be the cause of it?
Click on the animator states and see if they have any behaviors attached to them
e.g.
It's possible that the states are turning eye controls on and off
IIRC this prevents blinking?
(otherwise, you can have issues with "double blinking")
the "animator states" are these things in the Animator window, btw
Interesting
Yeah, that'll do it.
If you don't mind double-blinking, I think you want to set the "Eye & Eyelids" row to "No Change"
(I'm a little unsure; I haven't actually used that thing before)
I see that the creator added a blinking thing with a parameter driver below. I gotta see if I can unlock the eye look without messing up blinking
There is probably another layer that reacts to that parameter.
I need help. I'm not sure how to get the head to have color I've been trying everything 😭 🙏
You just have to set texture in the Shading tab.
I'm a beginner so I'm slow
What do i do next???
See the button with open icon? That's where you choose your texture.
Hey, im trying to make my first avatar quest compatable, but it ruined the poor thing and she's become this weird creature, and tips?
That too. If texture you wanted didn't exist there then you open with the 📁 button. That's the universal icon meaning "open file".
Your material has to be cutout but quest doesn't support cutout material. So you have to actually edit the mesh to "Knife" it to the shape.
Oh ok, do you have a tutorial for that? I am not that good with this
all the textures exist it just doesn't want to apply it.
Try searching for "knife" in this channel.
Are you sure you're selecting the correct material?
I believe so yeah
theres nothing here
What nothing?
"knife" is only mentions and some guy spamming bump 😭
Are you actually searching in this channel?
Oh sorry
Now I need material for my head
Add Image Texture node and link to the base color slot.
how do i add "image texture"?
There is a "Add" menu button above.
shortcut is shift-A
does anyone know how to size this onto my model?
What I do for this is push and pull vertices around with Proportional editing on. Often scaling from a center point.
how do i "push and pull verticles"
My best advice if you don't know what that means is: learn blender
select a vetex, 'g' to grab and move it around, that sort of thing.
yeah I'm learning right now while making this avatar.
this will be very hard if you don't know blender, but if you've done one of the decent tutorials, probably you'll already know what I mean
I don't know any good tutorials
Do you have any?
"The Donut Tutorial" comes to mind, or various ones by someone named Rainhet. But I honestly haven't really looked lately since I don't need basic tutorials.

I'm sure others here probably have some suggestions
I don't, sorry. Perhaps the Blender Community discord?

🤔
I'm sure there's a better way or a script for this that I've seen it in the past, is there a script that exists for multiplatform uploads, but attaching a different object - and if so, is it in the sdk or is it an external package, if so, could I have the name please
Oh nevermind! If you click the 3 dots next to "Selected avatar" there's a Per platform override
https://creators.vrchat.com/avatars/per-platform-avatar-overrides/
Should have read more before posting
i used a drawing program called fire alpaca to make my albedos,
what I did was grab the original textures of the assets im using, then I went into fire alpaca and added my own colors/patters, then I "saved as..." and then I changed it from a fire alpaca file, to a png file, then I opened my files app, and dragged and dropped said textures into unity, THEN I slapped said textures into the albedo of the materials that came with the asset, would they work for my avatar?
How do I fix this? My avatar has arm up like this
If you can view that png file then sure you can.
hell yeah, didn't have to spend a single penny on some frickahh app
There are more others free alternative as well.
is that just a 2D image editor?
just a drawing software that I use
cool
yeah, had to use all three of my neurons to be able to think of that and actually act upon it
I'm always on the lookout for new things to replace Substance Painter.
(got high hopes for ArmorPaint, it's just not stable yet)
now I gotta learn how to attach objects to the nardoragon model in blender and optimizing the mesh in Blender and adapting everything
keep dreaming
me? yep, I know.
ye lol
it was kind of a pain to paint it, because I didn't know where the colors would end up, but I solved it by painting each bodypart a different color
Does anyone have knowledge on how to add clothes to avatars that don't fit? Please let me know. I can pay you handsomely if you can get on a call with me and show me step-by-step on how I can do this.
Yeah you'd need to look at the UV map for that. This is why Substance is so good
Happy to give you pointers and nudges in the right direction, but I don't do calls
depends on the asset and the way you aim to add it later really. also be aware of scammers
I'll pay up front
yeah, but you gotta pay for substance painter 🥀
Yeah you do. I'm very annoyed that I think it's worth the money.
The weight painting is going to be way worse than just the reshaping.
data transfer and anti clip blendshape
weight painting is to separate things that move more from the things that move less?
no, it's to make things move when a bone moves
weight painting dictates how much a vertex moves with any given bone

I do NOT wanna work with Blender, but I am forced to😔
once you got the hang of it, youll laugh at yourself aving procrastinated at all
Once you get started, you realize that using Blender opens up a whole world of possibilities
and that.
I hate blender 😭
you guys are synced 😭
We might do this a lot
yea we sorta know each other a little lol
nice nice
we keep bumping in here together xD
im trying to add these clothes to my friend's avatar but the rig doesnt wanna follow the arms (im using vrcfury armature link)
you guys really do help
double check that the bones of the short are the same names as the names on your base
that is how vrcf matches bones
how long have you guys been working with blender and untiy?
they are named the same as the ones from the base
mind showing us screenshots of your asset hierarchy and the base?
its really messy since i literally imported the outfit from fortnite's eleven
i started in unity, dreading blender. did that for 7 months ish until i met my master - an asset that does not have one single anchor point but multiple, so i had to use blender to attach it. that was 2 years ago
dangg
I started working with Autodesk 3D studio a long time ago. Not Max.
Only picked up Blender when I got into VR, maybe 3 years ago?
so...
what I would do is finding clothes made for that model, and make my own texture bc im lazy
so you ripped apart the shirts armature to parent the bones under the base bones?
👨💻
when importing my avatar to unity, it seems to have flipped all the bones to the wrong side??? in blender its normal, but in unity it seems to have mirrored my model in the wrong way? (notice how the shield switched sides)
plus unity seems to confuse left bones with right ones, and vice versa
probably scaling or other transforms in Blender
select all (probably) objects there, and apply all transforms
can't believe i joined in vrchat server because very desperate trying to make roblox avatar into vrchat and the obj not appearing in pmx editor when i try to import or drag
uh hello, needing help
if it's okay
partially fixed, having another problem where it doesnt seem to save the avatar definition when pressing "apply"
exactly where is this apply button?
Why are you using pmx? I'd assume roblox models are just simple shapes and so blender would probably be better.
well i keep following a tutorial and it said to use pmx editor for accessories and avatar separated (?) i'm really confused at everything
i know how to use blender like modelling but not at rigging
I'd suggest looking up rigging tutorials and import your roblox stuff to give it a shot. Blender is what most people use for VRC avatars and therefore you'll likely get more help if you too are using it.
okayy, will look up for rigging tutorials and try to import the roblox avatar
thank you for the advices

Maybe it's not applying because it's encountering issues? Did you fix that spine and chest issue you have? I'd assume chest shouldn't be set to root
the chest bone in this case is called root (for some reason), but idk how to fix the spine issue of "length of zero"
Probably means the hip and spine are in the same location. Might try skipping that bone and set it's child as spine?
hm ill see what i can do
another problem that keeps happening is that it moves my model super far away, messing up the bounding box of it
Strange. That model and it's rig might need to be reworked
ive viewed the rig thorougly tho, i dont see any problems that could mess up the importing THAT bad
the object itself might have a weird position / rotation / scale
I like to apply all transforms to both the armature and the models
I cant find the quest nardoragon fbx in blender, why is that?
What? Are you trying to import an FBX from a Unity project or something?
Im trying to add the hair, fins, and clothing into the nardoragon model itself so it doesn’t ask me about material slots, and the fins look weird
i have done that already tho, im having a major problem where even if i press apply to the avatar definition when configuring the T-Pose, it seems to not want to save my pose, even if there is NO problems in it
Yeah looks like that's not the right bone in that slot
you'd need to fix that first.
i did
I found the fbx :p
ah good
not sure what you mean by that?
ok so i have found issues in the head bones and now unity finally saves my t-pose!!
this avatar's eyebrows are it's own material that uses transparency, causing the quest version to look like this
is there any clever trickery i can do here? or is my only solution to paint the eyebrows onto the skin texture
I ran into an issue when trying to put player pickup prefab on my avatar. IsLocal parameter is intager on avatar and boolean on prefab so I can't merge controllers. Will just removing the parameter and replacing it with correct type work or will I have to manually edit every instance of IsLocal appearing on either avatar or prefab to match the other or is there any easier way to do it?
IsLocal comes from VRChat as a boolean. You can make it something else and it'll be translated, but yeah, you should be able to just delete it and remake it with the right type.
Thanks
any ideas for this?
Cut out the mesh where it's transparent.
there are many tutorials for this, it's needed on basically all vroid avatars
When sculpting, is there a smoothing-out button? I need to know because some outfits don't fit, so I'm sculpting, and it's coming out pretty horrible.
Look through the different brushes in sculpt mode. A smoothing and elastic deform brush exists
Which one is best when it comes to stuff like this?
the one that does the thing you want - I'd say try them all.
I almost never use sculpting mode for this, but the smoothing one is pretty ok
Thanks for the input. I'll try it out.
I have a quesion. Can IsLocal be anything other than true or false? I'm not asking if theoritically it can be set to something else I'm asking if there is any real difference for it to be something else. The reason why Im asking this is that I just realized that IsLocal on my avatar is float... And to check if its 1 or 0 it does 'IsLocal greater than 0.5000001'. Is there any possible reason why it's like that or is it as pointless as it looks like?
Pretty sure that is simply an optimization that VRCFury or something is doing.
Converting to a blendtree is generally better performance wise, but it only works with floats.
VRChat will set it to true or false, but if you make the variable in your animator not be a bool, then it'll be set to the equivalent for whatever data type you use
Ohh. Thanks for explaining that to me.
im trying to search for it on youtube, what would i search? or any videos you can recommend?
How can I attach this hair piece to the nardoragon fbx itself?
You can join the meshes by selecting both in object mode then using ctrl + j
Thats it?
should be yea. You may want to ensure that the UVMaps have the same name, and if you have a seperate rig on that object then you will have to deal with that too--but the process of joining a mesh is technically just ctrl + j
So if I've got an unsynced parameter, can I use a parameter driver to sync it manually or are those only for proper synced parameters?
also you can use alt + PrtSc on your keyboard to take a capture of your monitor, instead of using a camera like your phone
Thx
afaik, parameter drivers don't sync the parameters they drive, they only set the parameter to the desired value.
Ah dang, alright thanks
Second this,
but you should be able to use them like a failsafe.
Like if you have a system with many stages, so long as theres a way to trigger that driver to bring it to where you are locally/where you want it to be-you can kinda ensure syncing like that
ie. itd be a way to "unstick" a state in your animator if things do get desynced
Just ruined my whole project, gotta start it over again 😁 🔫
I don't really have a list of these but I imagine any one of the vroid -> quest avatar tutorials will have this.
hey, someone is wanting me to do something to their avatar.
basically, they want me to do this thing where you set the avatar to a certain height, then the model changes. i've seen an avatar that does something similar to this.
you can trigger animations bas... that 🙂
There are some built-in animator parameters that tell you about your scale
oh, ty!!
does anyone used CATS before? im trying to re-rig something for my friend by using cats but each time i fix the armature it changes the things i already did on the model
“Fix model” should only be used on MMD models or some VRoid models
Never use it on already working avatars
thats the thing, it doesnt work properly
the shirt and pants are both the same model but the rig doesnt wanna follow the movements (im using vrcfury)
Does anyone know of a guide or are willing to assist with teaching me on how to make particles become pvp particles?
I'm working on a series of weapons with them for pvp worlds.
i already renamed all bones i have and it still looks the same
okay this might be the problem?
ok no still the same
any ideas?
idk why everything follows the body perfectly EXCEPT the arms
something ive been struggling with recently is the fact that if you look at my avatar straight on and get close to em his body dissapears, ive already altered the bounding box but to no avail
cant figure out whats wrong
this is probably very obvious, but what I find useful to be is save a prefab of everything before you do something that your unsure will work.
is your clothing model mapped to your main armature in blender?
(i did this with particles, its very useful for if you mess up your model
??
I don't think so
try doing that, in blender there should be a wrench icon, if you have your base character and clothes in the same file, go to your clothes, click on the wrench, then set the modifier to deform and armature, then under that you should be able to apply the armature to the clothes in the first field.
why does my avatar hay her arm like this when i upload her and in play mode?
Hey so how do I move the physbone collider for things, whenever I move it then it also moves the body part
wdym?
I could be wrong, but I think thats normal sometimes with models in play mode, but I could be wrong.
Well the physbone collider is off for my boob abit so I want to move it but whenever I move it my boob moves with it.
It keeps doing it once I'm in vrchat too though
maybe you have a physique collider active on another body part, like the spine or smth?
strange... your armature might be messed up then. im not 100% but you should probably wait until someone more experienced can answer that.
No not like that, even out of playmode. I don't know how to change where the collider starts so all the changes just pivot it
where it starts?
I forgot what setting it is but isnt there a setting to change that kinda thing?
I'm not sure I know what this means yet
So the green is my collider for other things but shows where my boob would be, but the white is the actual physbone collider. I need the white to move down more
I can only angle it
You can't move the physbone, it's the actual bone
Move the bone if you want to do that
Shouldn't it be aligned already then >~>
if by "aligned" you mean the same position/length as the actual bone then it should already be
Well it is aligned with the bone but it's slightly above the actual boob design
"boob design"?
~> If I could send it this would be so much easier
Hmmm alright
Just in case the body and the clothes uses a different armature
would that work even with that?
no you would have to have them be the same armature
if you're working in blender there's no real reason to use multiple armatures other than you're making an asset for sale. If you're just making your own avatar, just use one
nah, you can use multiple in Unity, it's just some work to setup, or use something like VRCFury's Armature Link.
oh wow
well its recommended anyway so
thanks for that bit of info, im learning more everyday
any day you learn something new is a good day
yes
I do need something that might be useful if you or anyone knows, is there a way to get outlines on quest?
well thast the issue, there are 2 different armatures
the real reason: im not good at re-rigging and weight painting
I think you can use a blender plug in called cats to merge them but I could be wrong
you don't need to re-rig but might need to touch up the weight paint.
ok so how do i do that then, like transfer the mesh to the new armature
thast what i was using but their server already told me that method is wrong
change which armature is in the armature modifier for the mesh. That's it.
BUT. You probably need to rename the weight paint groups to match the bone names.
if they aren't already the same, that is.
i already did that multiple times and never worked
yeah thats the thing
obviously I've no idea what you did or didn't do but that's literally all you do to swap armatures.
Weight paint vertex groups are matched to bones based on the name of them.
So yes
ok its starting to work :D
good part of this is i can now do a quest version for my friend
oh goodie
okay now how do i export the new clothes, do i just export the mesh or do i need to export it with the rig?
I would export the entire avatar in one go, armature and all the meshes.
okayy
fuck
weight painting time
it's part of the process, you really can't avoid it
yeah
worst parts is im doing this for free for my bestie knowing he doesnt even play vrchat

at least he surely will use it as vtuber
Where can I find my shader presets? I am working with liltoon at the moment
Ah, found 'em
Hey no problem! Big tip here, if you want to do weight painting like (SUPER QUICK) try and download Robust Weight transfer for blender
As long as the mesh is fitting around the character and looks right you'd just transfer the weights from the original mesh to what you're trying to add!
:)
Yeah that'll often get you 90% there
Mhm!
yeah i luckily remember i had it tysmm
now for what im testing it works fime
now time to add my friend's tail since the base tail is too long
what else could cause a mesh to dissapear besides the bounding box being the incorrect size?
because every time I look up at my avatar it dissapears
and ive fixed the bounding box already
neck keeps snapping
each time i join meshes this happens
yk what fuck my friend ill keep them as different meshes for now
hard to see, but are those different sizes?
if so, apply scaling transforms to all meshes before joining them
probably just do all transforms really
already applied them and still gets big
ok finally most work done
tyy, ill make him know
Super cool fursuit!
ill try if i can make one of those sunglassses assets where he can pull them up and down
thats really impressive
i weirdly figured out it was from the fortnite model..
fortnite eats so bad with the outfits that i MUST take them
how does one make a clothing toggle to where for example, if you toggle jeans it puts jeans on and takes the shorts off
this boi is done :D , tysm for yall's help
looks fine to me. drag your model into the scene and start creating the avatar.
okay. it's not on the video
what is it you need help with then?
anybody know how to make a animation? (i wanna have a toggle where my hand stretches out, i love to make it a slider or gesture controlerd where if i make a fist it goes far, or just a simple toggle with a animation will do)
upload help? ive made many booth avatars b4, but now when i wanted to make a change and reupload the avi it says "avatar validation failed" and the sdk window doesnt show up warnings anymore. I've unattached the ID, closed the project, reopened the project, even reimported the project. there has to be a fix im missing thats not just "make a new project"😭
Open the console, enable collapse, and show the details of the error with the most outputs (number on the right)
does anyone know how one can make a clothing toggle to where for example, if you toggle jeans it puts jeans on and takes the shorts off
is it okay if i dm or call u? i feel like it would be easier if u could see my screen😅
i use modular avatar to make toggles for my stuff, i could show u how i make the, its super ez
sure just pm me
idk what pm means😭
dm basically
for some reason MMD blendshapes doesnt work with my new avatar
does anyone know the problem? i even added the mmd compatibility from vrcfury, and i use this exact same base on other avatar that CAN use mmd
and they seem to work perfectly on unity
his face is not moving an inch
Do you have vrcfury blendshape optimizer on the avi?
how can I stop the root bone of my avatar's body mesh from changing once its rendered
like once I enter play mode the root bone changes from hips to another
Looking to call someone while I learn blender
anybody know how to make a animation? (i wanna have a toggle where my hand stretches out, i love to make it a slider or gesture controlerd where if i make a fist it goes far, or just a simple toggle with a animation will do)
STUPID QUESTION: how do i get hairbases added to my avatar? / babyhairs underneath the mesh hairs?
Can anyone help me. im trying to upload an avi and it wont show in the game?
The channel name is Avatar Help, so if it's to do with avatars, then you in the right place.
does anyone know why my maya clothing i made would do this?
everything is auto weight painted but it is all flattened out and weird
Might help if you show a picture of the weight paint of the issue area
would it be ok if we moved to dms so we dont fill the chat?
i want people to be able to recieve equal help
It's best to keep the converation here for multiple reasons. Top of those being you get many eyes to help find your issue
Anyone else having this issue?
- I'm using Unity 2022.3.22f1
- Opening a fresh project
- SDK3 Base and Avatar Repository ver 3.8.2
- VRC Package Resolver Tool Ver 0.1.29
- VCC ver 2.4.2
- Nothing else is in the project.
ah. ok. it's just i feel guilty when i fill a chat with something small like this
but ok
1 sec
I can't just download an SDK3 package on the website because only VCC has the recent packages
but the VRC 3.0SDK doesn't seem to be installing/importing as intended on VCC
they do anyways (at least people will respond to what they know how to help with just the same); don't feel bad bad for using the channel for its intended use.
will beg for hairbase avatar blender help
I'm not that knowledgable when it comes to weight painting since it's been years since I last was doing 3D Modeling but.... What is up with the skirts weight painting?
thx. :3
i guess my dad was right about how im too hard on myself
everything is using auto weights
i am quickly learning blender skills day by day to support my new booth store i recently opened
I'm no expert on weight painting, but that looks odd. I'd suggest trying to do a data transfer from the base mesh of the avatar
speedrunning shapekeys rn
it looks like it's weight is entirely on the knee armature
data transfer?
just feels strange to me... again, Don't know much about weight painting but it really seems off.
It's a modifier that will transfer the vertex data (weights in this case) from one mesh to another.
especially with the clipping
Though it wont do much with the skirt, so you'll probably have to do that manually
like the body mesh contains all of it?
The body mesh already has vertex data for the rig, so you'd use the data transfer to sample that data and add it to your new mesh
🥺
are you ok?
i need help of a wide variety
https://youtu.be/chhDOs-u-08?feature=shared This video shows it at the end. Don't know if it's a good video as I just skimmed through, but should give you an idea. Only thing I have to add onto the video is use "Nearest face interpolated" on the mapping.
ah. ok thx
was just lookin on how to apply shape keys to basis
sorry wanted a safe place to ask stupid questions
listen to me right now comrade. i may not know you but in my book no stupid questions about unity/blender exist. if you need help with something it is never stupid to seek help
dude im so scared to speak up
BTW, Reasking again... Anyone else running into this issue or has a fix? It appears that my VCC is refusing to import/install some dependency from the VRC 3.0SDK despite loading the packages for them.
ily rn
im gonna do something rq
2nd!
Blender's learning curve is like the difficulty scale of Library of Runia... That is to say it's VERTICAL
vertical, and fast 💖 i love blender rn
Theres so much shit I don't understand about it and thats comming from taking a whole year of learning Autodesk Maya for professional level 3D modeling and animation.
the skills are the same but the way you go about it are so vastly diffrent
^^ this lol i pretend its microsoft powerpoint and hope for the bst haha
Select the basis shape key. In edit mode, select the parts of the mesh you wish to apply a shape key to, go to Vertex>Blend From Shape, then select the shape key in the popup window
between all the addons that make life so much easier and the key bind changes and basic functionality of the program makes it one of those continuous learning programs
... oh god
?
select the parts of the mesh you wish to apply a shape to?
Yea, if you want it to apply fully, just select everything. It's just usefully to select part sometimes
You can also apply all shape keys if you need as well
Click
okay, i've adjusted the shapekeys to my liking, im just trying to apply them all to basis, as i want her face to just remain those features
how do i get to this?^^
It's in the shape key section of the vertex data
yes, i right click but it doesnt let me apply to basis?
Click the down arrow thing on the right
"Apply selected key to basis"?
hey yall im ✨ losing my mind ✨
Im trying to set up expressions and toggles and whatnot and i set them up exactly like how i set up my first (working) one and they arent working. theyre set up identically. how. is it not working. does anyone see a problem
.
i think i. just. figured it out
maybe.
I've never understood what this setting is in your first pic, but it seems to disable the menu item if it's disabled. Might want to enable it again?
I want to change one of my gogo loco sitting animations but whenever i switch the animations to the one i want to use it just doesnt work how would i do it properly
The documentation for Gogo explains how to add new stuff. https://teeth-fetch-gdl.craft.me/CxY701Ne9Ng5Ev
Can anyone help me
maybe if you explain
okay after applying shape keys to basis, they all disappeared. does this mean theire deleted? and i can import to unity?
it shows sdk error
show the first 2-3 errors, not the last. And this one is unfortunately not useful
oh one of those situations. I usually restart unity for that
i did
created a new project and restarte the pc
@somber sequoia \
can ya help me
plssss
kazin our superhero fr ngl
because i sculpted th eE-girl body base thinner using blender-sculpt, do i have to add every clothing in blender, and hand-sculpt it to the base?
wow you pinged me twice?
i did it
chill, dude.
it uploaded after i used vrc quest tools to bake it
idk what that is but it worked
does anyone know why this is doing this? it's for @mild sandal
You might want to answer why you still want to use the legacy sdk.
Does the avatar page also say it requires unity 2019?
It's saying right there
Please change the script or remove it from the GameObject 'Right Lower Arm'
That doesn't even relate.
https://gyazo.com/d2adb52c0449662bd6c5c617e91929a6 anyone got a unity materials fix for the eyelashes?
You have to create new material an use it instead.
how would i do that? add a component?
If you had zero idea on everything then you should watch https://www.youtube.com/watch?v=rRAnDMUbWt8
what do i do if it won't let me change from standard to poyomi??
Can you change shader to anything at all?
nothing at all, its shaded out and i cant shsnge it to anything..
Did you watch the video the part that create new material?
it just opens the drop-menu to show more options i cant change, yes, and now my materials are solid black
no alpha
Did you watch the video the part that create new material? That's what I said to "create new material an use it instead".
okay im so so soryr if im that much of a dumbass but i created a new material , and its STILL solid black..
Can you screenshot your unity screen?
You didn't select the new material.
You clearly didn't watch the video thoroughly.
brb one more time.
Just focus on material setup part.
Good morning everyone, I ended up picking up a face mask to use for my avatar, It comes with a gimmick that allows you to lift it up via it's Physbone, However it seems that whenever I grab it's physbone the bone freaks out and starts vibrating causing the mask to flicker.
Was wondering if anyone would have an idea on where to start troubleshooting this? I'm sort of at a loss.
[This only seems to happen in game as well in the editor the mask/bone moves smoothly]
Is this an internal vrchat error?
Some other people also got that and seems to be specific to a project.
what do i do then?
If you're really sure that you're inputing the code correctly. Then you would have to create new project and move assets into it.
I am starting over by imprting my blender FBX into unity. would these be approproaite "basic" repositories to start with? https://gyazo.com/45319e35317418e49a6c0e9a60acaeea
The basic would be only the vrchat sdk.
And there is no reason to startover. I'm saying to you to focus on "material setup" part.
i became uncertain of where i started. It felt better to cscrap and start fresh
I'll be honest I'm afraid to ask further questions haha. I have an empty unity project now, and am following the instructions given
will lyk how it goes this time 🙏
No need to.
importing textures first, organizing now! thank you for your time
i made a new material. now i need to make it transparent?
therye white now hahaha im going in circles
Are you using Poi?
yep!
Are you trying to make the entire area transparent like glass or just part of it
transparent like for lashes and brows :c i cant figure out how to do it
You would do the transparent option
just need your image with the transparent parts
https://gyazo.com/d8c1137176178eb1a41c62eaa0e3de52 what does it mean if it doesnt looo like that?
sorry, its a gyazo=screenshot
im unsure how to senc direct images, im really really not tech savvy. im from SL lool
do you not have snipping tool on your device??
no, i've only used gyazo to screenshot my whole time :c i apologize for the sketxhiness
Its fine
You should probably look into the snipping tool because that just makes pngs to your clipboard
but you would need to make a new material and replace the old standard ones
you can do that by just dragging the new one on top of the area containing the old material, aka lashes
Windows + s key
it wont allow me to drag onto it as of now, but let me try another way
Does it become a block sign when you try to drag it in?
yes!^^
Then youre trying to drag it onto the material settings
Go above that, there are materials again, probably collapsed
sorrry. been looking for a person to ask the stupid questions^ thank you tons for this
The image above shows the correct place expanded
i fee llike such an idiot
I feel so scared to ask nowadays haha. Im really gld yall are willing to trnslate what things mean instead of just what goes where. Its the little things im desperate t learn
Better to ask than remain confused
I see 0-4 elements, one is for "Browlash".. if i have one for color, and one for the transparency, how do i apply that in unity?
do you have an alpha map?
you can put the color in texture and alpha in well, alpha (black and white texture)
added.. should i see a difference? https://gyazo.com/838b153e347263456c0c5e31f3a28f32
swap opaque to transclipping for start
.....
that fixed it lmfffao
omggg i feel so stupid but i would NOT have known to do that!! hahahaha
im laughing so hard omg
thank you
you're welcome
you can play around with those settings to see which one works better for the lashes
its a lot easier if the color options have a transparent bg tho
I see, it provides different "look" options for the texture?
mhm
cutout and transclipping are best for hairs (personal opinion
transparent is good for flat surfaces like face shadows
shoot, then things like metal, and eyes shouldnt be too hard.. its just assigning materials..?
mhm
thank you for teaching slow for me 🙏
i just clicked outline and it drowned my avi in a huge white blob haha im curious about that look youre describing?