#avatar-help
1 messages · Page 165 of 1
I see! right now I am trying to figure out where my metals are haha
also when you find your metals you should put them in matcap instead of texture
try it
ok i am so shelled i cannot remember how i assigned this thing sigh
its ME im the problem dw
Does anyone have any good tutorials on how to optimize toggles a lot more, because I don't think I should have like 60 fx layers
Thank you
why do you keep pinging me?
I wanted to ask for help but no need now
Please don't in the future.
guys what... is going on with my box? why is it tilted when the character isnt
It's mesh bounding box and its rotation is oriented with root bone set in skinned mesh renderer.
So is my mesh rotated in blender??
rotation is oriented with root bone
Well thanks, I'll check on it later
Check parameter file assignment in avatar descriptor.
Modular avi question (so if anyone's got it I'd appreciate an answer), why is it that the prefabs get 'broken' in the sense that they do not show themselves in game mode (although the colliders do turn themselves on), I hide them by disabling them (so they're not in view) but that app breaks them apart (hiding them in editor makes them show up and work as they should tho), ty.
Do you mean prefab as in asset you got from the internet?
yeah
kk
You would have reconfirm installation instruction from the store page, or contact the author if installation didn't go as expected.
hmmm gotcha, still funny cuz fury ones work the same (more or less) and they work just fine it just the modular ones that it
It's the author's resiponsibility to make sure that prefab works if following correct instruction.
I've been looking and I can't find it
Have you actually expand every section in avatar descriptor and look?
so would anybody know when whenever i upload the quest version of an avi it says it upload fine in unity but then in game it says "security cheeks failed" and turns the whole avi including the pc side into a robot?
it means it has performance issues or may be abusing (even accidentally) bugs that seem like it may be a crasher
try uploading an avatar that you know won't fail (something very simple, like a cube) and if it still fails, try checking your project for broken scripts.
I can't Log into unity to be able to upload my avatar
Is there something going on with the vrc SDK or something cuz I put my user my pass I get the code put the code an it says oops that code didn't work try again but then I try again an it sends me the same code
hii, as i said yesterday, i finished my model but the mmd blendshapes doesnt work on maps even when he has them and they work fine on the editor
I got it
Thanks
please yall
I think because they’re likely not included in the FBX export or the shader is overriding them. Make sure shape keys are enabled in export, the Skinned Mesh Renderer still lists them, and try using a standard or Poiyomi shader to test. Also, check the avatar descriptor and rename morphs to English if needed.
This is a very strange and specific question I don't have a computer is there a way to make 3D models on someone's phone
I want to make my character but I don't have a computer anymore so if there is an app that's free and easy to get to use or just app that's free for 3D modeling
Please let me know
No it's not possible on phone
Damn it well thank you for your time
How do i make a transformation toggle to have a model become another model with fx and audio
I use vrcfury for making the toggle buttons
I see
Otherwise you have to deal with a whole bunch of annoying things, like how VRChat will only do visemes on one mesh object, so you'd need to animate that yourself. And if the mesh isn't fit properly to one armature you'd need two and a whole lot of rotation constraints.
It's a lot of work.
Now that i think about that i don't wanna waste my time doing allat lol
okay fixed it now i got another issue
im trying to make a posable sunglasses but the psysbone is not working properly
You can theoretically model things using mobile software, but there is no way to upload it to VRChat using a phone at this time.
Dang it
Alternative options include using a netcafe, public library, or other available public computer, but you would have to ask the administrator or owner to install VCC, which they'd be unlikely to do.
Your best option, honestly, you'd be to save/earn money and build a PC.
Which is pretty difficult, but I managed it when I was 12, and that was before YouTube existed, so it's not Impossible.
Good Lord I'm old.
the thing is this has happened over multiple avatar over multiple projects and this keeps happeneing even old avatar that once uploaded just fine i had to update thier quest version and it broke
whats the stats on these ones failing
like I said, if you have had this happen to avatars that you know shouldn't fail security checks, it can be a broken script in your project
i mean its all different none of them are great all very poor but its quest I'm just crunching stuff to get it to upload
wouldnt script errors pop up in the console tho?
amount of 'quest' avatars with 200k+ verticies ive seen, very poor can be 'ok' to just nuke it
that can cause an issue
crunch compression can cause security check failure afaik
crunch is terrible , zipbombs
before the vram limit managed to make a quest av with 64 vram use cause it was crunched
they should yes, but to confirm it's not the avatar, try making a very simple avatar (literally just unity cube for example) and see if that fails as well
(honestly shocked crunch is allowed on quest still. maybe this is their way of stopping it?)
easy test just duplicate av, use some random materials with no texture, it behave? its your crunching
i think i figured it out gesture manager was causing issue but the script error wasn't popping up and it was suppressing the fact i had a non vrchat shader on the avi and i didn't know cause it wasn't telling me and uploading it anyway
yep removed GM and fixed the shader and we are fine now 😭
How do i attach a chibi model to a main model but have the animation play on the main and the chibi model at the same time, i can do it but the chibi model doesnt do anything
how do I make it so when I spawn in a particle effect plays
@dark jay you can try and put a rotation constraint onto every bone like youd do with an avatar clone.
@sour sparrow wdym effect
ah, k got it
I have a particle emitter set up, and i was wondering if I just did it wrong or if I have ti do something for it to play only when I spawn in
just slap in an animator layer unconditional animation that enables particle system emission, then second state with emission off after with some transition time
tho not sure how thatd work with current animator culling thing
Does it work on quest
I only want one animation on it tho
My avis i want quest people to see it
@dark jay vrc constraints do work on quest
i know but wouldnt it be too much
according to vrc devs 30 constraints is excellent, 60 (and thats above unity humanoid bone count i believe) is good. tho ofc tedious so if its one toggle, up to you
ok
I need help with overriding the fbx in the prefap
the avatar dissapeared when I tried doing it
URGENT: in a rush to get this fixed.
Having issues with desync. Clothes are reverting to their default toggle state (ON/OFF) when changing worlds, resulting in the avatar being naked at times when switching worlds.
Sync and save are CHECKED ON for all perams.
IF anyone can help remedy plz lmk
Question, does a parameter only get communicated between two clients if it's Synced, or is it just that Synced parameters update info faster?
Only if it is synced. If it's not synced, it doesn't get synced.
huh... interesting
is stuff like bone position synced automatically or is it put on each individual client to estimate bones?
Humanoid bone position is synced. (Which is the IK)
Don't think physbones are synced unless grabbed.
And you calculate your own IK then sync it to everyone else in the instance.
is anyone available to vc to help me with an avatar model
is it possible to make it so when I touch someone else with a prop, a particle system starts?
sure, if youre ok with it being default avatar contact colliders (head/torso etc)
like no way itd detect a tail or elbow
yeah no, but im trying to make an ability and when it touches someone, it explodes
thank you I will give it a try
Hi! I bought this asset from a creator last night. the issue is that in normal mode my tails have physbones, very clearly visible.
Going into play mode they just. poof. I do not know how to fix it and i bought these assets so id really like to use it lol
I didnt know if any of yall had any ideas
I armature link it using vrcfury
I did ask in the vrcfury discord, but they cant really help since the asset was not made by them
I would also ask the creator, and I did, but they only way to contact them is through their reviews and I'm not sure how long itll take for them to get back to me
hey guys any idea why the quest version of my face tracking avatar randomly puffs their cheeks?
the author of the avi did a pretty rough job making them so I just made a clone of the pc avatar with vrcquesttools thinking itd make all settings identical, but his cheeks apparently still puff out. issue doesn't happen on pc
is it possible to do with a toggled object
physbones are synced when grabbed, but otherwise simulated locally afaik
anyone got the bloodborne SDK?
Ace Asin removed it from the website and i wna make actual good avatars for quest again🥲
Don't use modified SDKs as you're risking account getting compromised, or getting banned. Using modded SDKs for Quest avatars won't do anything as they won't pass server level security checks either way
brehhh, alrighty
I'd recommend using something like VRCQuestTools on the Official SDK if you want something quick
i jus want my hair to look good on quest💔
The transparency workaround was patched for quest around a month ago anyway
why do they refuse to add that for quest?
The GPU (tile-based) of Quest headsets can't perform well when stacking transparency like a PC GPU can
thats actually so tragic
so if you have a room with like 5+ avatars using transparent effects, it'll start performing worse immediately
makes sense, i suppose
looks like im just gonna have to resort to blocky hair then
thanks for the info
Can you have a mp4 work on an avatar for let's say a tv model? Or can you put the video player prefab on an avatar to have it play a video on the tv?
Im trying to have a tv play a music video through an avatar
Anyone know why my hair is doing this? Whenever im in a dark world. It does this, whenever im in a light world it does this. (PC only) For quest, it works fine
My quest hair looks like this. I want it to look like this
Frustrating the shit outta me. I've messed with emissions and everything like lighting and stuff. I really don't understand. What world lighting is causing this? What like in pomioni do i need to do to like. Press to, make it brighter.
what shading type do you have it set to
at least attempt using realistic if you want it similar to the quest shader
👍 noted
I tried to put the physbone component in the upper arm, but only the fingers are affected
For reference, this model is a Generic rig, not Humanoid, so that's not the problem
you cannot stream videos, but you can upload audio to avatars on PC, yes, but not on quest.
Hi so um,id like to get into avatar making but im wondering where to start?
Id like to make a avi with one melee weapon toggle and go go loco (the one with flight and dash)
Thats also full body usable
Most humanoid rigged avatars can use full body, and toggles and gogo loco are easier with the help of VRCFury
Unity, VRChat Creator Companion, and the model you want to use are the basics of what you'll need to make an avatar
You can get VRCFury for VCC so VCC will auto add it to your project, and GoGo Loco is free on Gumroad
Oki thank you very much
Question for yall, if I wanted to add a thing that basically shoots out a model based off my hand position how would I do that
I think you can put a particle emitter on your hand and change the particle from a 2D billboard to a 3D mesh
Thank you
how do you fix the VRCsdk if i cant log in at all to upload the avatar?
so i took a multilayer pic for a thing but i think im supposed to be in both pics but the with world pic kinda doesnt. i have no clue where to post this so anyone know whats up with this?
when i press upload poiyomi makes my shader all shiny, how can i fix it? first photo is what its supposed to look like
got it
forgot to confirm merge
hey sorry for the random message, I'm still having trouble with this. So i'm aligned it to a T with the scout and i'm using a version of the model that actually has the blendshapes and bones from the orginal source file. So what do I do now? do i import it back into unity or do i need to lock it to the head or something in blender first? Sorry if i'm getting kinda annoying with this but setting up a facial cosmetic like this with it also being my first time doing it is kinda confusing I guess.
Question, how do i make my station not have a gaint click box
question everyone i have the rank of new user despite that i cant upload my avatar could anyone please help
Hello, Ive tried putting different eyes on a avatar but after changing the textures theres still this green overlay on the eyes (It's supposed to be pitch black) can someone help me figure this out?
It's probably in emission texture.
I've toggled the emissions tab but it nothing's changed
Matcap maybe. There is some shader feature that renders it so you have to be thorough and check everything.
Ahhh I see tysmmm
I put my blendshape animation into a toggle, why does it refuse to play when I toggle it on?
You didn't make the toggle correctly probably.
Btw what version of unity?
Creator companion app will tell you.
i keep getting this
ive tried try again and manually,when pressed manually it g ives me a error code
Then you have to install unity hub, and use hub to install unity editor.
https://unity.com/releases/editor/archive only install unity 2022.3.22f1
im pressing install and nothings happening
.
You have to install unity hub first.
google should yield the first result.
ah oki thx
Question, how do i make my station not have a gaint click box
Scale down the object the station is on.
Hii! I just learned blender and made my first model from scratch.
I want to make it into an avatar, but I've never used Unity before. What are things I need to do to make it into an avatar? I'll post another question before I actually do anything with it in Unity, I just want to know what things matter in Unity and what things don't like rigging in Blender (in case you're supposed to do that in Unity instead), weightpainting, and adding expressions, etc. Like anything I do after the greyed out model is done, I want to know if those things will matter in Unity and also what I NEED done in Blender before uploading to Unity.
(Ignore that half of it doesn't look done, it is done except for the bangs. I just haven't mirrored those parts yet.)
rig in blender, there's an ideal armature pinned in #avatar-rigging
Okay. When I rig, will a solid dress be a problem?
if you can make it work how you want, then it's not a problem
you create bones in blender, but make them have physics effects in Unity
you also create constraints in Unity
(you can in blender, and I often do, but they won't carry over into Unity)
bit old but i just did this on av awhile ago, that long skirt never gonna behave so its just weightpainted to legs , can have the lower be abit flowy
So if I want physbones, I put them in Blender while I'm rigging?
if you want bones you create them in blender. You can optionally make bones into physbones in Unity.
Okay, and I'm assuming bones and rigging are two different processes
bones are components inside an armature
"rigging" is a process where you create this armature and have it affect the mesh (via weight painting)
(simplified)
rigging is assigning weights to verticies so they move with a bone to some extent, just bones wont do anything
Ohhhh. Gotcha. So like if I wanted the hair to move, I'd put bones in it, right?
Yes.
and then weightpaint hair mesh to said bones
Unless you are talking about animating shape keys or something.
No idea what that is 👍
You can create textures in blender, sure. Or many many other tools.
Oh, yeah, I had a question about adding things like items or expressions
So.. if I wanted to be able to have a toggle to hold something, how would that work?
Expressions are often shape keys (blender term) / blendshapes (unity term)
Ohh. It can be done in Blender though?
I'm making lpoly (image) expressions. Would those work the same as any other animated expression? (Ex: some 3d models have physically animated mouths, while mine is an image.)
I personally haven't done that.
tilesheets +1 material for entire face or 2 if you want seperate eye/mouth , questies av up with 3 then
Okay, I'm sure I can find a video on it somewhere
I'm a bit confused ahah
pc can use decals (bit tedious to setup)
I'll come back when I get to the expressions
And after I color
Thank you so much!!
hey so uh,i have downloaded a model i wana make a avi,issue is when im tryna import a new asset i cant find the file,who can help?
Elaborate the issue.
It's 7zip file and you have to install 7zip to open.
You could search google for how to indentify your PC architecture.
It's almost certainly 64-bit Windows
You probably accidentally told Windows to use Internet Explorer to open it once, which is why that icon is appearing
is there a good way to do transparency on avatars? like how a ghost is see through? so far every thing ive tried shows the inside geometry of the model as well as whats on the other side. i dont want it invisible just transparent
You usually have to set cull to back when doing transparent. And you might interested in a technique called "two pass transparency".
is cull to back in blender or unity?
Everything is material and shader in unity.
is it possible to use a color attribute texture in unity
You might be calling it incorrectly because color attribute lives in vertex data, while color texture is just an image file. There is no "color attribute texture" unless you meant something eles.
I found a solution
second question, i was trying to make an invisibility toggle by just scaling the avatar and it just wasnt doing anything in game, is the only way to do that by toggling the mesh? id rather not do that since i know that causes issues but i dont know any other way
sorry didnt mean to reply
I'm pretty sure scaling the avatar won't work. You could swap to a material that doesn't render, or do alpha clipping. You can turn off mesh renderers but I think there can be issues with that, I know it's been talked about here but I forget why it was a problem.
in my experience turning off the mesh works fine locally but other people will never see it turn back on when you enable it. its extremely jank
yeah that's probably what I'm thinking of, the desynced case
you have to constantly reset your avatar
the only issue with a shader is im trying to make it quest compatible. i was able to use scaling for things attatched to my model so i thought the model itself would work too
Turning off all of your renderers banishes you to the shadow realm
sounds spooky 🙂
Your animator won't activate game objects or enable components while you're "off-screen"
and you're always "off-screen" if you have no renderers
(actually, your animator might not even run at all)
I believe that a renderer with zero material slots still counts as being on-screen
That worked correctly in the editor, at least
(this was an anti-culling cube for an avatar that needs to do things while you aren't looking at it, but it's the same premise)
K so i did it all
Got it workin
Now my issue
The models in like 60 pieces
How fix plz
Nvm
Now
Who can run me hpw to get the colors on this silly boy
Anybody?
You'll need to setup the materials and apply them to it
do people usually prefer their gestures on their left or right hand?
I wanna do both but theres overlapping and idk how to solve that
I only do right and left for tail/ears , mixing is 'fun' just tell other to be 0 so they cant overlap , how i stop my av from blinking just tell blink = 0
I do right. Im left handed
oo interesting, alright
I'm left handed too!
say i wanted to a dragging tail that collides with the floor how would i go about setting that up?
add a plane shaped physbone collider, put it into the tail physbone's collider list
Make sure the plane collider is it's own game object as the direct child of the root of the avatar
i havent made avatars since 2.0 i might need help lol
so my tail 1 has the physbones on it which one should i put the collider on if not all of them?
@lilac musk
you put the collider on the root of the avatar
or well the object containing the collider
then in the physbone component add it to the collider list
^
you cant have physbones collide with the world
thats not how collision for them works so you need to add a floor to your avatar
So step by step, add a new game object to your avatar root. In the inspector for that object, add a VRC Physbone Collider and set it to plane. Then find the physbone component for your tail, in the inspector, find the colliders section and add the game object you made to that
game object?
Yes, that's what all the things in the hierarchy are. Just right click your root of the avatar and add and empty object
oh
i hate to ask but would you be down for a vc to run me through this?
if not thats fine
i can try my best to comprehend your instructions
It's best if you just message here as it gets multiple eyes on your problem. Also, I'm not obligated to stick around, just here atm
of course i didnt mean to imply that i figured id ask since you were kind enough to stick your neck out for me
anyways it should work after that right?
The game object needs to be on the Root of the avatar, not on your armature. Click and drag it off the armature so its in line with it and your body/mesh's
like this?
Yes, Perfect
it should work now right?, would a test work with a regular 3d cube?
or is it something i have to test in game
I'm not sure what your asking. Physbones ONLY collide with physbone colliders. So if you set it up as we explained it to you, your avatar's tail will hit the "floor" collider you setup
so basically say i have a snake like model and i wanted it look like it was slithering on the ground dragging behind would that do the trick
like what i mean will it not just phase through the ground
This is the closest solution to that, yes. Though keep in mind, this is only for the avatar. The real ground in the world and your tail cannot interact. Though most ground is flat and this solution works well because of that.
what i was trying to ask was would it do something like this instead of just phasing through
sorry im kinda stupid and dont know how to use words lmao
If your tail reaches down to the root of your avatar (Usually the feet), it will not be able to go down any further and will resultingly be pushed to the side, looking like it's fallen and landed on the floor.
The snake avatars you see in VRC use this method
oh thats cool
Yea, I've always wanted to make an avatar that does this. Though the things I want to do is a very long list. Gotta pick and choose where to put my energy lol
Bro,i nees to get a model but the site im using to grab such is breaking
Istf
Im gonna cry
wdym grab
Like,download
Fixed it
But uh
Now i news hepp for people to teach me how to do toggles
Download from where
That one google doc with a buncha game wares
Anyway
I fixes it
But now i have a new issue
How on earth do i map head hands bones and feet?
Anyone know how?
no idea where you getting these models from if they are mmd, xna, obj, unitypackage, ect
Aren't they all?
you'd need blender anyway to set it up , if you can barely unpack a file you are in for one steep learning curve
This is my second ever avi
Everythings on unity
I have the model set up and done
I just need to map bones
those model grabs tend not to have visemes, not right bone setups , not optimzied ectect
fun when you have one with wrong bone rotations
Map bones, as in setup humanoid or rig them?
I have it setup in humanoid
Don't dm this guy, likely scammer.
When im tryna post the avi onto vrc
One of the errors says humanoid avatat must have head,hands and feet bones map
Yeahhh i was boutta say id rather do it myself
Nice
that ones past messages just scream 'copy paste' scammer , if you want to help you do it here not in dm's
Yeah
Anyway
You need to give the humanoid system those bones. Sometimes something like a hand bone can be named 'wrist' instead
So go back to rigging and select config. This will give you all the information it tried to autofill and then you'll just have to fix the rest
Kk
Ok,so i did autofill,now what
@lilac musk
In the humanoid setup, any of the red bones need to be filled with the proper bone on the avatar
rule #10
They all are
They all are red or they all are filled?
All green
Then just hit apply and move on to the next steps of making an Avatar.
It still giving me the aame error tho
When you go back into config did some of the things turn red?
Nope
And your head, hands and feet are all mapped?
Take a screenshot of the errors
Also, you can take a screenshot on your computer directly and send it to discord with the keys shift+Windows+s
80 materials and this is why you need blender
Can you show the entirety of the inspector here instead of cutting it off? Like, the list of bones.
also the texture memory usage.. this is going to make your own performance pretty bad.
OOF 1412MB
Mhm
Idk this stuff ok 😭
This is my first avi
Well
Second if u dont count the test avatar
the spine names are unfortunate, but okay. Otherwise, I notice the arm bones have things that may indicate left/right on them in the opposite sides...
Rly?
I'm guessing based on the names, that's all.
Names end in R and L indicate Right and Left, but it seems to have that backward on everything
Should i maoe a diff avi with a diff model guys 😭
you don't have an extra camera object on the avatar, do you?
that is not a camera.
av at 0.0.0 when you placed viewpoint ? or you get some funny offset
what does your avatar look like when you configure the rig in FBX import settings?
New issue guys 😭
Why wont my texture add to the model?
did you add it to the material?
add the texture to the material
Idk how to dp that 😭
create a material
then drag the texture into the texture slot
you need to pick a shader for the material first
materials are basically what tells the computer how something should look
which is more than just the texture, it's texture, color, effects, lighting, etc
the shader is what actually renders it, and the material is how you control the shader. So say you have a shader that can have a regular texture and an emissive texture (this is for stuff that glows). The material is what you use to tell the shader what those textures should be and all of the settings for it
then you put the material on the object that you want to use that shader on
When i do this part nothing happens
well you need to apply the material to the avatar
so drag the material onto the avatar
Nvm i did it,now this happened..
okay, click on the avatar in the hierarchy (left side) and expand the dropdown so you can see the mesh, and select it. Then look to the inspector (right side) and find the "materials" section. Click the drop down arrow to expand it, and see if the correct material is in the slot. If not, try dragging the material into this slot.
what is the issue?
The texture aint meant to be all over like that
On the head
perhaps you used the wrong texture
it may use a different UV channel
it's very hard to tell from this photograph of your screen, but it looks to me like you can see the rest of the armor through the helmet
How would i know to do that
for vrchat shaders you can use vrchat/mobile/toon standard or vrchat/mobile/standard lite
but I don't think they allow you to change the main texture's UV channel, you'd need to use the detail texture
And that is?
.
Detail texture..?
it's another slot in the material
it's labeled accordingly
it's bascially like texture 2
like
Also i tried the shaders
just another texture slot
And it didnt do anything but change the lighting?
well shaders don't change the lighting itself, but they do react to lighting differently
and they should give you different options
U see the issue with the helmet?
yea
I need dat fixed
Howww 😭
How do i change that
Kk
I do wana say
I did scale the model up
Bc ot started at the size of an ant
try this:
- set your material's shader to VRChat/Mobile/Toon Standard
- find the "Detail" section and enable and expand it
- drag your texture into the "detail texture" slot
- find the UV channel in the detail section and switch it to UV1 (it should be UV0 by default)
Theres only toon lit,no toon standard?
Also where would the detail section be?
consider using latest sdk
you mean made a new project via vcc with the latest sdk?
well toon standard is 3.8.0+ or smth i believe but yes
Ok i did all this
Absoloutely nothing changed but the brightness.
okay, then I guess the UVs weren't the issue
do you have the model's textures working in another program?
No?
where is the model from?
Question, for yall
How would I drop an item to the world, i want to put a bean bag for my avatar
add a parent constraint to it (source doesn't matter, but it does need to have one) and then enable "freeze to world" to place it
Okay that means I have to figure out how to do constraints
Personally I would create an empty for the source, then you can place this wherever you want the bean bag to drop (and even animate the position if you need)
they're pretty simple for basic uses like this
just add the VRC Parent Constraint component, add a source, drag in the transform, and click "activate"
Its from uhh MEGA.NZ
Link from adams archive
ah okay so this is a model from a game?
like the model itself is from the game
Warhammer space marine 2
Yes
it may be worth looking at in blender to figure what's going on with it
it may have more than 2 UV channels
I mean if you're using the right texture, my only guess is that it's a different UV channel
when rigging a model is it better for the back bone(s) to be somewhat centered in the torso mesh, or placed where the spine would be (closer to the back side of the mesh)? better in terms of the armature bending naturally etc
you've got to stop sending photographs of your screen
it's so hard to see what's actually happening
see https://screenshot.help -- it'll tell you how to take proper screenshots
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)
There's plenty of tutorials out there that can teach you how the basics for toggles and animations, have a look at those
How about making physbones work on bones that are also using rotation constraints? I'm wanting them to collide and not go through certain parts of the body
it works, in the right case
And what case is that?
I tried and the constraint is overriding the physbones completely
when it works? I've had okay luck in certain cases, but some others experience jittering
I also don't put both components on the same bone. I've got one avatar with a kilt that has a physbone chain on the root but some constraints on two children of that
I have an avatar with four arms and I want the extra arms to collide with the body while generally still moving with the main arms
ahh, yeah that'll be a bit tricky to make work
Any ideas? The idea of making the physbone chain start on the parent of the rotation constraint bones didn't do anything
yeah I haven't tried this at all
Does anyone have any documentation for the parent constraints component
you mean other than VRChat's docs? there actually, thanks Fen 🙂
Thank you
Make sure "Is Animated" is checked.
That didn't seem to help either
can someone help me with a particle system?
what i want to do is to make a particle system that has the particles appear and disappear around my model. if that makes sense.
question could I pay anyone to help me fix an avatar and get it ready for uploading? Cause i'm struggling to fix this mess of a nightmare. All I want is for this damn cosmetic to track the facial movements of the avatar and stay connected to the head lol as well as the materials to not go all over the place lol.
you can use the skinned mesh renderer as a shape for particle spawning
for appearing and disappearing, you can use "color over lifetime" and change the alpha value with a gradient
if you join the VRCTraders discord server you can commision someone to fix up your avatar
let me get the link rq
I usually suggest grabbing one of the free particle packs on the Unity Store and examining them to see how they work. But this should be pretty easy, just setup the emitter to be a ring around you
Mind describing your idea more in-depth? Might be able to help with that.
its kinda like a glitching effect.
Give me as much details as you can, otherwise it's hard to visualize what you want
Or link to a reference
finished my first sculpted avatar in blender w successfully posed shapekeys 🙏 adding materials next, based on opinion, would these repositories be sufficient to get my avatars body FBX ready for movement? gyazo: https://gyazo.com/485932319dcccc4e41a92b0dca88d557
ahh okay!
its a rectangle/square of a solid color that just appears at random spots near my avatar, then appears at a different spot again, and again and again.
yeah should be pretty easy
i can set something up rq if you want or i can help walk you through it
do you want it to be a specific color or random color?
neon red green and blue are the colors i want.
I can make it real quick
is it possible that we can vc in dms while you make it so i can see how you do it?
im a visual learner on stuff like that..
I can if you want

Yk what sure
coolio!!
Pick one haha
either one of us lol
this fella
alright ^^
Alright, have fun hehe
every material of mine seems to work except the lashes always haha im dragging, dropping, editing in the materials tab, but it wont let me edit with poyomi.
So I am thinking about commissioning a cartoony avatar for myself but know who to commission. Y’all got any ideas?
VRC Traders discord
👍
how to make a animation gesture triggered?
Look up how to make simple toggles on youtube. It's the same principle except you'll use either "GestureRight" or "GestureLeft" as your parameter for transitions.
anyone know any good tuttorials on making blendshapes into animations ?
i seen a couple but having trouble understanding em
Alright
anybody know how to make timed particals? I got a toggle, and when that toggles enables i have animation. and i want the particles to play later in the animation not immediantly
...So I just cant upload avatars anymore? I have already uploaded some before, but now its saying "Before you can upload avatars or worlds to VRChat, you'll need to spend more time enjoying the app. We do this for security reasons, and so you can learn more about us. When you get the ability to upload, we will notify you via email and in VRChat. For now, you can learn and test on your own device."
If this is because my vrchat+ ran out im gonna be annoyed
That would not reduce your trust rank, the permanent boost you get from the first month of VRC+ is permanent.
Assuming you've already tried restarting Unity, have you checked if your trust rank is lower?
Well I have uploaded multiple avatars in the past. Why it won't let me do it now is annoying, because I havent lost any trust
Im just normal User rank
No.
If you aren't using specifically 2022.3.22f1 then the SDK will break
When I opened the app it said there was an interface update or something so i did that
I am using that version
Not sure what that means.
Check whether another project works if restarting doesn't work.
I had a friend edit my avatar, and it says "test version" when he sent it to me for some reason
Do you think that's why?
I donno
Alright, restarting the project fixed it. I can upload it, and it's no longer saying test
There's a field on the particle systems that is something along the line of "play delay", use that or keyframe your animation so it toggles the system later
can someone help me fix the clothing on a personal avi im making
maybe, if you describe the problem
can i upload a photo of the issue?
when in unity it looks cmopletly fine but then i load into game and this is what im met with
you'll need to explain what it is you feel is wrong here. none of us have seen this before or know what your intent is
So My uploaded avatar has a particle effect always on when I enter a world, is there a way to just turn it off? When it is disabled inside the editor another particle just turns on instead
do you not see the screen shot of the weird upside down pants?
disable the effect or the game object it's on by default, enable it via an animation or something
it's dark and I don't know what part of this is supposed to be "pants"?
Okay so how are they attached? What should they look like?
Maybe the face normals are flipped, have you looked at the pants model in Blender?
yes and they were corectly facing and together
if that's Blender, that doesn't show the face normals though - one of the view overlay options is "show face orientation" - blue is outside, red is inside.
Also make sure the scaling for that object is 1, not -1
scaling in blender to start. face orientation looks good.
what are we looking at?
the scaling in the top left
ahh, no, not what I meant. In object mode, select the pants object and look in the "Item" tab of the 'n' popup sidebar.
Good, that's got the correct scaling and such.
do you by any chance know the start delay time?
like how much is 1 seconds? its not 1 right?
oh so 5 is 5 seconds?
Yes
cant play back animation?
Select your avatar
If already selected, place your FX controller into the animator component on it
(assuming the animation in question is in the FX controller)
Considering it was about particles, most likely is
yep, probably
And beginners barely touch anything else than FX outside of maybe installing gogo
its not about particles its a whole diffrent animation
literally a animation, and ive set it up to a toggle. so in gesture manage if i toggle it, it works, but i cant play it back here for some reason
That doesn't tell me anything
What does your animation do? Also have you done this ^
Anyone know a thing or two about setting up emotes with VRCFury? I want to make it so the emote plays once and then the toggle turns itself off, so i don't have to do it manually after the emote finishes
use VRC avatar parameter driver on the emote animation state to turn off the option
my eyelashes don't move with the eyes when they make expressions, and idk how to make them stick to the eyelids
vrcfury only has these options for armature link, but i think i need to do something else?
Im messing with an older asset that uses this stuff in the animator. Nowadays it looks like the image on the right. Any idea on how I could translate this to work now?
even av3 manager doesnt like it lul
since it's automatically made through VRCFury, I don't actually know where to find the animation to add the driver. I tried to just set up a new one for turning off the emotes that don't loop, and that doesn't work either
ah, I have no idea how to do this with Fury, I don't use it for such things.
Same
man, it wasn't working for me without it (which is weird because i have literally set up my own animations before that worked just fine, but all of a sudden when i try to use an emote pack, it doesnt work. idk)
my issue with trying to set up the emotes without VRCFury, though, is I don't exactly know how to set up a "default" animation to reset position
reset position?
yyyyeah?
what does that mean?
like the emote does the emote things, full animation etc etc
uh huh...
and then you have to have to undo all that to not be frozen in that position?
to like tell it "ok now go back to normal"
oh ok. So in the action layer you have to have a state where you use avatar tracking control to set stuff back to "tracking"
mmmm ok so problem
im using gogo loco and i did this
and ProxyAction looks like this
im guessing i. shouldnt have done that
bumping this down
if anyone can help it'd be greatly appreciated
it's the main issue with my avatar that i cannot fix myself
You need to add blendshape link too.
Assuming it was made for the nova
Otherwise it won't work and you'll have to make respective blendshapes.
Yup it was made for the nova
i had no idea blendshape link was a thing =w=
what do i make the armature link then?
just the head?
I guess so, I generally keep the entire armature for the things I make so simply slapping on armature link will work without any settings changed.
I think this will work?
It should not be eyelashes, it should be Body too, or whatever the body mesh on the nova is called.
You are telling VRCFury which mesh to link the blendshapes with
OHH
I get it now
so would I just put "Body"?
since this is the name of the body mesh
yeah
All of this popped up so I know it should work now:
yup
Thank you sm for letting me know abt these things :>
so when i test my goloco it does it on my bra/panty and not my avatar?
Found a sensible spot to move it to within gogo beyond's action thingy and. i set up the animations in there with a set number for VRC Emotes and i confirmed with the gesture manager that the right number is set but the animations isnt playing
anyone know a way to make the eyes bones always look at someone
you can't really
makes me wonder how people make things that always appear to look in your direction
Im using rotation contraints have it set to .65 with physbones how do i get long skirts not to be so in my face view in full body sitting with legs up
ah yes, a classic problem
bummer was gonna see if there was a way cause im making a horror avatar
How do i fix it i want it down mote but not clip
without knowing your avatar and how it moves I don't have a whole lot to suggest
Its a Uma musume model
that means nothing to me
shrugs
What details can i give you thats what i can give u
I don't have your project and you haven't showed anything about how you have it setup and what's currently not working, so I've nothing to add except that yep, been there, and it's hard to make this work.
Skirt value is set to this, no colliders and radius is .014
wow I haven't seen that image in a while
Yea
Only the pull and spring instead of .1 and .2 its .15 .25
For skirt
So what do u recommend
I recommend whatever values make it move how you want it to move
I want it not to clip but to be lower so its not in my view
So what do i do
What does gravity fall off do i forget
how do you mush or merge models together my model is all wonky when i change the size my models head just disconnects
well, how do you change the size then
with the gesture tool @junior void
if both the body and the head are parented under the same armature, that shouldnt happen
so now the question is how does the hierarchy of your avatar look
toastery
is that a serious answer, im unsure
im not done its a surprise
ill message a pic when im making the soup
its ganna be spicey
there's two ways I can think of getting this to work:
-
Create an alternating chain of rotation constraints and physbones. This requires a physbone per-joint, so this isn't really scaleable nor quest friendly, but it's easy and works. Basically you rotation constrain the upper arm, then parented to that is the bone with the actual upper arm on it, and that has a physbone. Then parented to that is the container for the arm with a rotation constraint, etc.
-
Measure the rotation of each joint using proximity contacts, then use the values to animate the copied bones. Then you can select "is animated" to allow the physbones to be animated, which will allow collision. This method is much more optimized, and though tedious, is easily scaleable. Once you set it up with one arm, you can make multiple copies of that arm very quickly, and only requires one physbone per-arm clone (or if they are on the same transform, you could group them into a "root" bone and put the physbone component there!)
Hello! I'm looking for someone who could help me with a unity problem. I've been trying to upload an avi and there's a yellow error that I have no clue how to fix. I circled it. So, if anyone could help that would be great!
You should be more concern on the red errors.
that one doesnt really break anything, these however
, write read one you can lazy fix with vrcfury forcing them to be on (or off < dont)
Well I cannot upload it without fixing the yellow error idk why
It's rather you couldn't because of the red errors are there.
not really seen that error before - tested it , you have a state with write default off and it has no animation = sdk throws that error
likely one in fx 
Ok, so how did you find that? Sorry I’m new to unity really and the creator is Japanese so I can’t get it uploaded
Again, you should be more concern on the red errors. You must fixed the red errors first.
need to figure out wich layer it is and what state it is, then put some blank anim / enable write default , duplicate av remove a controller to see if it goes away , then dig through the one that causing it
The yellow can be ignored as long as there is no apparent problem on the avatar.
how do I make an avatar that ive uploaded quest compatiable
tysm
we have that now , but if its not actually quest compatible without some convertion first - im guessing it will fail
in all honesty I genuinely have 0 idea what im doing, im just hoping for the best
they hid that per platform to the point i had to google it again to find out how i even added it in first place https://creators.vrchat.com/avatars/per-platform-avatar-overrides/ , old way still work fine
how do i set up a view point? i made a jaeger avi and the view point is at the feet for some reason
In avatar descriptor.
How would I open up the animator?
thx i fixed it
how fix plz 😭
So when I do this another error pops up
So uh
Issue
Tryna upload to quest now
Ans it wont let me
Anybody onow the issue?
Explain "it wont let me".
Says i have to download somethin
Explain "something"
It just says download
Just screenshot what you're seeing.
Just download and install it.
You should always provide as much detail as possible. Saying just "something" is useless.
i have downloaded then ive extracted it and stuff,nothin happened
lemme try restarting my PC
It's saying to restart your unity.
Hello here ! 👋
How should I go about adding an accessory to my existing avatar ? Because I saw that if I add bones to my avatar and replace the fbx file in Unity it breaks everything.
Should I do a fresh new import of the fbx file and copy everything over to the new avatar ? Is there an easy way of doing that other than manually ?
you should be able to replace the fbx
if it breaks, tells us how exactly it breaks, maybe youre using wrong export settings
The first indication is that you should never unpack prefab avatar in the scene.
what am i supposed to do then?
I don't know what's wrong, so not sure what to do next. Maybe explain how you attached this?
just ask, no need to ask to ask
xD
okay so
I duplicated a metal ring to make two nose piercings, but I can’t find the duplicated object in my scene collection. It seems like it somehow got attached to the body mesh.
I tried using Ctrl+J to join the two piercings into one object, but when I exported as FBX and checked in Unity/Blender, the duplicated piercing doesn’t seem to be recognized by the shader (it’s not grouped with the rest of the metal parts, so I can’t toggle its shader on/off with the others).
What’s the correct way to make sure both piercings are separate objects in the scene collection and then properly join them so they’re recognized with the same material/shader as the other metal components?
i’m a bit new but im assuming this might be a simple fix
I could just turn off the metal outline, but I kinda wanna keep it also just because I need to learn how to find it I guess
actually, I don’t know if I want them to be separate objects from how it is assigned. I honestly have no idea what I’m asking. XD
many ways of doing it, here is one way, create nosering/whatever ,weightpaint it to a bone, join mesh + bone to avatar, merge that bone to headbone , delete that nosering material so its now using the texture on whatever its joined on instead , move uv around texture so its somewhere you can mask it for a material / matcap ect (
reason i dont do walls of text and instead do a video )
Thanks for explaining! I’m still a bit lost though do you mean I need to give the ring its own bone and then merge it with the head bone instead of just duplicating and joining it? I’m not super familiar with weight painting/UV stuff
idk why i can’t just join the left one to the right one xD
ik walls of text confuse me
it only needs a bone if you want it to move differently than the head bone
is there a way i can find it and just join it to the other one
that style ring I wouldn't bother.
it’s the same thing i just duplicated it
You could instead of duplicating the object, edit the object and duplicate the mesh and mirror it.
(if you do this make sure you check face orientation, it'll probably flip that too)
i uh did control L and did shift d
cool
is that duplicating the mesh
yes
ok that’s what i did do
I'm not sure why it'd be two objects then

haha that's a great icon
i know it’s able to be hid on the gesture menus
the other one atleast i haven’t tried it yet but im assuming since its not outlined thats a no
when i do l on the face itself it’s seperate so whEre is It
hello so , i have my avatar in blender , idk how to export it into unity and use it it either breaks or the textures breaks , of any one that could help me i can hop in a vc with you and u can guide me thanky you
file -> export -> export as FBX, set "apply scalings" to FBX All, uncheck the leaf bones option under Armature.
the texture may be you got the materials re-ordered, or you messed with UV maps. As for the avatar, no idea without more detail.
either way it's not the export process that's the cause
when you do what?
I don't do that, sorry
ah alright
i tried looking in yt couldnt find solution
ill send the after math of exporting
and u tell me whats wrong with it
gimmi a sec
this is what happens
when i export as u told me to
textures gone
LamaO so i figured it out i just had to recalculate the outside
Fixed my issue
yall idk what to do
Still need this fixing tho..
It's because shader in blender doesn't get applied in unity. You have to setup material in unity, not in blender.
Its meant to just toggle a shield on my arm
tho the texture for the shaders is already made in blender
Looks like you dragged a new avatar into the scene, is that two actual objects?
its one
one of which is an outline
with bones
"an outline"?
the texture outline
Again, shader in blender doesn't get applied in unity.
ur saying to make the shaders my self or where could i get them ?
So whatever you did in blender will not get applied into unity.
no you make the materials in Unity and apply them to the mesh objects.
ah tho , how do i remove that extra body tho ?
it's not clear from here what has caused it
Assuming the extrabody is for outline.
Hey um so i tried uploadin my avi and it said avi validation failed
Tho it uploaded fine on pc
You will have to look for other error detail.
look at the first 2-3 error messages, this one doesn't show the root cause.
Ah,found it
Its my shader
im slowly solving my issue
My first avi
Yipppeee!!
Having a bone on the mesh you trying to add - merge that to headbone done, no need to weightpaint it manually to headbone
, speed run attaching a cube to 'nose'
How would I make an avatar with a toggleable flag (with cloth physics) as a prop? I dunno if Unity's default cloth physics would work since I've never done a cloth simulation on an avatar before
alright so i accidentally moved my avatars' location, and now they're gone from my creator companion, even when i moved them back...
oh nvm! i can just add them back.
Unity cloth component works.
How do i fix this
😭
Idk what im doing wrong
How do i fix this
Ah nvm got it
Aight
that's actually a decent use-case for it. Probably the only realistic one 🙂
Are you referring to Electrix using the VRCFury toggle component? That is a good question as to what it's useful for since VRC supports toggles by default that do the same stuff
Ohh
What about using it for capes?
it's extremely un-optimized, I would not.
cloth is terrible
its all local and derpy
"derpy" is right
What about using an armature for it then?
this is where I again wish for Magica Cloth, isn't it.
Yes you can use physbones.
Is there a VRC-optimized Cloth plugin?
no
blyat
Exactly.
exactly blyat?
There's a canny somewhere to request Magica Cloth be added, I should probably bookmark the link so I can share it in these cases 🙂
Would using one set of bones down the center of the flag be best, or a set of bones along the top edge, and a set along the bottom edge?
got an image of the object you're talking about?
can you show the actual topology though? Like go into edit mode.
ok that's pretty simple. It wouldn't surprise me if cloth works ok for that. But otherwise, I'd consider 3 bone chains off a root bone. Maybe 2-3 bones each, really depends on how you want it to move and your budget for physbone interactions.
So one chain on the top edge, one on the center, and one on the bottom edge (relative to the flagpole)?
Like this, I mean
that's actually not 3 bones, there's like 10 bones in each chain, but maybe reducing it to like 4 would be better
whatever works for you
Ok so icadded this but uh
When in game it doesnt show on my gesture wheel..
Is there anyway to make an objects scale not be applied to the avatar scale system?
you want to scale your avatar but not scale an object along with it?
Yeah
I think the only way would be to spawn it via particle system
use a VRC Scale Constraint that targets a prefab
it'll maintain a constant scale, no matter how you resize your avatar
oh yeah, that'd work
you can right click in the Project window and do Create > Prefab to make a new empty prefab
The prefab's scale will always be [1, 1, 1], so the constraint will keep its scale even as its parents change in size
I forgot entirely about scale constraint
it's super useful for anything that needs to stay consistent
many of my avatars have a "Constant Scale" object with stuff attached to it
I almost never scale myself so haven't used that yet
oh so it was two actual meshes being exported?
But wont the prefab be scaled with the avatar as well?
Yeah doesnt work its scale is just messed up and is way too small
what's causing this error when i try to upload?? the pipeline manager id is blank. i've tried removing the pipeline manager, reloading the sdk, logging out and back into the sdk, closing and reopening the project, and even reimporting all. i've never seen this error before. help!!
generic error caused by other things
i found the source, there were some missing scripts on an object i added. weird that it gave me this error and not the usual missing scripts error? i'm just glad i figured it out lol
The prefab isn't in your scene at all!
you're not targeting a prefab instance in the scene -- you are targeting the prefab asset itself
it always prints this, for some reason
it should only print if you actually had a bad avatar ID
the original prefab lives in a weird limbo outside of any scene
it most likely did give you the missing scripts error, just above the one you shared
I linked it to the one in the project files, not in the scene
You'll need to adjust the scale afterwards
I'd suggest having an object whose sole job is to have a constant scale, and then attach other stuff to it
that makes it easier to reason about
you can hit Zero on the constraint component to automatically set the right offset to get a [1,1,1] world scale
e.g. if your avatar's scale is [10, 10, 10], this will cause the scale constraint to try to have a local scale of [0.1, 0.1, 0.1]
dont hit me D:
bonk
xD
Adjust the scale of what?
Got it fixed lmao
whats the best way to fix clipping like this?
i got told the best way is with blender but i dont rly know how used blender like once
you'd make a new blendshape for your hair object
(called a "Shape Key" in Blender)
you'd modify the mesh so that the hair is shrunken down
now, when you apply this shape key, your hair gets out of the way
it'll look really weird without the hat on, of course, so you only want to enable it while the hat is on
the pysbones get del bc of that or?
if that hair strand has a bone(s) , scale it to 0
Of if the hat has a bone, scale it up xD
all the round ones?
oh yeah, that's a simpler idea
Are you-
yes
its already at 0 tho
Please
😭
Thank you xD
Yeah no lmao
Is there a bone for the hat or is it merged with the head?
How do you confirm the quality settings in unity?
its a prefab set of clothes
The quality settings are set by the game, no need or reason to change them in unity
Send me a screenshot of your hierarchy, especially the bones attached to your head
I’m quest converting and it says my pixel light count is ruining performance and I’ve already had to take so much off the avi and I have to go down 8mb
how do i show the bones attached to my head
it’s a simple question i think