#avatar-help

1 messages · Page 165 of 1

wanton cedar
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would get a line like this around it

mild sandal
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I see! right now I am trying to figure out where my metals are haha

wanton cedar
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also when you find your metals you should put them in matcap instead of texture

mild sandal
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damn i could do this all day

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oh?^^

wanton cedar
mild sandal
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ok i am so shelled i cannot remember how i assigned this thing sigh

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its ME im the problem dw

cedar echo
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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

cedar echo
somber sequoia
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why do you keep pinging me?

fathom flicker
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I wanted to ask for help but no need now

somber sequoia
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Please don't in the future.

wanton cedar
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guys what... is going on with my box? why is it tilted when the character isnt

ornate stump
wanton cedar
ornate stump
wanton cedar
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Well thanks, I'll check on it later

obtuse bronze
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hey how do I fix this??

ornate stump
ornate stump
rich monolith
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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.

ornate stump
ornate stump
# rich monolith yeah

You would have reconfirm installation instruction from the store page, or contact the author if installation didn't go as expected.

rich monolith
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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

ornate stump
obtuse bronze
ornate stump
proper orbit
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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?

arctic ginkgo
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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.

limber gust
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I can't Log into unity to be able to upload my avatar

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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

ruby summit
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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

lilac orbit
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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.

vapid hedge
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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

vapid hedge
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Damn it well thank you for your time

stone trellis
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How do i make a transformation toggle to have a model become another model with fx and audio

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I use vrcfury for making the toggle buttons

somber sequoia
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IMO just swap avatars.

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especially if the armatures are not the same.

stone trellis
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I see

somber sequoia
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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.

stone trellis
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Now that i think about that i don't wanna waste my time doing allat lol

ruby summit
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okay fixed it now i got another issue

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im trying to make a posable sunglasses but the psysbone is not working properly

ruby summit
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im following this tutorial

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okay already saw theissue, thank you

olive pelican
vapid hedge
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Dang it

olive pelican
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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.

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Your best option, honestly, you'd be to save/earn money and build a PC.

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Which is pretty difficult, but I managed it when I was 12, and that was before YouTube existed, so it's not Impossible.

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Good Lord I'm old.

proper orbit
balmy barn
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whats the stats on these ones failing

arctic ginkgo
proper orbit
proper orbit
balmy barn
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amount of 'quest' avatars with 200k+ verticies ive seen, very poor can be 'ok' to just nuke it

arctic ginkgo
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crunch compression can cause security check failure afaik

balmy barn
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crunch is terrible , zipbombsratl

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before the vram limit managed to make a quest av with 64 vram use cause it was crunched

arctic ginkgo
snow goblet
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(honestly shocked crunch is allowed on quest still. maybe this is their way of stopping it?)

balmy barn
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easy test just duplicate av, use some random materials with no texture, it behave? its your crunching

proper orbit
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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

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yep removed GM and fixed the shader and we are fine now 😭

dark jay
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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

sour sparrow
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how do I make it so when I spawn in a particle effect plays

timber wharf
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@dark jay you can try and put a rotation constraint onto every bone like youd do with an avatar clone.

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@sour sparrow wdym effect

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ah, k got it

sour sparrow
timber wharf
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just slap in an animator layer unconditional animation that enables particle system emission, then second state with emission off after with some transition time

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tho not sure how thatd work with current animator culling thing

sour sparrow
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nvm it works

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my particles were too big

dark jay
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I only want one animation on it tho

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My avis i want quest people to see it

timber wharf
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@dark jay vrc constraints do work on quest

dark jay
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i know but wouldnt it be too much

timber wharf
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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

dark jay
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ok

shrewd yew
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I need help with overriding the fbx in the prefap

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the avatar dissapeared when I tried doing it

light trench
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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

static cipher
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Question, does a parameter only get communicated between two clients if it's Synced, or is it just that Synced parameters update info faster?

arctic ginkgo
static cipher
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huh... interesting

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is stuff like bone position synced automatically or is it put on each individual client to estimate bones?

indigo compass
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Don't think physbones are synced unless grabbed.

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And you calculate your own IK then sync it to everyone else in the instance.

dull cypress
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is anyone available to vc to help me with an avatar model

sour sparrow
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is it possible to make it so when I touch someone else with a prop, a particle system starts?

timber wharf
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sure, if youre ok with it being default avatar contact colliders (head/torso etc)

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like no way itd detect a tail or elbow

sour sparrow
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yeah no, but im trying to make an ability and when it touches someone, it explodes

sour sparrow
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thank you I will give it a try

copper kernel
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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

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I didnt know if any of yall had any ideas

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I armature link it using vrcfury

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I did ask in the vrcfury discord, but they cant really help since the asset was not made by them

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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

stray trench
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hey guys any idea why the quest version of my face tracking avatar randomly puffs their cheeks?

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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

sour sparrow
arctic ginkgo
tender dock
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anyone got the bloodborne SDK?
Ace Asin removed it from the website and i wna make actual good avatars for quest again🥲

somber meadow
somber meadow
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I'd recommend using something like VRCQuestTools on the Official SDK if you want something quick

tender dock
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i jus want my hair to look good on quest💔

somber meadow
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The transparency workaround was patched for quest around a month ago anyway

tender dock
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why do they refuse to add that for quest?

somber meadow
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The GPU (tile-based) of Quest headsets can't perform well when stacking transparency like a PC GPU can

somber meadow
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so if you have a room with like 5+ avatars using transparent effects, it'll start performing worse immediately

tender dock
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makes sense, i suppose

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looks like im just gonna have to resort to blocky hair then

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thanks for the info

soft aurora
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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?

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Im trying to have a tv play a music video through an avatar

runic sonnet
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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

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My quest hair looks like this. I want it to look like this

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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.

somber meadow
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what shading type do you have it set to

runic sonnet
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Flat atm

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Should i press something with that?

somber meadow
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at least attempt using realistic if you want it similar to the quest shader

runic sonnet
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👍 noted

mystic schooner
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I tried to put the physbone component in the upper arm, but only the fingers are affected

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For reference, this model is a Generic rig, not Humanoid, so that's not the problem

arctic ginkgo
fresh rose
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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)

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Thats also full body usable

mystic schooner
fresh rose
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Ok but i need help with stuff like,what do i gotta download to even make a avu

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*avi

mystic schooner
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You can get VRCFury for VCC so VCC will auto add it to your project, and GoGo Loco is free on Gumroad

fresh rose
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Oki thank you very much

cedar echo
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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

mystic schooner
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I think you can put a particle emitter on your hand and change the particle from a 2D billboard to a 3D mesh

abstract slate
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how do you fix the VRCsdk if i cant log in at all to upload the avatar?

spare lantern
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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?

dusty monolith
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when i press upload poiyomi makes my shader all shiny, how can i fix it? first photo is what its supposed to look like

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got it

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forgot to confirm merge

slender loom
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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.

cedar echo
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Question, how do i make my station not have a gaint click box

marsh kelp
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question everyone i have the rank of new user despite that i cant upload my avatar could anyone please help

vast python
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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?

ornate stump
vast python
ornate stump
quasi folio
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I put my blendshape animation into a toggle, why does it refuse to play when I toggle it on?

ornate stump
ornate stump
fresh rose
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i keep getting this

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ive tried try again and manually,when pressed manually it g ives me a error code

ornate stump
ornate stump
fresh rose
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im pressing install and nothings happening

ornate stump
fresh rose
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ah ok

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where can i do that

ornate stump
fresh rose
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ah oki thx

cedar echo
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Question, how do i make my station not have a gaint click box

ornate stump
still jasper
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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.)

somber sequoia
still jasper
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Okay. When I rig, will a solid dress be a problem?

somber sequoia
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if you can make it work how you want, then it's not a problem

still jasper
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Okay, cool.

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Are physbones something done in Unity or Blender?

somber sequoia
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you create bones in blender, but make them have physics effects in Unity

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you also create constraints in Unity

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(you can in blender, and I often do, but they won't carry over into Unity)

balmy barn
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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

still jasper
somber sequoia
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if you want bones you create them in blender. You can optionally make bones into physbones in Unity.

still jasper
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Okay, and I'm assuming bones and rigging are two different processes

somber sequoia
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bones are components inside an armature

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"rigging" is a process where you create this armature and have it affect the mesh (via weight painting)

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(simplified)

timber wharf
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rigging is assigning weights to verticies so they move with a bone to some extent, just bones wont do anything

still jasper
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Ohhhh. Gotcha. So like if I wanted the hair to move, I'd put bones in it, right?

somber sequoia
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Yes.

still jasper
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Sweet, okay.

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And I color and do all that other stuff in Blender too, right?

timber wharf
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and then weightpaint hair mesh to said bones

somber sequoia
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Unless you are talking about animating shape keys or something.

still jasper
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No idea what that is 👍

somber sequoia
still jasper
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Oh, yeah, I had a question about adding things like items or expressions

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So.. if I wanted to be able to have a toggle to hold something, how would that work?

somber sequoia
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Expressions are often shape keys (blender term) / blendshapes (unity term)

still jasper
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Ohh. It can be done in Blender though?

somber sequoia
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which?

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you create shape keys in Blender, yes.

still jasper
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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.)

somber sequoia
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I personally haven't done that.

balmy barn
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tilesheets +1 material for entire face or 2 if you want seperate eye/mouth , questies av up with 3 then

still jasper
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Okay, I'm sure I can find a video on it somewhere

balmy barn
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pc can use decals (bit tedious to setup)

still jasper
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I'll come back when I get to the expressions

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And after I color

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Thank you so much!!

fresh rose
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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?

fresh rose
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uhhh

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it keeps doin this (not the removed part,i deleted it) the icon

ornate stump
fresh rose
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aaah ok thx

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uuuh what do i download

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@ornate stump

ornate stump
pine valley
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It's almost certainly 64-bit Windows

pine valley
umbral pollen
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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

ornate stump
umbral pollen
ornate stump
umbral pollen
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oh ok

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thank you

sour sparrow
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is it possible to use a color attribute texture in unity

ornate stump
sour sparrow
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I found a solution

umbral pollen
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sorry didnt mean to reply

somber sequoia
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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.

umbral pollen
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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

somber sequoia
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yeah that's probably what I'm thinking of, the desynced case

umbral pollen
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you have to constantly reset your avatar

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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

pine valley
somber sequoia
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sounds spooky 🙂

pine valley
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Your animator won't activate game objects or enable components while you're "off-screen"

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and you're always "off-screen" if you have no renderers

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(actually, your animator might not even run at all)

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I believe that a renderer with zero material slots still counts as being on-screen

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That worked correctly in the editor, at least

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(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)

fresh rose
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K so i did it all

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Got it workin

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Now my issue

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The models in like 60 pieces

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How fix plz

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Nvm

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Now

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Who can run me hpw to get the colors on this silly boy

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Anybody?

lilac musk
round comet
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do people usually prefer their gestures on their left or right hand?

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I wanna do both but theres overlapping and idk how to solve that

balmy barn
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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

umbral cargo
round comet
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oo interesting, alright

round comet
crystal ruin
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say i wanted to a dragging tail that collides with the floor how would i go about setting that up?

somber sequoia
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add a plane shaped physbone collider, put it into the tail physbone's collider list

lilac musk
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Make sure the plane collider is it's own game object as the direct child of the root of the avatar

crystal ruin
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i havent made avatars since 2.0 i might need help lol

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so my tail 1 has the physbones on it which one should i put the collider on if not all of them?

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@lilac musk

night ember
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or well the object containing the collider

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then in the physbone component add it to the collider list

night ember
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you cant have physbones collide with the world

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thats not how collision for them works so you need to add a floor to your avatar

lilac musk
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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

lilac musk
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Yes, that's what all the things in the hierarchy are. Just right click your root of the avatar and add and empty object

crystal ruin
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oh

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i hate to ask but would you be down for a vc to run me through this?

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if not thats fine

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i can try my best to comprehend your instructions

lilac musk
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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

crystal ruin
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of course i didnt mean to imply that i figured id ask since you were kind enough to stick your neck out for me

crystal ruin
lilac musk
# crystal ruin

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

crystal ruin
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like this?

lilac musk
crystal ruin
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it should work now right?, would a test work with a regular 3d cube?

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or is it something i have to test in game

lilac musk
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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

crystal ruin
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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

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like what i mean will it not just phase through the ground

lilac musk
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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.

crystal ruin
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what i was trying to ask was would it do something like this instead of just phasing through

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sorry im kinda stupid and dont know how to use words lmao

lilac musk
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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.

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The snake avatars you see in VRC use this method

crystal ruin
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oh thats cool

lilac musk
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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

fresh rose
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Bro,i nees to get a model but the site im using to grab such is breaking
Istf

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Im gonna cry

night ember
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wdym grab

fresh rose
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Like,download

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Fixed it

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But uh

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Now i news hepp for people to teach me how to do toggles

umbral cargo
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Download from where

fresh rose
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That one google doc with a buncha game wares

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Anyway

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I fixes it

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But now i have a new issue

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How on earth do i map head hands bones and feet?

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Anyone know how?

balmy barn
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no idea where you getting these models from if they are mmd, xna, obj, unitypackage, ect

fresh rose
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Its a 7zip

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Or somin

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Idk

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Its a doom avi from dtda

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It is a mesh avi btw

lilac musk
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Aren't they all?

fresh rose
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Idk

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🤷‍♀️

balmy barn
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you'd need blender anyway to set it up , if you can barely unpack a file you are in for one steep learning curve

fresh rose
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This is my second ever avi

fresh rose
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I have the model set up and done

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I just need to map bones

balmy barn
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those model grabs tend not to have visemes, not right bone setups , not optimzied ectect

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fun when you have one with wrong bone rotations

lilac musk
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Map bones, as in setup humanoid or rig them?

fresh rose
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I have it setup in humanoid

lilac musk
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Don't dm this guy, likely scammer.

fresh rose
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When im tryna post the avi onto vrc

One of the errors says humanoid avatat must have head,hands and feet bones map

fresh rose
lilac musk
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Nice

balmy barn
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that ones past messages just scream 'copy paste' scammer , if you want to help you do it here not in dm's

fresh rose
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Yeah

lilac musk
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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

fresh rose
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Kk

fresh rose
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@lilac musk

lilac musk
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In the humanoid setup, any of the red bones need to be filled with the proper bone on the avatar

somber sequoia
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rule #10

heavy zephyr
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<@&397642795457970181> This one!

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Thank you 💜

lilac musk
fresh rose
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All green

lilac musk
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Then just hit apply and move on to the next steps of making an Avatar.

fresh rose
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It still giving me the aame error tho

lilac musk
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When you go back into config did some of the things turn red?

fresh rose
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Nope

lilac musk
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And your head, hands and feet are all mapped?

fresh rose
lilac musk
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Take a screenshot of the errors

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Also, you can take a screenshot on your computer directly and send it to discord with the keys shift+Windows+s

fresh rose
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Ik

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This is quicker

balmy barn
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80 materials and this is why you need blender

fresh rose
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Yeahhh

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Idk this stuff man

somber sequoia
# fresh rose

Can you show the entirety of the inspector here instead of cutting it off? Like, the list of bones.

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also the texture memory usage.. this is going to make your own performance pretty bad.

lilac musk
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OOF 1412MB

fresh rose
fresh rose
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Idk this stuff ok 😭

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This is my first avi

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Well

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Second if u dont count the test avatar

somber sequoia
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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...

fresh rose
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Rly?

somber sequoia
#

I'm guessing based on the names, that's all.

lilac musk
#

Names end in R and L indicate Right and Left, but it seems to have that backward on everything

fresh rose
#

Should i maoe a diff avi with a diff model guys 😭

crystal ruin
#

why is my view point different?

#

i set it to be infront of the eyes

somber sequoia
crystal ruin
#

i have a light source?

#

is that it

somber sequoia
#

that is not a camera.

crystal ruin
#

i dont think i do

#

i have a game object on the avatar itself though

balmy barn
#

av at 0.0.0 when you placed viewpoint ? or you get some funny offset

crystal ruin
#

im at 0 0 0

arctic ginkgo
crystal ruin
#

well i fixed it in game

#

just slight issue with my models tail now

fresh rose
#

New issue guys 😭

Why wont my texture add to the model?

arctic ginkgo
fresh rose
#

Huh?

#

Add wha to material?

arctic ginkgo
#

add the texture to the material

fresh rose
#

Idk how to dp that 😭

arctic ginkgo
#

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

fresh rose
arctic ginkgo
#

so drag the material onto the avatar

fresh rose
#

Did that

#

Still nothing

fresh rose
arctic ginkgo
# fresh rose Did that

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.

arctic ginkgo
pine valley
#

maybe the helmet is transparent?

#

it kinda looks like there are depth problems

fresh rose
#

On the head

pine valley
#

perhaps you used the wrong texture

fresh rose
#

I searched helmet

#

So

#

And it looks like his helmet on the texture

arctic ginkgo
pine valley
#

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

arctic ginkgo
#

some shaders allow you to switch the UV channel

#

I know poiyomi lets you do this

fresh rose
#

How would i know to do that

arctic ginkgo
#

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

fresh rose
#

And that is?

arctic ginkgo
#

?

#

it's another slot

arctic ginkgo
#

it's another slot in the material

#

it's labeled accordingly

#

it's bascially like texture 2

#

like

fresh rose
#

Also i tried the shaders

arctic ginkgo
#

just another texture slot

fresh rose
#

And it didnt do anything but change the lighting?

arctic ginkgo
fresh rose
arctic ginkgo
#

and they should give you different options

fresh rose
#

U see the issue with the helmet?

arctic ginkgo
#

yea

fresh rose
#

I need dat fixed

Howww 😭

arctic ginkgo
#

it's possible that the helmet uses a different UV channel

#

okay

#

give me a sec

fresh rose
fresh rose
#

I do wana say

#

I did scale the model up

#

Bc ot started at the size of an ant

arctic ginkgo
#

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)
fresh rose
#

Also where would the detail section be?

timber wharf
#

consider using latest sdk

fresh rose
#

I downloaded it from the vrc links

timber wharf
#

you mean made a new project via vcc with the latest sdk?

fresh rose
#

Poph

#

Hang on lemme check thst

#

U mean 3.8.2?

timber wharf
#

well toon standard is 3.8.0+ or smth i believe but yes

fresh rose
#

KK

#

Thx

#

K got toon standard

fresh rose
#

Absoloutely nothing changed but the brightness.

arctic ginkgo
#

do you have the model's textures working in another program?

fresh rose
#

No?

arctic ginkgo
#

where is the model from?

cedar echo
#

Question, for yall
How would I drop an item to the world, i want to put a bean bag for my avatar

arctic ginkgo
cedar echo
#

Okay that means I have to figure out how to do constraints

arctic ginkgo
#

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)

cedar echo
#

Oh

#

That's what you mean

#

I got it then

arctic ginkgo
#

just add the VRC Parent Constraint component, add a source, drag in the transform, and click "activate"

fresh rose
arctic ginkgo
#

like the model itself is from the game

fresh rose
#

Warhammer space marine 2

Yes

arctic ginkgo
#

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

white jungle
#

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

pine valley
# fresh rose

you've got to stop sending photographs of your screen

#

it's so hard to see what's actually happening

primal spruce
#

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)

heavy zephyr
#

There's plenty of tutorials out there that can teach you how the basics for toggles and animations, have a look at those

mystic schooner
#

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

somber sequoia
#

it works, in the right case

mystic schooner
#

And what case is that?

#

I tried and the constraint is overriding the physbones completely

somber sequoia
#

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

mystic schooner
#

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

somber sequoia
#

ahh, yeah that'll be a bit tricky to make work

mystic schooner
#

Any ideas? The idea of making the physbone chain start on the parent of the rotation constraint bones didn't do anything

somber sequoia
#

yeah I haven't tried this at all

cedar echo
#

Does anyone have any documentation for the parent constraints component

pine valley
#

are you looking for some more information?

somber sequoia
#

you mean other than VRChat's docs? there actually, thanks Fen 🙂

cedar echo
heavy zephyr
mystic schooner
#

That didn't seem to help either

rough crow
#

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.

slender loom
#

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.

arctic ginkgo
#

for appearing and disappearing, you can use "color over lifetime" and change the alpha value with a gradient

arctic ginkgo
#

let me get the link rq

somber sequoia
heavy zephyr
rough crow
#

its kinda like a glitching effect.

heavy zephyr
#

Or link to a reference

mild sandal
#

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

rough crow
arctic ginkgo
#

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?

rough crow
heavy zephyr
#

I can make it real quick

rough crow
#

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..

arctic ginkgo
#

I can if you want

rough crow
heavy zephyr
#

Yk what sure

rough crow
#

coolio!!

heavy zephyr
#

Pick one haha

arctic ginkgo
#

either one of us lol

rough crow
#

uhhhhhhhh

rough crow
arctic ginkgo
#

alright ^^

heavy zephyr
#

Alright, have fun hehe

mild sandal
#

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.

grim cloak
#

So I am thinking about commissioning a cartoony avatar for myself but know who to commission. Y’all got any ideas?

grim cloak
#

👍

primal spruce
#

how to make a animation gesture triggered?

heavy zephyr
#

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.

surreal salmon
#

anyone know any good tuttorials on making blendshapes into animations ?

#

i seen a couple but having trouble understanding em

primal spruce
#

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

hollow pawn
#

...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

indigo compass
#

Assuming you've already tried restarting Unity, have you checked if your trust rank is lower?

hollow pawn
#

Im just normal User rank

indigo compass
#

And you've tried restarting Unity?

#

Does it work properly in another project

hollow pawn
#

Ill try restarting unity then

#

I did update Unity

#

maybe thats why

indigo compass
#

Update Unity?

#

From 2019 to 2022.3.22f1?

hollow pawn
#

No.

indigo compass
#

If you aren't using specifically 2022.3.22f1 then the SDK will break

hollow pawn
#

When I opened the app it said there was an interface update or something so i did that

hollow pawn
indigo compass
hollow pawn
#

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?

indigo compass
#

I donno

hollow pawn
#

Alright, restarting the project fixed it. I can upload it, and it's no longer saying test

heavy zephyr
spark walrus
#

can someone help me fix the clothing on a personal avi im making

somber sequoia
#

maybe, if you describe the problem

spark walrus
#

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

somber sequoia
#

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

hollow pawn
#

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

spark walrus
#

do you not see the screen shot of the weird upside down pants?

somber sequoia
somber sequoia
spark walrus
somber sequoia
#

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?

spark walrus
spark walrus
somber sequoia
#

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

spark walrus
#

make sure scaling is hat on unity? or blender?

#

red is inside but i see no blue

somber sequoia
#

scaling in blender to start. face orientation looks good.

spark walrus
#

i think thats right or no?

somber sequoia
#

what are we looking at?

spark walrus
#

the scaling in the top left

somber sequoia
#

ahh, no, not what I meant. In object mode, select the pants object and look in the "Item" tab of the 'n' popup sidebar.

spark walrus
somber sequoia
#

Good, that's got the correct scaling and such.

primal spruce
heavy zephyr
#

It is

#

It's in seconds

primal spruce
#

oh so 5 is 5 seconds?

heavy zephyr
#

Yes

primal spruce
#

cant play back animation?

heavy zephyr
#

Select your avatar

#

If already selected, place your FX controller into the animator component on it

somber sequoia
#

(assuming the animation in question is in the FX controller)

heavy zephyr
#

Considering it was about particles, most likely is

somber sequoia
#

yep, probably

heavy zephyr
#

And beginners barely touch anything else than FX outside of maybe installing gogo

primal spruce
#

its not about particles its a whole diffrent animation

heavy zephyr
#

Oh

#

What is it?

primal spruce
#

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

heavy zephyr
#

That doesn't tell me anything

heavy zephyr
frail badger
#

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

somber sequoia
#

use VRC avatar parameter driver on the emote animation state to turn off the option

lone veldt
#

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?

raw gust
#

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

frail badger
somber sequoia
#

ah, I have no idea how to do this with Fury, I don't use it for such things.

lilac musk
#

Same

frail badger
#

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

somber sequoia
#

reset position?

frail badger
#

yyyyeah?

somber sequoia
#

what does that mean?

frail badger
#

like the emote does the emote things, full animation etc etc

somber sequoia
#

uh huh...

frail badger
#

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"

somber sequoia
#

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"

frail badger
#

mmmm ok so problem

#

im using gogo loco and i did this

#

and ProxyAction looks like this

#

im guessing i. shouldnt have done that

lone veldt
indigo compass
#

Assuming it was made for the nova

#

Otherwise it won't work and you'll have to make respective blendshapes.

lone veldt
#

i had no idea blendshape link was a thing =w=

#

what do i make the armature link then?

#

just the head?

indigo compass
lone veldt
#

I think this will work?

indigo compass
#

You are telling VRCFury which mesh to link the blendshapes with

lone veldt
#

OHH

#

I get it now

#

so would I just put "Body"?

#

since this is the name of the body mesh

indigo compass
#

yeah

lone veldt
#

All of this popped up so I know it should work now:

indigo compass
#

yup

lone veldt
#

Thank you sm for letting me know abt these things :>

lunar cape
#

so when i test my goloco it does it on my bra/panty and not my avatar?

frail badger
#

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

summer anvil
#

anyone know a way to make the eyes bones always look at someone

somber sequoia
#

you can't really

sick loom
#

makes me wonder how people make things that always appear to look in your direction

dark jay
#

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

somber sequoia
#

ah yes, a classic problem

summer anvil
dark jay
somber sequoia
#

without knowing your avatar and how it moves I don't have a whole lot to suggest

somber sequoia
#

that means nothing to me

dark jay
#

This is her and the outfit

somber sequoia
#

shrugs

dark jay
somber sequoia
#

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.

dark jay
somber sequoia
#

wow I haven't seen that image in a while

dark jay
#

Yea

#

Only the pull and spring instead of .1 and .2 its .15 .25

#

For skirt

#

So what do u recommend

somber sequoia
#

I recommend whatever values make it move how you want it to move

dark jay
#

So what do i do

dark jay
#

What does gravity fall off do i forget

misty comet
#

how do you mush or merge models together my model is all wonky when i change the size my models head just disconnects

junior void
#

well, how do you change the size then

misty comet
#

with the gesture tool @junior void

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

junior void
#

is that a serious answer, im unsure

misty comet
#

ill message a pic when im making the soup

#

its ganna be spicey

arctic ginkgo
# mystic schooner Any ideas? The idea of making the physbone chain start on the parent of the rota...

there's two ways I can think of getting this to work:

  1. 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.

  2. 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!)

woven raven
#

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!

ornate stump
balmy barn
#

that one doesnt really break anything, these however ratl , write read one you can lazy fix with vrcfury forcing them to be on (or off < dont)

woven raven
#

Well I cannot upload it without fixing the yellow error idk why

ornate stump
woven raven
#

Ok

#

Idk how to fix those either

balmy barn
#

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 ratl

woven raven
#

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

ornate stump
balmy barn
#

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

ornate stump
opal canopy
#

how do I make an avatar that ive uploaded quest compatiable

opal canopy
balmy barn
#

ratl we have that now , but if its not actually quest compatible without some convertion first - im guessing it will fail

opal canopy
#

in all honesty I genuinely have 0 idea what im doing, im just hoping for the best

balmy barn
fresh rose
#

how do i set up a view point? i made a jaeger avi and the view point is at the feet for some reason

woven raven
fresh rose
fresh rose
#

how fix plz 😭

woven raven
fresh rose
#

So uh

#

Issue

#

Tryna upload to quest now

#

Ans it wont let me

#

Anybody onow the issue?

ornate stump
fresh rose
#

Says i have to download somethin

ornate stump
fresh rose
#

It just says download

ornate stump
fresh rose
#

its loadin

#

there

ornate stump
#

You should always provide as much detail as possible. Saying just "something" is useless.

fresh rose
#

i have downloaded then ive extracted it and stuff,nothin happened

#

lemme try restarting my PC

ornate stump
gusty meteor
#

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 ?

junior void
#

you should be able to replace the fbx

#

if it breaks, tells us how exactly it breaks, maybe youre using wrong export settings

ornate stump
spark walrus
somber sequoia
spark walrus
#

i used the vrc armeture link

#

and the blend shape link

slow panther
#

anyone around rn that knows unity and blender

#

vrcPartyRat it’s a simple question i think

somber sequoia
slow panther
#

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?

#

sippspeen 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

balmy barn
#

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 ( vrcRat reason i dont do walls of text and instead do a video )

slow panther
#

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

somber sequoia
#

it only needs a bone if you want it to move differently than the head bone

slow panther
#

is there a way i can find it and just join it to the other one

somber sequoia
#

that style ring I wouldn't bother.

slow panther
#

it’s the same thing i just duplicated it

somber sequoia
#

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)

slow panther
#

i uh did control L and did shift d

somber sequoia
#

cool

slow panther
#

is that duplicating the mesh

somber sequoia
#

yes

slow panther
#

ok that’s what i did do

somber sequoia
#

I'm not sure why it'd be two objects then

slow panther
somber sequoia
#

haha that's a great icon

slow panther
#

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

nova cedar
#

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

somber sequoia
#

file -> export -> export as FBX, set "apply scalings" to FBX All, uncheck the leaf bones option under Armature.

nova cedar
#

thei did that

#

it breaks the texture

#

and the avatar

#

the model is already textured

somber sequoia
#

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

nova cedar
#

when i do it it spawns another avatar ubove it

#

and it break the avatar fully

somber sequoia
#

when you do what?

nova cedar
#

export

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fbx

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i can show u in vc

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if uw ant

somber sequoia
#

I don't do that, sorry

nova cedar
#

ah alright

#

i tried looking in yt couldnt find solution

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ill send the after math of exporting

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and u tell me whats wrong with it

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gimmi a sec

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this is what happens

#

when i export as u told me to

#

textures gone

slow panther
#

LamaO so i figured it out i just had to recalculate the outside

fresh rose
#

Fixed my issue

nova cedar
fresh rose
ornate stump
# nova cedar textures gone

It's because shader in blender doesn't get applied in unity. You have to setup material in unity, not in blender.

fresh rose
#

Its meant to just toggle a shield on my arm

nova cedar
somber sequoia
# nova cedar

Looks like you dragged a new avatar into the scene, is that two actual objects?

nova cedar
#

one of which is an outline

#

with bones

somber sequoia
#

"an outline"?

nova cedar
ornate stump
nova cedar
ornate stump
#

So whatever you did in blender will not get applied into unity.

somber sequoia
#

no you make the materials in Unity and apply them to the mesh objects.

nova cedar
#

ah tho , how do i remove that extra body tho ?

somber sequoia
#

it's not clear from here what has caused it

ornate stump
somber sequoia
#

oooh, that'd make sense

#

looks weirdly sized though

fresh rose
#

Hey um so i tried uploadin my avi and it said avi validation failed

Tho it uploaded fine on pc

ornate stump
somber sequoia
# fresh rose

look at the first 2-3 error messages, this one doesn't show the root cause.

fresh rose
#

Ah,found it

Its my shader

nova cedar
#

im slowly solving my issue

fresh rose
#

My first avi
Yipppeee!!

balmy barn
long sierra
#

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

rough crow
#

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.

fresh rose
fresh rose
#

😭

#

Idk what im doing wrong

#

How do i fix this

#

Ah nvm got it

long sierra
somber sequoia
#

that's actually a decent use-case for it. Probably the only realistic one 🙂

long sierra
somber sequoia
#

no sorry, the cloth component.

#

I don't use or recommend using Fury for toggles.

long sierra
long sierra
somber sequoia
#

it's extremely un-optimized, I would not.

balmy barn
#

cloth is terrible ratl its all local and derpy

somber sequoia
#

"derpy" is right

long sierra
somber sequoia
#

this is where I again wish for Magica Cloth, isn't it.

somber sequoia
long sierra
#

Is there a VRC-optimized Cloth plugin?

somber sequoia
#

no

long sierra
somber sequoia
#

Exactly.

long sierra
#

exactly blyat?

somber sequoia
#

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 🙂

long sierra
#

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?

somber sequoia
#

got an image of the object you're talking about?

somber sequoia
#

can you show the actual topology though? Like go into edit mode.

somber sequoia
#

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.

long sierra
#

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

somber sequoia
#

no - one bone on the top and 3 going down

#

oh - yes.

long sierra
#

that's actually not 3 bones, there's like 10 bones in each chain, but maybe reducing it to like 4 would be better

somber sequoia
#

whatever works for you

fresh rose
# fresh rose

Ok so icadded this but uh

When in game it doesnt show on my gesture wheel..

obtuse flicker
#

Is there anyway to make an objects scale not be applied to the avatar scale system?

somber sequoia
#

you want to scale your avatar but not scale an object along with it?

obtuse flicker
#

Yeah

somber sequoia
#

I think the only way would be to spawn it via particle system

pine valley
#

use a VRC Scale Constraint that targets a prefab

#

it'll maintain a constant scale, no matter how you resize your avatar

somber sequoia
#

oh yeah, that'd work

pine valley
#

The prefab's scale will always be [1, 1, 1], so the constraint will keep its scale even as its parents change in size

somber sequoia
#

I forgot entirely about scale constraint

pine valley
#

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

somber sequoia
#

I almost never scale myself so haven't used that yet

nova cedar
#

@somber sequoia

#

the issue was a backup mesh

somber sequoia
#

oh so it was two actual meshes being exported?

nova cedar
#

yea

#

but at the same file

obtuse flicker
#

Yeah doesnt work its scale is just messed up and is way too small

grave crypt
#

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!!

balmy barn
#

generic error caused by other things

grave crypt
#

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

pine valley
#

you're not targeting a prefab instance in the scene -- you are targeting the prefab asset itself

pine valley
#

it should only print if you actually had a bad avatar ID

pine valley
somber sequoia
obtuse flicker
pine valley
#

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]

junior void
#

dont hit me D:

pine valley
#

bonk

junior void
#

xD

obtuse flicker
#

Got it fixed lmao

mint badge
#

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

pine valley
#

(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

mint badge
#

the pysbones get del bc of that or?

pine valley
#

this would do nothing to your armature

#

it would only change the shape of the model

mint badge
#

oh okay

#

you know a good vid on how to do it?

balmy barn
#

if that hair strand has a bone(s) , scale it to 0

heavy zephyr
#

Of if the hat has a bone, scale it up xD

mint badge
#

all the round ones?

pine valley
#

oh yeah, that's a simpler idea

mint badge
#

or you mean this?

#

its like 4 diff parts

heavy zephyr
#

The second is a mesh

mint badge
heavy zephyr
#

Are you-

mint badge
#

yes

heavy zephyr
#

It's on the screenshot you sent

#

In the transform component

mint badge
#

its already at 0 tho

heavy zephyr
#

Please

mint badge
#

😭

heavy zephyr
#

The transform component

#

The first one

mint badge
#

OH

#

ok

#

anywho

heavy zephyr
#

Thank you xD

mint badge
#

i was looking here

#

😭

heavy zephyr
#

Yeah no lmao

mint badge
#

hm

#

its like one bone for one whole part of the hair

#

so it does some weird stuff

heavy zephyr
bold obsidian
#

How do you confirm the quality settings in unity?

mint badge
#

its a prefab set of clothes

heavy zephyr
heavy zephyr
bold obsidian
#

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

mint badge