#avatar-help
1 messages · Page 166 of 1
where are you seeing this?
The console
Lights aren't allowed on quest, you should remove any lights
That's Unity itself complaining
it's upset that you have more than one (or maybe more than zero?) per-pixel lights
but yes, Quest avatars won't be able to have lights in the first place, so you should remove them from the avatar.
No, those are meshes, open your armature -> spine -> chest -> neck -> head -> whatever is in there
I'm having this stupid issue with the sounds on my avatar not working, even though I have an animation to enable the audio source, the animation is looking in the correct place, and when I manually change the variable, it plays, but clicking the toggle button doesn't work, even though I have the toggle set to the right integer, the right variable, and the transitions are correct
Could this also have something to do with quality?
anybody have a gogo loco with the flight and dash?
Okay it seems like the hat is merged with the head. So yeah, either scale the hair down or go the blender route like suggested before
I’ve already lowered the textures a bunch and the shaders are most optimized
Get it for free on gumroad
Am I just cooked?
is that bc im using this?
cant find it at all
i found the one without flight
but cant find the one with
Sounds like a mixed write defaults issue maybe?
That would fuse it yeah, dunno how you could exclude the hat
What should it be set to? The write defaults, I mean?
All the same, either all On or all Off
were you thinking of scaling up the entire hat?
Yeah, quick and dirty way of doing it if they don't wanna do blender
Nope, didn't fix it
This needs to be consistent on your entire avatar
i might try the blender thing tho
the hat is kinda high already and i think it good to know how to do that
I would try scaling down these hair bones
just grab some of 'em and reduce their size; see if you get decent results
They said the hair bones look weird scaled down because they are bundled
ah, right
yea so one bone is for a whole part of the hair so it does some weird stuff
There's a VRCFury Fix Write Defaults component on there
Then send a video and/or screenshots so we can better see your setup
i dont wanna pay 😭
It's free dude
says nae a price
Show the full AnimatorPlayAudio settings and your animation clips please. Also if you're only using one sound, use a bool instead of an int
Just type 0 in the box-
Every time I ever tried using a boolean value for anything, it never worked
There's no reason for it to not work- Booleans are just another type except it's smaller with only 2 values, true or false
Then I must not know how to use them properly and they must behave slightly different from ints in a way that I'm not getting. O_o
ah wait nm i see
Or I'm just dumb lmao /self-deprecating humor
im in blender now is there a way to match the scale of the hair and the hat how i have it in unity rn?
Okay so 2 things :
1- If you are using AnimatorPlayAudio, your audio source should not have an audio clip inside.
2- Since you are activating the object and ordering the audio to play on the same frame, that might cause issues. Try adding a tiny delay in AnimatorPlayAudio
https://medal.tv/games/vrchat/clips/kW3FNYDJtmFg1c74E?invite=cr-MSxpaFgsNDAyMzc1ODE1&v=13
Does anyone know what is wrong with my legs and how to fix them?
Either your walking animation is f*cked or you put physbones on your leg bones.
Idk because she's fine in fullbody and when she sits or uses gogo she is fine but on half body and desktop it does that.
Look if it has physbones on it
So I try to add an android avatar to my quest but every time it says there’s to much physbones or to many bones and idk what to do
It does not.
Get rid of some physbones?
Then I'd be looking at any custom walking animations
But it also says the upperarm is not a parent of lower arm but when I try to do it it’s not there
can i just pull my whole unity files as is rn into blender?
Not, just the fbx
i can save it as a fbx tho no?
The only kind of animations I have added are the gogoloco and it was only to try and fix the legs.
There's already an fbx in your assets
Then it might just be the model's proportions, it might just not be made properly for anything other than fbt
so whats the best way to get it into blender bc idk how to recreat the scale in blender
I can't really help further with blender questions
okay
I think it might have something to do with this.
Sounds like it yeah
Have any idea how to fix that?
btw i also got like a set of clothing that comes with animations and stuff but if i pull the prefab in all the scripts show as missing
is there a way to fix that or do i just have to manualy asighn the stuff by hand
That would most likely require putting it in blender and changing that angle
You are probably missing some dependencies
the store page doesnt say i need to download anything else
also no readme doc or smt
Well that's ass-
Could be an ancient asset using dynamic bones?
i can check when it came out
Or something using modular avatar
wait that smt special?
i thought that was just a name of a colection or smt
😭
That's another thing similar to vrcfury
this right?
and i guess i just do the same directiory thing as vrcfury
i cant find where the directory thing is listed
am i being stupid
Hello! I am back again with a few questions. I wish to add this prefab to my character, but I notice the file only has it for specific base avatars. Is it possible it could still work on my avatar if I just move items around?
https://www.youtube.com/watch?v=qistDd-ULsE
Yes just move things around, adapt targets if necessary, otherwise no reason why it wouldn't work
I'm honestly a noob at using unity lol
how do I remove the megaphone looking thing so I can actually place items in the places I wish to add them on?
I wouldn't be able to give every single steps, that would take forever.
Try things out, look up tutorials for doing basic toggles and logic, then you might have an easier time modifying it.
@heavy zephyr any idea why it just did that after adding MA
ah dang, okay
also cant toggle these on anymore?
Seems like you clicked on the eye incon the the left of those, click again to show them
yea i cant anymore
Odd, try restarting unity
sure
ok so
pro and cons
i can toggle the clothes now
wait
yea the body is still fucked
?
so if i pull the clothes off
it fixes it
ok so this set does it
prob to prevent clipping
but i want to have it ass a full togle
lemme try to find how to toggle the skin thing
found it
The set is just different from the body, you need to put it on lmao
its this shit
Bunch of missing references
no like when i put the set on it deformes my main body
prob to prevent clipping
this was my emmissions map from my drawing program, but i cant get the emmsions like i want them 🙁
but when i toggle the inverse condition it fixes it so
idk it work
Doesn't tell us much, how are they different from what you expect?
😭
sorry was working on it, this is how they look when put into unity
i want them on the white and the bright like blues
but its putting the emmision on the whole body
You've inverted mask and map
The mask determines where the emissions will be applied the map slaps colors onto spots.
how would i turn this off with a toggle
ohhh okayy i see so how come when i put it into unity its way more black than i drew it out?
doesnt seem to match anything in here
So as you said, this is to prevent clipping. I'd say leave it, turning off the outfit should revert those automatically
no difference 🙁
What are the settings for this texture?
so i had to set a toggle for the main clothes of the set by hand bc its probably ment to be on for good so it doesnt have a toggle for that
Also I'd say get rid of the map
Maybe
uhh let me open substance and look
nono, in unity!
oh! um where do i check that?
Select the texture and show what the inspector window displays
also so just messing with it, doing this illuminates everything except where i want it to be glowy, i just put it back on map
try disabling "sRGB (color texture)"
If it does, open the emission map slot and click on "invert"
also the map should be the same as the albedo texture
same as what?
ah didn't realize that was an option
i mostly do quest stuff so that's not an option 🙃
Yeeee
oh so the map slot doesnt have an invert option, only the mask does
Then leave map empty, put the texture as a mask, select "use base colors". If that doesn't work, try inverting it
that just causes the whole body to glow still >.< its okay if i dont have emmisions i suppose but would be cool lol
I'm trying to move the items where I want them to go but they won't move from where they are. Anyone know what it might be?
No not this texture, the one you made!
ohh the black one!
Yes
i just need to automate that button 😭
You shouldn't need to, just make a toggle for the outfit and try using it in play mode
it looks like its trying but for some reason its spotty, i think its following the pattern unity wants to see it as
is there some way I can make a rig work for vrchat for these eyes to move well?
@heavy zephyr forgot the ping W
would just be the pupils
i think its following this
Click on fix now?
doing that only illuminates whole body oddly
could it be i need to make a white background instead of transparent?
Then idk what to tell you, you'll need to do more than just using vrcfury
Background needs to be black
im down to use whatever works
A mask texture needs to be white where things are allowed, black to exclude the rest
Aka learn how to do this stuff manually
right and the glow parts white, i think i may have saved it wrong, let me try
Probably using blendshapes instead of a rig
just found a forum talking about how to fix it ill try that
i dont think you can use blendshapes for eye movement
probably will just have expressions or do a radial puppet 😭
can do some wierd setup with contacts and fake eyebones
Not automatically but you can very much make your own logic for it. Create dummy bones that will move and maybe adjust the blendshapes so they follow it?
It happens don't worry
i appreciate your help so much!!
Hey there! So, I have this Vi outfit for my avatar that's behaving oddly. The clothing specifically is always being lit from the opposite direction from the rest of my avatar. What's REALLY confusing me is, I've tried two big fixes already. I checked it in Blender and the normals were backwards (red outside, I made it blue outside), and that actually didn't change anything at all. I also implemented VRCFury's built in Achor Override Fix, and that also didn't do anything. And of course, the clothing is using the same shader and settings as the rest of the avatar.
... I don't know what's left to try after that. Can anyone help?
Could you show those shader settings and possibly the contents of the skinned mesh renderer component?
Sure, one sec.
To keep things uniform, I make a duplicate of the avatar's body material, and then just change the colour/normals.
The clothing was lighting backwards before even doing that, though.
I can try that, I’ll have to find a video for it
I don't see anything immediately wrong with it, the scale is big but that shouldn't matter, for the anchor override you could try placing your hips in there, for the rest no clue sadly.
It is an enigma. I asked my own server too, and that's as far as we got. We're bamboozled.
Sorry I'm not an expert on shading and all that so there's isn't much more I can say ¯_(ツ)_/¯
There definitely a way to make that work, yeah.
Easiest is shader stuff.
Stencil whassname
I’ll just try to do the constraint stuff with blendshapes and see if that works
I’d just need to find a video on it so I understand what to do and follow that
man i love how these errors tell me exactly how to fix them or what the problem is
There's probably more than just this one error in the console
just the blueprint error that always shows up to throw you off
the "loaded data for an avatar we don't own"
restart unity try again see if more pops up
already did that, same two errors
might be a connection thing, my last message took a sec to send
so my internet might be wiggin out
so i’ve added an id badge to my avatar, parented the bones to the original armature, has the mesh object where it needs to be- exported fbx, loaded it ip into unity (haven’t changed any any export settings since i exported earlier and worked) not my model is just missing from the scene. the id badge showed up on the fbx model but not the actual unity model
and now it’s just not showing up either way
i was so close 
idk what’s breaking
I need help to transfer my VRoid avatar into VRChat, i know how to do it, but it's too hard for me, and if you ask, i cannot pay anybody. and if you put it piblicly it isn't a problem, i really just want it, please dm me if you wanna help🙏
probably didn't install the face tracking package
anyone to help me out?
there's a free section at the VRC Traders discord, maybe there
Where?
link is in #1204490664637890580
but how will they help?
will they actually hzlp?
I cannot answer for anyone but myself, just suggesting possibilities.
can you give me the post's link?
I'm sure you can search there or scroll through the list as well as I can
VRC traders
is it possible to make it so a seperate mesh gets blasted away when i toggle something?
Ofc
like i wanna make it so when i toggle smth, theres a seperate mesh on my model that will fly away and land on the ground
probably
how do i think i should tackle it
Animate the position of that other mesh?
so my boyfriend and I are trying to upload an avatar with edited textures. in unity the textures are there and they show up fine but when uploading it to vrchat and testing it in game, the textures either aren't there or it's all pink. we really don't know what to do and would greatly appreciate any help. if anyone knows what to do or can like sit in a call and help us go through it to see what's wrong. please help
pink means something about the material is broken, missing texture maybe, missing/invalid shader, etc. Feel free to show a pic of the material in the inspector or something.
the thing is, in unity everything shows up as normal. only in vrchat itself does it show up pink
Probably that means you've got an animation swapping in a broken material. Does it work in play mode?
yes it worked in play mode
that's very strange then
would you be able to go into a vc and he can stream and show what's up if you're willing to help?
I don't do that, sorry.
that's fine
do you know of any solutions we could try? we have tried to reimport the shaders and textures, and tried reuploading
I can't imagine re-importing that stuff would change anything, I'd probably go through the animator and debug each part of it
how would we do that? is there like a youtube video or anything showing how to do that? we are new to editing and don't want to mess anything up
I have no idea if there's a youtube for general debugging
we have no clue how to go about debugging
Quest or PC?
we are only focusing on pc
What are the settings for those textures?
at the least, test every option, verify it works how you expect
Is it this? I’m not sure
Would someone mind helping make reactive emissions between two specific avatars?
I'm wanting to make two titan fall piolets reactive to when they look at each other the emission on the helmet changes color. I've been trying to do this for so long with countless tutorials but none of them are giving me what I'm looking for.
I'm nearly there, I just need someone to help me make a animation hue shift thing so I can put it in the animater and set it as a receiver.
that's a material, not a texture.
I personally don't know what I'm looking for
textures are the image files which go into the materials. Near the top where it says "texture" there's a mini icon, if you click on that, it'll take you to the actual image file used.
I don't know what you were supposed to be looking up, just answering this one question.
ola ( hello)
não consigo fazer up na minha conta secundaria ( I can't upload it to my secondary account )
You could log out of your VRCSDK with the account you currently have selected, then log back into the account you want to upload on
? I don't understand
Você pode sair do seu VRCSDK com a conta selecionada no momento e depois fazer login novamente na conta para a qual deseja fazer upload
Você não pode fazer upload porque não usou a conta por tempo suficiente para desbloqueá-la.
Um que você tem, ele lhe dará uma notificação
o que eu fasso então pra consegui upa pra minha conta
Não tenho certeza. Mas você precisa de tempo de jogo na conta, ela lhe dirá quando você pode fazer o upload. Geralmente não demora muito
então é só joga e espera o negocio me libera ?
Sim, basicamente. Geralmente leva de alguns dias a uma semana.
aaa mais n quero espera isso tudo
meu avatar ja demorei semanas pra termina e agora mais ainda pra upa
Não vai demorar muito. Pelo menos você tem uma pequena pausa depois de gastar tanto tempo para fazer o avatar
esse é o ponto eu n consegui upa pra minha conta que queria
I will try that. What's weird is that I know that AnimatorPlayAudio usually isn't supposed to have a clip inside the audio source, but it didn't work even when there wasn't a clip in there, nor did it work with one, without the AnimatorPlayAudio component
Tudo bem, espere um pouco.
Tudo o que posso recomendar é que você permaneça ativo na conta que deseja enviar e fique atento às atualizações

Is it possible to have it so when I grab some physbones, neighboring physbone chains get pulled somewhat too?
Say on a dress, I grab the bottom and pull. It only pulls that grabbed part, the rest of the dress doesn't move, and it seems unnatural
Or on a cape. If a cape has multiple chains of bones, grabbing one corner and pulling won't lift the entire cape sadly.
Is there a way to do this?
I don't think so, no.
there may be some convoluted way you could set it up with constraints maybe?
but physbones are more intended to simulate chains, that was their main focus in the way they were developed
hopefully VRChat eventually makes their own cloth sim we could use though, that would be nice
Darn, oh well
or just something similar to your suggestion, like a physbone lattuce structure
*cough* Magica Cloth
where do I find "VRChat/Mobile"
In the shaders selection
thank you so much
np!!
how do I add an item into the expressions menu and make it so that it can be toggled on and off and also have the ability to be placed in the world
I'd get and use VRCFury, with that you can use the following components:
"Armature Link" to link the item to your hand (or wherever)
"Toggle" (with a "Object Toggle") to add a toggle for it
"Toggle" (with a "World Drop") to place it in the world
https://vrcfury.com/
It should look like this once you've added all 3:
Here's a little tutorial if you need one:
https://youtu.be/m3SH2_7Erqo
thank you so much again
That's how people do world drops now? Bruh
yw!!
yeah i mean my personal go-to if it were part of a bigger asset would be to use a parent constraint and use the "Freeze to World" checkbox but that requires all the manual work of animating and parameters so it's not something i'd recommend to anyone who's new to unity especially just for a world drop toggle
making a animation for avi, and when animation ends it loops again
i want it to change my apperance (which it does) and i want it to stay like that, am i doing sum wrong or?
are you using AnyState in your animator layer?
bool
that is not at all an answer to my question. Can you show the animator layer?
ok so you are not using AnyState.
what are the conditions for the transition from on to off?
well probably the first thing is to find the animation file, click on it, and in the inspector, make sure the loop checkbox is off 🙂
nice, I like when it's easy
re: AnyState, I was going to ask if the "can transition to self" checkbox was on, that should be off.
Doesn't apply here though.
im ahving a issue
i put everything at the center in blender and the SDK and still doing this
It looks the issue is that it's just not changing the variable when I click the toggle button
I don't understand why my Viewpoint is looking at the feet of my character but i placed it right between the eyes
my avatar wont let me use it on quest, when I uploaded it, it had no errors saying that it cant be on quest but for some reason it wont let me get quest compatability
how am I supposed to find where this is actually located, when I click on the button it just takes me to the avatar
If you have a few textures, check if they are using mobile shaders
It should be toon Vrchat mobile shaders
It says you are using PoiyomiToon. You should be using the provided VRChat alternative
I hope that helps
yea ive set all the ones that I can find to that
I just dont know where the final one is and I have no way of finding it atm
Unity can store erroneous cache sometimes. Reloading the VRChat SDK or reopening the unity project could help
Or making a new project
ight ill try that thanks
Tbh Unity can be such a nuisance sometimes
i just dont understand how a shader is somehow hidden or gone missing and unity thinks its there
odd, its allowing me to build it now even though the error is still there, well guess ill see if it actually works
well new issue, is there any way to get past this?
it's just a folder that you can't see
the way poiyomi works is there is a "master" shader that has all features, then when you upload the shader it "locks" it, which is really just stripping away all features that go unused, and generating a new, optimized shader. This is put in the "hidden" folder, so it's not accessible when you select a shader to use for a material.
in reality, nothing is completely hidden from you. All this means is you have a material slot on your avatar that is still using poiyomi. The shader file itself is stored in a folder which is inside of the same folder as the material itself
if you really want to delete the optimized "locked" shaders, you can do so by locating this folder and deleting the folder or the individual file.
try typing t:renderer in your hierarchy search bar
depends where the creator put them
you can always select a mesh, then a material, then a texture if you want to find one
is there a way to reduce a meshes resoloution
but just try looking through the avatar files, they're usually in a folder labeled accordingly
?
do you mean polygon count?
(I have no idea what I would need to do to get the Mb down)
try using the tool BuildSizeViewer
then when you build the avatar, it will provide a breakdown
letting you know what is contributing the most to filesize
whats the deal
this is the quest version, using toon standard for everything
if im right, the face- the only thing that isnt pink- is the only thing that isnt changed by menus or toggles
how do i make it so when i turn on my toggle, a seperate mesh turns on and plays an animation for that mesh
how long does it take to have acces uploading my ava
and the object is placed within the world
pretty sure you gotta be new user rank to be able to do that, just play vrc for a while
but i lost the account
gotta get a new one then
nvm i can login on my phone
praying htat kazin guy shows up
pink materials = broken or wrong shaders, aka using windows build mode and previewing a quest model in play mode or vice versa causes it too
could also be an animated material that changes it only in play mode. would be in the fx layer
i know what pink means, but this is in android view, with vrchat mobile shaders
im trying to wrap my head around this but might be too tired right now lol
you sould have a folder with materials that you have to apply a shader to
i made all of them toon standard
maybe you applied it to the wrong ones?
i swear on everything thats holy god kill me if im lying its the right ones
😭
is the shader in the preview pink?
like the icon
huh
Try updating vrcfury.
okay stay right there ill be back in 2 minutes
ik there is an error when the shaders dont lock
I gotta get into animating today kill me already 😭
i am dreading that day
idc how lazy people think i am, theyre right, i am not doing that shit
LMAO
so real
I just want one feature that I think would be Hella funny
and I need to animate for that im pretty sure
same, i want to animate my shirt so that it shows different funny graphics tees every time i join a world
pprob something to do with a sprite sheet
You have never seen this abomination #avatar-general message
uhhhh
âgain, if it is animated to change the material to a pc one in play mode, it would apply to android too
Clothes like to do this when going into play mode, not sure, but I think it's anything bound to the legs. Using VRCFury and AV3Emulator, will do a test upload in a sec to see if this applies ingame.
oh i see what youre saying
Happened with a different clothing set earlier, so not an issue of the asset itself.
i dont believe thats the issue i changed every material to android
ill double check because thats the most obvious possibility
you can check that by temporarily removing your fx layer
it could be vrcquesttools doesnt consider the stuff in the fx layer
yep this fixed it
oh i know what happened actually
So it's some animation trying to change material.
this is going to shock everybody but its because i made a mistake
if anyone was curious, my face tracking on quest was tweaking so i was told its likely because the fx layers across platforms arent identical, so i just absent mindedly copied the pc fx layer over to the android version
and i dont understand the fx layer stuff so i didnt realize itd cause this issue
makes sense
dumb question about constraints + trying to get constraints to sync between you + other people seeing your avatar: does "local only" make it so only you see the effect it's tied to? because i have some contact receivers set to local only because i want to be the only person activating the effects but other people currently cant see them
I beleive so.
local means most of the time only you can see it
doesn't have to do who can toggle it
as far as I know
Just to double check, they're on the same platform, have you fully enabled, sheild level??
Anyone able to help me with this btw? ;w;
I already got paid 145$ for this commission for a friend and I don't wanna take too much longer for them :<
Constraints don't sync.
all pc, yeah
oh fr thats a shame
Oml I just read your playing thing, I feel that.
its weird because all the other animations involving constraints work
Lookat this BS
i just added a bit more tricks to it and the new additions dont work
The leg warmers have come alive and they're screaming for freedom
Well that's wonderfully ominous it's just stuck on this now.
is the background of your avatar blue?
The shaders?
no, the window of the scene itself
bummer, that wouldve been the easiest fix lol
Know anything about this? ;w;
happened to me a few times when i edited stuff in blender
so question is what did you do
might be the same uv mapping issue i had a few days ago
This screenshot is in play mode with VRCFury and AV3 emulator. Accessories bound to the head seem fine, but it hates the legs and does whatever this is.
And absolutely nothing, these assets are untouched, just dragged and dropped.
Those are supposed to be leg warmers.
By default they're all shrunk and hidden in the legs.
When using the blendshape to make them appear they look completely fine.
Yep.
would help to see the armature link settings
Okie, one moment :3
Thanks for the help by the way, just got paid for the commission and I really hate that unity wants to act up now.
how do i slow down an emote btw
not a problem really. i just cant promise i have the answer but ill try
did this and its still default speed
I beleive you'd have to di it in the actual animation? If I remember right I think 'speed' is just how quickly it actually begins/ends the animation
Thank youu still!
Lemme find the armature settings, that'd be on the asset that's buggin?
ye
like manually space out the frames?
I can also call and screenshare if you'd like.
Not sure, only animations I ever did was for very simple toggles.
gimme a sec, got a call from bf
And that was like, extremely early 2022
Okie
It indeed is still fucked on an actual upload
lets see advanced options
Where is that?
what happens if you untick align position and rotation
i saw the scale is not uniform with your avi so thats probably fine
In play mode it looks fine, lemme do a test upload and see if it's going well then.
What about this?
if youre previewing this as a prefab, this is normal. the prefab itself is in your assets folder, not on the avi
This is the 1.2 of the novabeast btw.
so itll be gone when its on the avatar
Eee! It appears to be fixed!
I wonder if it's caused by the update to the novabeast? I believe the warmers are meant for the 1.0 or 1.1
Also is jumping around wildly sufficient? I haven't tossed gogo-loco on there yet.
Yayy! Thankie!
status update: found where I should be editing, but every time i edit it, it resets back to 1. any ideas?
hey guys i want eyelid/upper face tracking for my avatar, how do i do it i couldnt find anything online
well, you need blendshapes for that. did you make any?
It's auto generated by vrcfury. You'd have to actually check and edit the vrcfury component to change the state aspects.
Anyone know why the vrchat creators website says 8 Physbone Components as the limit while ingame it says 6?
The limit is 8 though. You might be confused with "recommended" number.
Also, when I try to upload my quest avi, one texture keeps swapping to an unsupported one (poiyomi) automatically when the SDK is opened up.
No matter what I do, it doesn't want to fix itself.
got a controller in your animator? remove that
sdk now reads it when you click its tab, like mine kept removing hat 
So from now on, only have the FX layer in the FX section and not in the Controller as well?
before upload just remove any controller in it - seen it causing issues on one of my avatars
how would i pin down where this shader is?
ive tried looking everywhere on the avi and should all be toon standard
often its particles/trails
yea i think i just found it
changed it but it still says it
i checked every mesh on it and the materials on the meshes
Could anyone tell me why my body ends up rippling within the game? Looks fine in Unity and Play Mode..
It's like something is deforming my mesh when I go into game, yes, I've checked in other worlds and it is still an issue
Starting to think maybe it's just a blendshape I am turning on, on accident...
It was a tessellation shader 👍
does anyone know how to fix this?
Can someone help with a toggle? i use a simple vrcfury toggle bc its very easy to put on an avatar, the thing is i want it to sync between quest and pc so if toggle it on or off it does the same on quest, is there a way to do it with vrcfury or do i have to do it in another way?
@lusty shadow dont do test builds on android platform, just upload
@median saddle https://vrcfury.com/tutorials/quest/ tl;dr ofc have same toggle on both, always reupload quest version after pc even if nothing was changed in quest one.
ty
Is anyone willing to give me a hand with optisiming a very large file size avi so that i can get a quest compatible version??
start by removing all of the extra outfits and props 🙂
okay, but i currently cant get the phys bone transform count down, and i also have wayyy to many triangles
also im really really shit at using unity so if anyone would be willing to vc and let me share screen for some help that would be hella useful
probably just means fewer bones in the physbone chains, or simply fewer chains.
i don't know what this means 😭
physbones are just physics effects on a chain of bones. Think of a tail - it has a root bone, then several others along the length, in a chain. Each bone is a "transform".
okay but i do not know how to deal with it
you reduce the total physbone transform count by literally having fewer bones in a given physbone chain, or by having fewer things which have physbones
@heavy zephyr Got the fix to this. It does require one little step in Blender. Under Geometry Data, if the object has Custom Split Normal Data, clear it. And that's it! Everything's lighting from the right direction now.
this could mean merging bones in blender, it could mean just not having something move, like not having hair movement effects or something like that.
okay well im down to 68/64 now butr the only ones ive got left are the 2 hair physbones
Hello all waves I come from meshing hard surface static furniture in blender and would love to get a toe into VRC model customisazion/ basic rigging,..
so I am bloody new to VR and unity and all that and find myself struggling hard even to upload the first booth avatar(I bought for a start an avatar, clothing and accessory). So I would love to ask if anyone of you could lend me a bit of your time and help me in a vc a bit for a start into all? That would be soooo kind!
(I watched also some YT tuts but yeah.. I am scared to break things) ♥
you dont even wanna know how many avatars i broke
its more likely youll get support here handling one issue at a time
😅 😅 This gives hope! 😄 - thank you for your response! Yeah I just thought I have so many small questions that a vc might be more efficient .. also I am not so sure where to start - but I understand. ^.^
i get that its a lot, but truth be told, not everyone knows all a to z about avatars
guys how can i reduce the triangle count and the bone count
both are done in blender
fml i've never used blender
@junior void is there any chance you'd be willing to vc and give me a hand?
if you have extra assets installed, removing them may also be suffiecient for what you need
sorry, i dont feel like it today
there is lots of toggleable clothes and shit
but when i remove them it doesnt lower the bone count
so
yea your bones are probably merged using vrcfury then
in that case you remove assets that add extra bones, like moving straps or hair
really depends on how its set up tho
thatll only work if your assets have their own armature
otherwise blender only
maybe he deleted the clothed but not the bones? I saw in a video you have to delete them seperatly
yes that's true. maybe how I communicated my request scared people. My Apology 😨
For me it is just for an 'basic into'. like when I make a hair pin in blender, how can I add it to the avatar to move it with the hair. how to make it toggle able in the vrc .. maybe if I see it right it is called AMS? how to use a gif on e.g. eyes?
How to change the length of e.g. the hair. (I could edit the mesh in blender but the model has some scripts I guess for a hair length slider.. so I don't know where to find this and how I can go from the mesh to the unity system,..) such questions. Uhm ok maybe it is a bit ambitious 😅 😅
to make things move with the avatar, you need to parent the item unter the same armature in blender and then weight paint it to the bone you want it to move with. so maybe try a weight painting tutorial
Uhm so I make the bones and weight painting in blender?
you can toggle items in unity when they are a separate object in the hierarchy. or, if you decide to merge the hair clip for example to the hair mesh, you only choice is to use blendshapes to "suck it into the head" to hide it or use alpha/discarding (transparency) on the texture
likely your hair has bones already
your head has bones too
so no need to make a new bone for a hair pin, use whats there and paint it, yes
which hierarchy do you mean? the tree on the left side?
all of that
you can toggle each item on its own by using the object active checkbox in unity
like this hide toggle?
so the upload is a "you upload what you see"? Like in blender when I bake textures it doesn't matter if they are hidden or visable (it's a different botton to make them not 'used' for exporting/baking,..)
you upload whats parented under the avatar root
hahaha the "useless light" 😄 - ty so much! that helps!!
in the upload screen of the sdk, youll get to pick your avatar. so basically you can have multiple avatars in the scene, not both will upload, just the one youll pick in the upload sdk screen
ohhhh so I could make a double avatar there like copy paste and 'break' one for testing? sorry for this questions xD my head has like a knot on how unity works - jet 😄
ahhh found it! 😄
yep, absolutely can
when making animations, you actually should use a clone because of the bike pose. it may get stuck so its less trouble if the trash one gets messed up
hmm what is the bike pose please? ahh I mean for animation like a texture animation just a gif.. like a blinking star in the eyes e.g.
youll know it when you see it lol
🎉
blendshapes... this you make in unity?
no, blender
one more question here.. when I make all visable under the avatar root e.g. beside the head, all will be invisible in the vrc but the complexity and all invisible clothings,.. all mesh is kinda still there and also uploaded?
I saw this model uses I think alpha masks for making things visable and invisible as many use the same UV
ohh ok. Never did it before 😅 but I guess for that I can find a tutorial
hidden meshes will also upload, dont worry. some assets are "off" by default because they likely have a toggle in the ingame menu. Also, the way you upload it will be how the avatar preview will look like in vrchat when you first pick it in the menu
Just be careful when disabling say the body. if theres no ingame toggle for it, youll be a floating head
lol
ahh great! ohh one more question. when I upload it.. it doesn't make it available for everyone through this prismic's avatar world or?
generally, in the upload screen you get the choice to upload as private or public. private avatars cannot be cloned or put up anywhere even if you have cloning on
as for avatar search worlds, you can contact the owner to blacklist the avatar also
ohh ok so I should use always private as long I don't have resell rights I guess
personal use usually means 'you cannot make and sell edits' meaning giving the files to someone
but uploading as public does not give someone the files
so check the upload policy
ah well hum or maybe I should read it again - I didn't watched it so much in depth jet about cloning
ohh may I see some you made please? if you like to share?
its furry stuff^^
Ohh I see now! - nice card!
so how would i remove the bones from the ponytail? it selects too many, i dont wanna delete them all
start merging bones
( heres cats way ) 2-3 can be fine depends
You can use ctrl-X to dissolve bones together, but I don't remember if this correctly updates vertex weights
yoyo can I maybe get some help please?
how do I stop the foot of my avatar creepin through the shoe there's no blendshapes for the body btw and the shoes were made for this avatar so idk what's wrong
Watch out, there's some oddball that looks through this channel for poeple who need help, go on an alt to friend you ( So his main doesn't get banned and he can keep it up. ), and run a sort of scam.
You'll get a friend request from an account that isn't even in the server, they'll give some excuse as to why they're not in the server but still able to see which makes no sense such as "I muted the server".
what with?
Guy had a banned fiverr in his alts bio, so I'm guessing the ploy is to try and dig you to commission or pay for help, then scam.
not sure how to fix it in unity as I don't add clothing in unity but i can show you how to add in blender if you're comfortable with that!
@oblique jacinth Here's the guy by the way, accidentally friended me on his main before cancelling the friend request instantly and going to his alt.
i wanna delete them entirely, and just leave the bones for the other hairstyles
well im looking to make it so when someone makes contact with my avatar (like an arm for example) it'll automatically toggle on so that the model goes from the normal model to a destroyed one (which is also have)
I thought the only way was blender, I just wanted to know if i could do it in unity. also I can fix it in blender myself thanks👍
yeah ive been encountering those kinda ppl too unfortunately, here and in the blender help place
if they're two separate meshes that's going to be incredibly unoptimised, do you know how many tris/polys each mesh has?
would anyone be willing to hop in vc with me and give me a hand with blender?
Yeah, it's a shame that the staff have really no way to defend against it too.
if you let me know what you need help with here I can try help! (not in vc sorry)
way too much, but i havent at all been paying attention to how optimized it is, I just wanna have the effect i want
Since by never doing much on their main besides watching the channels theres no 'evidence' to ban the main, and besides they can just pop onto another alt and hop back into the server.
well it is important to keep it optimised, you can use phys contacts and stuff to trigger the animations
but I'm more concerned about how unoptimised that's going to be if it's a completely different model
yeah, they di something along the lines of just wanting to do the thing for you, which i dont trust because they most likely will try to ask for payment.
Could probably just keep a message pinned saying "Watch out! There be scammers about!"
And to actually do it for you, ya gotta either hand over the files, which means they get free stuff, or let them remote into your PC which is a bad idea in the first place even if not a scam.
well scratch that, let's just say i wanna toggle an alternate body thats connected to the main armature but is supposed to simulate damage, how can I make it so contact upon my arm would make it so the toggle is on
with contacts, I'll record a little video explaining, gimme a few minutes <3
Are you trying to make the avatar change in reaction to damage, like gibs in tf2?
TYSM!!!
Blendshapes would be your best bet for simplicity and optimization, but blender is awful to work with if you're not already familiar
Trying my hands at a shirt lift blendshape so I can grab it with a bone in game, but I am unable to figure out how to make it so it doesn't get absolutely deformed by chest/hip rotation and movement, is a blendshape just not the right tool for the job?
Hey just checking if i understood the docs on animating PhysBones Stiffness, Pull, etc. right:
toggle off the component -> change values -> toggle component on
Like in the picture using 3 frames?
yeah, I have a character that ive wanted to do a lot with, this included, so that when I have the setting on someone can simulate punching my arm and it'll fall off like in the movie, although ive scrapped the idea of actually making the arm fly off because that would be way too complicated.
but i want to make it so that theres a toggle for the damaged body, and contact activates that toggle, but i can have another setting to where I can make it so the contact wouldnt work if that makes sense.
Maybe just a blendshape to make the arm dissapear from the main body, and chop off the arm in blender, have it toggle on seperately, toss a blood particle in there, and bam?
Could maybe do it with shaders? Not entirely sure, I usually don't do complicated stuff lol.
Furry avatars tend to be a lot simpler than others
Also hopefully this doesn't go against the rules to reccomend this, but check out ALCOM, it's like the creator companion but wayyy WAYY better
@austere bay im trying to get rid of these bones (the and the ponytail all together) but if i delete them then it just deletes everything under armature
Like it had me giggling like a goblin cause it's got a dedicated button for copying projects
If you're wanting to get rid of just the ponytail you could probably cheese it in unity if blenders being weird
no this is about reducing the bone/poly count for quest optimisation
i already got rid of it in unity @hollow mountain
Oh I've got no idea then
Good on you for omptimizing though, I generally just "if it fits on quest at all it's good enough"
thats what my mindset is tbh.
I haven't done anything with contacts in forever so I'm a bit rusty but I hope I explained it well!!
I think I can see what you're doing, gimme 2 seconds and I'll record a video for you too bc it's a bit easier to explain that way!!
Fr, like with the new headsets just 1mb more wouldn't hurt at all
Literally just equates to "For every 10 people there's 1 more person" if that makes sense
Quest 3 I feel would be fine once it becomes the main. And besides if a quest user is in a world with 30 people which is already pushing it slightly that just means the equivalent of 3 more, right?
Even with like 10 people the Quest runs barely at 30 fps
And you can't just tell everyone with a quest 2 to get lost
it's not just about the size of the avatars though, the 10mb limit also helps to make sure the rest of the avatar is optimised imo
lowering texture res means lowering the memory too, removing things to reduce size helps tor educe poly count etc
I said when the quest 3 becomes the main, as in once the quest 2 reaches the status of the original quest.
just retire quest 2 from vrchat, that will go great ( 3 isnt that much better
)
THANK YOU SO MUCH!!! I appreciate your help sm, I will go and try it out, I'll report back!
sorry the vids a bit quiet, I didn't realise when i was recording </3
Even then, the Quest 3 enjoys a tiny bit of headroom. You definitely don't want to murder that
yeah exactly... and ive been trying to make my characters accurate to their source material so I do what I can until I have to lower texture sizes.
it was perfectly clear to me, thanks for the concern though!
retire q2 , okey now to get higher limits and lower the small amount of fps 3 had over 2 since we can make slightly heavier avatar
wat logic
I make all of my avatars which usually start at 500,000+ tris before optimisation quest compatible and optimised with no issue, it's 100% possible to optimise an avatar and have it still look nice and work well in vr
I feel like 1 tenths wouldn't "murder" anything.
yeah I gotcha
You can already get away with Quest avis having 200k+ polys. Add 10% to that and you'll see the impact.
I really like making avatars but not knowing how I can recreate something is kinda frustrating lol, I wish unity was more compatible with other things
unlike q1, that noone really bought, q2 being around 40% now, wont go extinct anytime soon, not sooner than, say, vive controllers support 🫠
what is unity not compatible with that you want it to be compatible with?
well things like easier ways to go about toggles, ability to do more, saving my email and password when making new avatars, stuff like that.
See, my avatar has 4 clothing sets and a few addons, and only has 130k polygons.
i got the root but i can't get everything else selected, i press L and it selects another root
vrchat fury helps you make toggles, I don't personally use it but a lot of people swear by it
blendtree make toggles super easy
not that i find other toggles hard either (multiple paramters ect) that not really unitys fault, just learning curve
When you raise the ceiling to something quite ridiculous where you'd have to be quite negligent to reach that amount then of course a hypothetical 10% more is gonna cause damage when the baseline you set is already crap.
just select them normally then, L doesn't always select everything
And I would argue that's already too much. Besides, limits apply to everyone. So just because you do things a certain way, doesn't mean that others won't abuse it and bring performance down
make sure you're in edit mode too!
yeah it is very helpful, why don't you use vrcfury if I may ask?
can only do basic things , wanna do something slightly advanced, ooof 
i dont get why i cant just delete stuff from the menu on the right, its so frustrating
If people are going to abuse something to intentionally make performance worse, it wouldn't be 1mb of texture memory to be fair.
I like to know exactly what I'm doing and whats going on in my projects, I also like to know how to do everything, I don't want to rely too much on something to do everything for me and I find when I have issues with vrchat fury it's difficult to fix them as I don't entirely know what its done, whereas if I've done it myself I know exactly what I've done and where I've probably messed up, sorry for the long answer :)
i wish that one day devs will make it possible to upload different versions as different avatars without us being forsed to cram every exclusive clothing set into one..
What??
ye imagine
What're you talking about? You can just make one optimized version, then another where you cram everything in.
yeah thats true...
if only we could upload more than one avi
the same premise as having windows vs. android avatars
it's to do with edit mode, edit mode is where you can actually change each individual bone, like how edit mode is where you change individual vertices
also @austere bay when i select the bones it only gives me the option to dissolve them i cant delete them
You're still giving them more leeway to do so in a context that is already strained. It simply isn't a good idea. Also if your problem is down to 1MB of VRAM specifically, just drop texture quality a little or merge two textures and problem solved
also it does work, I thank you for that, but may I ask how to keep the toggle on until I toggle it off?
because I wanna make it so when someone hits my arm, the damage applies until I toggle the damage off if that makes sense
Merging two textures on completely different sets of items/objects isn't that simple. And there's a point of lowering quality where it goes from 'bad' to 'unrecognizable' .
Then you have too many clothing options. Hence why someone right above was telling you sarcastically "if only we could upload multiple versions of an avi"
Also like I said 1mb of texture memory won't be exploited specifically for performance drops. How often do you see someone just get extremely lagged out rather than outright crashed.
is this a ' i need 1mb more so vrchat should increase limits, cause i havnt learned to optimize tiny bit more ? ' <10mb vram isnt hard
running out of VRAM is pretty catastrophic
also, note that VRAM and download size are unrelated concepts
99% vram use on pc is 'fun' wheres my frames then might crash
in the FX layer, have the trigger on the parameter thats on the arm and the toggle off be a different parameter that you put in your menu as a button, that should work, again I'm a bit rusty, I haven't done it in a while so I'm sorry if this is wrong but I think that's how you do it! I will record a video
And to take advantage of 1mb extra to that point would require a whole ton of people acting together maliciously in the same server, yes?
No, it would just happen naturally over time as people who can't be bothered to optimize anything just upload more slop
vrchat has chosen these limits so that you probably have a good experience
Most of the 'points' you've been trying to make have just been mockery. Fen and Kirian have been holding a proper debate but you just kind of say whatever.
thank you so much!
there's no concrete reason these exact numbers are used
'i made avatars in unity' why is it lagging
Mmm, yeah, good point.
Proving my point there man.
cool this isnt general chat or #avatar-optimization
I hope its not a hassle to ask... but one more thing is that would it be possible for there to be a toggle when the collider is turned off too..?
Then leave? Why say that while actively participating, and just being obnoxious and making no point besides mockery.
Huh?
Bit confused on your wording.
Do you want the act of the collider being disabled to disable the toggle indipendantly of the toggles other function?
You are using vrcfury for your toggle or the manual way? Was trying to follow your conversation at the same time but it wasn't clear for me
vrcfury
So you currently have something that reacts to a contact being triggered right?
I wanna make it so I can have a seperate toggle to turn the collider off
yes
What does it look like? Can you screenshot your logic?
yes ofc!!
Then just do the toggle vrcfury thingy, have it turn the object of the collider off?
@austere bay tysm that was extremely helpful!! do you also know how to reduce triangles?
Or have an empty object hold the collider and do the same thing, idk
I gotta do laundry so
thabk you so very much! I will go test it now!
also @austere bay if i merged everything into one mesh, would that screw up my toggleable clothes and whatnot?
give me two seconds and i will answer all your questions in a video :) sorry i really like videos bc i can explain everything and show you at the same time!
Hey I couldnt really find anything about it but should I disable loop time on toggle animation clips in Unity?
all good
Never worked with animations before, I’m using a manuka base that closes her eyes based on how much of a closed fist she makes, I’m hoping to add a corresponding animation to the ears where the subtly droop while closing my fist then collapse to lay flat against her head when making a full fist, is this possible and if so how hard would it be?
another thing to note: you can't apply modifiers to meshes with shape keys so either remove the shapekeys or you can try download the apply modifier with shapekeys addon but it doesn't work well with decimation because of the changes in vertices and stuff, you can try it though! sometimes it works :)
i think you could use an blend tree in your animator and animate with the corresponding hand parameter and put an fitting amout of step by step animations inbetween. Idk exactly if there is a better way tho
Disable it if you don't want your animations to loop. In the case of a toggle, you probably don't want it looping.
thxxx!
idk what itadori is lol sorry
not going for green optimisation, just wanna be able to upload it for quest
I meant to reply to a message
oh okay you can definitely do toggles then, you just can't do toggles on optimised avatars because they have to be 1 mesh, quest can be seperate meshes so you can just do toggles like normal :)
[ wait ] <0 = GestureRight = 1 >[ ears using GestureRightWeight as motion time ] , not sure this has worked in awhile , nearly all my avatars had it
I would recommend either a blendtree or an animation with motion time.
In the first case, you create two animations : One with the ears fully up, one with the ears fully down. You then create a blendtree using GestureRightWeight to blend between the two.
In the second case, you just create one animation that starts with the ears fully up and ends with them fully down. Enable motion time for this animation and add GestureRightWeight to it.
Also anybody knows about animating phys bones values? this doesnt seem to work
okay i have an issue in unity now, one of the hair pieces is out of place, this happened before and i was able to undo it via holding control z, but now its stuck there and idk what to do
Physbones need to be turned off for at least 12 frames for the changes to their values to apply, then turn them back on
did you add the hair in unity or is it on the fbx?
its on the fbx
So turn off on frame 0 and change values on frame 1 wait for 11 frames and turn back on?
That should do it yeah
Wont i need 3 animations since they droop forward before collapsing backwards?
if it's moving with the head already lmk and I'll try figure out whats going on :)
Ah yes, you can add any number of additional animations to make more complex movements.
Same for the second option, you can add as many in-between keyframes to add precise movements
hold shift to select multiple bones at the same time and make sure you select the head bone last
Alright, I’ll give it a shot when I get home, thx everyone
doesnt seem to work for some reason is it toggling the component or the whole bone? because i am toggling the component
Toggling the component should be enough, maybe try adding more frames?
is it possible to change the speed of an audio source being played using a radial puppet? as in, increasing the speed or slowing the speed of the audio
Yes, use a float to control the pitch
Either in a blendtree or with an animation using motion time
how would i do the motion time?
Create an animation starting with the lowest pitch you want and ending with the maximum pitch you want. Set the curve to be linear.
Then create a state and put that animation in there, enable motion time on that state and add your own float in the dedicated field.
okay so to be clear i dont need to compress the meshes into one, but how do i get the file size down?
and if i straight up replace the fbx with the exported one from blender will that sort it?
because i havent exported anything from blender yet but i cant upload for quest rn cus its 36mb and needs to be 10
Best way is to remove stuff. Then reduce texture size, reduce number of polygons, materials, etc...
i already reduced texture sizes in unity
idk how to reduce the polygons
materials have all been converted for quest already
Blender
yeah but how...
Look up tutorials on the topic, ways to decimate a mesh, etc...
and when i am done in blender, do i just replace the fbx in unity?
Also 36mb forget about it, you need to get rid of more than 2/3rd of your stuff
yes or no
this is all very confusing
i desperately need someone to help me in vc
i am not good at learning like this
Not many people do this. Also that's what tutorials are for
And again, you're starting with a base that is way too bad
tutorials are good sometimes but i find them hard to follow
Hiii, how do I make a sort of shirt pull up effect without having it distort and deform with the rotation of the body, I tried a blendshape but those are static, right? So it would not work as the body moves, I tried a parameter driver for the blendshape in blender, dummy bones paranted to the armature, or hips etc.
I feel like I've seen people do shirt pull ups that don't just die and stop making sense as soon as the hips rotate, or the chest moves etc.
You'd use a blendshape combined with a physbone you can grab for example.
Idea being you read the physboneparam_stretch value to drive your blendshape higher the more you pull on it
so unless my setup is somehow wrong, I did make that, I can grab it in game, in unity etc, it triggers the blendshape and then as the body moves the shirt just deforms ie.
Not super knowledgeable in blender but it doesn't seem like you're selecting the right blendshape?
Is there a way to make a camera flash effect using the particle system?
For a crowd taking photos as an example
I have the material already im just not sure how to set this up
Sure, use a lens flare texture for a flash for example, just make it appear for like 0.2 seconds around the camera
Im a bit new to the particle system, is there a way to keep it still and like scale up and down over time? To look like photos being taken?
Actually
Yeah nvm like that
How does a lens flare work?
No need to use actual lens flare, just get yourself a texture that looks like one.
Then you set the speed to 0, disable shape module, set the max number of particles to like 2, adjust the size, set lifetime to 0.2 and that should be a good base.
Then play with the other modules. For example you can use "Size over lifetime" to make them shrink
Hi so um
Wondering how to make ot so that i have to press a toggle then do a gesture to activate something
Like a gun toggle
Simply add both GestureRight or GestureLeft and a custom bool as a condition for your toggle to trigger
Hpw dp i do a custom bool?
I know how to makw toggles
Without vrcfury
Oh.
The SDK just.. doesn't want to show anything related to shaders for quest upload.
Poiyomi still actively on it, doesn't wanna say anything, will make it kinda difficult to figure out how much I've got left to do.
I've added a bunch of emotes to my avatar but whenever I use them it works but my camera / head in VR stays in the same place how do I make it so that follows the head in the animation?
only way i know is activating a camera so it steals your viewpoint, its extremely nausiating in vr
yeah, your head position is pretty darn steady
?
How do i do that?
note that just turning on a camera alone doens't do anything to your viewpoint, afaik
That would be very not fun, trust me, I've messed with it before, do not, for your own sake.
Extremely nauseating.
walking in circles while sitting on the playground spring horse at that McDonald's world is wild
i can feel my vestibular system rioting
Also on a random note I'm in love with the new toon standard, haven't made an avatar in ages so I didn't realize it existed until now
I love being able to get shading that isn't either harsh or completely flat on quest
Yes for animation that the head moves constantly but the animation I'm doing is a animation where the head moves to the spot the animation plays out and then stops moving
No idea what you're trying to convey man
It would be almost like a sitting animation in gogologo except the legs and arms move
🤷
This means that the animator is missing some data.
note that this is not why the avatar is failing to upload
this is why your upload failed
You're probably missing a package like VRCFury
This isn't fatal, but it does mean that something went missing that shouldn't have (e.g. an animator state is just..gone)
you only need to focus on the red error messages, definitely looks like issues with vrcfury but more specifically you're missing scripts on "Poppy NO VRCFT (Clone)", you need to either replace or delete that missing script
Why does everyone have a dick on this game
Why did you even say "everyone"?
Bc everyone have one on them
Including you?
do you know how to do it
where to delete etc
One material in blender, but when exported to unity it shows as 2... why?
first: you haven't unpacked the model prefab in Unity, correct?
you should see a package icon like this in the Hierarchy
it'll be on the root of your avatar
you can also check this by replacing one of the materials in the inspector -- the field should turn bold, like this
(it turns bold because you're overriding a setting on the prefab)
Is that why this is happening?
If you unpacked the prefab, there is no longer any connection between the game objects/components in the scene and the imported model prefab. This means that things like adding new objects or changing the number of material slots won't do anything in Unity
I didnt change it in Unity
The model, when exported from blender, randomly gained a material slot
:_;
Okay, so you have not unpacked the prefab, right? I want to make sure of that before continuing.
No i have not
Do you have any modifiers on the object (beyond the Armature modifier)?
Does anyone know how I can fix this issue with the chest?
Just Armature
Try re-importing the FBX into Blender and seeing if it now has two materials
I tried it, still 1,
I also tried deleting and re adding it , re assigning in edit mode
in Unity, unfold the model asset in the Project window. You should see a bunch of sub-assets, like this:
Select the sub-asset for your body mesh. It'll have a grid icon.
show me the inspector after selecting that asset
i want to see how large each sub-mesh is
(each material slot corresponds to a submesh)
This ?
Oh...
Okay thank you let me try that
unity will then triangulate the entire model
Use TemporaryPoseSpace
I wonder if that was done for a reason, though...
Tris and quads?
Quads are four-sided polygons. You often work with those in Blender.
However, your graphics card wants to render triangles.
You can tell Unity to keep the quads. This is only really useful for tessellation, where you generate even more triangles as you render the model.
I guess there could be other editor tools that want to see the original quads
Since the model has some quads and some tris, it has to break the mesh into two submeshes
(since it can't store them together)
Might've enabled it by mistake? It shouldn't be on by default!
no prob!
camera on av (not in head in this case) toggle im now im 3rd
shove it into head it will follow when in an animation , vr = 🤮
noo clue if this work for a quest
just toggle a camera on your av (keep it off as default) , viewpoint is now there with a terrible fov
Is there something fricked with the SDK or something? I'm trying to log into my account, putting in the 2FA but it keeps saying my code didn't work when... i have my phone side-by-side with it and the numbers are correct -_-
try logging into the website
oh, very cool! i didn't know about that at all
that's going to be super useful
i was thinking i'd have to do something worse, like display a rendertexture in front of my face
tried that one too
its .. wierd
worked just fine, what the frickies
have a mini version of my test av with constraints, i can drop anywhere in world, the move viewpoint there - people get confused why there is no nameplate
cant be clicked on either
no player capsule
I logged into the website, just fine, but the fucking sdk keeps saying Two-factor authentication code for type: totp verification failed: "Missing Credentials" in the logs. Brother, I restarted unity, I reloaded the SDK, I waited till the coded regen, what do you want from me?
That's exactly what I needed thank you
Now I need to figure out how to fix the issue that half my animations are facing the wrong way so I can't see them how do I fix that
pose space changes your viewpoint once, unless you want to constantly hammer it every 0.1 sec camera beats it
mostly for those sitting/laying animations thats static
https://creators.vrchat.com/avatars/state-behaviors/#animator-temporary-pose-space
tried it before camera
nausia
How did you do that???
put a camera on your avatar / head toggle it on
its like every mmd world out there uses it
how do i do that lol
I added a camera how do I make it toggleable?
since that was a test i just use this ( wasnt sure it worked anymore ) , other ways exist like blendtree/vrcfury , its a gameobject crammed into head and adding a camera component
clipping and fov higly recommend to be adjustable
i did this how do i do the toggle?
i posted this in the avater disscssion forum on the server but, im curious if anyone knows how to fix this? i have my avatar set up with eye look in unity and it looks fine there, but when i import it into vrchat, the eyes are "stuck" together causing one eye to clip when the other looks away, this is how it looks in unity and vrchat, and the last pic is my bone setup in blender, im not sure what im doing wrong and i would appreciate any help (the eye is a plane and the pupil is another plane floating above it)
oh my god i never realized you can have separate angles for each eye
so, in this picture, your left eye has rotated too far?
to the right, specifically
2 sets of eyebones, old cats used to duplicate them and rotate those up , not sure if its that causing it
it will have vertex groups on both , used to move the one not assigned to humanoid rig to do stuff
is it just a simple object toggle?
yup toggle the gameobject
is that why i see double eye bones so much?
i found that really confusing
(normally, to make a camera work for other players, you would need to have an animation that enables the camera component -- but that's not needed here!)
is it possible to make a glass sorta material on quest
like a slightly transparent material but not fully
What does this mean, I feel like it has something to do with Unity not able to connect to vrchat or something
The console says nothing
it does sound like a networking problem
enable yellow errors , might say something about not being able to connect
aswblablablab
this worked ty
can anyone help me?
So an avatar I uploaded just as of today is having an issue. On my screen, I'm sitting on the saddle perfectly. But on others, I'm positioned behind it. All I got is custom animations for it and 2 playable layers. How can I fix this?
wheres the root gameobject
im trying to find it to paste the pc side of my avatar's blueprint ID to the quest side
and also why cant i click android in the builder ;w;
the root object is the thing that every other object on your avatar is parented to
it'll generally have the Animator on it, as well as the avatar descriptor
im gonna need you to explain this to me like im 5 because my brain is being slower than a snail
i am genuinely so sorry about this man
if your avatar includes "Child Object" and "Another Child Object", its root object is the one named "Root"
The other objects in the hierarchy are not related at all
On your PC avatar, the root is whatever the Avatar Descriptor is attached to
(and, importantly, the Pipeline Manager component)
So the open me thing is the root object
Am I getting this right?
No, that is the scene.
O h
The root would be the "Gummi (Quest)" object
Alright
So how am I meant to find the blueprint id?
Nvm
Got it
Thank you!
Different problem now
It won't let me click android under the platform thing in Builder
you probably don't have Android build support installed
How do I install it?
Find "Android Build Support". If the box and check the box next to it if
that's quite a sentence
Thank you so much, genuinely
no prob