#avatar-help
1 messages · Page 167 of 1
So, I have a booth avi, I have a skin material I bought and would like to change the skin tone. I can’t seem to change it while not effecting the eyes, what can I do?
The old texture likely had eye whites which have been removed on your new texture
White skin had white eyes built in but your new one has no white eyes built in
Does anybody know how I can turn a physbone off in an animation
I want to have a flat chest and a bigger chest, physbone off for the flat chest and physbone on for the bigger chest
It keeps doing this
does anyone knows how to import roblox avatars into a vrchat avatar? because i really don't know how, this is my avatar and it's already rigged but then i don't know how to add it in vrchat, i would also like it to be on the easiest way possible to do this
Same way you’d do for a vrchat avatar
Make sure it has the proper rig, file, export, and set it up as a normal vrchat avatar
are you sure? it's only the model and a rig on it nothing else i dont know if it needs something more
Model and rig is all you need as long as it’s the proper rig
what about the very poor thing, does that matters or what, i dont really have experience making avatars on vrchat
Very poor only refers to optimization
It doesn’t give you any actual issues, it’s just about performance
It just means it has a lot of materials or a lot of tri’s, having them won’t make it impossible to upload
how do i make it like add more optimization to the avatar?
There’s a few ways. Would you like to join a voice call or dm me for support?
Easiest way is using a decimation tool
Yours is likely above 100,000 tri’s, as excellent/good optimization is under 75,000
I know that- what do I do about it tho? 🥲
look at the control panel to find out what's wrong
Redraw the eye whites onto the texture you have
how do i place a seperate mesh in the world?
Is it a bad idea to use this shader to make the eye lense transparent?
Because there is no transparent VRChat shade for mobile, and at the moment i dont really want to exactly just delete the eye lenses in blender
nah thats what i personally did, its the only transparentcy you can do thats compatiable from quest from what i know
hello, here with a question. has anyone run into a situation where you would double click the camera icon to turn on but as soon as you turn off, there camera lens is still there?
Other people can still see it so it makes it hard to explain to folks in different instances that my camera is not on even though the lens is there
From what I've learned, they aren't as impactful as straight up transparency, but they are still heavy. Additive is something I use for a reflection effect on glasses, but it's even less impactful then multiply. Just use them as sparingly as possible.
What are you trying to add?
Well, i'm new at doing Vrchat avatars, all i know is when i try to upload the avatar this message pops up
click .FBX>go to rig> change from generic to humanoid> select model in hierarchy and add descriptor component onto Oldfredbear
alot of the buttons in the SDK panel get buggy and manually doing stuff works better
where can i add the descriptor component?
To answer your question, click the avatar root, then add component, then type avatar descriptor
But it wont work anyways because your rig is messed up.
View unity logs for more details.
logs says something about their hip bone being missing/invalid
Either named incorrectly
or this model wasnt made properly.
Im assuming that the model wasn't made proper
That's something that needs fixed in blender if that is the case 
a screenshot of the model's armature setup would deff help 
to fix the rig part hit the configure button and either put your hip bone there or if you're missing a Hip bone fix your rig with proper setup+naming scheme ( there should be a few examples in #avatar-rigging ) then it should auto-fix itself
and to add the required component hit this button and search for avatar descriptor
trying to convert an mmd model to vr chat, cant seem to get it to work
did you apply the addon after you imported it?
the little check box
ye i did
in the newer version it says something about like "making the model single user"
then i went to the older version the one in 2.93
but like
it doesnt want to import the model
nevermind for some reason now it did??
lmao thats blender
i spent hours trying and now it suddenly works what the fuck 😭
did u close it in that time?
i could've sworn i resterted it but maybe i was wrong
i do believe you have to restart after importing the addon
🫡 good luck on the avatar!!
thank you
i'll let you know if i need more help
i may not respond to pings here as i dont see them
but others here may be able to help ^^
das oki thank you tho
by the way
is this normal?
like, the model should have that covered
that just looks like backwards normals, if you go to edit mode on the mesh
i have no clue what that means but i'll try
😭
select the mesh before you go to edit mode
just right click on it in object mode
*left click
ok so i did that but it didnt seem to change much
oh thats just transparency from the outer layer
thats okay itll look normal in unity unless you are uploading to quest
oh ok
wtf i tried using the translate all thing and it says "you are banned from google translate??
another question where are the eyebones
so i found the eyebones
but for some reason my hierachy is all messed up
My SDK is giving me this weird error.
When i provide my 2FA code, it thinks i've entered the wrong code, even if that same code is working on both the main website and the game.
does anyone know how to smooth these? ive tried almost every method and nothings worked
why are the eyes clipping out when they arent in blender
they only clip out when im in play mode
perhaps an animated blendshape
how to make it look smooth?
you want smooth shading?
Anyone know how to make the poiyomi not get influenced by world light this much ??
shade smooth (space for search)
would anyone know how to get rid of thi purple highlight?
guessing outline
rarely use liltoon, some outline size somewhere
Ok i'll see if that works
i'll try this too
thank you
not sure if this question would make much sense in the first place but does anyone know how exactly vrchats height for avis works? my avatar when i calibrate is slightly too high (foot wise) and then i have to adjust my height to move it, then i wondered if shrinking the head bone would magically do something
Does anyone know why my materials aren't changing in unity? Also my view set position isn't working AT ALL, I tried changing projects but nothing.
hi guys is this something to worry about when uploading for ios
does anyone know how to remove this box thing from the model?
this shouldn't really matter since you aren't compiling anything
your avatar is an AssetBundle, which can contain anything but code
what are you doing? why do you expect your materials to be changing?
are you renaming/modifying them in Blender?
oo ok thank you:)
it might be emotecons
How do I get rid of those
shove it in blender , select / part / delete
yup
might be some 'info or plaque thing
weird that its on the face too
thats why i think it might be those emoji icon things
or its some fucked up blush
i have no idea why it looks like this
yeah i was right
transparency stuff in the face , blender gotto set those up (doesnt really matter)
rest might be bones for the emotes so you can shove them around or blendshapes
you can prob just click the box if its a separate mesh and either delete it or hide it
if its not then you need to go into edit mode and delete it from there
this was originally a vrm model, and i tried turning it into a vrchat model but like when i make the material list it just, brings those up
like, the atlas thing
lots of ways to select it but L might work to get just the emojis
you can also go over here and find the material, hit select, and then it will delete anything assigned to that material
i tried to like, find the material that creates the emoticon but like
there is none
which is the weird thing
i wonder if its all on the same image
good lord
oh my god...
alot of materials thats the same, cats can just merge those before doing the before atlas/baking , usually end up with 1 4k~ with alot of air, can just bake/scale stuff after ( ill take one badly atlas over 20 materials ) 
hair on vrms tend to use the same 2-3 material/textures many places
How do I go about making expressions sets? (Like toggleable sets of gestures in a menu but get activated by gestures)
A normal gesture layer will have a bunch of states with transitions like this:
- GestureLeft = 5
You'll add an extra condition to every transition
- GestureLeft = 5
- GestureSet = 0
now you can add more states that use the same gesture parameter, but want a different gesture set value
Ohh so, you can add more gestures to a gesture layer then but just make those ones have conditions to like.. equaling gestureset = 1 to use them 🤔 ?
Yeah. A transition can only be followed if all of its conditions are met.
One important thing: if each state has a transition back to the "idle" state, you'll need to add another transition
So, for one state, you'll have:
- Idle -> Emote
- GestureLeft = 5
- GestureSet = 0
- Emote -> Idle
- GestureLeft != 5
- Emote -> Idle
- GestureSet != 0
if A and B, go to Emote
if not A, go to Idle
if not B, go to Idle
Multiple conditions on one transition are like saying "and"
Multiple transitions with one condition each are like saying "or"
Ahh okay okay - i still get very wound up and confused when it comes to conditions this really helps!! thank youu so much!
I wish you could explicitly add "and" and "or" groups
ok i think i took care of it
also, you can right click on a transition in the list and copy it
then paste it into another transition
this is useful for keeping the same exit time, duration, etc. values
the only gotcha is that copying an Any State transition does not copy its "Can Transition To Self" setting
anyone know how i can recreate the scale of to objects to eachother in blender?
so ive trippled checked the hierarchy and bones of the model but its still showing this (the bone rig is all green btw)
so like
im trying to fix hair clipping through a hat
and i got told i cant export this from unity and just pull into blender
so i have to pull both assets new into blender and kinda recreate the scale
K 2 secs
@mint badge you dont export stuff from unity to blender, you just import fbx models from unity assets to blender, then export fbx on top with overwrite (make project backup to be sure). you as id guees would need to create a shapekey (blendshape in unity) to scale down hair
@fresh rose hierarchy as well?
Kk
at least for the bones concerned, ie all spines shoulders neck etc
ye, now you can see spine 4 is extra, shouldnt exist at all, need to merge bone and its weights to spine 3 (upper chest) or smth
Huh
So what do i need to move or delete
its blender time, some model sources like game rips etc just have too much bones for unity liking
Oh ffs 😭
enjoy your free raw content🤷♂️
So how exactly do i use blender to do this stuff?
that would be a really long text, cats is handy for merging bones and renaming , but the bip bop av's tend to be a mess of bones going all sort of directions
This is what im lookin at rn
How do i get that menu up?
Ehlo, I can't seem to upload an avatar. Here is the issue. It seems to be a server side issue and I can't figure out why. Is anyone aware of a solution ?
whats the best sculpt tool to get this shorter cleanly
Does anyone have a lock where you cant use the avatar until you get the code from a person or a kaycard?
vrcfury got smt for that
VRCFury got code locks component
Both
kk thank you
Ok so my problem is related to an empty response from the server :
(System.ValueTuple`2<VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse, System.Net.Http.HttpResponseMessage>)
VRC.SDKBase.Editor.Api.VRCApi/<MakeRequestWithResponse>d__15`2<object, VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>
gonna come back to here because im not sure how to work out the avatar lock for vrcfury-
lol-
So i got this done
How do i merge dos shit
Definitely a server problem, I can't upload anything at all
Ok so for anyone struggling it's because of the VPN
does anybody know how to do this look but on Liltoon?
the eyebrows/lashes being partially visible through the hair i mean
if not idk what to call this look to do my own research
You can play with the material maybe of the eyebrown and change the rendering queue to above the hair. So it render over it
It should work if the eye brown is only culling from one side and not both. If it cull from both side. It might render from behind your hair
yeah -- if the hair renders transparently, it won't block other things from rendering behind it
and you can tell the eyebrow to always render after the hair
note that this would make your eyebrows appear on top of any transparent object
Does it need to be transparent tho
if the hair isn't transparent (as in, it has ZWrite On set), it'll block the eyebrows, even if they render later
in this case, there might not be any trickery going on
the hair might just be transparent
the eyes aren't completely showing through the hair; the hair is partially obscuring them
I wonder how it is done in poiyomi right now in the exemple
yeah, that'd be useful to see
dude im so lost rn i cant find where the menu on the right is
i can link the video i got the screenshot from if yall need it
so ive set the render queue on the eyebrows higher but nothing has changed, i found a tutorial for how to do this on liltoon on youtube but they're really bad at explaining it ngl
the closest that ive gotten so far is that i accidentally set some extra stuff inside the head to render over the hair somehow
even though im using a completely seperate texture for the brows and lashes
im starting to think that part of my problem is that the video has the brows on a seperate mesh entirely but i just used a different material with a transparent background
i hate blender so im not gonna change the mesh
Also why are you trying to go to liltoon? You might need to show us how the material look like for the hair and eyebrown too
I think it is the inspector with a parameter menu selected
i just like how liltoon looks MUCH more than poiyomi and i dont want to turn this into a bigger project than it needs to be trying to make everything look how it does on liltoon in poiyomi
You can make poiyomi look like liltoon. Thats what i do
yea but it doesnt look at all for me like in the vid
i know i COULD, its just harder to redo all of this shit that i spent so long tweaking to be exactly how i want
The one in the video is filled. Yours might be empty.
How yours look?
did you want to see the textures or the settings for the material tho
both?
Material
i think i found the problem the names in the animation are diff for some reason so i gotta do it by hand
or not
its just doesnt work
idk why
it makes the sound now but the blade just isnt there
Are you trying to do a toggles that enable an object?
the setting thats cut off at the top of the second screenshot is identical to the setting right below it just so you know
https://www.youtube.com/watch?v=_FfurIEX4cs this is the vid im trying to follow rn but it doesnt work
Is that the original one that has the eyebrown rendering over the hair?
im not sure what you mean
You are trying to turn poiyomi into liltoon. Did you use the original material or you used a different material ?
no it was always liltoon
no
im trying to keep it liltoon
but do the eybrow thing
which i cant figure out
the original screenshot was a youtube video
it just inspired me to try a similar look
Alright allright i get it now. I tought you had the poiyomi version and tried to switch to liltoon sorry i misunderstood
In your case i would just right click the hair in the hierarchy and click on the poiyomi sharer tab and translate liltoon to poiyomi then follow the tutorial 
Added a prefab with an animation to an avatar I'm working on. It animates fine in play-mode but not at all in-game. The prefab has its own animator, so im not sure if that has something to do with it not working
alr hold on
i really didnt want to switch to poiyomi because ive had several other avatars in the past that ive used several different shaders with and i didnt like how they'd never really look quite perfectly the same
i think id rather just forget about this idea than do all of that ngl
might prefer to just cut my losses
I will try myself tonight with liltoon
How do I get an extra bodypart to match the shader and color of my body exactly? It keeps looking too shiny or is just glowing
Try lowering the smoothness maybe
you dont gotta do all that i honestly dont care enough to try this specific thing anymore, ill find other things to do to the avi
It will take me 5 minute once at my pc
Is there a way to test the lighting inside unity so I dont have to keep uploading it?
i think its not working though because i dont have a seperate eyebrow mesh, and im absolutely not going to even think about touching blender again
It should be a different material. Not mesh
thats what i did
and i know that
but im saying that along with that, every tutorial ive seen ALSO has a seperate mesh
so it makes me think thats the issue
if you can figure out how to do it on an avi that doesnt have a seperate mesh for it as well as the seperate texture then lmk but if not, id rather just not do it at all
I ended up just copying the shading and light settings from the body to the part to a tee. Hopefully that fixes the problem
ignore the lag but why does it not animate properly?
loll
Your video was longer then i tought
yeah my pc just lagged while recording rip
If i were you i would just redo the animation but explaining you that might take a while
How would I need to re-do the animation? Is there something I'm specifically doing wrong while animating?
notice how all three euler angles are changing throughout the animation
yeah its odd cuz im not even animating those? I'm just simply rotating it but the anim goes crazy
Depending on which axis you're rotating around, the other axes can change as well
The animation act correctly when outside the avatar by itself?
im not sure what you mean.
iirc unity performs rotations in ZXY order, which means that your X and Y angle affect the result of a Z axis rotation
same goes for your Y angle affecting the effect of an X rotation
Given that the green circle is going around the axis of rotation that you want, this shouldn't matter
I'd clear those keyframes, then right click on "Rotation" in the inspector and hit Add Key
do that at the 0:00 and 1:00 mark, then edit the Y angle of the second keyframe to be 360 degrees higher than the first keyframe
The asset im using came as a prefab, but I could not get the animaiton it came with to play with the prefab on my avatar. It comes with an animation the works, but the prefab uses its own animator and for some reason it refuses to play. So I attempted to add the asset on my avatar via blender to see if I could just re-animate it myself, but it refuses to cooperate
ah, right, I'm forgetting that the Y rotation is in the parent's space, so it's spinning around like that
rotations can be annoying to think about :p
none of the axis seem to spin it the way I want it to spin
If you got rid of the X axis rotation, it'd spin properly (but be pointing the wrong way)
I get the same issue as you if I try to record the start and end rotations
It's be easiest if this object had no rotation when at rest -- that is, it didn't need to be rotated 90 degrees around the X axis to be oriented correctly
yeah you're correct, but getting rid of the x acis causes it to be in the body
If I were to say give it a root bone thats straight up and down, would that possible make me able to animate it the way I want
Yo, Im looking for the black dots as well as the cloth constraint menu when I click this button, anyone know why I dont see it?
An extra bone that handles the 90 degree X rotation would fix this, yeah
it's trasnform is also zero'd out in blender so idk if that makes a difference 
oooimma try that
- Spine
- KeyHolder <-- 90 degree X axis rotation
- Key <-- neutral rotation
- KeyHolder <-- 90 degree X axis rotation
There must be a more sensible way to do this
but I do very little actual animation with the animator :p
oof adding a root bone didnt seem to help at all
the root bone needs to be the one that's rotated
the key's bone should has zero rotation
The root bone should be the one that's tilted by 90 degrees
The bone that the key is following must have no rotation whatsoever
so something like this? or am i misunderstanding?
The key bone has a 90 degree rotation right now
I reset it so its just a default bone?
in edit mode, rotate it 90 degrees back, so that it points in the same direction as its parent
im really bad at degrees lmao so im just guessing. like this?
that is exactly the opposite :p
it should point in the same direction as its parent bone
that is pointing in the opposite direction
so like this?
yep
Animations record the local rotation of the object. If you set it up so that the local rotation is zero (that is, the bone points exactly the same direction as its aprent), you can easily record an animation rotating it around any of the three axes
I must be doing something wrong cuz that did not seem to work
the key should be rotated correctly when its local rotation is set to all zeroes in Unity
when it's all set to 0, its just straight up and down and points through the body
also, make sure that the rest pose looks like this -- you should be in edit mode, not pose mode, when making these edits
yeah i was in edit mode
and if you reset your pose in blender (pose mode, alt-r with the bones selected), does the key point the right way?
Yeah this is what it looks like in pose mode. I hit alt-r on my keyboard and nothing changed
I did have the bones selected
the root bone
ah, that's it
I also tried the key bone
the root bone's only job is to orient the key bone properly
make sure you also weighted the key to the key bone, not the root bone
(and that you reset the root bone's rotation in unity, since you might've left it changed)
the og animation the prefab comes with works fine but for some reasion, it doesnt play
if i set it to 0, it stays straight up and down inside the body
it should not be zero!
the root bone should have a rotation
right click on the "Rotation" property and revert it
the key should now be oriented properly
and a simple Y rotation on the key bone should make it spin
ok yes that was my issue! I was definitley confused
it seems to animate fine now tysm
nice
(and make sure to set the interpolation to linear so that it spins evenly)
otherwise it'll speed up and slow down
There's got to be a way to just record keyframes for a rotation like that
yess I do that with tail wags so ik how to do that :D
a fun trick: you can use a parameter to control how quickly the animation plays
with that Multiplier property
I was gonna make it spin faster when you talk, could I do this by setting that multiplier param to "Voice" and up the speed to liek 2 or 3
or would that not work lol
I have an idea of how I would do it to get it to work but I just wanna know if that would be easier than what im thinkin of
you could use voice volume
as that's a float
here's all the built-in game parameters you can mess with
yeah I've used the Voice param before, im just wondering if it would work if i set that param inside this little box here
any1 know whats going on?
yep, exactly
It might be a little jumpy
There are tricks for smoothing out a parameter over time that you could look into
I've never had any issues like this, but I'm having trouble mirroring my weightpainting... What's strange is that the model is only the right side and has a mirror modifier, and then the armature modifier, has all necessary vertex groups, and the whole armature is symmetrical and has the correct suffixes (.R and .L). Still though, it seems some vertices on the mirrored side aren't weight painted at all...
the only thing I can think of is maybe the .L groups are not empty
I'll try fixing that and see if it fixes my issue
okay yeah looks like that fixed it 😅
apologies for the necro, but did you ever find out if fallbacks sync parameters with the "true" avatar (presuming matching parameter names n whatnot?)
I think it's a safe assumption that they work like the quest versions do when attached to a PC version
Aka : It'll sync correctly IF you have the EXACT same parameter list on the initial avatar and the quest/fallback one.
Anyone know of any good US army dress uniform avatars for quest
this would make sense and what i'm hoping for, but there's a lotta weird lil edge cases in vrc avatars, so i wanted to check before trying to build avatar stuff around it
You could do a simple test with a single toggle. Tho fallbacks are getting deprecated so idk how long they'll still be relevant.
https://suliverlynx.gumroad.com/l/NovaBeastUnderpants?ref=jinxxy
Should this be able to fit on my avatar if it has blendshapes? I dont know how to do clothes so I hope its a drag and drop
id learn blender scultpting then anything fits 
Alot of effort for putting on underwear. -w-"
I… honestly forgot. I've not needed to looked at fallbacks since the Imposter system was introduced.
I think it does?
hey weird question, anyone else having issues uploading atm? i keep trying to log into the vcc sdk, but when i imput the code it says invalid despite being correct
fallbacks are getting depricated? since when? i know they made the imposter system, but i heard nothing about depricating fallbacks
a few months ago iirc. They've been trying to though since the introduction of impostors
you can't even select a fallback in-game anymore, you have to do it through vrcx
damn, that's a shame. would've made this avatar work much better
webpage still have select as fallback
but for how long...
i'd rather not build stuff based on a system that will be getting phased out. oh well
I still think it's a dumb decision, I don't see any reasons to fully replace fallbacks. Give the option of impostors for people that don't have a good one? Great! Forcing everyone to be a pixelated mess? Sounds dumb.
all of my avatars turn into extremely weird soup as impostors
probably because my avatars are already weird soup
Can someone help me upload some avis
Does anyone know what setting causes this white shine on Shinra's nose/cheeks? It's not the matcaps, rim lighting, backlights. I'm at a loss
Could be glitters
Looks like a glitter mask to me
Unless thats another thingy
And I’m looking at the wrong spot LMAO
glitters were turned off before I edited them for the eye makeup, but the white has been there from the beginning. It's like a white shading/cast on the nose/cheek area
nvm, I figured it out
it was literally the shading lmao
i have a prefab a added to my avi but im the only one that can see it
there on the same platform and have my avi on
I keep getting a mesh body error and idk how to fix it can someone help
What's the closest way to make pistons work on vrc? I've got some on legs and arms. They're set up in blender a certain way to work, but idk how to get that effect in vrc. Best I could think about is twist bones or something similar
hey, can anyone help me make a cloak toggle using mochi's shaders?
please, im genuinely getting frustrated because no one has even responded
ive asked in 7 different servers
I'm trying to lower the amount of polygons on my avatar, I tried merging by distance and for some reason after exporting the model it... went up? from 79k polygons to 90k
Unless you know you need it, doing merge by distance is not going to help with optimization.
It will just screw things up.
The most basic optimization you can do in Blender is simply going into edit mode and pressing f3 and searching for decimate and changing those settings (can't do as a modifier since avatar has shapekeys)
wdym by "can't do as a modifier"
blender 3.6++ 'cleanup' is decimation and keeps shapekeys , but edge loops is a thing you should try first 
wont break your shapekeys
edge loopey , change everything to quads, select lines, dissolve
When you use a modifier on an avatar you can't apply it if the mesh has shapekeys, are addons that fix that, but easier to just use decimation in edit mode.
This is the good way to optimize though, it is quick and works well.
So I am editing a avatar and I wanted to add a spawn effect but I can't find any videos on it does anyone know a video or anyone able to explain it
how do you make it so that when your move your head side to side, your entire avatar doesnt move with it, and only your head?
not sure if this is possible with just a quest 1
Gocoloco has this feature
You can just take it from there
Also who still uses Q1😭
i have it on my avatar, is it something that needs enabling
Yes
It has an image
i just use it linked and its fiiiine 😭
Of a guy with completely orange body besides the head
okay tyvm, ill look for it
Bad resolution, slower performance
hence the sob
Almost every headset has oled 😭
i see the opposite of this if thats what you mean?
Idk what you're trying to Achieve..
Not really
Meta hasn't put out an OLED headset since the Quest 1
I'm saying that maybe buy a better one for 200$?
I'm not talking about just meta + I said "almost"
Meaning 80% of the headsets
if you're only thinking about the PCVR 2 or the Bigscreen
It doesn't really matter since it's the same lenses and same display :/
No chance
when i enable it, it seems to hold my shoulders still, but not my lower body, as i turn my head
Pico 4/4 Ultra, Quest 3/3S, Quest Pro, Index are all LCD
So i have the quest 3S and every time I go to sign into my personal vrchat it says I can't authenticate a real time server, my wifi is good, so it can't be that, I can sign i to the meta quest account perfectly fine but not my personal account
Then make your own one on Unity
i mean fair point, but im not that good. itll do lol.
ty for the help
Okie
Apple Vision Pro, PlayStation VR, PlayStation VR2, Bigscreen Beyond, Pimax 5K XR, Pimax Crystal Super, Pimax Dream Air, FOVE, Immersed Visor, Rokid AR Glasses, XREAL One, INMO Air 3, Viture Pro XR, Meizu StarV View, Lenovo Legion Glasses
That's correct
Now fill all the needed data, check for errors and publish
ok now most of the errors can auto fix
K, smarty pants
Good
btw do i have to texture it?
Yes?
or it just appears like that
The current avatar you see in your viewport is how it will look in game
ok so here's the thing.
is this more like something about the model?
because i can't find where are the parts i wanna texture
i might try this again with a more updated model
ok this other model is more like it
damn
Should dragging this onto my avatar work if the waist is similar to a novabeast's? it has blendshapes so Im hoping it does
https://suliverlynx.gumroad.com/l/NovaBeastUnderpants?ref=jinxxy
Most definitely should. If not you can always edit it in blender
Either your avatar is too big or it has a component that is not allowed. What is the error?
you haven't set up the rig correctly
Click on the model in your project folder, head to rig, configure, and check that it has all the bones mapped correctly
the performance errors aren't that important aren't they?
121 materials seems very excessive
and so does 96 meshes
but it shouldn't prevent you from uploading unless it exceeds 500mb uncompressed
on pc that is
see if it throws an error, im not sure if shoulders are required
How do i makw stuff like spotlights scale with my avi btw?
Do you mean the main view in Unity? "Scene" button up at the top of the view box thing
i mean i can't find the scene i was doing
i don't know where it is
but the models are still somewhere
Screenshot what you're seeing?
I meant like, the whole window lol where's your hierarchy?
That's weird, your scene view looks like you're in Play mode (no gridlines showing) but it doesn't indicate so at the top. Click on the "Fredbear" root and make sure it's positioned at 0,0,0; you could be zoomed way out somewhere in space
dude i idk what i pressed and i lost it in a sec
genuine question, is this avi even made for vrchat?
the thing is i can't even see the arrows when i select the camera
to move it
So, i decided to add the same model again just to see where i am and, i am far i must say
i reached unity's farlands
change the positions to 0
idk how you managed to move it that far from the center
like move it so far that unit is complaining about floating point precision limits
i did now what?
yw
what do you mean by scale? As in when you scale up in game?
Doesn't it automatically scale the light with it??
going back to this
If i turn them on when i scale down i get flash banged
it still shows this error
It means u still havw stuff to fix
Chech the errors in the SDK
helping 2 guys at once might be hard lol
I can wait dw
Scale constraint maybe? It's weird that it doesn't automatically do that
Ill try yeah
Did you try to upload it again?
yes
sketchfab and the other one from a drive file
the first one was from the drive
and this is the sketchfab one
does anyone know how to make/get an invisible material
So it wasn't made for unity or vrchat it seems then. You're gonna have a hard time converting it unless you have 3d software and unity knowledge
pc or quest?
pc
do you use poiyomi?
i can yea
i only have blender, unity and some gmod things like crowbar
do you want it completely invisible or just transparent?
blender is a 3d software
do you know how to use them?
invisible
as if it just poofed basically
mkay, hold on lemme just check myself
har har ha har har har har har har
change opaque to cutout and turn alpha cutoff all the way up
for poi right
That rig is messed up. It looks like all the bones are parented to the one between his feet instead of to the bone before it
ye
ok so i'll try and fix the rig
but now i gotta go to sleep
wait but that bone does not appear here
danke
that looks to be a correct rig yes
looked pretty good when i saw it on Muscles & Settings
okay yeah then the rig should work. It just might be the insane amount of materials on the model that makes vrchat act up
maybe because half of the model was under the grid
maybe
i wonder why "spine" is considerated as other avatar
it only has 7 alerts
now
the bones are totally correct
can we do like a call in DM i'll show you my screen
im busy and cant call
check the spine and see if it has an avatar descriptor. Delete it
it indeed had
check if you can upload now
i could'nt
it may be because it doesn't have a shoulder or upper torso bone
or a chest bone
what does the alerts say?
I dont have an upper torso bone either, but I have a chest bone and shoulders
yeah you need shoulders and chest to upload
do i choose another animation type?
alright, weird bit so tested it
No idea if intentional or not
If you go to camera mode -> Stream -> Sprout, while the camera is still on, double click it.
The camera should be off right? The lens is still there BUT if I disable sprout mode, and do the whole double click, It finally vanishes. Can someone test this out if they are in game?
thought I hit reply
lol
I suppose you could, but I don't think it'll be animated in game
if you get a package from someone do you manually need to add gogo normally?
or does it normally come with it
tf did you do
i undid that already
depends on the package. if it has a gogoloco prefab in it you only need to import gogoloco into your project
i'm trying to add some bones to the model in blender
is there a easy way to tell if it has the prefab
if it has something like this in the hierachy
kk I think I didn't add it in to the last one i uplaoded ill have to check it
I went to export an FBX into Blender, but for SOME reason whenever I import the new FBX, the hip bone is missing, which is absolutely fucking up the model itself because no hip bone is controlling the torso and legs, what the hell do I do 😭
im having a really complicatd issue and i have no idea what to do
Start off stating your issue for faster assistance
So im losing my mind here
ive got an avatar with 4 arms
top hand is the normal hand, bottom hand is the 2nd set
why is it that the fingers are completely bending the wrong way
ive tried messing with the bone rolls in all sorts of directions in blenders edit mode
btw using rotation constraints
i have an avatar model i added a blenshape to for a body slider and i managed to get it to wrok but i cant figure out how to correctly export the FBX since when i put it in unity the bounding and scale is all wrong and it ends up breaking stuff.
are you overwriting the existing FBX file?
i tried both methods but i havent gotten any further than exporting it to unity because no matter what i do the new one has the wrong scaling and bounding
i did manage to make a slider with the new blendshapes and have that work but i quickly realised everything else was broken
i will admit the one i edited in blender is a different version to the original technically? theres two versions of the blend file, one with a poyomi style outline and one without and i used the no outline option cuz it was easier to sculpt
are you exporting with the "FBX All" Apply Scalings in Blender?
yes
and i have tried a few settings combinations but the result is always the same and even then i have no idea how to replace the old FBX in the unity scene with the new one and not have it break everything
i have tried asking the model maker on twitter but they haven't replied
I do also want to add some constraints to the thing in unity but im far from that point atm.
would having "export fbx to unity" tools be messing with the official tools that do that?
i downloaded some but none of them worked either
oh i should probably mention its the looie model by candycreaturez that im trying to do this with
what shader setting allows for this sorta polka dot grid that this person has in their hair? i really like how it fades up the hair and it sorta moves based on how you look at it like a still image if that makes sense
solved by banging my head against a brick wall for 2 hours
real hands bone rotation effects fake hands rotation, while fake hands bone rotation is only determines the roll and not how they bend
I have this issue where the fingers on my avatar bend too much in game, when they display something else completely in Unity. I do use index controllers, so I think that might be an issue.
so i just descovered pumkins avatar tools and its telling me that the armature scales for the model im trying to replace and the one im replacing it with do not match.
i also tried using it to copy the scale, constraints and everything else and it just turned it into a jumbled mess. what am i doing wrong?
what is the armature scale of the new avatar vs the original avatar
is the original avatar 100,100,100?
yes and the new one is 1
but i just changed it to be 100 and that still happened
then use the default blender FBX export options if the original is 100,100,100
but your original avatar isn't a model linked packed prefab so you'll need to use Pumkin's avatar tools to transfer things over
i have been
don't use "Unity export plugins" like you said earlier
as those will most likely force a 1,1,1 armature scale
yeah i havent
turns out the scale in the blender project is set to 1
i change the armature in blender to be 100,100,100. same thing happened
there werent any errors this time but it still came out a jumbled mess
This is to do with the muscle settings in your unity rig, you can switch it back to legacy handling somewhere in the circle menu ingame, but a lot of these broke with the steamvr2 input update since it switched to skeletal driving for the hands
Looks like its just neatly organized poiyomi glitter ngl
Atleast you can achieve the same look with a mask and glitter
Yeah so this happened randomly while im editing a avatar file and now when I try to make a new project with Av3 it comes up with this stuff. How do I fix this and what does it even mean...
i finally fixed it
anyone know why my texture is see through in blender
must be alpha
Looks like Alpha set to 0.5
none of my authorization codes for the vrchat sdk are working, Ive looked trough the help stuff for vrchaat, made new prodjects, restarted my pc, restarted unity, pretty much everything nut i can get into my friend's accout just fine with the codes and it only fails if i move my mouse?
but if i log into a prodject with a different account then mine it works fine
Is there an optimal resolution for the avatar icon that plays nice with every UI it's squished into?
1280x1280
or 720x720
I think vr should put it normally based on res.
Hm, I'll try that then
Do you mean the Gestures icon or the display one?
The one that gets used for the avatar, your profile picture, etc
That the uploader says to use 1200x900 for
ah that one
I thought about gestures
Just try to put your avatar in the middle of screen, I can't really guide with this one
That's why I was asking if anyone knew the optimal setup, I'm sure there's one if you're willing to fiddle with everything for an hour 
I tried to help :c
have a template i made , but vrchat is all over what you actually see depends where, webpage/clicking on someone/ingame/ect , theres also the pc/quest/ect icons covering things 
theres also like 3 different sizes auto from that on every avatar somethingsomething
keep it in the teal color and it should be visible on everything 
hello can someone help me with something, vrchat sdk is not showing in unity for me :(, does any1 know a solution for that?
Anyone know how to fix this issue its keeping me from uploading
why do you think it's stopping you from uploading?
this is a warning not an error
its just telling you that you might have funky tracking in game
warnings dont prevent upload
it wont let me type out the avis name or nothing it preventing from uploa
if the control panel isn't letting you enter the avatar details, restart unity
done that same thing
its definitely not the arm thing
cant firgure it out i want to upload the avi
check the console
screenshot the thing that's causing you a problem right now
Yes, that's expected
Again, the arms have absolutely nothing to do with your problem
the "Prepare Your Content" section shouldn't be grayed out, even if there are upload-blocking errors..
I'd still check if there are any errors in the list that have an "Auto Fix" button on them
theres no errors with auto fix
I would try adding a new model to the scene, attaching an avatar descriptor to it, and seeing if you can select it in the control panel
and before that, try VRChat SDK > Reload SDK
(in the menubar up top)
confused
🙏
so you're using the FBX Exporter package to do this?
is there a reason you can't just import the original FBX file that's in your project?
i noticed that your object is named prefab-id-..., which is the name that VRChat gives to your avatar when building it

when in doubt restart unity , some scripts can fail the first time,
they said they've tried restarting it already
i'm very surprised that this didn't fix it
idk, in game the dots are very square, im thinking it might be some sort of overlay type of thing but i dont know how to explain that so im tryna figure out what the word for it would be in order to do research on it
The control panel can get jammed up when the SDK runs into a weird error
e.g. trying and failing to boot VRChat on my macbook
remove any controller if there is one in animator , newer sdk can do wierd thing if there is one
yeah there's a setting to have the glitter be randomized or have it be neatly organized
its slider iirc
@civic cliff forgot to ping you back
Guys how do I use xbox controller in vr chat in vr mode( and yes I don't have a headset as I spent all the money in my pc so I use my phone and it works pretty well)
ahh, but what about the fact that theres still other glitter on the hair that isnt organized? do they just have seperaye layers of glitter do you think?
i can't tell if it moves or not from the picture, but it could be part of the texture, a decal, emission
might just be a generic texture full of stars and stuff, and its just panning
you could stack 2 materials, but thats a draw call for very little
I’m trying to port that asset to blender to make some changes, but as I said, the hip bone just up-and-disappears when I do
the other glitter did move when i took the pic, the part im confused about is how to make the grid stuff have the effect i was talking about when you move your head, the best thing i can compare it to is like the galaxy skin in fortnite, or the end portal in minecraft, how the image kinda always stays in the same spot in a way
set the UV to panosphere?
Like this @civic cliff
I changed the texture of the hair of my avatar and when I load the game it does not show on the avatar someone help me
There may be an animation that swaps the material
See how it looks in Play Mode with the Gesture Manager package
is it possibel to maek liltoon outlines emissions?
Still not working could you help me?
so you've used the Gesture Manager package to test your avatar in play mode?
Yes
My avi for quest uploaded on unity but vrchat says it didnt pass security checks
Show the performance stats of the avatar in Unity
There are a few niche things that can cause it to fail checks, despite uploading correctly.
I had an interesting case where I tried to animate VRCConstraintBase instead of a specific kind of constraint
Currently not home
This avi is from a well known creator so im hoping they fix it
some parts of my sleeve mesh is flipped while others aren't, is there a way to fix this without checking each individual one
If the mesh is solid, you can run the Recalculate Outside operator in Blender
i will check if that works ty
i should say "watertight" -- that's the common term
Also, in Blender, you can turn on an overlay to view face orientation
near the bottom of the Viewport Overlay menu
omg i wish i knew about that sooner ty
if you do have to select individual faces, you can use ctrl+click to pick everything on the shortest path to another face
that's often handy for grabbing large chunks that don't go all the way around
Does anyone know how to fix this? I have no idea why it floats or why the arms fold in like that
rough guess but maybe you misplaced the descriptor?
I put it in the head where I was told its supposed to go
between the eyes right
yeah
okay im on a new pc, i use blender 3.6 and i reinstalled it and unless i open in through the folder it pulls up this, and when i do use it through the folder the second i use cats or anything to merge stuff it just crashes, any way to fix this? anyone have a better download for 3.6?
also automatically opens this and if i close it then it closes blender
this suggests that you're missing important system libraries
either that, or the blender install is mangled
did you move the blender.exe file out of the folder to put it on your desktop?
that would confuse it greatly, indeed
you should use shortcuts instead for that
i did today to try to just get it on desktop (im so smart ik) but its been doing this pop up since first installment
good catch; i blanked on the 'through the folder' bit
the executable is expecting to have other files next to it
should i just try to reinstall it?
you can simply move the blender.exe file back into the install folder
i did
it didnt really fix anything
are any of these better then another?
im just gonna try to reinstall it
msix/msi are installers, the zip file is a portable version
alright thank you
why do you need 3.6 specifically?
all of my old projects and stuff are on 3.6, and its the version ive used since i started using blender so i just prefer it over the newer ones
yeah idk i think my cats is broken or smth cus anytime i do something with it even after reinstalling it just crashes my blender 🥀
Hey 👋
Quick question about physbones :
My scene hierarchy is as so :
Parent
|-- Children
| |--Children2
|-- Children
| |--Children2
I want to put a physbone component to the Parent to save components but them to only affect the "Children2" objects instead of putting the exact same physbone component to the 2 "Children2" gameobjects.
How can I do that ?
Hello I'm trying to set up outfit toggles using parameter drivers, I copies my setup from another avi that works, but for some reason the values don't change when I press the button. I've included a bunch of screenshots to maybe give a clue as to why it's not working. Appreciate any help xx
im having a brain fart, how to i add this skirt to the avatar without getting rid of the original weights? like the flaps move and i dont want to mess the movement up
It says in the animation "missing" something. You would have to edit the animation to select the right mesh to toggle
that's intentional it's an empty clip
open "Ignore Transforms" up the size to add slots, and add transforms you want the component to ignore
Yes but if I ignore "Children", their childs will get ignored too
Is there any other parameter drivers in the animator that could conflict with eachother
No here
how do i fix this error when trying to add my plugins to my blenderive never had this happen before 😭
yes that's intentional
yeah people do that to absolutely make sure states immediately go through instead of waiting for an exit time
only the two in that layer, one per state
Oh okay mb then, I just toggle meshes personally and it works fine
It's an outfit toggle, you use parameter drivers to change multiple values at once and toggle your toggles
Yup that makes sense
I've been staring at it for hours and I can't see anything that's wrong with it
why not set the root transform to an object further down the children
how're you testing it
Because then it would only affect one children
I want to put the physbone component on "Head" and it to only affect the 2 I've circled.
Android avatars can only have 8 physbone components so I need to use as less as possible
This error keeps happening, first it was a blueprint error but after I fixed that it just says this
is there anything else above that?
Turns out I was stupid and it was a simple script problem
can someone help please
how do I fix this? this has got to be the most annoying thing ever, clearing blueprint ID doesn't work, unpacking it & doing the prefab method doesn't work. Even the avi creator herself is unsure, it seems like a lot of ppl are having this issue with the blueprint recently which makes no sense
the blueprint ID error is a red herring
the project contains a corrupted asset
the first error may have something interesting in its full text
click on it and look at the bottom half of the console
this appears to be part of some kind of anti-ripping system
I asked gonsodany for help but, he's also unsure even tho gonso is his own system😭 I'm thinking maybe something is wrong with it
but maybe not idk how to fix the issues
gonso
jesus
it's gonso, I already validated my Key & everything
I wouldn't buy from anyone who uses gonsolicenser on their products
the issues comes when I try uploading, it's always something wrong with the blueprint ID no matter how much i cleari t
honestly, I'm starting to see why
i know nothing about the system, but given that it's hooking into the build pipeline, i'm guessing it's creating new and exciting kinds of errors
i have enough problems with the asset pipeline already 😉
It's an "Anti leaking" system that gives the people who actually purchase the avatar a worse experience and isn't even protected properly
more like gone sooo?
You don't get access to the FX animator, or meshes
hope thats a fixed crystal shader, the old was extremely bad for fps
all it does is run an unencryption on avatar build which can just be intercepted and outputted back out
so people who actually bypass the encryption get a better experience as they can actually use the FX layer and model files
you're not able to unencrypt it in that state
thats one wild naming scheme 👀 https://blackwolfwoof.com/s/DPX9CnSckzd3Xw9/preview
-# ok? no embed? cool lol
if he's not able to help you, holy shit
https://booth.pm/ja/items/4413932
fix for that crystal shader, still pretty old
if you used a credit card, you can dispute the charge. that's downright horrendous to treat customers with 0 assistance from a system like this
Gesture Manager
I beg
modular avatar thing , make a bunch of wierd names like that , only tried it once then went back to blender instead
crazy
looks like my screenshot folder just smash keyboard , there it has a name
oof, ok I see
*when you create a new temp folder on your desktop and give it like a really long keyboard smash name and it suddenly says that the name is already taken* 👀
ah, so it unpacks everything at build time
yes which is really dumb in the end
which you can trivially...well, i won't go into details, but 😉
it's a matter of time where someone makes a easily available script to just dump the files
Yeah it was automatic for the hairs idk why. Everything else is named correctly
if the seller cannot make the DRM work correctly, then the product is defective
or just don't drm your vrchat kitbash avatars
literally
can you show the rest of the text of the first error? it's cut off in this image
you can expand the entire console, then expand the bottom half
also, what SDK version are you using, exactly? that'll affect the meaning of the error
Great my computer blue screened while building my avatar, now I can't open my project anymore.
Gotta love unity
huh, that's a new one
back up your project first, then delete the Library folder and let Unity reimport all of your assets
(this process should be completely safe, but this is new territory for me, ha)
Oh thanks it seemed to work
A hard crash in the middle of a build is very likely to leave the Library in a bad state
the Library contains stuff like imported assets, compiled shader variants, the last scene you had open, etc.
I wipe the Library pretty much any time I run into an editor crash
especially if it was importing assets when it died
Hm I see okay
Well it takes a little bit of time to rebuild the library but at least it's clean
yep, it has to go through every single asset in your project and turn them into something it can work with
Unity does not directly use FBX, PNG, WAV, etc. files
it interprets them into internal asset types (like Mesh, Texture2D, and AudioClip)
Hm okay, well thanks for the info, now I know what to do if something like this happens to me again
you can also throw it out if you want to share a project with someone else
most of the disk space in a unity project is taken up by the Library, so it helps quite a bit
Yeah that's what's I just thought aha
i'm antsy after finding out about a catastrophic world SDK bug
it checks if you have no scene assets and copies a template into your Assets folder
however, after a full library rebuild, there are no imported scene assets yet
the files exist, but Unity hasn't interpreted them yet
so the SDK copies the template in, and if you were working in the template scene, that deletes your world
oops
im not sure if this issue falls into this category but ive been having issues with creator companion with uploading to quest but if i uploaded through unity hub it will upload to quest no issues but recently unity hub and creator companion wont link files so now i can't upload to quest and i have the android sdk installed so im kind of stumped
what does "link files" mean?
the exact way you launch unity doesn't matter; the creator companion isn't doing anything special
(i don't use the Creator Companion at all on my mac)
so id restart my computor and what ever i made in creator companion would apear in my unity hub but as of recently it won't work
i wonder if you've somehow got two installs of the same Unity version
idk ive been trying to fix this problem for months
and like i stated unity hub allows me to upload to quest but creator companion won't allow me to
how does the creator companion "not allow you to"?
neither the Hub nor the Creator Companion are the actual Unity editor
both are just starting the editor for you
thats why im so confused
unity hub allows me to upload to quest but creator companion doesn't
yeah that sounds like 2 seperate Unity installs
in your Unity hub, do you have multiple items in the "Installs" tab
you don't need the bottom or the top installations
unless you're a game developer working with Unity 6
Just 22f1
do the bottom and top installs give you an uninstall option
Ya
I'd do that to make sure 2022.3.22 is the only thing that can open and just saving on disk space too
Ok
So I'm gonna assume no one else sees anything wrong here either
and just delete it all and start over
from the screenshots, it looks fairly normal
are you okay with sharing just the animator file?
yeah i think so
don't need the animations or anything, just only the animator controller file
Done
are some of the parameters changing? or nothing at all is happening
it doesn't look like anything is happening at all let me double check
and you have this in your FX layer of your descriptor
yupyup,
Okay in the animator during play mode it doesn't look like it's going through the transitions at all when i try to trigger it, it remains in the buffer state
i'm making sure i'm looking at the correct fx controller too (vrcfury is running)
yeah vrcfury does some fixes for the animator view whilst in play mode, was gonna ask if you have that
if it's not transitioning, then the transitions themselves are the issue
Parameters have to perfectly match in the animator and your vrcexpression assets
I feel like there should be a second transition listed here
from the buffer to the outfit
that only will show transitions going out of it
ah okay
I was wondering if anybody might have any insight or information on controller bindings
I recently set up a new computer and I had to redo my installations, etc., with OVR
I still have my binding saved, the one that I’ve been using forever now, but for some reason whenever I selected, it does not translate in game for example I can’t place space move myself anymore like grab and then pull
I’m not sure what settings are dominant is it steam VR settings that are dominant and what should be switched to what
If anybody does know it is appreciated
I have already went through all of the common troubleshooting steps
Is space drag for the left and right enabled in the "Motion" tab of OVRAS? Also use #1138891887374237706
It is on the OVR side
But I’m not sure what the steam VR settings should be, it should be default or should it be custom
Because regardless of what I have it set to the drag does not move
For example, if you try to edit the binding in the steam VR controllers setting the option to space drag isn’t even there
Those options only appear in OVR
did you click "Bindings" in OVRAS
it'll take you to the correct menu (it takes around 5 seconds to fully open)
When using the steam VR controller settings?
in the OVR Advanced Settings menu
