#avatar-help
1 messages · Page 168 of 1
But like I said, it doesn’t translate in game
Should the steam VR binding settings be set to default or custom?
it'll work no matter what, as it runs as a VR overlay within SteamVR
don't change the steamvr bindings for VRChat itself
So leave that at default?
unless you want to change the bindings for the game
When I do that that default setting overrides whatever I do and OVR though
In+
It’s like the steam VR controller settings are dominant
Hella frustrating
something got confused when setting it back up
Any suggestions?
How do I fix this error for making an avatar? I'm an amateur creator so idk what to do.
I've had this happen in a world because UdonSharp was watching way too many directories for script changes
i'm not sure how it'd happen on an avatar...
(well, at least, a very similar error -- it wasn't a problem with setting up communication with a build process)
i'd restart your computer
Ive been trying to figure it out for like an hour or two -^-
Lemme see if it'll work
How to I get the head and heart to look the same in Unity?
I love how it looks in Blender and i want it to look the same in unity :<
set poiyomi's lighting mode to "Realistic". It looks like it's on "Flat" right now
you also need reflections and specular enabled, but I see that is turned on
turn the smoothness up a fair bit (and maybe make it metallic)
Can anyone tell me how to make a contact toggle where it toggles on when it goes in.. but has to be touched again to toggle it off?
Like, I want to be able to touch something.. and it toggles on but I have to touch it again to turn it off

To get a specific reflection, rather than just reflecting your environment, you'll want to look at using either the Cubemap or Matcap modules
Cubemaps are 360 degree photos; Matcaps are just a 2D picture of a sphere
blender has some matcaps for the Solid viewport shading mode!
I need some help with the fingers for this model that I've been rigging. In Blender, they look fine, but when I port the model to Unity, the left hand middle finger and right hand ring finger get bent out of shape.
Try changing it to "transclipping" ? (I could be wrong on using this setting but it looks like theres like.. another mesh on the inside that you want to be seen..)
Noe, there isnt anything inside. This is what i did in blender for it to look like that
oh, I see; the outer shell is transparent
i thought that was just a very thick dark area on the edge
Is that right?
yee this is what i was meaning as well
Do you have separate materials for the outer shell and the inside?
If so, you can put the outer shell's material on Transparent mode, then turn down the base color's alpha to make it mostly transparent
Im thinking if they turn on transclipping itll actually show the inside possibly because theres definitely meshes on the inside (the teeth and the inner shell)
Nooo, its just a big orb ;w;
The material i used in blender made it look like that
erm wait lemme see if i can recreate it
okay no -- i was wrong so
maybe if you turn on transparent mode like they were saying
Blender shaders + Poiyomi are entirely different

I know, but i like the way blender makes it look, and i wanna have the same look in unity T^T
Try transparent mode like they were saying
hi I am new here but how do I fix this? I have no clue on what I am doing...
VRCInterface is a script that comes with the Thry Editor, which you probably have because you have Poiyomi Toon
is this a very old avatar?
i'm looking at the script right now, and it's not a MonoBehaviour -- so, it shouldn't be attached to an object in the first place
No, I finished making it today
i'm talking to Soberith there
Click here and turn down the alpha slider
Right now, the alpha of the base color is 1, meaning it's 100% opaque
are there any other red errors in the console?
if not, this could be a netework problem
It just looks like this when i do that though
ah, I see
Try using the Rim Light module
You could use a negative rim light to darken the edges
you'd need to change the blend mode
change the Blend Mode from Add to Multiply and make the rim light black
(or some other dark color)
haiii
Ykw, I can live with that. That looks pretty close. TYSMMM!!
There ya go
You can sharpen it too
I'd assign a nice-looking cubemap into the "Fallback" property of the Reflections & Specular module
if the world you're in has no reflection probes at all, the material will use that cubemap
Poiyomi Toon comes with a few cubemaps
You can also make the "Force Override" toggle animated, and then add a toggle in your menu
I like to be able to override the world's lighting when it's bad
me when i load into a 34 gigabyte world and it still, somehow, has bogus reflection probes
how do i make it so that when i have a toggle on, and i do a specific gesture it'll toggle something else? the context is that im trying to make a power and i wanna make it so that when i toggle it, it charges, and when i do a specific gesture, it fires, but the fire is a seperate toggle
how do i fix this
@sour sparrow https://creators.vrchat.com/avatars/animator-parameters/#built-in-parameters
ie on toggle on - charge , from there on toggle on AND gesture left = 1 - fire.
tho maybe you want just to have a toggle to on/off whole system to prevent random triggers, and then use like fist for charge and open hand to release etc.
thank you
hii!! ive been trying to add some clothing to an avatar and the clothes wont follow the physic of the butt, how do i fix this?
I'm want to set up voice activated effects on my avatar so that whenever I speak into my microphone, my avatar's blendshapes will contract. How can I do that?
I could only find one tutorial online and it didn't work.
I just want to bring this up again because I don't think I got an answer to this
@spark walrus same https://creators.vrchat.com/avatars/animator-parameters/#built-in-parameters
Voice parameter as motion time for a clip that has first frame as idle blendhsape, last as contracted
disable loop on animation clip!
Physbone grabbing on PC not visible on quest and same vice versa, anyone know how to fix?
Allow Grabbing and Posing is enabled on both ends, and from what I can tell the physbone components are identical. I'm testing it with a friend and they can grab the bone chain, and so can I, but we don't see it move when the other grabs it
If I remember correctly, the exact same hierarchy is needed too.
If you have anything differing then place those after the physbones.
This might include colliders and constraints, I am not sure.
The ideal setup is to have physbones and such on separate objects outside the armature, alongside the mesh
oh is that why people do that?
dont you just need proper networking ids. well and amount of bones i guesss, cause if pc grabbing 5th bone in strand and quest has only 3, not much will happen obviously
Okay thanks, so I'll place the physbones at the very top of the hierarchy below the armature and see if that fixes. I removed some stuff from quest but I didn't touch these physbone chains so they should be identical
You need the exact same number of bones and on the same objects. Which results in same network IDs, so yeah, I'd recommend having them on separate objects.
Okay thx I'll look into it
I'll look into network ID stuff too am noob to network ID stuff
hey yall, my thumbs are broken and i dont exactly remember how to fix it. i know it involves blender and bones or something, like how there are 8 or more when vrc can only handle 6
or something like that
anyone know how to help?
does anyone know how to make a 2d image avatar that looks at you wherever you go
So I have a voice parameter and a voice layer in the Animator tab. In the voice layer, I created a blend tree and enabled motion time in the Inspector. I then connected my animation within the blend tree. I uploaded my avatar and it still doesn't work. I think it has to do with the values in the parameter, voice layer, and/or the blend tree.
Voice parameter value: 0
Voice layer value: 1
Blend tree value: 0
why would you need a blend tree
Anyone happen to know why an avi wouldnt be able to generate an imposter? Only having this happen on 1 avi of mine
Make it a particle lmao
That is what the tutorial I followed said to do.
I did try to connect the animation to the entry at root level of the voice layer, but that also didn't work.
Surely I am doing something wrong
Anyone else not able to authenticate?
like shader or literal component?
No, a particle, that way you can set to render to view.
so I just make a particle system in my hierchy?
is that what u mean?
asked this before but i wanna double check because im copium/in denial over this not working. but unity contact receivers + getting them to sync between local and what other people see
i have like 4 set up and only 1 works like half of the time
since this is contact receivers, its PC only, between desktop and PCVR
Are you using your debug menu to confirm that the paramter values are or aren't being changed?
also I'm confused what you mean by this, since contacts are allowed on Quest
oh the tutorial i followed said they were PC only
afaik they've always been allowed on Quest
are your contacts local only?
ive tried making them local only and not local only and it doesnt change anything
they are currently all local only and 1/4 works
have your friends used the contact avatar overlay to confirm if the contacts are colliding? They will turn green when touched
try setting them to not be local only so your friends can check with contact avatar overlay
Im trying to pose my avatar with an addon, but the blue stuff keeps popping up making it imposible for me to pose it well without lag, how can I hide the blue stuff so i don't lag??
press this button
top right
it hid everything😔
thanks!
SO, my phys bones are not updating their position when in use, first image is me using an animation i made, and the second is disabling that animation, and for some reason the phys bones are not properly following the arms, any fix for this?
in the first image you can see the phys bones properly following the wings, then in the second they dont
just did this and can confirm the contacts work up until its time to do the animation
getting a ss in unity to explain
so from the holstered position to holding, it works. i cant put it away, and cant change where im holding it from
this all works fine on my end but does this to everyone else
all relevant params
okay, so this should actually work, but it's likely there's some kind of desynchronization happening
so what I prefer doing instead, is using the IsLocal parameter to fork the state machine into a local side and remote side
local side stays the same, doing all the logic, but with parameter drivers that drive a synced parameter
then remote side uses this parameter to transition between states
also having the contact parameters synced is not a good idea imo
i believe this can cause delay vs simulating locally
but either way, if there is another parameter (say a hand gesture) that also has to meet a condition simultaniously with the contact parameter, they won't always have the values at the same time for local and remote users, which causes desync
for example, say you touch a contact and make a fist gesture to grab something
for a remote user, you may touch it, then not touch it, then make the fist gesture
it just won't line up
then it never transitions correctly
ohhhh thats probably whats doing it then
because i do have some animations triggered by fist + open
but is this circumvented with the split local remote thing? or am i just like Screwed lmao
and how do i actually specify this. like im actually remotely new to unity, all this i got from messing around and some familiarity with FSMs/programming logic
yeah! it makes a slight delay since you have to wait for the sync (less than a second usually) but it ensures everything is synced correctly
awesome
like as an example HoldTrident is set up like this (idk why i actually made something to track if its in the right or left hand. maybe paranoia)
spinlights can be ignored thats just for like aesthetic flair
I'd typically use an Int parameter on the parameter driver and then have each animation state assigned to a specific value
then for the remote side, it'll just transitions to each state based on the corresponding value
oooh i think i got that
so its not gonna change anything locally because it's "applying the same animation" but it has (hopefully) the added bonus of making it work remote
mhm
so hows this bit done actually? i just set up a separate layer that does the same thing based on the integer that the OG is now driving
ohhh just found it on a doc, nvm
ok i mustve fucked it up because it isnt working
current setup: right is the old stuff and is access by isLocal = true, left is cleared of all parameter drivers, transitions happen based on the synced integer tracking the current animation state, and is accessed by isLocal = false
in my debugger, the integer is changing correctly
i wish someone else can pull up a debugger of your avatar...
maybe it does need its own layer
Try adding a transition from the default state to the remote side's first state
I think sometimes there's like a buffer when the avatar first loads so it defaults to the default state and gets stuck so you need a transition out
I usually have a default state that acts as the origin for the fork
and yeah i really wish we had this 😔
?
Right click on this and set it to the default state (it will turn orange to indicate this) and the take the entry transition to the local state and copy it from the default state, then remove it from the entry state
I found this canny for it
for the remote debug thing
does anyone know how to make a 2d image avatar that looks at you wherever you go?
?
that should work, but there should only be one transition from entry to default (the default transition)
oh idk how the extra got in there lmao
i live. now it doesnt work for me either
aurgh i dont get ittttttt
it transitions to the default state and then to the local side, then the only things im looking for are the hand on the contact and the right hand gesture
help? Idk what I did wrong D: All I did was remove some stuff in blender and thats what it looks like now in GestureManager/Ingame-
hello, is it not possible to default bool parameters to on and have a parameter driver change that value after?
i dont see why not, you set its default state in params
for some reason it locks out the expression button when the default is set to true
I was trying to create outfit toggles using parameter drivers
but it only works if i set all the defaults to false in the expression parameters
my outfit toggles work on another avatar but i noticed they're all floats not bools
weird, it works with floats but not bools
how do you make the avatar t pose but it don't t pose the bones do but not the model with the bones in unity?
hey! i tried searching for a tutorial of this on youtube but couldn’t find anything. maybe i didn’t word it right
could anyone help me make a toggle on an avatar that allows you to change bone direction with joystick movement? i’ve seen people do it on tails and such
go to blender, and export it again, but this time change the setting Apply Scalings to FBX All
It's a 2-axis puppet! Neffertity has a great tutorial for it on YouTube.
Ive been adding stuff to rindo and I want to make her hair glow a bright neon blue anyone got any idea how to do that
Emissions i think
v new to editing avis, how would i add a heartbeat to my avis chest?
Yep thanks
Shit your guess is as good as mine lmao
Do you mean the sound? Or are you trying to do something visually?
just sound
https://www.youtube.com/watch?v=BmXCXP6UsQ8&t=79s
This video should help! Just set it up to be a toggle that loops the heartbeat SFX while its active.
ill give it a shot, thank you!
Npnp!
idk whats going on ... everything looks mapped right. unity animations will work on this thing too.. but vrc sdk doesnt like it. any ideas?
Np! It looks great
what does this error mean?
Bump
^
Hello, excuse me for bothering you, do you know how to add clothing to an avatar please because I have some problem when putting my clothing in place, when I adapt the clothing to my avatar and I activate the play mode, when I move the avatar the clothing is not at the top of the moving avatar...
heya, stupid question - just bought some stuff for the first time off the store and these last two steps for the install are pretty non-descript. how do i disable a prefab? do i just hide it with the eye button?
when the dude says "vrcfury does the rest" like do i hit a button to make it do stuff or is that automatically applied when i hit export?
maybe it's this toggle..? seems like it's gone but not hidden so i assume that is disabled
Yes, it’s this toggle. VRCFury applies everything on upload or play mode temporarily as a way to be non destructive
gotcha, thank you!
can anyone help me with the 2d avatar that follows your camera around thing?
Your animator controller is missing some data.
It could be missing a state, a transition, an entire layer...
I'm not sure how this can happen without straight-up disk corruption
is there a way i can set an avatar's torso to be seperate from the limbs?
i want to apply a certain shader to only the torso
and another to only the limbs
is there a way to lower the resolution of textures within unity without redoing all of them? it appears my textures are too large and i'd love to just like export them in 1/4th res or something if that's possible
You need to assign different materials to those areas in Blender.
Sure -- just change the importer settings
The "Max Size" setting controls how large the texture is allowed to be. Unity will downscale the texture if necessary.
how do i do that
first, you'll want to add more material slots by clicking the + button. You can duplicate the existing material by picking it in the dropdown, then clicking the "2".
By selecting the material again, you have two material slots that both use the same material. Clicking the "2" makes a unique copy of the material for that slot.
thanks! also wow these look worse at 1/4th
so now i've got two material slots instead of one, and they both look the same
next, you'll want to select the right areas of your model
Select your body object and go into Edit Mode. You'll probably want to use the "Select Linked" operator here.
So, hit 3 to go into face selection mode, then hover over the torso and hit L
This will probably select your entire body.
In the bottom left, you'll see the Adjust Last Operation panel
Try switching it to "Seam"
This will cause it to stop at UV seams.
your torso is often unwrapped separately from your limbs, so this might wind up being a good fit
You may also need to use the "UVs" mode if your model doesn't have any seams marked
notice how this selected just the front of my torso
which worked because the front of the torso is one big UV island
you can keep hitting L to select more faces
Once you have a good selection, you can go back to the material list and hit "Assign" with your new material selected.
another question - i'm only using one of these things rn, but they're all still in the project file. will they also get uploaded with the avatar? if so i should like delete as much unused stuff as possible right?
Unity will only include assets that are actually referenced by something on your avatar.
This can be sneaky, though -- if you switch a material's shader to something that doesn't use all of the textures on the material, the material will still pull those textures in
(even though you can't see them in the inspector)
I'd suggest installing the VRWorld Toolkit package. It's in the curated package list in the VCC.
It's not just for worlds – the important bit here is the build report viewer
it'll list every asset that your last build referenced
these are the uncompressed sizes, so they won't sum up to your actual upload size
I use this to catch goofy things, like random textures that shouldn't be included
To check which materials are assigned to which faces, clear your selection and then click "Select" in the material list. It'll select every face assigned to that material
@pine valleyis there a way i can hide selected parts so i can get a clean torso selection?
in edit mode
Yep, hit H
Alt-H to unhide later
You can select a face loop by holding alt (?) and left clicking
Then hide it
Then you can hit L to select the entire limb and hide it
For anyone have a good yt vid on a universal face tracking adding
and remember that you can undo/redo selection changes
also, to stop delimiting the Select Linked operator entirely, hold shift and click on the currently selected mode
for some reason in some lighting - and in the avatar selection menu - my hands don't appear to have a material. does anyone know why? using poiyomi toon shader, i don't think i set them up any different than the gloves that are working fine
The light may be bright enough to hit the default brightness limit for Poiyomi Toon
alternatively, depending on the world's post-processing settings, the light may be bright enough to completely wash out the details on your hand
the rest of the avatar is using the same shader and is fine though - is there a setting i can change to make it.. not do that?
Try adding a very intense directional light in Unity and seeing how your body looks
uhhhhhh how do I do that i have never used unity before this and only really have learned how to set up my materials
@pine valleyok i exported so now i just apply the materials in unity?
Yeah, you should now be able to apply a different material to your torso
in the top menubar: GameObject -> Light -> Directional Light
set its intensity to 3 or something
see if you get the same issue
hey hi hello, uh im just asking if avatars are easy to find if I wanted to find one I found on TikTok
wait but there's only one material in unity now
Do you see a little package icon next to your avatar's object in the hierarchy? You should see something like this
with child objects like "Armature" and "Body"
i fixed a couple of settings in reflections and put the light in front and it appears normal now
directional looks kind of wrong
oh nvm its just insanely blown out
maybe its fixed??
i don't see what's in the picture tho
You are looking for this package icon next to your avatar's root object
which is the one that has the Avatar Descriptor on it
If you don't see that, you unpacked your model prefab
This breaks the connection between the objects in your scene and the objects created by unity when it imported the model
which causes a lot of issues -- one of which would be that new material slots would not appear correctly
yeah, hands are fixed, confirmed in vr. neck has the same problem though, where it doesn't appear to have its colors when in a super bright area. ig i'll just go through and compare the two's materials and see what's different
ah shit the neck was missing the alpha map
that's what it was
@pine valleywait i notice that when i apply the material in blender, it dosen't apply to just the torso even though i followed your instructions correctly
Did you make a second material slot in Blender?
You should have at least two materials in the list
It's possible that everything is assigned to the second slot already
I'd assign every face to the first slot, then go and assign specific faces to the second slot afterwards
no its still broken 🙁
oh my god
i'm a fucking moron
i was applying the thing to the wrong place
ok did that
yeah i'm a moron and had two different necks duplicated in place and the one on top was not textured because i did not know it was there
ha, that'll do it
slowly unfucking all my previous mistakes.. the duplicate neck is from an ik rig which apparently unity does not like so i re-imported it as an fk rig and forgot to delete the ik rig neck and hands
thank y'all for bearing with me
as Arthur Doyle wrote -- when you have eliminated all which is impossible, then whatever remains, however improbable, must be the truth
debugging can be like that, sometimes :p
it's good to start questioning everything when an issue overstays is welcome
"does ANYTHING makes sense?"
can i make it so that the avatar spawns an asset that anyone can contact (take a cube for example), and when this cube is contact with the head - an animation starts (for example, the avatar closes its eyes by 10%), then the asset spawns again, contacts the avatar and the eyes close by 20%
so when anyone's head touches the object, your avatar plays an animation?
Hello, how do I add Emotes to my avatar?
something like that, but the animation is saved and updated to a new one when the asset is touched again
You can use a parameter driver to change a parameter by a fixed amount
https://creators.vrchat.com/avatars/state-behaviors/#avatar-parameter-driver
Set it to Local Only and have it modify a synced float variable
(using the "Add" type)
I know about the usual contact-reciever/simple activations of emotions
will this work as I want? Like the asset adds value each time, right?
You'd create an animator layer that has two empty states. One would have the parameter driver on it.
This layer would not directly play any animations
It's only job would be to add a fixed amount to your parameter each time the contact receiver is triggered
I'll dig deeper into this, thanks
I need help setting up voice activated effects on my avatar. More info is available above.
the Motion Time parameter on the animator state will control where in each animation clip you're sampling from; the blend tree's parameter will control how much weight each animation clip gets
TheLeastMost's suggestion was to use a single animation clip, without a blend tree
the start of the animation clip is 0% voice; the end is 100% voice
is there a way to prevent the stylized reflections in the hair from becoming big shadowy spots in the dark? i already have ignore shadow on
for a movement blend tree, Motion Time would control where you are in the walk/run cycle, whilst the blend tree parameter would control whether you're walking or running
(it's unusual to use both at once)
So I should connect the animation directly to the entry node in the voice layer?
You'll have one animator state, which is the rectangle in the Animator window
its Motion will be the animation clip you created
and it'll be connected to the Entry state, because it's the default state
Hi does anyone know how to fix this?
So I customised the blendshapes for my avatar but it won't apply to the actual avatar in game, same with custom idle animation
hey everyone, i need help with exporting my .unitypackage that have my 3D model in it to VRM.
Already got unity 2019.4.31f1 and uniVRM 0.93.0
when i import it to unity, it's all pink.
Im very very new to this, so i would gladly appreciate the help!
xwear much easier then that old thing
offcial vroid unitypackage, can export any fbx to xwear/vrm 
thank you very much my friend!
i appreciate it
i had never done anything with the file that wouldve corrupted, plus i have a good amount of disk space left
if the context helps, the controller has a lot to do with toggling audios, and occasionally when running the scene the audio glitches out
broken pptr is.. wierd and ive gotten a few of them but there are scripts out there to clean them instead of doing it manually (edit in notepad)
It's probably not why you're having that audio issue
Unity is just complaining that an object is missing from the animator
one important thing: you can only have three audio sources playing at once in VRChat
i'm not sure what "glitches out" means, but if you mean that it doesn't play at all, that could be why
dreadrith controller cleaner can fix those broken pptrs
like HARD stuttering
it could be because multiple audios are playing at once, but i dont feel like that goes over 3
it could also stutter if there are too many audio sources playing at once, in total
there is a hard limit of 32 audio sources
someone who is actively speaking (in voice range) takes up a slot
mousing over menus also plays oneshot audio clips, and each of those takes a slot!
Some worlds also have a lot of audio sources -- importantly, they still count even if you're out of range
vrchat restricts the priority values for audio sources on avatars to a narrow range -- something like 240-256?
So I attached the animation to the entry state, enabled the voice parameter, and I uploaded the avatar. It still didn't work. Should the value of the Voice parameter be 1 so that it recognizes the voice?
this means that world audio sources always beat avatar audio by default
test it in the editor with the Gesture Manager package
i forget if it has an actual Voice slider, but you can use the debug menu to manually set Voice to something like 0.5
also ensure that your animator layer's weight isn't set to zero -- that is the default
the stuttering happens in the unity editor as well, so i doubt this would be the cause of it
Is it able to run without vr?
it works fine in the editor
i've tested Voice this way before
hey thulen, managed to get all this packages, VCC and vroid etc
but i still have no idea how to get rid of the pink textures on the model
Have any idea what can be the issue?
broken / missing shader for whatever that av requires
Are you using VRCFury to add things to your avatar?
I got the gesture manager and went into the debug menu. I set the voice parameter value to .5 as you said and it did nothing. I noticed that for some reason when I enter play mode, the voice layer value goes to -1. I did set it to 1 in the editor. That's probably why it didn't do anything.
and what is becoming -1? the weight of that layer?
if you're using VRCFury to build your avatar, it will set the weight of any layer with no valid animations to zero
but that would be in a generated controller, separate from the one you actually work on
show me how it looks in play mode.
Select the New Animation state and show me the inspetor
The weight of a layer could be changed by a VRC Animator Layer Control state machine behaviour, which would be attached to an animator state
I guess you should go to the Base Layer and look at all of the states it has. Make sure none of them have anything attached in the inspector
you'd see something like this
But you can't even type a -1 in here, I'm pretty sure
All three states in the Base Layer have no attachments.
You mentioned VRC Animator layer controller, and I don't have that behavior in the Voice Layer. Should it be added?
if you want voice to do something id use greater then 0.2
[ do nothing ] 0.2 < Voice > 0.2 [ do stuff ]
got one like it that just move this mouth around like that , mouth loops but it can be anything
but if you want something to move depending on voice loudness its more like this
volume = ball go up/down
this is the other way to do it, using a blend tree
the pressing issues seems to be that the layer's weight is getting set to -1
this parameter is set up correctly in the menu, animator controller, expression parameters, and avatar descriptor, and yet the toggle is locked to stay on but none of the animation states have a parameter driver that changes it. clicking the toggle does nothing and it stays on
Your toggle is set to turn the parameter off
the Value box should be checked
This behavior makes more sense for int toggles -- you can have a toggle that's active when the value is 0
ah
for bools, it's a bit silly
i guess you can still use it to make "OFF" and "ON" toggles in your menu
I did a bit searching and I found this
The voice parameter type is a float
this is unrelated to layer weights
to sanity check, remove the state from the Voice layer -- so that there's only the "Enter"/"Exit"/"Any State" nodes -- and see what happens when you enter play mode
also, add another layer and see if it changes too
is it possible to make animation activation gradual?
head has hand receiver (oval mesh)
i want to do it like this - when i bring it up for the first time - blendshape activates at 10%, when i touch it for the second time - up to 20% and so on
is it possible?
I deleted the animation node. I also entered play mode as well as adjusting the voice parameter in the debug panel. Despite the animation state not being present, the weight layer value is still -1. I created another layer without adding anything to it, entered play mode, and it also shows -1.
I asked about this twice yesterday. Still no responses. Can I please get some help here?
is the sdk broken?
Why do you ask?
would you guys say putting a rigged blender model in vrchat is a hard/time consuming thing to do
tried to upload an update to one of my avatars and it casually died
now the sdk doenst works in any project
I'm going to give my computer a reset and see if anything changes
you have over 400 serious errors, clear your console, try to upload again then show just the errors with the red circle, deselect the yellow triangle
that is the point
whats the point? you're not showing what we need to see to help you
that's how you make avatars, it's not too time consuming, depends on what you want to add in unity
Hello, i'm trying to make a custom bloodborne themed avatar, @sterile spoke i like your Bloodborne_maya, if you have time can you tell me where to find the right assets?
sdk doenst even show at unity
oh it would just be this guy and like a gross bunny thing i made a while ago both are rigged is it easy to put them on private n stuff
okay but i need to see your errors T-T pls send your errors in the console
clear the console, then show the red errors only
I'll make a little video showing how :) it might take a minute to record though and it won't go over everything, just the basics <3
that would be amazing thank you!! i am like suuuper new to this stuff lol
it's okay!!! everyone starts somewhere, if you need more indepth videos on how to make toggles and fancy materials there's loads on youtube! some creators have even made youtube series'
sounds good!! thank you!! I think ill try to just start out with base stuff trying to get him inside the game n all but maybe for another model ill check out the toggles! thank you for letting me know!
I restarted my computer, opened VRC companion and my Unity project, and started play mode. The weight layer values are normal now.
i remember there was a way to fix this, but everytime i run the scene the animator changes to "Failed to Load" and breaks the layout
anybody know?
So I connected my animation to the entry state, enabled the parameter, started play mode, configured the voive debug panel in the gesture manager, and it still didn't work.
Seems like deja vu
I created a blend tree again, entered play mode, adjusted voice parameter in debug panel, and it still doesn't work. Im back where I started.
Has anyone here created an avatar with voice activated effects?
I would like to see a more simple animation system.
I hope this is an okay explanation!! (I said FBX at the start but i meant armature)
This is the fancier shader I talk about in the video, it's really good, safe and free! I definitely recommend using it https://www.poiyomi.com/download
are you using the vrchat creator companion?
yes
did you import a different version of the sdk?
and if not can you take a full screenshot of your package page like this
nop im using the 3.8.2 too
can you still show your package page pls!!
and did you import an avatar package? as in did you purchase an avatar and import it?
that's not the full picture, I wanna see the whole thing
like unity version, whether your vrccc is up to date etc
yes purchased from booth, and as i said the SDK is breaking and im getting the same errors even if I create another project without nothing
oh sorry
honestly you have so many packages on, do you usually have that many? I would start removing some to see if they're causing issues
so you've made a project with absolutely no packages, no imports and it's still got issues?
mostly yes
all your stuff is up to date
I would make a project with absolutely nothing but the vrchat sdk
gonna try
just ignore
same thing
you can try checking for updates in the settings but tbh I have no idea whats going on with your projects
I would just assume your installation is corrupted and reinstall the creator companion, or you can wait for someone a bit more qualified to have a look
ok, but thank you for your help
sorry i couldn't be more help , I've genuinely never had any issue like that, usually issues with the sdk are cuased by mismatched versions or people importing the wrong stuff, I don't know what could be causing your issues besides just corrupted files
Thank you for this! I am a little stuck on this part due to i think a lack of bones or something ( thats what it says ) idk if there is a way to avoid this at all
yeah vrchat requires humanoid rigs to use its animations etc. you can use non-humanoid rigs but it's just a bit more complicated and may not work with vrchats animations (like crouching etc)
I'll record a little video explaining
np, maybe is more an unity it self than the sdk or vrcc
well yeah it says the errors there are unity errors but im not sure if they're linking to the sdk or not, you could try using the unity hub to create a completely blank unity project?
Heya !
just came in to check if anyone uses the CreatorCompanion on linux,cause im struggling with it
I hope this makes sense! essentially vrchat locomotion requires you to have certain bones, it might not be an issue, you can try uploading and just seeing what it's like (if it lets you)
thank you!! ill try to see what i can do!
Hello, excuse me for bothering you. I'm trying to implement clothing for my VR chat avatar to use in-game. I adapted it to my avatar using Unity and Blender tools. I placed it in the hierarchy below my avatar's "Armature."
The clothing isn't attached to the avatar's body. It doesn't follow the avatar, and it's constantly in a T-pose. Does anyone have a solution to make it adapt to my avatar's arms and body parts?
ty
I'm not sure how to add clothing in unity since I do everything in blender but if you'd like to know how to add it in blender lmk and I'll try help!!
you can use visemes, don't think you can have it like audio link (detecting bass, volume etc) if that's what you're looking for without OSC
I'm not using audiolink. I want to create an avatar that deforms it's blendshapes when you speak into the microphone.
anybody have the thing that helps makin a humanoid bone rig on blender?
you can use visemes then, if you're just using 1 mesh then I'd just make shapekeys to match the visemes, if not you can animate it, can't remember how sorry
Hello, thank you for the answer, it would be an honor if you could help me put clothes on an avatar with blender, do you know how to make the clothes have movements that follow the movements of the avatar (a sweater for example that follows the movements of the avatar without the clothes remaining fixed?
Is visemes a separate package, or is it part of poiyomi?
yeah ofc! it's just weight painting, do you speak english? just because i would usually record a video showing how but i wont if it's not a language you're comfortable with!
it's part of your mesh, they're shapekeys that correspond with specific sounds in game, eg. when you say "AA" into your mic, usually there will be a shapekey that corresponds with that noise to make it look like your avatar is saying "AA"
Normally in English there is no problem if you make me a video how to do it I will be able to understand don't worry, or just explain in broad outline without video ^^ with video is good !
it's a lot easier to show you how to do it!
this is the plugin you need (https://github.com/teamneoneko/Cats-Blender-Plugin-Unofficial-/releases), the second video is showing how to install it, you can do it without if you don't want to use it! I do explain how to add the clothing with and without the addon in the video
again does anybody have the download or link for the blender humanoid bone rig asset?
google is free 
Rigify
CATS
Auto-Rig Pro
idk what else you might be looking for but you can definitely find it with a quick google/youtube search
if you're just looking for a humanoid rig you can find plenty of free ones online, you can also buy a base from https://jinxxy.com/
Okay, I'll look at it tomorrow. Thank you very much. If I have any other problems related to this, I'll let you know.
how to i make it so my hair bones arent affecting anything because when i import a fbx that uses one armature but 2 models that have seperate hairs, the second models hair is like a seperate object and looks really distorted.
how would i make the heartbeat audio i have set in my avis chest stay in the chest? like if i go go or crouch it doesnt follow, it just stays in place within my “bubble”
parent constraint
why would you use an expensive constraint for that when you could make it a child of the chest bone
i’m so new to this that all of this is just words to me
I'm just assuming they wanna do it quickly and easily in unity T-T
plus it's really not that "expensive" it's just one, this is a completely normal way to use a parent constraint
so uhm… how exactly?
it's simply unneeded and just more work for the same execution
I'll make a video explaining bc it's easier to show you
thank you greatly🙏
show where your audio source is in your hierarchy, and the inspector screen
Is View Position broken or something?
and it's a unity constraint
literally did this in 30 seconds, idk why that person was acting like it's more work and super unorthodox
1 method is just simply dragging it to the chest bone in the hierarchy, the other is using an unneeded component that takes 10x the time to setup and wastes performance
since you're also showcasing using Unity constraints and not the more performant VRC constraints, you're going to have a worse problem with more wasteful frametime waste https://vrc.school/docs/Other/Benchmarks/#caec003575e446d2bf97a8a23de7daf8
it really doesn't jeopardise performance that much and I think it makes the project much easier to work with as you can just add anything you want, phys reactions, particles, audio in one place and you don't have to fish through the hierarchy every time to edit things
but we all do things differently
uhm...
it's under spine
no reason to use a constraint unless you plan on moving it around , otherwise just shove it under bone its ment to follow
, very much a preference thing
I just like using contraints for my projects bc whenever I want to add more to the head, or the chest etc. I can do it simply by shoving it under the constraint, I can find it easily, just makes sense for me
you're not having to edit these objects that much to warrant that, even if you did use VRCFury armature links which will place it as a child non-destructively
if they want to shove it under the bone they've been told they can do that, I'm not saying that's a bad thing
i do edit those objects though, that's just me personally, why is this a whole issue lmao (and i dont use VRCFury sorry)
if you edit them almost absolutely constantly, I guess then just use hierarchy search
and if you do this with multiple things, the performance impact will exponentially get worse for 0 good reason
is there a way to prevent the stylized reflections in the hair from becoming big shadowy spots in the dark? i already have ignore shadow on, reposting this while at work so i can fix it at home if somebody has a solution
i went down a whole rabbit hole because TELL ME WHY MY CHEST PHYSBONE IS IN MY LOWER STOMACH
and even now, no way to test if it’s fixed😔
you'll have to just play around with the material, if it's poiyomi and you've got styalised specular or whatever it's called on sometimes that causes those spots
How do you even fix the weird View Position, because I did put the white dot in the centre of the character, and I went to in game, and for some reason, my white dot just randomly moved or something else
av at 0.0.0 ?
would it be possible to make head/hair/outfit changes on one armature but have everything stay aligned with my character?
I dont know what's the issue
It was
you have this white line wich tends to appear when you click avatar with a descriptor, yours going the wrong way (unless thats something else)
Do I just rotate the character instead?
you need blender to fix that
ah I see what you mean
yeah, I see the issue
probably fbx export settings, cant say i touched those in ages (cats does it for me)
yo, thank you so much!
yeah its poiyomi, like i said the setting is stylized reflections, that sucks though i wouldve hoped somebody could at least point me in the right direction
can anyone help me figure out why the phys bones in my avis hair wont work when in play mode i have re done the bones multiple times i have no clue why they wont work
when you're in play mode, is the pause button also highlighted
i was kindly given an avatar by a creator bc i wanted to tweak it to my liking, they mentioned they had to "separate" the VRC FT because they ran out of parameters or bits, and the vrcfury parameter thing wasnt working
this is new territory for me, can anybody give me any clarity on what they mean? can i fix this without butchering things?
as in they made a seperate version of the avatar with face tracking?
no its not some of the hair is moving but some of its not both have the right stuff to so idk\
so uh
i dont think audio is supposed to sound like that
what kind of audio file format is it?
and ofc just to make sure, it sounds normal played in a normal audio player
.wav, and yes they sound normal in an audio player, and unity's audio player
Unity really likes OGG files, have you seen if converting them to that has a better outcome? Also can you share the audio source properties look like
all of the audio files have these properties, with varied falloff and volume settings for some
i guess so? they used the word "separate" which is confusing me, and i wouldnt know how to add it back
there's most likely 2 different prefabs or a scene file with 2 different avatars
also, no i havent tried converting them to ogg
also, some of them are mp3
i got it to follow my chest physbone, audio emanates from my lower stomach because for some reason thats where the root for the chest is??? even after transforming it(as shown first pic) still doesnt come from there
view point feels higher up in-game than what it's set to in unity. Is there a fix to this other than moving the viewpoint down?
are you sure that's where the pivot is or are you set to "Center" in Unity. If you do the simple method of putting the audio source object on the chest bone you can make an easy offset by physically dragging the object up
are the feet touching the ground in the Unity rig configurator?
why is it doing this
oh huh, no they arent
the hair isnt supposed to be all distorted like that
Do I just move the avi down in unity or should I check to see if it is also floating a bit in blender?
you can do either, if you're going to do it in the Unity rig configurator just drag the armature object down
do you know of any converters? preferably one that doesnt have a limit?
just use audacity
free, no sketchy website, open source, software
ah
I forgot which version was the last one before they got bought out by that sketchy company that put telemetry in it
looks like you can opt out easily in the installer though
your method works better in my case because my chest root is in a weird ahh position, but required me to transform it more, hers would work just outright given the root was in the center of the chest like it should be
both are valid solutions
that'll be because when you move objects to a different parent, they'll keep their world position. You can reset it by setting all the location transforms to 0
is there any errors inside of the console? and how're you adding VRCFury to your project
were do i check the console
Ctrl + Shift + C is the bind for it, it's usually at the bottom of your screen next to the project tab if you're using the default layout
since today unity is filling my ram and crashes, this happens in every project. did anyone else have this problem? literally cant find much when i google it
What Unity version are you using
2022.3.22f1
does this occur in a brand new project? I only recall 2022.3.6f1 having memory leak issues
i tried 3 different projects, ill quickly make a completely new one to check
if it is what i think it is im going insane
omg it is
is it a editor script
im using a vpn and enabled split tunneling yesterday so i dont have to log in the vrchat sdk every time i start unity
THATS CAUSING THE RAM USAGE FROM UNITY
how tf
Mullvad Windows split tunneling is pretty bizzare in general
I know it breaks VRCX heavily
for wahtever reason i dont get logged out of vrcx while using a vpn, but i get logged out from website, game, sdk
Hey yall! Im having issues with my avatar, i converted it to quest and when i enter play mode to test it using gesture manager, some of the mats are replaced with poi mats for some reason. i dont know why, does anyone have any idea what could be causeing this? its not vrc fury, i made it not be enabled when in play mode. but i dont know whats causing this..
yeah VRChat is heavy on locking tokens to IPs
Your FX layer has material swap animations you'll need to go in and find
excuse me?
easy fix for that is to press Ctrl + Shift + B and reselect windows here
even if it's the only option, Unity will wake up and figure out the platform is still windows
ooookay
also switching the audios to ogg didnt seem to fix it in unity but maybe something changed ingame
nnnnnnope
why is it genuinely hell making avatars
could you send one audio file that shows this issue to see if I can reproduce it
seems to be fine with just a simple audio source on my end, it could be how you're enabling the audio
the audio source is on an empty, which is toggled on/off to replay the audio
how do I make it so my hair stays on the head of my character
what do you mean
when im in vrc and even the gesture manager, the hair will not be connected to my head on the root and it'll look distorted
I took this earlier but the ends of the hair will follow my avatar but the hair will not be attached to my head
are parts of the hair not parented to the head?
its all patented to the head
sure i could try
what would be the fastest way to find it>?
in vr its not on the head
but here it obviously is, i still dunno what the problem could be
Question can anyone either send me a link on how to fix janky texture or just tell me how to fix this cause i've been bashing my head into a wall to get this to work. it's supposed to look like this but comes out when i put the texture on it like this.
also this is something weird thats happening, in the image i just posted (which is the old one), his hair stays with his head and only does the weird thing in the pink hair form, but in the new version his hair is weird no matter what
this looks like either a parenting problem or weight painting problem
most likely a weight painting thing, but the thing is that obviously theres two hair meshes but I only use one armature
oh
yeah, I tried deleting the hair bones for the second one but it still doesnt work
im not too knowledgable in weightpainting so i dont exactly know how to fix stuff like this
sorry
awe damn, well thanks for your help anyways
is the first screenshot taken in blender?
it might be because the mesh is using the wrong UV map, and isnt the same one that unity is using
i found out something interesting: reloading the avatar several times gets it to work properly
why is the view that high lol
so that the players face isnt inside the model
ohh that makes sense
because the avatar is animated, and is seperate from the model, the player cant have their head too low or they wont be able to see
yeah yeah
quick thing, my projects have been saying i have a lot of space that im taking up, but its only when i create clones of my avatars for animation/testing purposes, is there anywhere that these copies are held after i delete them from the project or hiearchy spaces?
also just letting you know, i got it to work, what i did was merge the skeletons from the other hair and body models (because parts of the avatar are kitbashed/combined for different stuff) so i put the hair armatures and the body armature of the alt outfit and combined them with CATS in blender and the hair is normal.
ah okay
you mean like a temp file or something?
yeah
because ive noticed before that i accidently found a copy of y prevous avatar within the same project
My partner keeps getting this message and it wont let them upload the avatar. Any ideas on how to help? (Its the last error)
i dont know where unity stores temp files, probably somewhere in its directory, maybe the directory associated with the project
I need help on how to put my avatar in VRChat and one of Anya Forger. I have everything, I just need help to upload it.
"I hate everything"
dw, me too
making avatars is issue after issue and its a living hell
You have too many parameters defined in the VRCExpressionParameters list. Try using VRCFury's Parameter Compressor
like when will they make vrchat 2 and make it in unreal engine so i can actually make things with a software that works
maybe go to the pipeline manager underneath the avatar descriptor and click detach, then try to upload
the actual issue is here
if they already have an existing version of the avatar uploaded, then paste that avatars blueprint id in there if they are trying to update it
ohhhh
"Clearing blueprint ID" is a generic error VRChat implemented which misleads a lot of people
but then it wouldnt be so easy unless they make a vrchat creator companion 2 thats accessible with unreal
they did it with unity so i wouldnt be surprised if they could do it with unreal
knowing vrchat tho, they are never gonna switch to unreal even if they could
knowing a little bit about unreal and how it packages projects, its a lot like unity so probably wouldnt be out of the question
yeah true, lets bet on vrchat 2 in 2050
the thing i hope they wouldnt do is make everything so coorperate and lifeless tho, me personally at least
dawg ill be like 50ish 😭
eh they kinda are already corporate and lifeless tbh
i guess so, but other people make it less like that
ill just wait until some other people make a vrchat 2 in unreal so we have a higher chance of actually decent moderation
bc whoever works this moderation in vrchat needs to be fired fr
ive recently been getting notifications for someone ive reported getting punished, and i havent even reported anyone in the past 5 months
this might be an obvious-answer question but im so blind 😭 how do i get my model out of the default animation preview pose after making an animation file ? like, knees bent & arms up
ive been trying to get it to go back to the default t pose but i cant seem to figure it out
yeah true
is this preview button highlighted?
dw, we all learners here
putting a chair on my avatar, and it breaks the bodies of whoever sits on it. like my friend folded in half and was hovering waaaay above the seat. this is my first time using a chair on an avi, and idk how to fix 
welcome to vrchat chairs: they dont work right
what would cause my avatar to do this? how would i fix this?
any way to check draw calls for an avi in unity?
shouldn't it be the same amount of total material slots?
just check that with the sdk
semi solved, but my custom FX layer doesnt work + theres some other weird things like physbones breaking entirely
i also have this weird stray polygon i cant solve
i heard using outlines increases them because it is just drawing the mesh again but slightly bigger
I don't believe shaders can increase draw calls by themselves (like adding outlines), but I think you are able to check how many draw calls are in the scene with the debugger in play mode
thats mainly what i am trying to get to the bottom of, ive never heard a concrete yes/no about that
okay awesome, ty
is there any other's in the console? that one doesnt explain why it failed just that it happened
that's the only one that shows up
weirdly enough i turned off my windows defender and its working?
I don't know
For some reason my materials swap or get rendered incorrectly (the eyes) and the only way to make it stay put is to reload the SDK, but then the material cant be changed again unless I do another reload. help?
oh i had a weird issue like that
only thing that fixed it (temporarily) was to go to the animation tab, press "preview" make the changes i want, then press preview again
even while in preview it didn't stay
no idea why that fixed it
Did you ever get a permanent fix?
no, but it sometimes went away when restarting unity i think
I can't seem to figure out how to tweak this one item I got from Booth
I bought a set of dog ears + tail cause it has a shiba set I need for my vtuber model (a vroid model) and I want to change the fur colour from brown to black
Tried whatever I can and even asked my Twitch mod for help (cause she knows more about VRChat model making than I do), and it still doesn't look that good or accurate to what I need 😔
If anyone can help I'll send the textures over in DMs
If i grab an avatar from.thw vr chat store....is there anything I have to do like or is it just a install and use?
my friends avatar wont work anymore, anyone know what could be the problem?
why would it not be stiff without physbones
I need help, when doing fbt calibration, the hip is completely twisted or inverted, this happens in a friend pc but doesn't happen on my case, every time he does a fbt calibration the hip is twisted or inverted to the other side, any help to resolve this?
for reference I (right) look fine, my friend (left) has its hip flipped 180
hey is anyone able to help? i found an avatar in prismac's avatar search and i really want to figure out who the creator is so i can go personally buy the avatar from them. i took some screenshot of the avatar as well and put them linked to this message
anyone knows what this could mean?
is that the topmost error?
guys how do i add a locomotion layer for my vr chat avatar(its a horse with generic rig)pls help and also i want help i wont pay someone to help me
for some reason the avatars iv been uploading has been saying it failed a security check and this confuses me dose any one know how to fix it ???
generic locomotion goes into fx controller , detect velocity and animate it you chose hardmode btw this isnt easy
actually no i found out it has something to do with my dressingtools
Any fbt users advice on this? I have 2 2.0 base stations and 3 vive 3.0 trackers but which would be the best to get even smoother tracking, an extra tracker or an extra base station?
im using 3 lighthouses , havnt had 'flying' trackers off my avatars in years
using hybrid tracking and havnt had a drift in ages either, vd made it much easier to remember roomscale now
So 3 basestations is probably the way to go then
hi i'm very new to vrchat and avatars in general, i got a model online that i customized a bit but im having trouble uploading it to vrchat thru the SDK. It's been stuck on the 'building avatar' screen for ages and im not quite sure what to do
how do i make radial menus look nice, i just add toggles with vrc fury but it just chucks the toggle in the radial menu, how do i move them around
fixed it! had to drag the prefab into the hierarchy woops
hellu , when i animate the BodyEyes Material , its animate the BodyHead Material by itself , but i just want to animate the BodyEyes material , Do you suggest a solution?
sush scammer, right click the property on the shader and have it renamed

lock materials - anything not set animated wont change , but if its unlocked it will do them all on the mesh < you will notice this when you recording animations
i will try it , thank you <33
thank you man its worked
nahhh
your indian
then don't try to take commission
Hey ! 👋
I use gogoloco for my hand gestures but I want to edit it.
I don't really understand how they did it but how can I edit the Animator so that if some bool value equals true, it does another gesture animation instead ?
You should be able to see who uploaded it on the avatar details. Even if they didn't make the base, then if all else fails, maybe send them a friend request to ask?
you should add a new bool parameter in the animator, create an alternate gesture state with your animation, and set transitions so when the bool is true it switches to that state

no thx
<@&397642795457970181>
scammer dont know how to do a single transition anyay
lmao ok
Yeah but there's nothing linking to the gestures here so I cannot say do the original one if bool = false, else do the new one.
I don't know how to explain more clearly
Why don't you stay here and help answering a few technical questions in public first? There is no need to DM.
If it was like this I could easily chose which one to do in the transition's conditions but they didn't do it that way
Maybe it is not triggered in the Gesture playable layer ?
you can use an extra animator layer set to override, add your custom gesture animation there, and control its weight with your bool so it plays only when true otherwise the base gestures show as normal..
If you do this, it won't go back to the idle state.
Yeah I know it was just to illustrate my point sorry
Hm but will that not make both animations play at the same time ? The old one and the new one ? How can I disable the default gestures when a bool is true is another way of describing my issue.
How does their gesture system work. I'm missing something
add a bool/whatever as a second condition
probably a blendtree way too, but that was a quick mockup
Yeah but gogo does it like this :
That's why I'm confused 🫠
Ooooooh okay, I didn't mess a lot with entry nodes so I just saw where the conditions were.
I'm sorry, I understand how it works now
Now I can put a bool condition
Is there a way to make audiolink emmissions not show at all when not in a world with audiolink?
you can make audiolink emissions invisible outside AudioLink worlds by multiplying the emission by the _AudioLinkActive parameter in your shader. If it’s 0, emission stays off.
Thank you!
If I'm using Poiyomi to do this, where would I find it?
In Poiyomi, go to AudioLink then Emission, and enable “Only When Active” (or similar) so emission is zero when AudioLink isn’t running.
did you check the avi's description and such? anything that might lead you to the name of the avatar, or the creator?
or try to get a hold of the uploader
I'm having trouble finding what you mean; is it something shown here that I'm missing?
i think the "Audio Link" section has to be toggled on for the AudioLink subsection under Emission to do anything
it is
ah
okie
The audiolink is working, but I cant find these settings they are talking about
honestly dont even know why i said anything cuz i didnt really read any of yalls messages beforehand, i just assumed what was happening
Set Emission Strength to 0 and let AudioLink Strength Multiply/Add control it. That way, no AudioLink = no emission.
Oh, uh. Lol.
guh
thank you.
wth?
did the bot get mad at you for saying thank you in all caps?
I think she mistyped something that why that happened
cant even show appreciation smh
see
in small lol
I hate that feature. Its ridiculous.
the caps are necessary to emphasize how thankful they are for your help
But I digress. Thank you Melissa for your help
well sometimes it's fun LOL
you're welcome:3
OK, so it’s not much avatar hope so my friend his name is sunlight. He’s having a problem with his ex who just made a comment that he has all kinds of clients and has all kinds of stuff to do him and he’s afraid and apparently starlight is the exes name. He has clients and people on the other side to get him off of the game so where he can no longer have his stuff his account or be able to get on VR chat anymore.
And doesn’t see our chat have the Aunty sheet so nobody can access those clients or mods anymore
Are you using a bad voice dictation? Cause your text is almost unreadable, and no. Mods cannot stop someone from logging into the game, it’s just a coincidence that spectrum (internet service provider) is having connectivity issues with VRChat at the same time.
Anti-Cheat doesn’t completely prevent modders getting into the game as well
So sorry I’m also driving well he’s just afraid and I need some help because this person starlight I can give you all of the evidence that I possibly have cause starlight has also been accused of being a pedo and then being 28 being with a 17-year-old And I can also get them in here to tell you everything the full story cause I only know if it’s in pieces of what they’ve told me and I’ve seen it firsthand. They also spy on sunlight, which was their ex partner now and they are afraid that they’re going to just dox everything with clients and an ex VR chatter forgot the name, but like I said, I can have them explain more of everything
You’re not going to get official help over in the discord. You’ll need to make a ticket and report them through that
just an avatar question, but is it possible to make a vignette on an avatar? i've seen some avatars do stuff like that, which is i believe PC only...
Do you mean a vignette that covers your screen? Or a material effect
that covers the screen, mb.
You can do that using specific "screenspace" shaders. And yes, that means PC only.
alright! ty!!
do you have any recommendations for screenspace shaders, or is there only one? :P
cuz i did find this.
There's a few out there, I know june lite got updated not long ago : https://kleineluka.gumroad.com/l/junelite?layout=profile&a=298000307
okay!
CancerSpace is popular. Please use it responsibly, and not be an annoyance in public worlds with it
To add to what Blanke just said, if you use if to make an effect just for yourself, use the built-in "IsLocal" parameter to only toggle it locally for you, you'll save a lot of performance for others.
okay, so im using june lite, and for some reason. when i apply a custom shader...thing. the material vanishes.
Yeah by default no effects are on, you need to enable them in the shader settings. Select a range, what effects, what strength, etc...
ahhhhh.
hi! Been trying to work out all the issues trying to upload my avatar and just got this error and I have no idea what it means, could someone explain pls?
The errors “Loaded data for an avatar we do not own, clearing blueprint ID”
Another issue I think tied to it is anytime d4rkpl4y3rs avatar optimizer it comes out as a broken copy? It’s never done that to me before and I seriously have no clue why.
In short : This error alone doesn't mean anything, look for more errors in the console.
Second : Using d4rkpl4y3rs avatar optimizer is very nice but not all features will work on all avatars, try disabling some and try again. Some features will warn you about what they do and what they might break, read that carefully.
You should look for the first red error in the console
there will be several that just mean "idk it broke"
whats the difference between gogoloco beyond and gogoloco all
Beyond has features like dash and flying
got it thank you
Hey so ive been following the guide on something i was adding to a avatar and the guide was going fine until the last part became very vague and i wasnt too sure what i was doing wrong?
Im not used to setting up toggles so if some 1 can dm me it might be a lil easier and i cant just send u the vid then point out the part.
why does my animations/toggles only work for people when they are looking at me? and is there a way to fix it
cause i thought by default animations and toggles should sync but ig not
culled avatars dont animate
anyway to fix?
dont get culled
my avatar is shown by my friend and even when its shown and avatar culling is off for him it doesnt sync my toggle till he looks at me
not just my avatar trying diff ones and the toggles dont update until its in my fov
vrchat devs havent made a option to disable this i dont think
crazy
lazy ass devs
that'd be a Unity thing
found a fix made a cube
made it invisible with partcile shader thats black and now it plays without someones fov on me
This is my first time making an avatar and I was wondering how to disable the fish like an toggle since I don't really like it that much
you'd need to figure out what causes it. If you can find it in the menus, then you can see what variable the menu activates, and then find that in the animator somewhere
anyone know what texture this is on the avatar?
when people arent using vrcfury what determines which assets are toggles on? is it animations?
i deleted a hairstyle i didnt want but when i preview the avatar theyre bald now isnce that was the default hair
animations and the parameters that run them
so i should be looking at parameters? what would i do in this instance to stop the hair i deleted from being the one toggled on?
without debugging myself I could only suggest finding which animation layer it is, and checking the default values of the parameters used
so id fine the anim and then look in the inspecotr window?
find* my spelling has gotten worse and worse with time apparently
no, you'd look in the animator and figure out what runs the animation you're referring to
animator controller, right?
yes
i found this layer, where do i go from here?
sorry for all the questions ive been avoiding messing with the animator since i started making avis
or ig i should just watch a video about how to make radial toggle menus with the animator and go from there
this one uses a blend tree, I wouldn't expect a basic toggle tutorial to teach that
a video about blendtrees then?
i vaguely understand animation layers and parameters just from context but i have no idea what a blendtree is
i think i understand it enough now to remove stuff but this is still probably the most confusing aspect of avatars to me
ive fixed it (mostly), it still happens sometimes because the issue seems to be caused by multiple things
if i have transitions in the animation controller that dont have any conditions, the issue is more common.
so what i did was created a new bool thats always on, and made it so that transitions that wouldnt have a condition otherwise, are given the condition of "New Bool" being true
in this case, those transitions arent affected and function the same, only now the issue seems to happen significantly less
i would appreciate any suggestions that could fix the audio bug, tho as far as ive found out here, audios werent the issue at all as other animations break completely, and removing the audio sources did not fix the issue, nor affect it in any capacity.
i got my rigged avatar ready but it shows up some errors when i upload it to unity
a little help
im gonna upload some images of the errors in a little bit
just let me open up unity
alright
i might be able to help
really appreciate it :)
taking a while
got it
ImportFBX Warnings:
Mesh '02 - Default|C[c3850]_Body.mtd|mesh0' has 1923 (out of 14506) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 1, 2, 3, 4, 5, 6, 7, 8, 862, 863 and so on...
Rig Error: Invalid Avatar Rig Configuration. Missing or invalid transform:
Required human bone 'Head' not found
there's more but im afraid of getting banned for flood
This means that there are parts of the model that arent weightpainted, and hence arent attatched to a bone in the rig (this can be ignored if the model still works normally when you move certain bones)
This just means that unity couldnt find a bone named "Head" and that you manually need to assign a bone to be the head because it doesnt know what the head should be
like in blender?
you can do it in unity by clicking configure, and manually inputting a bone to be the head here
in blender you can fix it by just renaming the head bone to include "head" in the name
but the character doesn't show up in unity
are there other error messages? if so just take a screenshot so you dont have to worry about getting muted for flooding chat
can't find them anymore ill try to look
you dont see the errors in the console?
nope
if you try reimporting the model do they not show up?
any other errors?
no
have you tried the solution in blender?
?
^
i was thinking of doing it in unity but ill try
you can still do it in unity if you can
would you pass me a tutorial?
in the (avatar) i can't see the configuration button
thx
also dont ask why there isnt a model there for me
uhm...
i might re rig the whole thing
but any help
youll need to manually apply each bone to their respective slots in unity, the same way i showed for the head
only these bones are required for a vrchat avatar
others are optional
or, like i said with the head, you can rename them in blender
hello ! im v new to making avatars so any help would be appreciated tho pls explain things to me like im 5 LMFAO. im making this avatar and i want a toggle between this outfit and the bikini but for some reason the main outfit warps the body despite me not messing w any of the blend shapes
is the avatar being made from scratch? or did you get a unitypackage from somewhere
im using this as a base ;o;
https://booth.pm/en/items/5058077
did it come as an fbx or blender file?
or was it JUST a unitypackage
oh, unity
what exactly did you do that caused it to happen?
or provide a clip of it occurring
all i did was add that dress ;w; it's never happened w any other outfit either
there might be a blendshape on the model that changes the model to fit the dress, and it might be at max value by default
some models do that to allow certain clothing to actually fit properly without clipping
what blendshapes are there?
Anyone know any avatars that look similar to the character in these pictures
"MA Shape Changer" might confirm my suspicion
ooo i didn't even see that tbh, i could try deleting them ? bc the only blend shapes is to make the bottom of the cross longer and then to make the breasts bigger which are both at the min value
does clicking "Inverse Condition" fix it?
if so, the toggling animation might need to include toggling that option
i lowkey set all the things there to negative so now it doesn't mess up the body anymore LOL so i guess ill never know 🥹
so the issue is fixed?
yis ! if you didn't point out the shape changer thing i would have been stuck on this forever so tysm for the help !!
alr np
Hi, I have a question. Does having missing armatures break the model at all? (weight painting / rigging problems), whatsoever, because the person I’m making a model of has a missing arm, and I’d prefer to know if it does or I need to do anything first.
You mean missing bones. It doesn't allow missing bone or it would be incompleted humanoid. You must at least add bone but doesn't need to weight paint to anything.
Ah okay. Thank you.
hey guys, i need help with something. so there is like a mmd motion i downloaded that comes with 2 types of files, one was vdm something and the other is fbx, i want to convert the motion to be useable in my avatar but I can't find any tutorials of how it's actually done. if anyone knows anything, any help is really appreciated.
vrchat requires all of these highlighted bones, although it doesnt matter if the bones are actually weightpainted or do anything to the model, they just need to be present
just for context, even though they already answered the question
does anyone know the best method on saving space so it lets me upload? also I forgot if i should unpack the prefabs could that possibly help my issue?
does anyone know this avis model name ???
how would i add a third arm to my avatar? its one of the last things i need to do
Unpacking wouldn’t do anything but make things worse. Go through your textures and lower the resolution. 4k textures are usually never needed and cause unnecessary VRAM usage. See if you can lower those textures to use a max resolution of 1024 and if it looks bad, do 2048.
go into blender, duplicate the mesh, move it down, remodel the area to make it fit somehow. Edit the armature, duplicate the bones of the arm, move them to the right location. Then decide how you want it to move, if you just want to duplicate the other arm's movements, use one rotation constraint on each arm bone to copy the rotation of the main arm.
Hi people, im making this model and i wanted to know if someone can explain to me how to bring 2D expressions to vrchat, if someone has a video tutorial or something, thanks
So I find it cool that I’m having somebody maybe help me with an avatar for VR but it’s one of those things where it’s like you don’t have enough money to just handover five $600 for what you need
Uploading a quest avatar, and I am getting this error, not sure how to fix it. Any suggestions?
install whatever pre-requisite you didn't. You can't really figure it out from just that, maybe there's a clue in the creator's documentation, maybe the error message.
the setup would depend on what type of 2d viesemes/expression method you'd wanna use so you could do a texture sheet with all your face expressions and do UV tiling or you could do multiple face meshes and do swaps via shapekeys/blendshapes which is easier to setup imo but not as optimized (https://www.youtube.com/watch?v=l--1c8QGpVw&t=46s), this video (https://www.youtube.com/watch?v=vw1kZuKDPX8&t=84s) also shows a even less optimized way of how to setup the mouth on just a single seperated mesh but they use multiple images for the mouth rather then just a single sheet so its another option but a less suggested one
couldnt find a video of the UV tiling method but its been talked about alot in this discord so theres likely one in here somewhere 
Yeah, i have an uv tiling method, but i cant find where to do it in Unity, i have in blender but not in unity
material properties I'd assume
2d face - values for a 4x4 tilesheet , blendtree / any state , quest need to use it on a seperate mesh , pc can use decals / lock shader to avoid it affecting other ones
animate tiling/offset , want eye / mouth to be seperate they need their own material (quest mesh)
I'm using the Poiyomi Toon shader (and Toon Standard for Android), and I'm using a decal for some of my skin-tight clothing (like fishnets). I have two questions;
A) How would I toggle just the decal, without changing materials?
B) How would I go about making a blendshape in blender that would sink the skin along the fishnets, slightly? Could I use the texture itself to deform it?
toggling features like decals in poiyomi is simple as animating the "Alpha" slider. You can't animate toggling entire categories as Poiyomi uses the category on/off state for the shader optimizer
Animate the decal Strength (set to 0 for off, normal value for on) with an Animator toggleno material swap needed
You can’t use the texture to deform; make a blendshape in Blender by sculpting the skin inward where the fishnets press, then export with shape keys.
Sorry, how do I report these avatar commission scammers -w-
Oh! Thanks!
I take it I need to manually select all the vertices for that?
Also, I shrink clothing inwards to toggle it, but that sometimes results in little sticks coming off of the avatar, how would I fix that -w-
Don't use blendshapes for toggles, sure it'll trick VRChat's flimsy performance ranks, but it's way worse the GPU to do skinning on every vertex on the mesh when compared to just simple object toggles
They're one skinned mesh uh
And one material slot
I don't see any other way to do that
you can make it a separate object easily
on PC you can use UDIM discards with Poiyomi
That calls for more draw cells, no?
sure, but the trade off is better than Unity doing a skinning call on every vertex to the GPU each frame and having "sticks" popping out
What about invisible textures?
use UDIM discarding if you want to go that far
No clue what that is
yep, and for the little stick you can add a Shrinkwrap Modifier to the clothing, targeting the body mesh.
this'll keep the mesh in one material slot and one renderer but give the ability to toggle specified parts of a mesh
and discard it from the GPU as the vertices are tossed a NaN value until you toggle them back on
this method would be much easier..
Would there be any way to allow this to work with quest? If not, would using the blendshapes (for quest specifically) instead be a viable option?
using blendshape is always a better when it comes to quest
Alrighty!