#avatar-help
1 messages · Page 169 of 1
Question, would the blendshape cost performance 24/7, only when in use, or only when initially toggled?
when blendshapes are above 0% they'll be in the skinning call until they go back to 0
so make sure you have your default states when the blendshape is on 0%
Oh! also this
even worse
Didn't know about this
and you cant have them on quest anyway
I have one -w-
I can use the tile discard for PC, just trying to find out if an invisible material would be better for performance than a blendshape toggle
Quest cannot render transparency on avatars, it's a limitation from it's GPU
I mean it's invisible for them 🤷
Even when I get on quest, that materal works
Also
The blush on my avatar is transparent
Using the additive particle shader
Iirc, I can go check right now
callout is not allow here + cannot process without user id which said in thread
transparent shaders usually don't work in quest
Sorry! I sent the ID in the ticket, though
Particle ones seem to work fine
Thank you, i couldn't find it
They are meant to be used for particles and are the only form of "transparency" allowed on quest and are awful for performance
Okay, this is gonna be hard to explain... so I have a generic model rigged with rotation constraints and a hip position constraint to a humanoid rig so I can easily stretch and scale parts of it. I'm wanting to make the GoGoLoco floating cause the lower half to stay stuck to the ground while the upper half moves up and down. I've tried adding a spine position constraint and zeroing out the weighting for the hip position constraint when the GoGoLoco floating parameter is above 0, but it still moves fully up and down. Does anyone have any other ideas on how to pull this off?
Just adjust your hip position constraint to not affect Y?
I mean, it's gotta for some animations, but if I can toggle it in animation, maybe. I'm guessing that's unchecking Y in the Freeze Position Axes?
Should do ye
Hi, so I got an Rusk avatar on Booth. It works on PC without a problem but on Quest it shows only pink? How can I fix that.
The issue is that your hip position constraint is still influencing the whole rig even when you zero its weight. You need to fully separate upper and lower body control when floating.
Try keeping Hip Position constraint for normal mode.
Add Spine Position constraint to the humanoid spine.
When GoGoLoco Float > 0 → Hip constraint = 0, Spine constraint = 1.
Looks like this avatar isn't using proper Quest shaders
Im new to unity where could I find the Quest shaders?
did you check before buying if it was quest cmpatible?
Vrchat/mobile/
It is
I did get this error yesterday but didnt really look into it
Yes, I tried that, it still all moved together. Kirian's idea didn't do anything, either
yeah that's bc of the Pc shaders
Then you'll need some raycasting ✨ magic ✨
well after this the lower body literally cant move...lol
Which Package folder do I select?
you need to change the materials
No need, just select the materials you have, make a copy of them, put the copies on the quest version and change those on the material itself.
Where do I find the quest version?? ||I feel so stupid right now lmao||
To add to my last message, you'll need a raycast pointing downwards, detecting the ground (default layer). Then use the end point of that raycast as a source for your position constraint. Then swap between the two sources when flight is on.
also found these alerts if that helps??
You're "making" the quest version by changing its shaders. If one was supposed to be provided, look into the folder that contains the avatar and see if a quest version exists.
Is it possible through VRC-fury to have it so on a toggle the socks fishnets and 1st pair of boots disappear but the new boots toggle on with my heel blendshape?
Actually, I think it may have worked but I had to completely disable the constraint rather than do anything inside the constraint
@versed marsh fury toggle can use generic animation clips just fine
Most position constraints don’t let you truly isolate Y, so fully disabling it when floating is the right way.
idk how to fix this. ive changed the textures via unity, but when i get into vrchat it doesnt work. This model comes with a toggle with 3 textures you can change into. But non of them change into the texture i want in game. plz lmk if yk how to fix this. (also its doing a weird walking animation on desktop but i could care less for that)
You need to change the animations that change your textures
tyy. I tried removing the animation toggle so it doesnt swap but nothing happened lolz. ty tho ^^
You would need to change the original animation to swap to your new material instead of the old one.
ok cool! ty :)
I think it's a custum avatar right?
yesss, i think ive got it figured out tho
that's good but you can ask the artist who made it to fix it for you then
Is anyone able to help me with how to properly work the TikTok to OSC Interactive System for VRchat, please?
Is this where I can go to find some help with a particular problem that's been vexing me for about half a year now? It's about an Avatar I bought that doesn't seem to work properly and I was wondering if anyone would like to help me figuring out the problem/problems
you can explain your problem here
I'm currently having an issue uploading my avatar.
It goes through the multiple unity bars of loading after pressing upload, but then unity closes right before it finishes. No errors appear in the creator companion and unity closes before any errors appear either
Any help troubleshooting would be greatly appreciated
Also, there are NO warnings or errors when I press upload. The console is empty in unity
can someone help me with this im trying to add super form on my sonic avi but i got this
This is my issue
Unity crashing at the end of upload is usually caused by memory issues or corrupt assets, even if there are no errors in the console. Check your Editor.log for details, try reducing texture sizes, remove unused assets, and make sure you’re using the exact Unity and SDK versions recommended by VRChat. If it still crashes, test the avatar in a clean project.
it HAD a corrupt parameters file but I removed it from the avatar
I'll check my editor.log. But I'm also in the process of moving everything to a new project
where can I find my editor.log. Is it in unity files instead of the project files?
wow okay. transfered to new project and one or two errors appeared.....
Windows: C:\Users<YourName>\AppData\Local\Unity\Editor\Editor.log
My friend keeps having an issue with all her avatars having the blueprint id error
Like all avatars have that error
can anyone help me?
I'll continue my inquiry in a bit, I wasn't expecting anyone to respond so quickly! I do appreciate your willingness to help! :) (if thats what it was that is)
Is there a way to make one toggle (that has its own parameter) automatically toggle on another toggle when its enabled?
I have a dress that I want to be able to toggle on, but I want it to automatically toggle on the panties whenever I click it
Use a VRCParameterDriver state behavior
I've tried this, I dont know what's wrong with it, but my dress is an int toggle (along with the panties) and when I put it on the animation in the fx it doesn't work. I'll toggle the dress and it doesnt toggle on the panties nor let me toggle them on while the dress is on
i might just be doing it wrong though
nevermind im stupid
i put the wrong parameter in the paradriver
I'm using Vroid. I want to add clothing toggles, how would I go about that? I think i can just get the clothing mesh on its own, and then upload it onto the avatar, and i know how to make the toggles themselves, but how would I get it attached to the armature, so that it will animate and i dont have the legs clipping through the pants or anything?
what exactly were you doing when this happened?
good weight painting, possibly remodeling. or just hide the body under the pants.
this after noon whn i was trying to make my super sonic
that didn't answer my question
so i have an issue, when i try editing eye pos on my avatar, the little ball to show where the eye aligns doesnt show, and i cant even really edit where my eye is easily
enable gizmos if they're disabled - upper-right of the scene view, the little globe icon
making avis of cours and trying to add forms
Question, is there a way to make a model rendered as Toon Lit on one part and Standard Lite on another part? Or at least, is there a way to get a similar effect? (If it helps, I have a map that fills the part I want to be Toon Lit with white, and I can make another that is just an inversion of it)
sure, but you'd need to have those parts assigned different materials already.
oh... dang
you can do this in Blender or similar.
i guss nobay wants to help me with this error -_-
I asked you a specific question in order to help, but you've only given me vague and non-specific errors.
and i did and i made a video of what happend
that didn't at all answer
.....
I admit I didn't see the video but what are you trying to do here, animate a material swap?
how do i fix the avatar not being read as humanoid even though it is when i set it
Look for errors in the rig window or the console or the build report in the SDK window to find out why
the rig is set up right though
This warning is telling you that you can't have a mesh object with the same name as a humanoid bone.
yeah i js fixed that and its still acting up
i renamed the neck mesh to neckk would that work?
sure
yeah but after i did that its still fucked up
then something else is wrong still
its somethign dealing with the rig im sure
i fixed it on the actual model but it shot it back like this
nvm i got it
tysm
Can you add two normal maps in unity?
I have a shirt I wanna use on an avatar but it came with two normal maps.
probably came with GL and DX formats. Do you know what each is for?
one is for the top shirt and the other is for the undershirt but they're both the same mesh.
would i need to go back into blender and redo it that way?
oh, if they're one material then probably you'd have to do something like Poiyomi's RGBA masking to apply them to specific places
same mesh is not relevant
okay, thank you!
does anyone know how to fix toggles not working in mmd worlds?
what are mmd worlds?
are they in the first or second layer in your animator? MMD will override those two
im not sure i used vrcfury to make them
they're worlds where you can have your avatar do different dances
Does anyone have lego ghostface
maybe stacking 2 blank layers on top of the animator could fix it then
its probably something to do with detail normals and textures but im unsure how to put it in the right spot
that worked thank you!
oh nice
real quick, does anyone know if my avatar will work if I have seperate head and body meshes?
because I wanna make it so the hair can be changed out but I dont wanna try it and it not work because im tryna do something quick rn
as in multiple meshes for each, or the head and body are seperate models?
the body is one mesh, but i would have multiple head meshes for hairstyles
if they are all rigged to the armature the same way, you should have no issue
okay great thanks, because ive been compiling my seperate hair models as completely seperate characters (im taking them from a game so all I gotta do is merge the armatures of everything together) but knowing that I can keep the body and head seperate is wonderful, thank you!
you can only setup vrchat-driven visemes on one mesh though, so you'd have to animate those yourself
hey guys is there a way to weightpaint these sleeves to move with the hand without it looking weird? (the sleeves arent actually sleeves, they are the actual arm) 1st video is without weightpainting and 2nd is an attempt of weightpainting i did
they are supposed to look oversized btw
you're on the right track, I think
oh awesome thanks:)
maybe? Provide details. Maybe use#avatar-riggingif it's really about rigging.
Requires 15 bones
Well is someone willing to make me a lego ghostface avatar then?
I'm not, but I certainly can't speak for anyone else.
But I gave up on rigging because of multiple attempts and lack of motivation
head over to the VRC Traders discord if you want to commission someone. Link is in #1204490664637890580
sorry, did you have a question?
im very new to making avatars and i keep getting an error when i try exporting them after trying to set up gogoloco, the only resources i have found on this error havent worked (renaming the armature, restarting the sdk, etc)
does anybody know what causes this?
I was saying how my character requires 15 bones and I lost motivation to do rigging so I was going to ask if you knew anybody that could rig
That's nothing to do with gogo loco, it means your avatar's rig setup was not done, or the armature is not one that works with vrchat
oh - same answer I gave to the other person, VRC Traders discord to commission people
my bones are properly set up
green doesn't mean it's properly setup
any errors in the rig window? any errors in the console?
Show the whole inspector here, instead of just this clipped image
sorry
yep, bone names look good
i havent changed any bone names so the solution in the thread i found on the unity forums doesnt work
the bone names aren't actually relevant but it does indicate the right bones in the right slot, assuming whoever did the rig wasn't insane 🙂
got a weird bone there
the guy who made the model decided to directly link an object into their hand by making it a bone
ahh
ill just have to redo that
thanks for the help
im probably just gonna put the object back in later
your kidding
hmm something's missing
i readded the chest
i think its the end of the skirt
they dont have any assignment so ill probably just have to merge it into one
that shouldn't be assigned to a humanoid bone
well I mean the skirt mesh can be weight painted to a leg bone but any skirt bones aren't humanoid
I'm fairly new to VRChat, and Is it okay to ask for help to make a picture into a VRChat avatar? If so, can someone help me?
looks right
Feel free to ask whatever you want.
the issue was there was two seperate animators even though one was "removed"
i had to reboot unity after removing that one for it to fully work
huh!
how weird
maybe you or something added a first, then the second got added when doing the humanoid rig setup? I dunno otherwise
I only ask because I really want an OC of mine as an avatar, but IDK how to make him as one... and I only got Blender to work with..... (Sorry if I'm asking for alot.)
do you have a model yet?
No. Still need help on that.... But I got a picture ready for him.
ah, yeah that's where you start
With the picture? Or with the modle? I still need to learn.
making the model
Okay, what did I do wrong? I had an asset in Unity I wanted to change the shape of, but there was no shape key for what I had in mind. So I looked up the assets from the Unity package I imported into Unity, made a different version of the specific asset I had in mind both as a .blend and .fbx file like the original, then tried to swap out the original files with the altered ones assuming Unity would notice. Unity did not notice and the avatar assets did not change as intended. What should I have done instead?
don't import .blend files if you have the .fbx already.
but if you want to overwrite a .fbx you have to make sure that you don't unpack the avatar prefab, and you export with the same settings as were previously used.
4 hours long to make a donut... How fitting with little patience I have. Lol.
anyone know how i can get more info on why i failed "Security Checks"
oh it'll take you much more than 4 hours to make an avatar
512x512 texture
9k tris
preformance: good
Usually it's because some stat is way out of whack, or you've got something that isn't allowed. I don't think there's any way to get a real report on what's doing it.
sadly all green so my stats arent it, and i doubt the 2nd one highly
only for PC mind you, android and ISO are fine with it
this was before i reuploaded the windows
this was after...i never touched the android version
I do not recall unpacking the prefab. as that requires me to actively do so by right-clicking and selecting the unpack option, which I didn't really know was an option until you mentioned it.
I also just did the .fbx alone at the start and nothing about the model changed.
(Sorry for her hands being in the way its the only capture i have rn) IS there a way to make the hair not go into her face?
and like make sure its fully connected to the head. its on the same armature and is linked to the head but idk if itd working right
helloo, is it better to have one layer and one big blendtree, or multiple layers with smaller blendtrees?
do physbones need to be included in the model skeleton or is it all done in unity
also when trying to fix model with CATS my model's textures get rearannged and colors are too vibrant
thank God all might thank you
anybody know why my animation properties for bones specifically are missing 🥹 they were working before on a different version of the model, the names didn't even change, so i'm so baffled and lost
Can someone help me for some reason the overlapping hair does this. I am using poiyomi shaders and its set to transclipping.
figured it out (no / in the armature... which is weird because it worked before unless i just renamed it and forgot)
I did one last night where exporting didn't cause Unity to reload it, but doing it again made it wake up and do the thing. It's weird.
Trying to uh upload this avi to unity but i have no idea HOW TO USE unity… https://clalrdelune.com/b/SKcbu
you should commission people at the VRC Traders discord, link is in #1204490664637890580
hey so im trying to a have a part thats only seen by other players or in mirrors (wichever is easier). Is there a way to do that? I tried with layers how they are described in the docs ( i tried Player, Mirror and making my own wich didnt get very far) but in the end the object is still constantly visable to the player itself.
For appearing in mirror: you have to use shader that has vrc mirror feature supported.
For appearing only when seen by others: use IsLocal parameter to determine state for object toggle.
okay okay will look into that, thanks for the start!
heyos im spooky and im trying to make 2 animations play at the same time but, one of them i only want to show for me. How can i do that?
also please ping me if you answer discord be weird
Can anyone help me with this ?
Unity keeps telling me my avi wasnt imported as humanoid even tho ive changed it to humanoid. What should i do?
Hi, I have a 3D Tenna avatar file on my phone but no PC. How can I get it uploaded to VRChat?”
you require a pc
This model is not valid for humanoid rig.
the problem is you have ur fingers set as ur lower arm and upper arm. you need to make the intire skeleton with shoulders and all that even tho they wont be used.
you need to go into blender and edit the armature. you then need to add the bones and name them to their corresponding bones.
Are you able to help me on a vc ?
yea sure. one moment
there's an image of the ideal humanoid armature pinned in #avatar-rigging
the cd player and cd got broken even tho i didnt touch the asset :/ maybe it was one asset that i added that messed with it,its supposed to be by my waist on a belt,belt is linked all good just these 2..how to fix? what could be the issue
🧍
oof
@solemn hatch Put the local only animation on a separate Animator layer and use a parameter that isn’t synced. That way, only you see it.
Maybe Reparent the CD player and CD to your hip/waist bone and reassign any constraints that got unlinked.
how can i do the 2 animations together?
Put each animation on a separate Animator layer in the FX controller and set both layers to weight 1 with different Avatar Masks (so t hey dont override each other).
i wantg them to play at the same time so im confused
how do i fix shoes not being in the floor?
also fixed it already ^^
do i just move the whole thing up?
In your FX Animator, create a new layer for the second animation.
Give that layer an Avatar Mask so it only affects the parts you want (or leave it empty if it’s safe).
Set the layer’s Weight to 1 and Blending to Override.
Add your second animation to that layer with the same condition as the first one (or its own condition).
Now both animations will run at the same time because they’re on separate layers.
dragging it up doesnt change the root
Can someone help me upload an avatar
dont ask to ask just state the issue you are having
Hello, does anyone know how to make one hand gesture with vrcfury? Both of my hands are gesturing, I do not want this
why are you using fury for that
I have no knowledge about how to do it on mobile cause i dont have a pc
you cant upload avatars without a pc
Thats why i asked for help
Vrcfury has built in hand gestures(?)
thx
I would like it to be one hand, not both
you must have a Pc to upload your avatar
if you don't have one how are we gonna help you?
you can remove the keyframes for the other hand in the animation so it only animates the hand you want.
These are default built in gestures, I'm confused
sooo how to change the root?
blender is the actual way to move it
but in the rigging window in unity you can drag it up which is a temporary fix
then Use the GestureLeft or GestureRight parameter instead of the default Gesture so it only affects one hand.
thats not how that works
if both hands are animating from one gesture you need to mask it correctly or use tracking control to specify which set of fingers you are animating
Tried
Can they add an Avatar Mask to the animation layer so it only includes the hand you want.
Or use Tracking Control in the animation to disable finger tracking for that hand.?
if the person wasnt deadset on using fury for some reason
Trust me I've been toggling with the animation layer
youd just apply a mask like how the default gesture layer does it
or use the vrc tracking control property
Is there a way where I can make a toggle that changes what part of my avi an asset is attached to?
Sure, use a parent constraint with two targets, swap the target weights. 1 = object is there, 0 = object is not there.
someone bann this scammer plz
are you asking a question, or trying to advertise? Because see rule #10: don't advertise or solicit here.
how would he know he is just weeks on discord lol
by reading the rules for a server when entering it?
Is that doable through vrcfury?
I have no idea, I don't use it for stuff like that. They have documentation and a discord though.
Fair
I don't think he's real, what you think?
im about to make a png avatar with multiple pictures, how do i start, ive heard that i have to use texture change tool but i dont know how to make it a toggle
could i possibly get help with this
is it possible to have a quest version of an avatar as the pc imposter?
I don't either, but I'm not an admin so that's not really relevant.
Technically nothing prevents you from uploading a quest avatar as a PC one. So go right ahead if you want
Upload the quest version first, request creating the impostor, and upload the PC version
will uploading a pc avatar as a quest avatar cause performance issues or issues with any toggles?
i thought imposters were auto generated?
I haven't seen that happen at all with my uploads
I still need to manually request generation
even if they did auto generate, I doubt they would on updates
It won't, if you upload the exact same avatar on PC, it will sync properly.
Hello, could someone help me? I am trying to map my neck rig to the avatar but it keeps yelling at me that the shoulders are not children of the Upper Chest transform
so if i upload identical avatars with the same name for quest and PC it will use the respective versions?
Also remember, I'm talking about uploading a QUEST avatar as a PC one, not the other way around, you can't do that
ill give it a try and lyk
ok i was ab to say
You mapped the neck to "upper-chest"
They need to have the same ID. You upload your quest avatar, change the platform to PC and upload it as PC if you wish.
neck is not upper chest - remove it from that slot
(upper chest is optional, you don't seem to have that bone so leave it blank)
Your first question mentioned having a quest avatar as a PC impostor (fallback)
remember: impostor is not the same as fallback
K, the neck bone isn't there in the menu
the way i thought of it is "can i have a quest version of the avatar show as the imposter for my pc version"
so am i looking more into fallback?
No neck bone is seen.
Okay so, are you asking : Can I have my PC avatar show as the Quest avatar for people on Quest?
yes
that looks better
Yes, so in that case :
1- Upload your PC avatar
2- Copy its ID either on the avatar root or in the SDK
3- Find your Quest avatar and attach the ID of the PC version to it
4- Upload the Quest version (you should see it automatically finding the details of the PC version on the Builder tab)
tysm! can i shoot you a dm if i run into any trouble?
Sure thing
i appreciate it
hey, im trying to make a png avatar but it comes up as medium, how do i make it good or excellent quality?
You fix those things with the yellow circles
it literally tells you why it's not good
ugh, I wish they'd fix those test inconsistencies.
i need help with my avatar camera i need it to be at the head but its in between the foot
make sure there's no camera object on the avatar, and adjust the viewpoint in the avatar descriptor
what should i adjust it to
click edit beside it and you'll be able to move it to where it looks best in the scene window
If it not already, move it between the eyes, sticking out of the head a bit
Not too much back into head as otherwise you can see inside your own body in vr, but also not too much infront so it feels natural
I can't figure out why my blendtree motions states are not changing D: usually one of the states is darkened to show it is off, but they both appear on whether i have the parameter toggled on or off
Ah figured it out
lol
the Always 1 parameter was not set to 1
You'd need to use VRC Animator Tracking Control, set "mouth & Jaw" to "animation". Set them back to "tracking" to restore
yes - what is the something?
in most cases though you select it, and hit 'g' to "grab" it, then you can move it around.
what mode are you in?
how do I get my avatars hoodie strings physbones to stop doing this
and you're editing what?
I want them to react properly but I lowkey can't do it
if you're editing the armature you can't move a mesh object like the wings.
I suggest a basic blender tutorial
you'll want to be in object mode then, though after moving you'll want to apply transforms
select objects you've moved, ctrl+a, "all transforms"
uh, okay
Because you arent in pose mode?
were you trying to pose or edit?
Thats why
✨tutorial✨
that works.
Have you considered a bone tutorial not a whole entire blender tutorial
Says the one that knows fuck all about blender
Click the armature
Cant pose mode a mesh
Get pissy Ig
Refusing to learn blender then gets mad when told where to go
🤷♂️
yep, sure does make you want to help people.
Like damn
Gets told the mode to use to move it so the wings follow then starts insulting when its not just handed on a silver platter
Luckily most people aren't like that sigh
Youd be surprised
Eh, they are loud but far from a majority. Been helping many people and most genuinely want help and appreciate that you are here to provide that
Ye
But also
Genuinely insane mindset to not know how a program works then insults the person saying they dont know anything about the program
Oh of course. But don't let one dumbass get on your nerves, they're not worth your time
I just think its funny
does anyone know how to make a simple pet follower?
Damping constraint
whats that?
Exactly as it sounds
A constraint that dampens movement
Vrlabs has a prefab on github
Most pet followers is just that but made to look fancy
i kept getting an error that said "vrc expressions menu object reference is missing" and couldn't figure out how to fix it
Show all the errors
i deleted the file like an hour ago so i could start over and try something else
this was the error
You dont have a expression menu
how do i make one then?
Right click assets folder and create one
Does anyone know how I can get Warhammer base Avis and textures (sorry for asking)
well now it won't follow my character correctly it just stays in place next to me
Did you follow the vrlabs video
yep
How do I fix this on my Rusk avatar? I am using Toon lit shaders.
i think the issue is the part where i have to put a controller or something with this layer. its around 1:59 in the video
set it to a form of transparency
how would I do that can you provide an screenshot if thats alright!! I was also using liltoon before I think before I changed it to vrchat mobile sahders
ooohh okay that makes sense
quick question for anyone who knows, so an animation clip is obviously used for toggles and stuff, but would it be possible to make a delayed toggle with that animation clip (i want a transformation sequence but i want there to be powering up particles before the form happens)
That's the whole point of keyframing. Toggle your particles first in your animation and later the rest.
alright thanks.
Hi Im converting my avatar to quest I use vrc quest tools and delete things to help convert it but when I did today it told me I was at 10.03mb/10.00mb so I deleted something and then it said 48.44mb/40.00 what does this mean and how do I fix this?? 😭
can someone tell me what the hell is going on 😭 its only this bad in worlds other than my home world
What would be a good replacement for these shaders??
I'm on linux trying to upload my avatar through the vrcsdk, but I keep getting a "Windows Security Check failed" 🙁
Did you install the Windows Build Module onto your Unity
I don't know what that is
Did you install Unity through Unity Hub
yes
What Unity editor version did you install
Hey does anyone know how to hidee stuff on the 3D avatar preveiw?
(not this specifically just an example)
2022.3.22f1
open the installs tab of Unity Hub, click add modules in the settings of 2022.3.22, and add the windows build support module
I don't think you can-
this one?
yes
It really is
It'll copy whatever state your avatar is in without the FX layer
so whatever your avatar looks like in the editor, it'll look like that in the preview
or iirc it could be the first state/frame of your FX layers
thats annoying, is there an easy way to hide stuff thats ON by default (i want on by default) but hide it in the editor?
how're you doing toggles? manually or through something like VRCFury
VRCFury object toggles don't mind what state the original object is in
as long as you're not using "Flip state", use either Turn On or Turn Off
you think this would help? hehe
that wouldn't do anything, since it doesn't have a gameobject in it yet
thank you so much, it worked 😭
you have no idea how relieved I am lol, you are a lifesaver
hmmm
because the specific object im trying to hide is an asset that toggled using all the complicated stuff idk how to change
liar!!! it worked!
Hehe thx for the help
Though i still wonder how to change the little animation avatars have on that preveiw...
GoGoLoco should have a example of it
it has documentation teaching you how to change it if you use it as well
wait
just realized that it didnt work because the asset doesnt even work anymore 😭
wtv i found a dumb way to fix it
i just added another toggle for it and never applied it
anyone mind looking into this w me? ive been struggling for the past 4 hours and i cant figure out why it does this
weight painting.
you have some vertices there with no weights, or are painted to the wrong bones
oh thats weird, i got the clothes from booth
tryna make a quest version of my avatar, why is the hair like this??? im using a quest shader too (new mat 1)
also, idk why its so dark...
rough guess, vertex colors?
whuuut would this mean?
it means the mesh itself has colors applied to some vertices, and quest-compatible shaders multiply the color by those color values
is there anything i can do to fix it?
remove them. you can do it in Blender or I think VRC Quest Tools
again, if this is the issue.
fixed it witth VRCQuestTools, thanks!!
ah excellent
can anyone help i keep getting this even tho i followed every step
Do you use any antivirus software other than Windows Defender
I don’t think i even have one
hi guys is it ok to have my avatar scale set as this in unity or does it have to be set as 1? it doesnt seem to cause any problems with any of the animations
if i try setting it to 1 and resizing it in blender, all the physbones and colliders become weird and different sized
as long as scale is the same on every axis you're completely fine
ok thank you :D
I have the regular windows
hello, does anyone know how I can fix my avatar's floor height? In play mode and in game it clips into the floor
I'm following a tutorial and they say to go to scupting mode, but their model is fully colored in scuplting mode while mine is like this. What am I doing wrong?
How do i make a new animation without using "Create New Clip", and have it show up in the animation controller?
help IDK why it import like this (faces)
Anybody know this?
Anyone know how i can fix the minor clipping in the bottom of the skirt cant seem to fix it , ive tried adjusting physbones, having colliders, making colliders bigger, having rotation contraints and parent constraints too it works except that little area
Is it an existing animation? If so then just drag the animation into the animator window
If its not an already existing animation then you'll have to click on create new clip
i got ittt c:
Can anyone help
maybe try adjusting the gravity a bit on the physbones?
So no gravy or more gravity
I have gravity at .1 offset at .1
sorry i'm not really sure it's just what i would try to tinker with to fix, someone else may have a better idea
i would do less gravity, but those values are already on the lower end
My avatar’s eyes and head are on the same mesh, but they don’t move together. Do the eyes actually need bones? If so, is there an easier way to fix or edit my avatar’s FBX without losing any elements, textures, or materials? Any advice on how to solve this?
Every part of mesh must be weight painted to some bone, either dedicated eye bone or just head bone. You have to setup material in blender. But material setup in blender doesn't reflect material in unity.
Hey uh trying to work with custom eyes and all in Vroid studio and for some reason theres just.. this behind the eyes? I cant find what texture they are attached to, its the default male base model
well, this is vrchat avatar support
Thats fair I was hoping someone may still know a thing or two
I have a bad case of feet in floor, anyone know how to fix?
can someone help me?
Descriptor is located in the avi, im trying to install something onto the avi with vrcfury but vrcfury says that the thing im trying to add is not connected to an object that has an avatar descriptor which i do
idk how much better i can explain it since its nsfw 
"in the avi" could be anywhere, including on the body mesh
the descriptor should be on the root of the avatar
not on any object inside that
yep its on the root
I fixed the feet in floor. Unity auto configures the hip height in the rig configuration so if the hip to feet ratio is unique it can calculate it wrong. Fix it by going into the rig configuration and raising the hips.
its wherever your fbx origin is , set that in blender
(tiny yellow dot)
vrchat locomotion also move your feet slightly down
try to keep ankle and origin same'ish place
Does anyone know how I can get Warhammer base Avis and textures (sorry for asking)
Check the humanoid tab. If you don't have toes, your avatar will probably sink in there. Move your hip up a little.
Unity thing
(You’ll need to move your viewpoint most likely too as an FYI)
It’ll look fine in unity but in-game it may be off depending on how how much you move the hips
Hello! I would like to ask how can you solve this problem of my tail being like this where it clips through my body when I go backwards?
angle limiters on the physbone.
I use a curve, I'll lookup my actual numbers, but I go for less movement at the base and more at the tip
oh I thought I had a curve but this one is just set to max 45 degrees.
did it solve it?
yes
ah here we go, on my cat I do use a curve, it goes from about 5 to 45, with the most at the tip
Np HAHA
already set the colliders and gooders
i c i c
yeah I try to not use colliders for this kind of thing, they don't work as well at ALL, and really, tails IRL are limited in how much they bend at each joint, so the limiter is quite realistic
also I don't know if I can ask it here but which is better?
Oo I like the second one
ayeee okay okay thank you thank you
Really brightens up the face. Makes the eyes look more lively
the one without the characters
Unless you make it a toggle :0
ah yes
why not BOTH
it do be good
but
I am trying to set it up for vseeface
and like for my vtuber
lol
ooo
That makes it a harder decision then omg
Maybe the first for simplicity’s sake

oki oki
As dope as the other ones look
it do be getting out of topic but thank you guys!! ima get back on dealing with relationship issues with Unity
lol
You will have to consider mirroring problem because the character will be wrong way in one side.
can't unsee
Hello, is there a way to fix head's mesh shadows in unity? It looks good in blender, but in unity is ugly
Have you set legacy blendshapes normals?
Yes
Have you checked face orientation in blender?
If ure asking, if they're inverted, then the faces all facing in the correct orientation
Does the material use normal map?
Yes, but in this area, there's nothing
Check if the normal map texture is actually set as normal maps.
Checked, it is set to "normal map". Also tried removing that normal map - nothing.
What is it look like if you change it to Standard shader?
How is the settings for the fbx file in unity import?
Exported with something different blender export settings [new on the left*]
What something?
Mmm? Can you clarify it?
Changed this bit from "face"
If you set this to "Face" you should import, not calculate face normals
(I do this)
The settings for fbx file in unity, screenshot it. Also Normal Only should be default export settings by blender.
Clarified my message, I thought what you did was the opposite 🙂
"that error is for image from blender, not important"
Hmm, changed normal to "calculate"
Don't change to calculate.
Is there a way to fix this problem? The legs seem to have a clipping issue
specifically which part do you mean?
so i made a material toggle but for some reason when i press play in veiwport the material changes from what it is when not in play mode how do i fix this
probably your default is to have that material toggle active - perhaps set the default to false instead of true?
(or however you've defined on and off)
looks like that worked thanks
How do i Test physbones in Unity again? As in like stretch them and stuff-
i moved the camera to my ears went into play mode and hovered my mouse over my ear and tried moving it but nothing happend 😢
You just have to move the entire avatar.
only have one active camera in scene
whenever i use mobile standard shaders the avatar has a bunch of colors all over it
even withno textures
idk whats going on
Image for reference?
Probably vertex color.
how do i get rid of that?
blender
or VRC Quest Tools
I do "Calculate" and "Unweighted" and it usually looks decent
okay thanks
Calculate would discard any custom normals made in blender so that's undesirable in those cases.
I see 
I dont really do custom normals so it works out for me, but I guess it depends on the person
is that borgor
It's bushs' canned beans
LMAO
whats the best way to add skirts that already have their own bones/weightpaint? i can never figure it out and the skirt movement goes weird
you can join the armatures in blender then reparent/delete bones
Can anyone here help with weight paints or help me fix leg bending issues im struggling
Heres the knee and part of the leg
can you retake that but zoomed out more so we can get some better context?
ideally with wireframes on too, actually
I'm guessing it's mostly a topology issue but I'm not quite sure of the shape yet
Im in unity
don't be then
And sure just give me a minute
It shows the issue better in unity
but not the topology
How do i check topology
show us that picture, slightly more zoomed out so we can see most of the leg, with wireframe on. It's an option in the view overlay in Blender, one of the upper-right icons in the Layout mode.
How do you people even make avatars omfg 🤦
lots of time and experience?
And they don’t know how to check topology?
oh I see what you're asking - it seems like most people learn only the bare minimum to get avatars into the game, however awful they end up. Not saying that's the case here, just general observation.
But like most things, if you've never needed a feature, you might not know about it.
You weren't born out the womb already knowing how to read and write? godddd
like this?
That's really hard to see with both legs on top of each other.
whats wrong with not knowing hows to check topology? im not here making fully scratch models
Maybe have one straight and one bent about 90 degrees so we can see both, then angle the view to try to not have them overlap.
Stuff like this is hard when you aren't actually working with the model.
But my assumption here is that the geometry around the knee is quite simple, and so it's just going to fold over unnaturally. it's hard to do make really realistic joints without a lot of polys.
yeah that was what I was really asking for, not x-ray mode.
how do I fix this so my arms don't get stuck held up when I turn this off?
which checkbox
Gotta run for a few though, will look when I get back
statistics
hows the arm movement being done
it's a blendtree with a bunch of different animations of the arm at different positions
I duplicated this blendtree and all of the animations for a second set where the wrist is rotated 90 degrees
it only breaks if I transition between those two blendtrees BEFORE turning it off
If I go to ONE blendtree, then turn it off, it turns off fine
ignore the red transitions those are muted
assuming there is a tracking control property somewhere in that
hows it moving the arm then
it's base layer + animating humanoid muscle bones
and it's restricted to only animate the arm
I would do this under the action layer, and using tracking control behaviors
using ....
write defaults or no
WD on
Id recommend doing this
cause like the puppet isnt resetting when you leave it
you have it masked so its always being influenced by it
Id recommend using the vrc tracking control property so when you are in the off state it can force it to tracking
and when its on you can force it to animate the hand
hmm, question about moving it to action layer
isn't action layer meant for emotes that override animations of the entire avatar?
would've been called the emote layer instead if it was the case, it's meant for things to override tracking in general, tracking behaviors can pick and choose what body part is either controlled from VR tracking/base layer or animations in the action layer
hmm
you know, that says there's an override for 'right hand'
does that mean the full arm?
yes as the IK will handle the full arm from the hand (unless you have an elbow tracker, but that's not there anyway)
I dont know if its Modular Avatar's doing or VRCFury but somethings changing my prefab to use Go/VRCEmote (Isnt even a parameter in any of my menus/param assets) instead of VRCEmote which has unsynced all of my dances to my texture changes
definitely fury
ah yep, the geometry around the knees isn't going to bend very well. Weight painting will only get you partly there, you might have to retopologise to get it to bend nicer.
I cant even fix it, I tried changing the params to use Go/VRCEmote and now the audio wont play???
vroid I'm guessing.
I put the audio enable in the same clip as the animation, confusing me
vrcfury on some wild stuff, saying 17 of my animations in additive dont have WD-on but I dont use additive?
clearly you do but you arent aware of it cause fuck fury
Does VRCfury have a console or debugger that you might know of?
Because my console aint showing what I need to see
manual way super debug mode
it does fuck all to tell you what it does
lmao
alright, I tried it in the Action layer
it "fixes the pose reset issue"
but doing that causes my walking animations to go stiff when my hand is out, and yes I'm using the tracking control to try and keep it controlled by the IK except for that hand
what do your tracking controls look like on all your states in that pose system
found the issue, vrcfury was deleting my FX layers... solved it by getting rid of vrcfury
and all is right with the world
when turning on the headpat tool:
when going back to normal:
just leave them set to no change
that had the same problem
I just tried both
The headpat tool is for desktop users correct?
yes
You shouldnt need to change the tracking control if you put the animation in base right?
Animations overwriting it?
see this video
I have "two different" headpat tools I'm switching back and forth between
in isolation both of them work fine
but if I switch between them, it breaks somehow
thanks!!
This looks like a conflict of Write defaults
they are all ON according to vrlabs tool
And your not using vrcfury or modular avatar before uploading?
not using
Ok good, honestly I think you need to check the exit transition
nothing is using exit
exit just goes back to the default layer state
Arg, I was hoping that would fix it, but I got the same bug
Are those the only 2 tracking controls added
there is a duplicate of the first one for the other blendtree for the other headpat tool
so 3 total
and only use "No Change" unless the avatar needs those specific parts changed, which here is only the hand
Is there no other system that simply implements this non-destructively with VRCFury?
dunno, I'm not using VRCFury
so this is someone elses system entirely, or are you making it yourself
it's from VKet-chan, she comes with this headpat tool animation layer stuff....
ANYWAY I FIXED IT
I put a copy of my "Standing" locomotion in the empty spot, and now it's fine
you could probably copy and paste it to additive and see if it still fucks the legs
heyya, sorry to inturrupt, ive just started doing avatar work and my friends that were gonna help me learn havent been available. is there anyone who can help me? part of what im doing is also gonna be making pvp compatable avatars with warhammerpvp particles
I was gonna also advise a layer mask, but those usually tend to work horribly under WD On
I had a hunch it was something like this, but it wasn't making any sense to me...
because that arm pose it gets stuck in is the same as when you make an empty animation in unity and the player gets stuck under the floor in a weird pose
now what happens if you crouch
already got a mask :)
eek
okay it works perfectly fine!
well
this was certainly a weird bug
thanks for the advices everyone!
more that I look at it, it might've been better to maybe try the additive layer
action layers seem to actually take over the entire character
but I'm guessing it didn't work in the base layer cause WD on has issues with layer masks
you know, I've never gotten stuff in additive layer to work
I tried to do like a breathing animation like the documentation recommends
that would mainly be under FX
VRC's official documentation is pretty fucked
I mean they used to declare everyone use WD off for no reason for like 4 years until Senky (VRCFury dev) made a canny after the SDK started showing warnings for it
docs say FX is for non-transform tho... XD
aaaaa
they also say we should do FX stuff in gesture layer...
what does gesture layer even do lmao
lmao
nah
Moving a transform that's not apart of your rig anyway? FX
nah
like 98% of things just go to FX
I misnamed my 'breathing' animation as it's easier to say - the real animation is more like electrocuting my entire avatar and making it shake rapidly
it's all a mess anyway cause all the animators just get merged in the end
how do i do that
if the geometry is such that you can't use the actual loop cut action, you can just subdivide edges/faces
does the loop cut add more weight or
no, it changes the geometry, you still have to weight paint normally
Is there a way to copy a custom made model into a new project? I've tried exporting it as an fbx but it doesn't work and just dragging and dropping the prefab makes it invisible.
Does anyone here do pvp/warhammerpvp avatars? I need help making some things for some avis I'm making
you can but you have to Export it as a Unity package with all dependencies (Assets → Export Package → Include Dependencies) and then import it into the new project.
anyone know how to make animations loop with vrc furry?
you'll have to explain the problem more
Soooo kind of a minor issue
On PC (the platform of choice for me) If I grab my chain weapon on my end, it works just fine, the physbones move fine and everything
But on quest its as if I didn't grab it at all
the physbones work for BOTH platforms, just when I grab it... it isn't synced up
so if one platform grabs it, the other platform doesn't see it being grabbed
Is there a fix to this?
You'll need to match the network IDs of the physbones, I think VRCQuestTools has something for this to make it simple
Oh dang, how do I do that, I've never done that before 😭
You can also just use what's built into the SDK, VRChat SDK > Utilities > Network ID Import and Export Utility
Okay I have the id thingy exported
now what? (sorry if I'm being a bother I just want this done right)
export the PC avatar's IDs, and import it into the Quest avatar with the same tool
Then just upload?
yep
Wow that was easier than I thought-
can someone upload an avatar for me.. my pc and my mind just cant handle it 
well it's really risky to hand over someone your account details to upload avatar, and it can also get your account hack or banned
so it's better to learn how to do it
looks like you had to delete a lot of letters
ask your friend who can trust be more realistic.
Is there any resources for transfering face tracking blendshapes to a custom (BUT same base) model
you can use the Cats Blender Plugin to transfer shape keys (blendshapes) from the base model to your custom model.
Yes, that’s part of Cats Blender Plugin, but that panel is for merging armatures, not transferring blendshapes.
Use Cats → Model Options → Shape Key Transfer to copy blendshapes from the base model to your custom model.
I dont seem to have a "model options" tab sadly
this is the newest unofficial cats
Did you regenerate the scene ids in the menu so it populates? Forgot to mention that
In the newest unofficial Cats version, the Shape Key Transfer option is under Custom Model Creation or sometimes inside Mesh Options.
I did not-
Do you just wanna sit in a vc while I screenshare or nah?
Cuz I have time
Here’s the documentation
Or that works
lol
Ahhh I saw an IMMEDIATE difference
I am sorry but do you mind taking a screenshot? I genuinely dont see that option in the custom model tab or even have a "mesh options" tab
I think it's another method too
try this:
Use Blender’s Data Transfer modifier: add it to your custom mesh → select source mesh → enable Vertex Data → Shape Keys → Apply.
Either i am doing something very wrong or i just for some reason dont have half the options here
I dont see any "Shape key" option
are you using Cats official plugin (0.19.0)?
Heyya, can anyone help me with particles?
Unofficial 4.5.2.0
Official cats wont run on this blender version
that's why you're not see those options
hello guys! I dont seem to find any tutorials on making a four-armed character work on Unity. The program does not register the other set of arms, any tips or help?
Unity and VRChat humanoid rigs only support two arms because they follow the Humanoid avatar definition (standard skeleton). The extra arms aren’t recognized because they’re outside that structure
constraint the other arms to follow the humanoid ones
what can i do to fix this problem ?
do i do the constraint to all the arms ir just the secondary arms
i see
only secondary
sweet
i assume in the constraint i put the first set of arms right?
as for whats its constrained to
yes
Yes, keep the rig as Humanoid
does anyone know of a shader i can use to put a rendertexture on? like to change the view point?
been looking but can't find anything
i used outomatic weights for the skeleton in Blender, would it be wise to re-name them something else instead of Arm.002 for example
Yes, it’s a good idea to rename the extra arm bones so they’re not confused with the main Humanoid bones.
like just a screen shader shader that just takes over the screen. like that type of stuff you'd see on annoying crashers and stuff
and not cancerspace
got any suggestions on the best way the system can comprehend?
you can use names that avoid humanoid keywords but are still descriptive for constraints and animations.
gogoloco is not showing please help
i see, thank you very much for the help! ^^
how're you applying it to your avatar
do you have VRCFury imported in the project, and did you drag one of the GoGoLoco VRCFury prefabs onto the avatar
yes i drag gogoloco vrcfury
Does anyone here know particles?
I need help making weapon particles
you can just explain your problem here if anyone know a fix they will answer
I just have no idea what I'm doing. I'm trying to make pvp avatars but I dunno how to make damage particles or how to make my guns shoot with gestures. The people I know who can do it are currently unavailable so I figured I would ask here
Feet and ground level clearly shown in unity.
Why is VR Chat playing pretend that they are in my socks?
Does the Unity rig configurator show the same
I'm having an issue syncing up animations on my avatar. Basically, I have a sword in a sheathe, that can grabbed by making a fist gesture while the hand is inside a contact receiver at the handle. While in hand, it can be dropped in world and then picked back up. But it doesn't seem to sync correctly between users. And I was wondering what was the best way to handle this so the state of the sword is always correct?
You'll need two layers, first layer is all the controls, which sets an INT param, which is synced. Second layer checks for the INT changing, and applies the animation. That will fix 90% of your sync issues.
I am unsure if current tech for world constraints includes late join in a performant way, but there does exist a less performant late join world constraint, google it, it's a github thing.
Okay so for that first layer, the animations are blank, and just control the params?
Yep. It's called Controller-Driver, and it lets you do lots of cool stuff.
Yes, the feet are in the feet
IIRC the issue is that the bones in unity are based on points, not sticks, so where your ankle is, is where your "floor" ends up.
Anyone else can correct me on that, but the solution I've seen is adding a single bone that has it's start point/head at the floor
im trying to loop a animation using vrc furry but dont know how
basically im trying to make a button toggle that repeats the animation till its turned off
Just want to check that the animation states in the first layer are using the parameter driver to set the int and all the transitions in the second layer are based on that int?
anyone have any advice?
I'd ask the VRCFury discord as that's a whole ass package of stuff that isn't official.
Yep! I tend to make the transitions for the first layer have zero transition or exit time unless I'm doing something with timeouts or delays (for stuff like double-clicks and whatnot)
okay! Just testing with gesture manager it seems to all be working as expected! I'll be able to test in game with other another time but for now thank you very much!
I am using VRC Animator Play Audio. I attach the souce to the object where sound is meant to play from. The object gets toggled on and off. After toggling the object on, playing a sound effect, and it works, great! However, toggling the object off and on again makes it play the sound effect even though it's not supposed to do that at all. Any suggestions on a fix?
Disable play on awake in the audio source
The one thing I didn't check! Let me see now
It was to do with rig configeration, just something else. ❤️
I tried changing my hand gestures, not the facial animations, but the hands themselves, and when i changed the animations around and put the new animation into the controller, nothing changed.
i cant find documentation as to why
Are you changing them in the gesture layer in your avatar descriptor?
FX doesn't effect muscle animations
i went to playable layers and clicked on "Kikyo_Gesture"
in the gestures tab
what if i used the default vrchat gesture animator instead
does a model need to be in a perfect t-pose to work properly
As long as it's in a standard pose like an A-Pose or a T-Pose, Unity will adjust the rest
so this would be fine?
for the record i tried it and nothing changed
idk how nothing is gonna change when i literally replaced the entire thing
since thats not the solution though i switched it back
hihiiii all - i'm trying to add a global brightness/hue/saturation slider to my avatar so I can essentially pre-color grade my avi while doing photo shoots etc.
what's the easiest way to do this? any tools/unity plugins I should be aware of that'd take care of this in a few clicks?
surely it's been done before and I don't need to tediously sift through every single material and link up the lighting / saturation settings to a toggle .... right?? right?????
I use liltoon. also curious if there's anything that would easily work for a mix of toon + poi though.
thanks in advanceeeeeee 🥺 🙏 mention meeee if there's a reply so I can see the pingggg tyyyy
how can I make it so my particle system appears behind my avatar?
VRC fury would probably help but im no expert and havent done that before, i just know that toggles are a hell of alot easier with fury
@quiet hemlock forgot to do the ping part oops
anyone know wth this little thing is i see it in my projects sometimes and have no clue where it comes from, scared to delete it
it has nothing under the inspector
yeah! that's what I've been thinking o: thank youu.
i was hoping one of those avi optimization tools out there had a 'wowie global lighting' button 😆 but if all else fails, vrcfury was definitely on my minddd 🙏
Hey guys, I was wondering if any of you have seen a completed version of Graveteeth’s N model, the one they sell is broken and or really hard to set up because it doesn’t have any unity stuff, it’s all blender.
im in hell, i wouldnt wish this on my worst enemy, nothing makes sense
just imagine if unity was as easy as scratch or something... if would be heaven
now that i think about it it literally is
theres just even more stuff to play with
this specific problem im having is so niche that i cant find literally anything on the internet to fix it
i think i literally just have to give up
i need help with setting gogoloco script and wd
Currently transfering physbones to an edited blendshape and running into an issue. The original wings have 4 physbone elements while the copied only has 3 although they have identical settings. Any Idea what I should do to fix this?
did you export from Blender? Was it previously exported with leaf bones but this time you didn't?
Just double checked I exported it with "add leaf bones"
maybe increase the Y endpoint position by about .1
for the final bone?
no in the physbone component
Derp
definetly helped... Assuming I need to add a few zeros to the decimal
it's length, so maybe. But if you're going into teeny values for physbones, it means you didn't export from Blender with Apply scalings set to "FBX All", so everything is scaled weird.
Noted
Thank you for all the help
Had to set it to 0.0049 but explains why the scale shows as 100 instead of 1
yep, that's why
could anyone help me with why my avator legs is doing this
Guys i need help i need to add an animation to the off state of a toggle, how can i do this?
I'm using VRCFury
PLS ive been at this for hours and GPT is so dumb and just keep rambling on stuff that doesnt even exist!
anybody know how to make it so overlapping vertices have separate weights? trying to weight paint some paws rn and if i make them too round, the weight painting will pick up on the other fingers and i won't be able to separate them. but if i make them to skinny, they start looking too human.
essentially: how do i separate the weight of each finger from the others when the mesh itself overlaps? would using vertex groups while WP'ing work?
are you using blkender
yeah
in edit mode of the mesh, u can hide certian vertexs
wait for real
select then h
tab to edit mode, hide stuff, tab back to weight paint mode
once hidden, it cant be affect in weight paint mode
thanks!!! i'll try it out
also alt h to un hide
is there any way to export my avatar from unity to blender? i wanna make a fbx variant with all his clothes already to make renders but each time i tried myself the clothes etc had different sizes
import the existing fbx into blender, no real need to export from unity
the thing is i made changes IN unity
there will probably be some setup work, certainly making materials, possibly joining things
like changing bone sizes to make the mesh match my size
yeah that won't really make it to blender well
yeah i will try tomorrow anyway, its almost 5am
ill try to find all separated and export slowly each piece
please
Bro someone help it cant be that hard please 😭
do either of these help
i’ll see, thanks in advance
np
gpt is just getting its answers from reddit so might as well go to the source and get something straightforward
okay, neither of them help… atp I’m stuck because i even tried making a toggle manually and stuff, but it never worked because it would just get stuck in the on position and couldn’t get toggled, i even tried going to the generated toggle fx and adding the animation there, still didn’t work as VRCFury overwrites it back to how it wants to be
i’m literally like at an impass
I’ve been at this for like four hours 😭
OH my godd.... just figured it out.
its this.
glad you figured it out!
Tyyy
someone just so happened to make a youtube tutorial on exactly what i was doing so i found it out that way
could anyone help me with texturizing this avatar correctly
Pink material means you haven't import the shader package it's using
ok thank you
in unity i have backface culling turned off on a skirt and it works in unity but for some reason in vrchat it seems to still be seethrough on the inside. does anyone have a clue why this would be happening?
