#avatar-help

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ornate stump
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What shader is it and what platform?

tribal bane
ornate stump
tribal bane
ornate stump
trim prism
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anyone know why my fallback has no clothes? I'm using vrcfury for the toggles and modular avatar to link the clothes. so is it related to that? all the clothes are enabled in unity so i assumed they'd just appear on the fallback too but they aren't for some reason.

tribal bane
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๐Ÿ˜‚

junior void
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that means theres a material animation in your fx

ornate stump
tribal bane
ornate stump
spark walrus
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i need some help on a bone not moving when i want to turn on a toggle, on the chainsaws i dont want the wrists to move at all, like its not rigged. any tips?

pseudo mica
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Hi, can someone help me add stuff to my avatar? thank you.

stark fable
sand goblet
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I honestly have no idea how to explain this or how it is happening. Trying to add a quest version of an existing material but it keeps changing back to the PC Shader. What do I do??? My Unity's haunted or some shit

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It's everytime I go into the builder screen it causes it to change back. WHAT

balmy barn
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remove controller in your animator

maiden yoke
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how do i fix the facial blendshapes from changing when i enter play mode/ in vrchat?, the first image is my blendshapes the 2nd image is of it resetting

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how would lock the facial structure basically?

random crown
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Hey, i have a problem with an avatar that i bought. Someone told me its a Network Sync problem.

One of my sword is working perfectly, i can pull it out and everyone see it.
But the other one is bugged, my friends and ppl don't see the sword when i have it in my hand

ornate stump
random crown
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i have 0 knowledge on avatar creation or unity

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there is the package

ornate stump
random crown
ornate stump
random crown
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alright

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So what can i do ? Create a commision to fix that or ?

ornate stump
random crown
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Alright i see, ty

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i'll try to find someone

viral sorrel
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I need some help with models view point on desktop the first photo is before play mode in gesture manager and the 2nd one is in play mode in gesture manager this also translates to in game my view point is in the nose only on desktop that makes looking down look into the body and makes the heads chin go into the body some the view point is perfectly fine and moves how its suppose to on vr tho i have enforced t posed everything's 0 out in blender and unity as well idk what to really do i never have came across this problem I've also tried switching the locomotion to gogo lock and has a similar effect where the view point moves

ornate stump
soft estuary
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had a question, if i had a prop/prop model, how would i make the hand/hands wrap around the object?

viral sorrel
silk panther
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Help

balmy barn
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update or remove av3 emulator , could be your gesturemanager too

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( see names in error )

still jasper
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Okay so, I have NEVER used unity before. I just finished doing the shapekeys and stuff, that was the last thing I did. It has it's armature, and it's weightpainted. I really hope there are no extra steps.
What do I do with the model from blender to move it to Unity?

somber sequoia
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export as fbx, in the export dialog set "apply scalings" to "FBX All" and uncheck the option for leaf bones under "armature"

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save it in the Unity project somewhere.

still jasper
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Save it in the Unity project?

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Lemme do what you said rq

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Okay, done

tawny juniper
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any chance someone who has knowlage of both blender and unity get in contact with me? im trying to do a headswap for my most recent project but one of the heads has no rig too it and its just a blender file, sadly i have no skill with blender

still jasper
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I'm just waiting for the Unity editor to install now, I didn't know the hub and Unity editor were separate

still jasper
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I don't think you can do any of that in just unity, you NEED a rig

junior void
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youll have to parent it under the armature

tawny juniper
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like its got some armature to the head but its literally JUST a head

junior void
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if it has a head bone and the base also has a head bone, you may get away with using vrcf armature link

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id suggest combining the armatures in blender tho

tawny juniper
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ohh the pain for blender

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could anyone guide meee ratPeek

still jasper
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Have you used it before?

tawny juniper
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ive used blender before but never really succeeded with it

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im mainly a unity user

still jasper
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Gotcha

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I haven't used unity before yet, but if you know how to move the model to blender, do that
If you don't, I hope someone else can help you with that part

tawny juniper
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yee i got the fbx file for the head n body i want to use i just dont know what to do from there

still jasper
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You'd need to have your armature unhidden
If you open the file in blender and your armature isn't there, try Alt+h to unhide it

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Make sure both files are on the scene

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You need both armatures in the base model and the head present and viewable because you may need to delete one

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Idk if you're doing a toggleable headswap or something like one of those genshin avis with the different character heads

junior void
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it would help if we saw your bone structure

still jasper
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Yes yes

tawny juniper
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okays one moment whilst i throw both files into it

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okay so this is what im seeing

balmy barn
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seperate some head , import it to some avatar without one, adjust some join & parent bones ( might want to merge meshes after or you get some funny seperation )

tawny juniper
tawny juniper
still jasper
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Gotcha

tawny juniper
still jasper
tawny juniper
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im not gonna need the skirt bones or the hair bones as they get taken out of unity

still jasper
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One moment

junior void
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what

tawny juniper
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man idk whatever those things are on the skirt lmao

tawny juniper
junior void
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if thulens video is too much for you, id like to recommend to go to vrc traders discord and request a freebie there

tawny juniper
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oh okay, i was just hoping to learn but ig i can do that

junior void
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Sure i mean technically all you need to do is scale the new head, remove old head mesh, remove old head bones and anything under it such as eyes and then join the armatures reparenting the head to the neck bone

random crown
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I have a portal accessory (look good in unity). But in game, the render ugly and glitched.

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liltoon is necessary

still jasper
tawny juniper
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so idm if it would get removed

still jasper
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Hold on

tawny juniper
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i posted my rq in the vrctraders lol

still jasper
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It's probably better if you learn tho idk what vrctraders is

lilac orbit
tawny juniper
lilac orbit
still jasper
# still jasper I can show you

Okay, make sure your mouse is near the model and press 1 to move to front view, don't zoom around or it'll reset the view
Zoom in
Select the original model you had and press TAB on your keyboard
Press Alt+Z
It'll look like this

I'll use my current model project for reference
Mine's head is seperate but I think I can still show you how to do it

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I can do it step by step to make it simple

still jasper
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Are you switching out JUST the head, or the hair too?

tawny juniper
still jasper
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Okay, when you get to the part I just told you to do, make sure your tool is box select and press 3. If it doesn't look like this, press w until it changes to this icon

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Face select is one when that upper blue one is the third one

tawny juniper
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is there a way we can vc? idm if u type it out

still jasper
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I'm in school, so no sadly

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You could wait until I'm off school though if you want to VC

tawny juniper
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sure how long do u got left

still jasper
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Hmmmmmm

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About roughly 4 hours

tawny juniper
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ah so about 3pm

still jasper
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Yes

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It's 1 PM my time but you're two hours ahead

tawny juniper
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i can make it work, shouldnt take more that like 40 mins lol

still jasper
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Alr sweet

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One sec, I'm tryna figure out how to upload my model to Unity
Never used it before

tawny juniper
still jasper
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It's been exported already

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Just tryna figure out how to get it into Unity

tawny juniper
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ah, then take the fbx n drag it into the unity asset area

still jasper
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Huh? ๐Ÿ˜ญ

tawny juniper
still jasper
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Ohh. Okay lemme just wait for the thing to even boot up

tawny juniper
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okiii

still jasper
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I don't think my file is exporting correctly- I've done it a few times, but it won't show up in my files

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Oh wait nvm now it works

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It's always when I complain about something and then it works ๐Ÿ˜ญ

tawny juniper
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xD exactly how it works

somber sequoia
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I love that.

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(not)

tawny juniper
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if it imports with no textures

lilac orbit
tawny juniper
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if ur able to try n help how idm lol all the help i can take

lilac orbit
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well that's weird, in which channel did you posted your request?

tawny juniper
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the free commissons

lilac orbit
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Aah that's the reason

tawny juniper
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mannn, the thing is, is that i know myself its such an easy task

lilac orbit
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artist there really not work for free

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But it's really good that fanatic is helping you:3

tawny juniper
still jasper
# tawny juniper

How do I get it to have that plane? I opened it and it looks like this

tawny juniper
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oof

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one min do you have the sdk for vrc

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ohh

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okay you need to install a few more things

still jasper
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Oh boy

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Okay

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Where do I get that?

tawny juniper
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rahhh, so go onto the vrc webside n download vrchat creator companion

somber sequoia
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(alcom is better....)

tawny juniper
tawny juniper
still jasper
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Okay, it's downloaded

tawny juniper
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id close out of unity n launch it through that

tawny juniper
balmy barn
tawny juniper
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once youve installed the unity version you require on this just click onto new project, then choose the thing ur making n drag that fbx into scene like b4

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yaaa

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(i like older versions T-T less breaking)

still jasper
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I think that's the version I have, it says that on my project

somber sequoia
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You want 2022.3.22f1 for VRChat.

still jasper
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Downloading it already took like 50% of my battery and like 30 minutes, I really don't want to redownload it.. ๐Ÿ˜ญ

somber sequoia
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you don't have a choice, the version you have cannot be used to create VRChat content.

still jasper
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Really?

still jasper
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I'm confused, Thulen said to use the other one

lilac orbit
still jasper
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Llleett me go see where to redownload it

somber sequoia
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no, Thulen was pointing out that you had the wrong one. I agree it wasn't clear.

still jasper
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Ohhhh.

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Shoot.

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How do I get a specific version??

somber sequoia
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as said before, use VCC (or alcom)

lilac orbit
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alcom is preferred more

balmy barn
still jasper
somber sequoia
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I use UnityHub 'cause I use Linux and VCC doesn't work there. Haven't tried via alcom though.

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that

still jasper
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Okay, they're both downloaded

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Lemme set them up rq

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So I connect it to the Unity hub??

somber meadow
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if you installed Unity Hub in the default location, you can just click next

still jasper
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This too?

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Like do I check off the box?

heavy fable
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Hi.
I and other people have sometimes issues with avatar sounds.
It happens at times that outside of the audio range the audio cuts in and out fast.

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Range is usually linear and 3d

somber meadow
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you can set it later in the settings anyway

still jasper
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Okay

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Problem with the Unity link I was given, it keeps opening as a browser file and then redownloads.. and keeps doing that. Let me try redoing it.

lilac orbit
dusty rose
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Toon standard. The blush doesn't work cuz quest don't got no transparency

still jasper
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Okay, both Alcom and the proper Unity version are downloaded and set up. Now what do I do?
I don't know how to connect the 2022 version to Alcom.

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Nvm, I got it

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I have it-

somber meadow
still jasper
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Okay fixed

still jasper
cunning grove
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Why does my avatar put herself in the floor??

opal dragon
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how would one disable the blinking animation on an avatar?

somber meadow
gilded turret
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Why is play mode removing expression menu?

somber meadow
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Does your avatar have a menu set? and is it deemed a humanoid avatar in the avatar descriptor

gilded turret
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yes

somber meadow
still jasper
gilded turret
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it removes it every time

opal dragon
opal dragon
somber meadow
gilded turret
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Another day of unity breaking itself

still jasper
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How do I make my model show up on the plane??

somber meadow
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drag the model into the hierarchy

still jasper
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Ohhhh.

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And to fix the textures?

somber meadow
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You'll need to import the textures in the project and set up the materials yourself

gilded turret
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gues i have another corrupted for no reason project

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ยฏ_(ใƒ„)_/ยฏ

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restarted, same issue

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It doesnt matter what i put in for a menu, its just gone

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unity removes it.

still jasper
still jasper
# gilded turret restarted, same issue

There are a lot of forums online that discuss Unity issues, I'm sure someone's asked for help on one before and gotten a reply. Might wanna look it up

somber meadow
still jasper
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fbx if that's what you mean

somber meadow
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is that all you got from it?

still jasper
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That's all I was told to export

somber meadow
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you'll need the textures alongside with it

still jasper
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So then how do I do that??

somber meadow
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where did you obtain the model

still jasper
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blender

somber meadow
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Did you make it yourself?

still jasper
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Yes

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I made it from scratch in blender

somber meadow
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So you already went through the rigging and modeling process? Did you ever texture the avatar in blender or other software

still jasper
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Yes, and I textured it in blender

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It has been modeled, rigged, weight painted, the shape keys are set, and it's been UV mapped and textured

somber meadow
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you'll need to export the textures out of blender and into your project

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in the texture paint space, you can click "Image > Save as", and save those textures in your Unity Project's asset folder

still jasper
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Do I restart the project after to reload it?

vast viper
still jasper
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I figured it out, but bigger problem. my model is literally missing faces.

somber meadow
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There's no other errors in the console?

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your first screenshot was the console

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avatar validation errors on build will usually be because of preprocess scripts like VRCFury, or Modular Avatar

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usually the SDK should list what validation failed alongside that error

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that's the normal state when an avatar's muscles are not being animated in Unity (Bicycle pose)

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this'll be normal on completely empty animations that don't effect the avatar's muscle transforms

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Then you had the rare chance of Unity not resetting it back it's default pose, if your avatar is still in a prefab state you can use Pumkin's avatar tools to reset the pose back

dire heart
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any idea why it does that?

somber sequoia
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after you're done working on an animation, just switch to a different animation and it'll reset.
if you didn't and it's stuck now, pumkin's tools has a reset thingy

heavy zephyr
# dire heart any idea why it does that?

Your hair might be set to cutout for dissolve and those glasses set to fade.

Fade renders over any transparency behind it, hence why your hair would dissapear.

Do show your shader settings

dire heart
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these? or the other stuff

heavy zephyr
dire heart
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thats all I have on the glasses, just made the material myself + the hair

heavy zephyr
dire heart
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i dint think so? It just came out of the package like that, i didnt even knew they do anything

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also tried the one pass, even normal, it all causes that issue

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ah changing the rendering queue to from shader fixed it :D

heavy zephyr
dire heart
heavy zephyr
dire heart
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yea

heavy zephyr
# dire heart yea

Okay yeah makes sense. Does your hair have some dissolve effect or any special effects at all?

Because 2450 is the queue typically used for cutouts.

dire heart
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not that im aware of, no

heavy zephyr
dire heart
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thanks!

spark walrus
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i need some help on a bone not moving when i want to turn on a toggle, on the chainsaws i dont want the wrists to move at all, like its not rigged. any tips?

somber sequoia
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by wrists, you mean the humanoid bones? You'll have to lock them in the Gesture or Additive layer, using VRC Animator Tracking Control.

sly peak
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Does anyone know how to make dissolve toggles using liltoon?

somber sequoia
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every time?

green raptor
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does anyone know how to make 2 animations in 1 toggle? u.u

somber sequoia
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Sure, you can make any number of animations be run by the same parameter.

somber sequoia
green raptor
spark walrus
somber sequoia
somber sequoia
somber sequoia
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No, that's the animator component on your avatar descriptor. Click the controller there and you'll be brought to your animation controller in the project. You want to be looking in the "Animator" unity window, where you see the layers in the animation controller itself.

unreal bobcat
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Would anyone happen to know why the texture memory would go up after upload? its 104 in unity, but 113 in game.

somber sequoia
wide aurora
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I am playing audio using AnimatorPlayAudio
The audio source has a max range, most of the time the sound respects this, however randomly every now and then the audio is played globally across the entire map. And I am unsure as to why this happens.

spark walrus
somber sequoia
#

(but if you're working on animating humanoid bones you have to do that in base or gesture or action, not FX)

spark walrus
#

this is my fx layer

spark walrus
somber sequoia
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if you don't have one, sure

rigid hemlock
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helloo, is it better to have one layer and one big blendtree, or multiple layers with smaller blendtrees?

spark walrus
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what next?

somber sequoia
spark walrus
somber sequoia
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I really don't know what your primary goal is, and I'm working on my own stuff so I can't hold your hand through this, I was just giving you a push in the right direction.
But yes, probably you want to create a toggle which does whatever humanoid bone positioning you want, triggered by the same parameters that do whatever it should match with in your FX animator.

#

On the "active" state there, you put that Animator Tracking Control component, remembering to undo whatever change it makes when the toggle goes to the off state.

green raptor
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sorry I think I didn't explain it well, the situation is this, is a dragon ball character where "hand" recharge the kamehameha and "Ha" throws it. What I want to do is just have 1 toggle there which is going to be "hand", and I want to throw it with "open hand gesture". How can I do that?

low mason
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hi so im working with a model that i want to have a color wheel for people to customize its appearance in-game, but im not sure how to have two parts of one material change color seperately? id like to have the purple part be changable to any color, aswell as the white part. i dont want to made them both seperate materials as im trying to keep this as optomized as i can with its features, anyone have any tips? im probably missing something simple as im not too familiar with texture mapping just yet as iv only just gotten into that

somber sequoia
somber sequoia
low mason
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i want the color swapping to be quest compatible

wet pier
#

After switching textures to be quest compatabile (Matcap Lit) it went from normal looking textures to this heavy pink/purple/red, how do i fix this?

low mason
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i assume you want to use a matcap since you're trying to use matcap lit, so toon standard should still work as it has a matcap option

somber sequoia
low mason
balmy barn
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masks'n stuff

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better yet it has backface culling

wet pier
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textures look the same

somber sequoia
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oh cool, I didn't realize

low mason
balmy barn
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remove vertex colors if a vrchat mobile shader changes your entire av color, blender also calls it 'color attributes' now

wet pier
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toon standard doesnt appear

low mason
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this is currently how it looks when i dont use any masking, i want to be able to control both colors but im unsure how to really go about it without changing how it looks by default

wet pier
low mason
wet pier
#

ohhhhhhhhhh

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thx

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all my other avatars were on older versions

low mason
wet pier
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it works now

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thanks

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i found a bunch of really good models that all had textures like this

exotic rover
#

What...lol does this usually happen this is my second avatar ever.....

somber sequoia
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just what it says, the account you are using needs to be "user" rank instead of "visitor"

low mason
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stretch out the keyframes in the animation so it plays out longer

somber sequoia
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animations have a speed option in the animator, or also that, yes.

alpine badge
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thanks

wet pier
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Im getting this error, i have gotten it before and fixed it before but for the life of me i dont remember how to fix it

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it fixed itself

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i did nothing and it just

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went away

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dont know what that was about

primal swift
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aaaaaaaaaaaa

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i could import it just fine a couple of weeks ago

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something was missing so i tried deleting it and adding it again and now it just wont work

plush fractal
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hey i need some advice my model wont scale in game using the radial menu built into vrc the camera moves but model doesnt

somber meadow
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do you have an older scaling system still on the avatar, or do you have any VRC/Unity constraints on the avatar

plush fractal
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i dont have an older one but idk what the constraint is

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im new to making avatars

rigid hemlock
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Hello

On my one avi if any of my blendtrees have more than 3 motions the animations get messed up for other people. It looks completely fine on my end though?

Well I fixed it by not using blendtrees and using one layer per parameter and the old transition to animation state method. But I'm still perplexed as to why this happens.

somber sequoia
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I use blendtrees for a bunch of stuff, wouldn't think that would be a problem.

glass solar
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to all the folks that use fury, where do i add an option for a transition out anim when turning off the toggle

somber meadow
viral field
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Anyone know why in blender when I try to add a new shape key to the object I'm editing I can no longer edit the mesh, like deform it and stuff

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I'm trying to set up pants to follow a certain blendshape

somber meadow
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You need to select basis, or set the shape key to the value of 1 in order to edit it

viral field
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I've tried that, but it doesn't work

somber meadow
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screenshot your blender when attempting to edit the mesh (your problem) with the shape keys shown

rigid hemlock
ionic mortar
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Hello, for some reason my Shape Keys for expressions are not importing into unity, intead, it was giving me this error message.
I already had tryed to re-make the unity project, run CATS twice, importing with different options, create anims, and it started giving me a "Avatar is Null" error, I can't find anything on google, does anyone know why is it doing this?

somber meadow
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other than the Armature modifier

ionic mortar
somber meadow
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exporting an FBX will apply modifiers to the exported FBX, if the modifier cannot be applied due to shapekeys, it'll delete all the shapekeys in the exported avatar

ionic mortar
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So to fix it I'll have to delite the shape keys, apply the modifier and remake the shape keys?

somber meadow
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or use shader based outlines if you're not focusing on an Android release

ionic mortar
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Oh, tnx!

static cipher
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Question, is there a way to create an object (on an avatar) that both grabbable by someone else, rideable by that same person, and also has physics when not being grabbed? I know it's possible in worlds (I've created such an effect in a world myself), but I'm not sure if it's possible for avatars,

somber sequoia
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Probably? I don't expect you can grab an object with a station you're in though

static cipher
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i mean, i've been done before (in the world example) via just having the station be on a parent constraint of the grabbable

somber sequoia
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world vs. avatar is vastly different though

static cipher
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yeahh

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cause also you can't sit in your OWN stations in an avatar

static cipher
distant sleet
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how to marge it perfectly

somber sequoia
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merge what?

distant sleet
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head's neck with body's neck

somber sequoia
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make sure both objects have all transofrms applied, then select head, then body, ctrl j.

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then you'll have to actually join the faces and smooth them out and maybe retopo the joint.

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fill in the holes, etc.

somber sequoia
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in edit mode, select edges, 'f' to make a face. etc., standard modeling tools

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it's hard to be very specific since every model is unique

sour sparrow
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so i have 3 models in one and use one armature, but i wanna make it so that i can swap between the characters i have, but the problem is the armature wont account for the other models, is there any way i can make it work so that the other models follow the main armature?

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the arms are all distorted and the necks are messed up, ive seen avatars that have seperate models that are way bigger than the main armature, but still work as if they had the main armature too.

somber sequoia
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it's WAY easier to just swap avatars.

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you can do this but you'd have to do rotation constraints from each of the main armature's bones to the secondary armature's bones

sour sparrow
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i understand it would be but i did want to make it all in one so

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is there a good guide on how i could achieve this?

somber sequoia
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I have no idea if there's a guide or not, I don't think it's often done

sour sparrow
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awe damn

somber sequoia
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i mean, it's just rotation constraints though

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put one on the new lower arm bone with source as the main lower arm bone

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repeat for each bone

sour sparrow
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i do see there is 3 different waist bones that go into the armatures of each character, your saying i add rotation contraints to those seperate bones for the different bodies?

#

waist is the main armature, so i should just add rotation contraints to the seperate waists and their bones?

somber sequoia
#

each bone you want to have driven from the main one needs a rotation constraint with the source as the main bone

sour sparrow
#

alright thanks

#

last thing but will the contraints be costly?

#

i still have the whole armature to do as well as particle effects

somber sequoia
#

depends on how many you have.

#

I'm betting you'll already be very poor due to poly count or mesh renderers or materials though

sour sparrow
#

yeah i guess, but i did make sure to force images to be smaller

#

okay sorry but one last thing, so i can just expand the amount of bones i need to do, how do i drop down all the parent and children of all the bones i need to do?

somber sequoia
#

huh?

sour sparrow
#

theres so many bones that I wanna just select them all so I can apply the rotation constraints in just a couple clicks instead of each individual one, how can I make it so I see ALL the bones in the hierarchy

somber sequoia
#

each one has a different source, you'll have to do each one individually.
But you can select them all and add the component

#

you could write a C# script to automate it ๐Ÿ™‚

sour sparrow
#

awe jeez

somber sequoia
#

well that'd require bones to have matching names, or it'll get complicated. It'd be annoying.

sour sparrow
#

well there isnt a whole ton of bones besides just empty ones, hair, and tail bones.

#

which i wont touch the hair bones because they arent the same hair for each model.

normal garden
#

does anyone know why my textures change like this?

sour sparrow
#

so it fixed the hand but the arms are still stretched out lmao

high tide
#

Can someone tell me if 30k tris is acceptable for these shoes? Not for quest obv, but just in general. First time taking a crack at an avatar asset & as far as I'm aware, I can't optimize further without jeopardizing the look

alpine crypt
#

hi sorry if this is the wrong place to ask, i have an odd question kinda sorta

#

an asset i added is toggled by doing double fists but i want it to activate on just left hand finger point, how exactly could i change that

sour sparrow
alpine crypt
#

ougghhh

#

i cant just go into the animator and change its animator thing to finger point

sour sparrow
#

wth thats weird

#

I think theres an option to be able to see whats inside

alpine crypt
#

basically its like

#

the asset activates on double closed fists

#

once it's toggled on

#

looks like this

#

or maybe this gives more information? idk

sour sparrow
#

try clicking those transitions/arrows between the new states

alpine crypt
#

theres also this when i click the blue arrows

timber wharf
#

it tells you about unsupported shader

white sundial
#

anyone knows why the rig isnt working even though the bones are all mapped correctly?

#

everything else is working properly, there's no unmapped bones

ornate stump
tardy bronze
#

hello ^^ I'm new to blender and trying to edit my first avatar, I'm having an issue with the hair emission where the alpha becomes a big block on the ends once I insert the file I was given to use for emissions for this hair texture. is there a certain way I need to set up the nodes or edit the emission file to make it actually transparent? (pictures show without and with the emission) sorry if I worded this weirdly lol idk all the proper words

ornate stump
ornate stump
# white sundial

If you're using gogoloco, did you also actually put gogoloco prefab in your avatar?

white sundial
#

i mean, idk

#

oh fuck

#

i did not

#

gimme a sec

#

ive been at this rigging and texturing for 6 hours and it's 5 am lol

#

i feel silly for forgetting this lol

tardy bronze
white sundial
#

thanks for the help m8, you're the best

ornate stump
random crown
#

Hey, i recently bought an avatar with a weapon system.
Each weapon trigger a slash vfx if the user make a strong enough movement.

The problem is, a lot of weapon have a too long slash cooldown.
Only 1 sword is perfect.
I have 0 knowledge on unity and would like to know if someone know how to reduce this cooldown. Ty

ornate stump
random crown
ornate stump
random crown
ornate stump
random crown
#

The package seems very complex for someone who never touched unity. Its just faster to ask if someone have an idea how its working

ornate stump
random crown
#

Yeah, i understand. Then i'll just ask if someone could.

ornate stump
random crown
torpid flame
#

Obviously most of us has had this issue but upon spending an hour trying to find it in the entire project it doesnt seem to exist anywhere. Even reloaded the sdk, did a fresh reimport of the project entirely etc

#

any takers?

#

if you click on the select button itll take you to the menus and parameters but theres nothing there in the way or errors, missing items etc

ornate stump
torpid flame
#

None of my layers etc rely on this parameter anymore so

ornate stump
torpid flame
#

So i can remove it

ornate stump
torpid flame
#

ahhhhhhhi there it is

#

thank you Irumi!!

#

Its some sort of but though.. no matter what if i remove it or even make a new one

#

It needs the parameter added

limber grove
#

Is there a way to check how the impostor looks?

ornate stump
limber grove
#

what the helly

#

it's censored

#

or low res

#

didn't expect it

#

they just took pics from all angles?

ornate stump
ornate stump
limber grove
#

i know what they are i just wonder how they're made

#

like they don't seem lower poly version of models

#

but something stitched out of photos

ornate stump
barren wharf
#

how do i fix my avatar's skin being blindingly bright

ornate stump
barren wharf
ornate stump
barren wharf
#

that idk

#

is it a shield settings moment?

barren wharf
ornate stump
barren wharf
#

aaaaa

#

i don't want to have to tell everyone

ornate stump
ornate stump
ornate stump
tame iris
#

Does anyone have a node setup for blender to achieve a shader similar to the too standart shader, toon texture in blender?

ornate stump
tame iris
ornate stump
#

"A lot" is very exaggerated.

tame iris
# ornate stump What it doesn't have in standard?

Not quite that it doesn't have the feature, rather that it doesn't have the same inputs, I'll have to set up the nodes to make it stuff like the masked matcap exactly like how it is in the standart toon shader.

ornate stump
tame iris
ornate stump
#

In all message actually.

tame iris
ornate stump
#

You could use mix shader node to mix between shader and use mask as Fac input for the node. Also you shouldn't take time to setup shader in blender. Just make something quiet close to to what you need for editing and done.

tame iris
ornate stump
tame iris
tame iris
sour sparrow
#

anyone good with constrants,

#

?

winter edge
#

Is there a cheap way to handle body clipping through clothes like if it goes through my shirt I just don't show it?

somber sequoia
somber sequoia
stoic plover
#

Guys, what if I block a friend by accident? How can I fix it?

somber sequoia
#

unblock them. I forget exactly where in the UI it is, but there's a list of people you've blocked.

#

it's definitely on the website

sour sparrow
somber sequoia
#

obviously you'd have to show some detail and explain what stretched out means

sour sparrow
#

the arms are supposed to follow the main armature but the arms, and fingers are stretched

somber sequoia
#

not sure what this picture is meant to indicate? It looks normal

sour sparrow
somber sequoia
#

ohh I didn't see that.

sour sparrow
#

yeah its hard to convey that and i couldnt do it in vr where its way more apparent

somber sequoia
#

make sure you have the checkbox for local orientation checked in the rotation constraints

#

I'm not sure what else would cause that without actually playing with it

sour sparrow
#

gotcha

somber sequoia
#

but you can rotate the main armature's bones around in the unity editor to see the constrained bones move. Make sure you undo changes though ๐Ÿ™‚

sour sparrow
#

solve in local space?

somber sequoia
#

that one

#

might fix it.

sour sparrow
#

alright i'll try it out

#

would a position contraint work as well or just rotation

ornate stump
winter edge
#

Is it normal for spotlights to struggle in mirrors? Like my avatar seems to be lit differently in world compared to mirrors with spotlights

quartz bone
#

Is it possible to update an avatar FBX without it messing up the bone transforms in a prefab?

#

I made the prefab to keep all the physbones and such intact, but it's starting to look like I'll have to redo them all if I can't

somber meadow
#

or just use scene files with model packed prefabs within them

high fable
#

I got some blendshapes for my avatar but itโ€™s not working- it says itโ€™s missing a script, which is confusing

somber meadow
#

screenshot where you're seeing that

#

also what avatar are you working with, and did you import it's dependencies into your project

sour sparrow
#

how do I make it so that my avatar can have one body and multiple heads i can swap out? ive tried it before but the head would never stay on the body

somber meadow
#

you'd need to do it in blender and merging all the heads into one mesh, then using shader tricks to hide the other heads at a time if you want them to have avatar descriptor features like visemes

high fable
somber meadow
#

look in your console for errors like the warning says

high fable
#

I imported it and there weren't any errors at all

somber meadow
#

Either material swapping to an invisible material, or UDIM tile discards

high fable
#

I thought I found an error, but it was for something else

#

I cannot find a corresponding error

sour sparrow
somber meadow
#

Transparency on avatars isn't supported on standalone Quest

warped venture
#

What are the best Physbones to remove from novabeast for quest?

wooden nova
#

project launched in safe mode how do i fix this?

somber sequoia
wooden nova
#

only 4 errors in total

somber sequoia
#

oh! okay. Not sure what that is.

wet pier
#

my mouth is open when i enter vrchat but nowhere else in unity

#

is there any reason for this?

#

(the avatar has no lipsync)

wooden nova
#

but i fixed the poiyomi ones

somber sequoia
still jasper
#

Hey, I sorta need help. I don't know if this is normal. In certain angles, it looks like faces of my model are completely missing, but there in different angles.

#

This is in Unity

#

I was applying the textures and I noticed it

somber sequoia
#

Probably the faces are oriented backwards. Do you have this in Blender?

still jasper
#

It's not present in Blender, no.

#

The error I mean

somber sequoia
#

no I know, I was asking if you were using Blender. Good - there, in the view overlays (upper right, one of the icons), enable "face orientation" and see if any faces are oriented wrong. Blue = front, red = back.

still jasper
#

Ohhh

#

Alright, let me see

somber sequoia
#

by default back faces are culled so you'll see through them

#

you can flip them by selecting the faces, then in the menu: mesh -> normals -> fip

#

(or just "recalculate outside")

somber sequoia
#

all blender

still jasper
somber sequoia
#

yup! there's your reason

#

oh right - the fronts aren't blue by default anymore, they changed it in Blender

still jasper
#

Thank you ๐Ÿ™
It's probably from the way I extruded the faces when modeling.

somber sequoia
#

yeah it's pretty easy to do. These days I mostly just leave that setting on

#

I'm not gonna say all, it's your model, but I'll just say the red ones are the back faces, so orient them however you need to

#

usually that means red goes on the inside

#

but there are reasons to not sometimes

#

(hair cards, transparent stuff, other shenanigans)

still jasper
#

Alright, I'll experiment.
If for some reason I choose not to at all because it breaks my model, would these errors be present in VRC if I uploaded it there? Like.. would you be able to see through the model like that?

somber sequoia
#

Yes - by default, back faces don't render, so they'll be transparent.

still jasper
#

Gotcha. Alright, I'll see if I can try to fix it.

wet pier
#

the skirt of the avatar clips through and i cant identify why

somber sequoia
#

you might have to orient the angle of those limiters out a bit. Does it have some gravity? that'll pull it down straight too

wet pier
#

it has gravity fallback set to .5 right now and gravity set to one

somber sequoia
#

yeah not surprised then

wet pier
#

ill try setting it to 40 degrees

wet pier
somber sequoia
#

usually I have the bone roll set based around the center, then use limiters to prevent it from going too inward. But skirts are tricky.

#

I can't tell you exactly what to set anything to without actually playing with the model myself.

alpine crypt
#

Hi maybe dumb question, an asset i added is toggled by doing double fists but i want it to activate on just left hand finger point, how exactly could i change that

#

Its got an animation controller n such

fresh rose
#

Ok so like

How do i make somin like a fireable gun

Eg i turn on a toggle then make a gesture and whatever the toggle has activated will plau e.g a particle

Cus im sick of being unable to do certain gestures without my particles playing

somber sequoia
#

I usually go with if the gun is in my hand, then the gesture makes it fire, otherwise it just does the normal thing

gentle iris
#

would the root of a avatar be the armature?

somber sequoia
#

it's the object above that

zinc shuttle
#

is there a way to set the priority layers for animations (VRC Avatar Descriptor > Playable Layers > FX > Layers) like it works already for the Left Hand/Right Hand (these layers where built in my avatar 'Rusk') so the Left Hand has higher priority? For now my animations KISS and 42Expressions are blending with each other and with animations from Left Hand/Right Hand.

I have set Blending to Override and weight to 1 in every layer

plush fractal
#

hey my gestures are broken the face changes but not hands

slow panther
#

okay so i edited the materials in blender so the leather and spikes are seperate
however when i export the fbx and update it in unity, the new material or element slot doesnt show up on the original project model

#

but it does on just fbx

#

and of course i cant just drag the tail onto the original model and i tried upating the mesh

#

im just confused

slow panther
#

i accidently just figured out my problem by simply removing all the elements and adding them back im both happy and frustrated

slate jackal
#

can someone teach me how to bring a avatar in blender to unity and upload it in a vc

elfin dagger
#

when I've been trying to reupload a couple projects under a new blueprint ID but everytime I try to do that or even just change the photo on an existing uploaded avatar I get these errors

#

and I'm hoping there is an easier solution than just completely remaking the project file as I'm not having this issue with a new project I recently made

somber sequoia
#

that seems like some sort of networking error

elfin dagger
#

it seems to be, but that begs the question why it's project file specific

slate jackal
#

can someone help me rig an avatar in blender in a voice call

#

cause I litterally have no clue

#

cause its not a humanoid

plush fractal
placid sage
#

im trying to upload an avi and it keeps giving me this error. Does anyone know how to fix it

somber meadow
somber meadow
#

that's just the details of the error, is there other errors that come with you upload being interrupted

placid sage
somber meadow
#

is there an error stating "Assetbundle was not built"

placid sage
#

yes

somber meadow
#

then please show your entire console instead of snippets

#

enable collapse if there's spammed errors to make it more digestible

plush fractal
#

what goes here

somber meadow
#

are these errors above "AssetBundle was not Built" also what SDK version are you on

somber meadow
#

those don't detail as to why your build was interrupted, the console goes from oldest to latest

placid sage
#

oh sorry lol

placid sage
somber meadow
#

your avatar's root object has a missing script, make sure you imported the scripts the avatar needs into the project

fluid ledge
#

Hi

turbid sluice
#

Hey, can someone help me with the SDK rq? Im trying to upload to pc and it won't let me select windows. I've tried doing it manually through File>Build Settings>Windows and it translates everything into windows, but it still won't let me select this. Is there something I did wrong?

somber meadow
turbid sluice
#

Im on a mac

slate jackal
#

Im trying to make this as an avatar but theres issues with the sdk

#

can anyone help

atomic hound
#

Why does his fallback shaders look like this evil thing?

night ember
#

What does your materials look like normally cause the fallback is just that material but set to a vrchat one

atomic hound
#

black clothes normally

#

its why im confused as to why its been made red lol

night ember
#

Vertex colors or emissions

sharp lily
#

so some more fbx stuff. added a blendshape to a different avatar and it seems to be using VRCfury for the toggles which includes a hueshift option. it seems to be done through poyomi? anyway when i replaced the FBX it seems to have removed all the prefabs or something that the model had? im not sure whats happening

sharp lily
#

so i figured this out but i havea bit of a new problem? the poyomi shader i imported to make it work does not have the same settings and code as the shader file in the project so the hueshift doesnt work. how do i apply this shader file to the material so the hueshift code works again?

ornate stump
sharp lily
# ornate stump You are looking at shader file, instead you must look at material file.

According to the vrc fury options in the โ€œtoggleโ€ object, the material file is missing the options that are present in the shader file I have selected?

I set up a test version of the original unchanged scene and the material fileโ€™s options have the same settings but the vrcfury toggles for the hue shift require references to scripts that ARE in the shader file but it says that itโ€™s โ€œnot on my avatarโ€ so the hue shift doesnโ€™t work

ornate stump
sharp lily
#

according to the origional its animated through poiyomi

ornate stump
junior void
#

you have overcomplicated the whole thing

sharp lily
#

reset? yeah ok

#

i just wanted to do what i did with another avatar and replace teh FBX with a updated one with a new blendshape

junior void
#

you need to mark the material property as animated AND lock the material

#

a fbx swap doesnt break materials also

#

youre probably only seeing this bc you changed stuff in the shader and its now still unlocked, making you think the fbx swap did something

sharp lily
#

yeah i think i had the wrong version of poiyomi\

#

ahhhhhh

junior void
#

Is that a question or are we just spamming now

sharp lily
junior void
#

We have told you that twice

sharp lily
#

yeah i just thought it would have been already so i was confused. im not very well experienced so i dont really know what to do ๐Ÿ˜…

i can look it up tho, thanks for your help!

amber pivot
#

does anyone know if its possible to make a string mesh that's connected to a object on the hand and the other half is connected on the chest WHILE making it having somewhat realistic and not weird looking
since whenever i try, it comes out looking bad and im not really a expert on stuff like this. sorry if i don't make sense, i made a crappy picture to explain it better

umbral tusk
#

Anyone knows an asset thats like these coconut cocktail thingys ? im working on a summer avatar right now and want this as a prop

umbral tusk
#

a coconut cocktail with umbrella,some fruits and a straw

#

or something similar

#

By the way my avatar just jumbles up into a ball when i enter play mode ?
How can i fix it

ornate stump
umbral tusk
#

oooh

#

that fixed it

#

thanks didnt know that

#

on my second iteration i exported the scaling to "FBX all"

radiant scarab
#

hey can someone help, my clothes clip thru the ereas tat have phys bones and i wanna know how to fix that

junior void
#

either the clothing needs weight painting to move with the ears (done in blender) or you can limit the angle of the physbones if its not too much but youre not sharing a picture so cant say for sure what works best

latent swallow
ornate stump
umbral tusk
#

I noticed that the inside of the mouth isnt covered
Do i have to fix that in blender somehow ? and how?

umbral tusk
#

how do i do that?

ornate stump
#

In blender.

umbral tusk
#

i dont think it has anything inside the mouth ?

#

its just the eyes and toung

ornate stump
umbral tusk
#

im new to blender and stuff so i dont know alot of the things

ornate stump
umbral tusk
#

in the shape keys ?

ornate stump
umbral tusk
#

ooh ill try to do it

#

Turns out it was poiyomi shaders not getting set up right

sour sparrow
#

how do i make it so particles appear behind my avatar?

random pike
#

i got the stupid horrible unity bug that ruins everything, where your avatar gets stuck into the animator pose and not a t pose anymore, but i also use MA to merge armatures, so when i used pumkins to reset avatar pose, my clothes are still floating in the animator pose, and didnt reset with the rest of the armature...

is there any way to fix this or am i doomed several hours of work? there is so much custom work on this, i can't just restore from prefab, its put together from like 30 different prefabs, and every single material is edited, there's a ton of added gimmicks where the locations are important too...

ornate stump
random pike
#

i think misunderstanding problem

#

this isn't appearing while in play mode

#

this is just how things look in the editor now, a transform for the animation has been applied to like 80% but not all of my avatar

#

while in play mode it appears even MORe broken

#

but basically half of my components all have their armatures broken, the one that are unpacked aren't even recognized as having transforms and don't have their own animators

ornate stump
random pike
#

i guess i'm confused because i don't know how to use that to fix anything

ornate stump
random pike
#

sorry for now understanding

#

so from here?

#

i had to add this component to the inspector because it doesn't exist anywhere in heirarchy for the improperly posed armature

ornate stump
# random pike

Sorry I meant "MA Merge Armature" the one that you used to merge your cloth armature.

random pike
#

oh right, but this is already done and its still broken

#

basically my avatar saved while previewing animation and now none of the armatures are synced properly

ornate stump
random pike
#

which options should i select here? i just closed without saving and reopened because the scale broke the first time and wouldn't fix with ctrl z undo

ornate stump
random pike
#

you are a true hero

#

i googled this first and everyone suggested options llike using pumpkins which fixed the base avatar but didnt work with MA

#

components

ornate stump
#

The solution was right under your nose.

unborn glen
#

How do I just put it in VRChat of what I brought for a Avatar?

ornate stump
ornate stump
#

That's just the whole market. You have to get to the page where you bought your avatar.

ornate stump
unborn glen
unborn glen
ornate stump
unborn glen
#

I'm getting more confused

ornate stump
unborn glen
unborn glen
ornate stump
unborn glen
#

It won't let me click Create Project

ornate stump
unborn glen
#

Ops

warped venture
#

How long does this usually take, ive been waiting for 30+ minutes

compact kestrel
#

so erm, ive got no clue how to do this AT ALL

radiant scarab
night ember
radiant scarab
unborn glen
#

Why is not working?

ornate stump
sly wigeon
#

hey guys! for some reason "VRC Rotation Constraints" is not showing up on unity even though i have VRChat SDK installed and open, any help?

#

or is it ok if i just use Rotation Constraints and thats it, i want this to work for Quest

ornate stump
sly wigeon
sly wigeon
#

or eary 2024

ornate stump
sly wigeon
ornate stump
#

Of course proceed.

sly wigeon
#

with the update?

ornate stump
sly wigeon
#

i see

#

thank you

#

ill let you know if it works again

ornate stump
#

You better update both anyway.

sly wigeon
ornate stump
sly wigeon
ornate stump
sly wigeon
#

oh wait i see

#

what about it?

ornate stump
ornate stump
sly wigeon
#

aaah ok!

#

ive clicked them

#

should i install anything else?

ornate stump
sly wigeon
#

dont know if i do

#

maybe i should just in case

ornate stump
sly wigeon
#

ok

#

thank you

#

i shall close and reopen the project

dark saddle
#

Does VRChats new toon shader take roughness maps?

ornate stump
wet quest
#

hey i bought and the past three hours ive been trying to upload it and now i cant can anyone mind uploading it for me

dark saddle
sour sparrow
#

how do i make it so that i have an entrance animation upon spawning in?

somber sequoia
#

if you must, animation that plays by default, in a layer by itself. But probably don't.

sour sparrow
#

hmm, its just that i wanna make it so that when i enter a server my avatar has a particle effect that plays for a couple of seconds

compact kestrel
radiant scarab
#

Should find it

sour sparrow
#

also also, would it be possible to include material changes in an animation?

somber sequoia
sour sparrow
#

how so, because there arent any properties i saw that could do that

somber meadow
#

just record in an animation changing a material slot's material

long sierra
#

Can I use a VRCFury armature link to link an animated armature prop (jetpack) to my avatar and have it activate when I fly with GoGoLoco?

somber sequoia
#

sure

long sierra
#

How would I do that? I can't seem to get it to work, it complains about there being no valid animations and that it'll be removed

somber sequoia
#

verify the animations are valid I guess? I might not use fury enough to know what causes this

long sierra
#

they play properly in the preview on the controller editor

#

maybe I need to just parent the jetpack armature to the spine bone instead of using an armaturel ink

somber sequoia
#

might be the target in armature link or hwo the animation paths are rewritten

sour sparrow
#

excuse me for asking again, but how could i display an animation upon spawn again

night ember
#

what

sour sparrow
#

i wanna make it so an animation plays as soon as i spawn in

night ember
#

just have it be the default state?

#

depending on what said "animation" is

#

you might get blocked on the spot for having that

sour sparrow
#

its just a material swap and particle thing

somber sequoia
night ember
#

why isnt the materials you are using just the avatar by default

sour sparrow
#

ehh i dont mind

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i dunno

#

okay i wont do that i dont think

#

its mostly to show around my friends but there was gonna be a diff version without it

sour sparrow
#

i made it default but it doesnt play when i emulate a start

still jasper
#

Okay, I just finished re-modeling part of the hair in blender to fix the broken faces, re-imported, and the model looks fine now. Has been textured. That's all I've done so far. What do I do next? Don't I need to asign bones somehow?

somber meadow
#

first I'd merge those meshes together in blender to keep it from using unneeded material slots causing lag

#

but yes, click the model in your project tab (where the assets are), and set the rigging to "Humanoid" in the rig tab, configure it and make sure the chest bone is assigned and nothing is in the jaw bone slot

compact kestrel
still jasper
#

I can fix it I think

somber sequoia
#

Yeah you can't have multiple humanoid bones with the same name, or the same name as a mesh object.

#

do you have multiple armatures there?

still jasper
#

I think it's just bad naming lol

still jasper
somber sequoia
#

Armature and metarig

still jasper
#

I don't think so?

#

I think I legit just named all of the bones incorrectly

somber sequoia
#

what is that object then?

compact kestrel
#

i lowk need help combinding all these textures onto this model

still jasper
somber sequoia
#

It looks like that might be a second armature, guessing based on that error message and the name of the object. Probably that's not what you want.

wispy mango
#

I downloaded a model from modelers resource and this is the texture it came with. I have no idea how in the world I am supposed to use this

somber sequoia
#

you'd have to look at the UV map to see what parts of that go where

blissful quartz
#

Ok so i have a weird question i think. How do i add all of a fit on to my avatar? like the fit and its recolors under on folder so i dont have to scroll through all of them every time i wanna change? Im using unity and cloth utility

still jasper
somber sequoia
#

without knowing why it's there I'm not sure I could tell you much more than figure out why it's there and decide if you need it

blissful quartz
#

also why in the world is there no good in depth vid about this type of stuff?

somber sequoia
#

there generally is, but there isn't one that matches exactly with your specific avatar and assets and such, you really have to extrapolate from a bunch of things

still jasper
#

I fixed it I think.

#

So after I have all of the textures and rig done, is there anything else I need to do??

somber meadow
#

have you already assigned the avatar descriptor on the avatar's root object

compact kestrel
#

someone help..

somber sequoia
#

?

blissful quartz
#

crazy

#

bro just wanted to tell the world ig

compact kestrel
#

mb i left my desk QUICKLY after saying that

#

i need help porting my stupid roblox avatar into vrchat, ive added bones and all, i just CANNOT get the textures to work

wet pier
#

if your using standard, the avatar isnt going to function with quest

#

for quest compatible avatars, click on your material and then go to the top and click on "shader", afterwards click on the drop down menu, afterwards you should see a menu like this, after that click on vrchat, then mobile. select any of the shaders in mobile and it will work with quest

#

i personally use matcap lit and toon standard outline

still jasper
wet pier
# compact kestrel

if your textures are offset, its a issue with the models textures themselves, to reallign the areas, open the uv map for the textures and try to allign it with the areas you want it to match

still jasper
# compact kestrel

The textures aren't assigned to the mesh areas you want, you'd probably need to make sure your textures were mapped in whichever modeling program you used before

granite narwhal
#

Question I want to add an dance animation to my avatar how do I go about doing this?

wet pier
granite narwhal
blissful quartz
#

anyreason this is getting stuck?

wet pier
granite narwhal
wet pier
#

add a toggle to your avatar your using vrcfury

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depending on the folder you want it in name it as such Insertname/Emote, if you dont want it in a folder, just name it Emote

#

set the toggles function as animation clip

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drag the animation into the toggle

#

bam

#

done

#

forgot to mention

#

drag the animation file into the avatar

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when done, it should look something like this (i just put a random emote i had saved into the slot, any name will work)

granite narwhal
wet pier
granite narwhal
wet pier
#

click on gesture manager

#

press play mode

#

you can now test emotes and your toggles

granite narwhal
wet pier
granite narwhal
#

It work

#

thanks you

#

the animation came out just like ya said

still jasper
wet pier
#

does that have a descriptor?

still jasper
#

Is there a specific tool I need to use to select the whole avatar with a double click? it won't let me

#

This is what it looks like currently

compact kestrel
still jasper
#

I have a video you can follow

wet pier
#

try rebooting unity

#

sometimes fixes it

compact kestrel
still jasper
still jasper
wet pier
#

dont know then

#

dont typically deal with multiple meshes with my avatars

still jasper
#

Sigh. If anyone can show me how to do the description and root thing PLEASE lmk. I can't finish this avatar without help

somber sequoia
#

like all the tutorial videos show you this. But just click on the root avatar object and in the inspector, add a component, look for VRC Avatar Descriptor

still jasper
#

What is the root avatar object-? I don't know these terms

#

Lemme check out that link rq

somber sequoia
#

root as in the root of a tree. the highest element in your hierarchy that's an avatar

vocal torrent
#

Hello i need some help, i made an avi and while editing it i had the sdk option on unity but when i left and opened it back up again the option isnt there?

somber sequoia
#

look for errors in the console. share the first two if there are some

vocal torrent
somber sequoia
#

huh, something quite broken there

vocal torrent
#

does this have any issue with it? like if it finishes loading it'll work?

#

nvm guess not :<

still jasper
#

Thank you so much ๐Ÿ™

#

I just need to find out how to do 2d shapekeys now for the expressions and mouth movement-

#

Oh and physbones

gilded turret
#

Does anyone know why i suddenly cant drag and drop anything in unity anymore?

#

it just started and i dont know whats wrong

outer sigil
#

hey so im using GoGoLoco, latest. so the hand gesture layer is a little different than what im used to...

I'm trying to have my right hand animate to grip something ONLY when a certain prop toggle is on. otherwise i want it to stay default animation...
can anyone help with that? ive been struggling all day ;-;

opaque turtle
#

Iโ€™m lowkey a noob at uploading avatars and trying to upload one I got to PC and Quest, when trying to change the build to android, it says something about android cpu architecture. Is there something I can help that with or is it something I need to download?

outer sigil
# outer sigil hey so im using GoGoLoco, latest. so the hand gesture layer is a little differen...

i got everything to work except the animation itself... it will always spam play the idle when the prop toggle is on and the hand gesture is played at the same time. otherwise it does the normal handgun gesture when the prop toggle is off.
i dont know why it's defaulting to the idle animation or spamming it instead of long pressing like the left gesture layer does... but i want it to default on another hand animation only when a certain prop is toggled on

ornate stump
outer sigil
#

its not a long playing animation, its just in play mode it takes a second to play a full animation on the layer screen, but for one of mine on default it's like cookie clicker ._.
and i have been checking all day, im changing things as i go cause im trying to get it to do what i want, but i dont know what i need to do to get there, it's all trial and error, thats why im asking here to have more directive

#

all i want... is to have a prop toggle. and a hand gesture to activate it. but have a special hand animation when the prop toggle is on. while when the prop toggle is off the hand gesture is normal handgun again.

nova nebula
#

anyone know a good way to stop getting security failures? its a 2.5 GB uncompressed upload, with a majority of the size being the texture

timber wharf
#

well, make them smaller and/or stop cramming everything into one upload and do upload versions

nova nebula
#

??

#

everything in 1 upload? as in?

timber wharf
#

as in toggles for outfits etc

#

each outfit can be its own avatar

nova nebula
#

this was for my fallback

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so apparently, changing nothing, and waiting 5 mins worked? how? who knows

unkempt iris
outer sigil
# unkempt iris

personally id remove some vertices and shape it how i want... not before making the uv map though... or you could make the texture have transparent textures of the holes within it

unkempt iris
#

dont think transparent textures work on quest

outer sigil
#

ohhh, ya prob not

unkempt iris
#

i tried using the knife tool and failed miserably ๐Ÿ˜ญ

#

i will.. figure something out

jaunty harness
#

Hey, so I just tried to put MMD lipsync blendshapes on my avatar, but when I replace the original fbx in my unity project, it ends up looking like this
Does anyone know how I might be able to fix it?

junior void
#

did you use correct export settings?

#

mesh likes to explode x100 if you use a different scaling factor than the original used

jaunty harness
#

I didn't change anything while exporting, not sure if it did it by itself

junior void
#

Well, the default blender export settings are often not what avatars use by default

#

In many cases, scaling is set to fbx all. Default in blender is all local.

jaunty harness
#

It worked!!!
Thank you so much!!!! ^^

balmy fulcrum
#

adding a new texture to my velle has made the blush texture cut off in a wierd way, does anyone know how to fix this?

fresh rose
#

Hi again everyone

I tried askin before but i didnt get much help
How would i make it so gesture activated particles only appear when a toggle is turned on?