#avatar-help
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liltoon for pc
Are you sure there isn't material swap animation?
i dont believe there is
Try reset fx layer to default and see if the settings stays.
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.
i reset the fx and it doesnt have a seethrough bit anymore but im not sure why it would be doing that when all the materials on the fx have backface culling tirned off. could you maybe help explain why?
or is it one of those unexplained unity problems??
๐
that means theres a material animation in your fx
That definitely means there is material swap animation.
yeah but looking through it they all dont have backface culling
Try using gesture manager to test in unity and you will see what the material get swapped to.
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?
Hi, can someone help me add stuff to my avatar? thank you.
depends what - toggles? dances? emotes? etc?
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
It's everytime I go into the builder screen it causes it to change back. WHAT
remove controller in your animator
see hat constantly going away , cause it has the fx assigned to animator 
Oh thank you so much!
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
how would lock the facial structure basically?
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
Did you make the sword grabbing system yourself?
No, its from a package that the seller and me bought online
i have 0 knowledge on avatar creation or unity
there is the package
The problem is the grabbing system itself. And if it's premade, you can't do much without reverse engineering the system.
but why the first sword is working fine tho ?
Dozen of possible reasons. I don't have an answer for that.
If you can afford it sure.
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
View point gizmos is just a preview relative to global space and doesn't move along with avatar movement when testing.
had a question, if i had a prop/prop model, how would i make the hand/hands wrap around the object?
this translates to game as well tho only on desktop
update or remove av3 emulator , could be your gesturemanager too
( see names in error )
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?
export as fbx, in the export dialog set "apply scalings" to "FBX All" and uncheck the option for leaf bones under "armature"
save it in the Unity project somewhere.
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
I'm just waiting for the Unity editor to install now, I didn't know the hub and Unity editor were separate
Ik blender, just not unity. It sounds like you would need to put it in blender and add a rig to it.
I don't think you can do any of that in just unity, you NEED a rig
youll have to parent it under the armature
like its got some armature to the head but its literally JUST a head
if it has a head bone and the base also has a head bone, you may get away with using vrcf armature link
id suggest combining the armatures in blender tho
Have you used it before?
Gotcha
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
yee i got the fbx file for the head n body i want to use i just dont know what to do from there
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
Make sure both files are on the scene
You need both armatures in the base model and the head present and viewable because you may need to delete one
Idk if you're doing a toggleable headswap or something like one of those genshin avis with the different character heads
it would help if we saw your bone structure
Yes yes
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 )
thats very complicated lmfao, i rlly dont know much when it comes to blender
its just a singular headswap, removing the head off the base and replacing it with another to keep
Gotcha
i got this here
Can you zoom in on both indiviually so I can your bones better?
im not gonna need the skirt bones or the hair bones as they get taken out of unity
One moment
what
man idk whatever those things are on the skirt lmao
inside the head
if thulens video is too much for you, id like to recommend to go to vrc traders discord and request a freebie there
oh okay, i was just hoping to learn but ig i can do that
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
I have a portal accessory (look good in unity). But in game, the render ugly and glitched.
liltoon is necessary
Those are skirt bones. You use them for physbones or just locking your skirt a certain way to move with your legs
yeee i womt be using any of the outfit shown in that picture
so idm if it would get removed
I can show you
Hold on
i posted my rq in the vrctraders lol
It's probably better if you learn tho idk what vrctraders is
try this:
use lilToon. Set it to Transparent, enable Double-Sided, and adjust Render Queue (around 3000) to fix the glitch.
i mean if ur willing to show me how to do it i can just turn the status over on it
it's a server with artist to commission avatar
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
I can do it step by step to make it simple
Ohhhh
Are you switching out JUST the head, or the hair too?
just the head
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
Face select is one when that upper blue one is the third one
is there a way we can vc? idm if u type it out
I'm in school, so no sadly
You could wait until I'm off school though if you want to VC
sure how long do u got left
ah so about 3pm
i can make it work, shouldnt take more that like 40 mins lol
Alr sweet
One sec, I'm tryna figure out how to upload my model to Unity
Never used it before
ah, then take the fbx n drag it into the unity asset area
Huh? ๐ญ
Ohh. Okay lemme just wait for the thing to even boot up
okiii
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
Oh wait nvm now it works
It's always when I complain about something and then it works ๐ญ
xD exactly how it works
you posted in Vrctrader still didn't got help?
not as of right now but fanimatic if gonna try n help after school in about 4 hours
if ur able to try n help how idm lol all the help i can take
well that's weird, in which channel did you posted your request?
the free commissons
Aah that's the reason
mannn, the thing is, is that i know myself its such an easy task
artist there really not work for free
But it's really good that fanatic is helping you:3
ty
yeeeee
How do I get it to have that plane? I opened it and it looks like this
oof
one min do you have the sdk for vrc
ohh
okay you need to install a few more things
rahhh, so go onto the vrc webside n download vrchat creator companion
(alcom is better....)
huh
https://vrchat.com/home/download if u download the creator companion it will download everything u need
Okay, it's downloaded
id close out of unity n launch it through that
should look somewhat like this without the butt load of projects
remember to get the right unity version for vrchat
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
yaaa
(i like older versions T-T less breaking)
I think that's the version I have, it says that on my project
You want 2022.3.22f1 for VRChat.
Downloading it already took like 50% of my battery and like 30 minutes, I really don't want to redownload it.. ๐ญ
you don't have a choice, the version you have cannot be used to create VRChat content.
Really?
it happens
I'm confused, Thulen said to use the other one
yes
Llleett me go see where to redownload it
no, Thulen was pointing out that you had the wrong one. I agree it wasn't clear.
as said before, use VCC (or alcom)
alcom is preferred more
i just grab unity manually https://unity.com/releases/editor/whats-new/2022.3.22f1 , never used the hub/vcc to grab unity
This?
I use UnityHub 'cause I use Linux and VCC doesn't work there. Haven't tried via alcom though.
that
Okay, they're both downloaded
Lemme set them up rq
So I connect it to the Unity hub??
if you installed Unity Hub in the default location, you can just click next
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.
Range is usually linear and 3d
Okay
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.
Try Setting the audio source to 3D, use a Custom Rolloff Curve, and increase Max Distance a bit. This stops the cutting in/out.
Toon standard. The blush doesn't work cuz quest don't got no transparency
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.
Nvm, I got it
Uhhhh
????
I have it-
Screenshot the installs tab of Unity Hub
Okay fixed
It's because I installed it after alcom was already opened, I had to restart alcom
Why does my avatar put herself in the floor??
how would one disable the blinking animation on an avatar?
your avatar's in the floor in Unity as well, the origin needs to be at the avatar's feet
Why is play mode removing expression menu?
Does your avatar have a menu set? and is it deemed a humanoid avatar in the avatar descriptor
yes
Disable entirely? or only at a specific time
Disable the shape keys that make it blink
it removes it every time
onI just want to make it a toggle i can turn on and off due to expression shape keys
how do i fix the origin?
do I just make a bool animation that just sets the blink value to 0?
you need to use a animator state behavior tracking control that effects the eyes
That could work
How do I make my model show up on the plane??
drag the model into the hierarchy
You'll need to import the textures in the project and set up the materials yourself
gues i have another corrupted for no reason project
ยฏ_(ใ)_/ยฏ
restarted, same issue
It doesnt matter what i put in for a menu, its just gone
unity removes it.
I'm a little confused on how to do that
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
what files do you have with this model
fbx if that's what you mean
is that all you got from it?
you'll need the textures alongside with it
So then how do I do that??
where did you obtain the model
blender
Did you make it yourself?
So you already went through the rigging and modeling process? Did you ever texture the avatar in blender or other software
Yes, and I textured it in blender
It has been modeled, rigged, weight painted, the shape keys are set, and it's been UV mapped and textured
you'll need to export the textures out of blender and into your project
in the texture paint space, you can click "Image > Save as", and save those textures in your Unity Project's asset folder
Do I restart the project after to reload it?
i found this skin how do i get this into the game?
Okay, they're in the asset folder. Now what?
I figured it out, but bigger problem. my model is literally missing faces.
There's no other errors in the console?
your first screenshot was the console
avatar validation errors on build will usually be because of preprocess scripts like VRCFury, or Modular Avatar
usually the SDK should list what validation failed alongside that error
that's the normal state when an avatar's muscles are not being animated in Unity (Bicycle pose)
this'll be normal on completely empty animations that don't effect the avatar's muscle transforms
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
any idea why it does that?
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
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
these? or the other stuff
Just the general stuff and things like the render queue
thats all I have on the glasses, just made the material myself + the hair
Try setting the glasses to only use one pass?
Also does the hair need to be on queue 2465?
i dint think so? It just came out of the package like that, i didnt even knew they do anything
also tried the one pass, even normal, it all causes that issue
ah changing the rendering queue to from shader fixed it :D
Glad that could help, what did you set it to?
just from alphatest to from shader and that fixed it!
Did that put it back to 2450?
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.
not that im aware of, no
Then you could set it to 2000 as well, might work and prevent some other transparency effects from rendering over it
thanks!
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?
by wrists, you mean the humanoid bones? You'll have to lock them in the Gesture or Additive layer, using VRC Animator Tracking Control.
Does anyone know how to make dissolve toggles using liltoon?
u save me every time
every time?
does anyone know how to make 2 animations in 1 toggle? u.u
Sure, you can make any number of animations be run by the same parameter.
is there a tutorial?
I have no idea
is there a video of it to follow?
hm, so where do i put this animation tracking thing
Any video tutorial which shows you how to use a parameter to run an animation, just use the same parameter for all the animations you want to do
it's a component you add onto a state in the animator
this one?
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.
Would anyone happen to know why the texture memory would go up after upload? its 104 in unity, but 113 in game.
right here?
if that is the animation layer you want to edit, sure.
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.
i have an fx layer and an animator
(but if you're working on animating humanoid bones you have to do that in base or gesture or action, not FX)
this is my fx layer
okay so do i make one of those?
if you don't have one, sure
helloo, is it better to have one layer and one big blendtree, or multiple layers with smaller blendtrees?
okay, i made the base animator
what next?
one layer!
animate whatever you want
like a toggle?
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.
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?
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
I do a gun fire method in an animation layer, moving from a "wait" state to "ready" state when you do the pointer gesture, then from there any gesture other than fist goes back to wait, and fist goes to "fire".
All driven by the one hand's gesture value. It's pretty simple logic, might work for you as well.
You'd need to do this with a shader that has some masking system, like Poiyomi does with the RGBA masking feature.
im trying to use the new toon standard shader as it does have some minor masking setup
i want the color swapping to be quest compatible
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?
try using toon standard or another shader, matcap lit is a bit buggy iirc
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
I've not used that yet so I don't know what it can do
its basically poiyomi but leight weight for quest
tried toon lit, doesnt currently work
textures look the same
oh cool, I didn't realize
toon standard* update your sdk to use it
remove vertex colors if a vrchat mobile shader changes your entire av color, blender also calls it 'color attributes' now
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
im very new, how do i remove vertex colors?
no, update your SDK not the creator companion
here
you can either remove the attribute in blender, or disable vertex colors in toon standard
it works now
thanks
i found a bunch of really good models that all had textures like this
What...lol does this usually happen this is my second avatar ever.....
just what it says, the account you are using needs to be "user" rank instead of "visitor"
stretch out the keyframes in the animation so it plays out longer
animations have a speed option in the animator, or also that, yes.
thanks
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
it fixed itself
i did nothing and it just
went away
dont know what that was about
aaaaaaaaaaaa
i could import it just fine a couple of weeks ago
something was missing so i tried deleting it and adding it again and now it just wont work
hey i need some advice my model wont scale in game using the radial menu built into vrc the camera moves but model doesnt
do you have an older scaling system still on the avatar, or do you have any VRC/Unity constraints on the avatar
how would i find this out?
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.
I use blendtrees for a bunch of stuff, wouldn't think that would be a problem.
to all the folks that use fury, where do i add an option for a transition out anim when turning off the toggle
Uncheck "transition out is reverse of transition in" if you want to customize it from that
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
I'm trying to set up pants to follow a certain blendshape
You need to select basis, or set the shape key to the value of 1 in order to edit it
I've tried that, but it doesn't work
screenshot your blender when attempting to edit the mesh (your problem) with the shape keys shown
Yeah I have no idea how to troubleshoot it, everything looks normal in unity and I had no idea anything was wrong until someone told me it looked funny
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?
Do you have any modifiers on the meshes effected in blender
other than the Armature modifier
I do have a solidify not applyed, for the avatar's outline
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
So to fix it I'll have to delite the shape keys, apply the modifier and remake the shape keys?
or use shader based outlines if you're not focusing on an Android release
Oh, tnx!
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,
Probably? I don't expect you can grab an object with a station you're in though
i mean, i've been done before (in the world example) via just having the station be on a parent constraint of the grabbable
world vs. avatar is vastly different though
so an object with these conditions on someone else's avatar is the next best thing
how to marge it perfectly
merge what?
head's neck with body's neck
make sure both objects have all transofrms applied, then select head, then body, ctrl j.
then you'll have to actually join the faces and smooth them out and maybe retopo the joint.
fill in the holes, etc.
that what im asking about it
in edit mode, select edges, 'f' to make a face. etc., standard modeling tools
it's hard to be very specific since every model is unique
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?
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.
it's WAY easier to just swap avatars.
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
i understand it would be but i did want to make it all in one so
is there a good guide on how i could achieve this?
I have no idea if there's a guide or not, I don't think it's often done
awe damn
i mean, it's just rotation constraints though
put one on the new lower arm bone with source as the main lower arm bone
repeat for each bone
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?
each bone you want to have driven from the main one needs a rotation constraint with the source as the main bone
alright thanks
last thing but will the contraints be costly?
i still have the whole armature to do as well as particle effects
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
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?
huh?
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
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 ๐
awe jeez
well that'd require bones to have matching names, or it'll get complicated. It'd be annoying.
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.
does anyone know why my textures change like this?
so it fixed the hand but the arms are still stretched out lmao
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
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
its a long process to explain, but you would have to look up on your browser how to enable a toggle via gestures.
ougghhh
i cant just go into the animator and change its animator thing to finger point
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
try clicking those transitions/arrows between the new states
it tells you about unsupported shader
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
The problem is more like from inproper playable layers assignment.
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
First of, material settings in blender will not reflect or get exported with the fbx file, so nailing out the material in blender is pointless.
If you're using gogoloco, did you also actually put gogoloco prefab in your avatar?
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
ohhh okay, sorry for asking ๐โโ๏ธ should I instead just focus on the base and such before exporting to unity and doing the materials and such there? I was following a tutorial for things in blender but got carried away with it not looking perfect lol
works like a charm, sorry for bothering, i guess i'm a lil sleep deprived
thanks for the help m8, you're the best
Yes. At most, you only need to base color and alpha for editing the model. No need something fancy.
okay thank you!
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
No one would know unless it has to be looked at in detail.
Welp, searching someone who could then
It's better to ask the author of the vfx.
Already tried, didn't response. Look like he gave up social media years ago
You could also play with its settings and see what affects what.
The package seems very complex for someone who never touched unity. Its just faster to ask if someone have an idea how its working
It really depends on how it's made so one have to actually look into it.
Yeah, i understand. Then i'll just ask if someone could.
While waiting why don't you also try to play with it more so you at least can understand it?
Sure that what im doing ๐ For now, i just understand where the emitter is at. I think the problem is from the animator itself ?
I don't have an answer to that.
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
Could be one of lingering parameter like radial rotation parameter but control got changed to other type of control and hid the using parameter.
I ended up readding the parameter to the list and it fixed but its just strange i cannot find it to remove
None of my layers etc rely on this parameter anymore so
It got hid in some of the menus because control type got changed.
Is there a way to bring it back or to see it?
So i can remove it
Just change control to the original type. It will be easier if you can recall what you changed.
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
Is there a way to check how the impostor looks?
You can see in avatara detail menu in game.
what the helly
it's censored
or low res
didn't expect it
they just took pics from all angles?
That's an imposter of course.
In case if you don't actually know what imposter is :https://creators.vrchat.com/avatars/avatar-impostors
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
It's somewhat yes in that sense.
how do i fix my avatar's skin being blindingly bright
Depends on how you set material. Also take image for reference.
im using liltoon. people keep complaining about it being blindingly bright
Are you sure people has your avatar shader unblocked?
do you know how i can make it so that people don't have to unblock it
You have to tell them.
Also the brightness could be mitigate by changing fallback shader in liltoon to toon opaque.
And lastly, you could also preview fallback shader in game and see how people will see you when shader blocked.
how do i do that
Somewhere in radial menu.
Does anyone have a node setup for blender to achieve a shader similar to the too standart shader, toon texture in blender?
Use principle bsdf shader node.
It's missing a lot of the features in the standart toon shader, I want something that would work similar enough to texture not for just the albedo
What it doesn't have in standard?
"A lot" is very exaggerated.
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.
So you actually mean "Toon Standard".
Yea was missing one 'n' in the original post, will fix. Seems my auto correct doesn't like the word toon
In all message actually.
Fixed. My autocorrect changed them to "too"
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.
I'd prefer it to be as close as possible, I hate having to export it again and again for every minor edit, and having no idea how it all looks.
Even with the lite standart shader, I had to constantly guess with the secondary albedo couldn't get it to work quite the same on blender
So you have to look into the shader code and see how the surface color got calculated then replicate it with blender shader nodes.
Im asking if anyone might already have a setup for that... Shader stuff is a bit beyond my very limited skill set... ^^"
Is there at the very least a simple eat to do it, or some tutorial or whatever. Not even sure how to approach trying to do it?
Besides guessing.
Is there a cheap way to handle body clipping through clothes like if it goes through my shirt I just don't show it?
with the budget for medium at 70k, blowing half of that on some shoes seems crazy to me. You could probably do some high->low poly baking to get it down if you really wanted to.
just ask your questions, don't ask to ask.
Guys, what if I block a friend by accident? How can I fix it?
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
mb but im still having the issue i had yesterday where the arms are stretched out, and I tried the constraints but they didnt work
obviously you'd have to show some detail and explain what stretched out means
the arms are supposed to follow the main armature but the arms, and fingers are stretched
not sure what this picture is meant to indicate? It looks normal
ohh I didn't see that.
yeah its hard to convey that and i couldnt do it in vr where its way more apparent
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
gotcha
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 ๐
solve in local space?
You have to use rotation constraint for controlling armature.
Is it normal for spotlights to struggle in mirrors? Like my avatar seems to be lit differently in world compared to mirrors with spotlights
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
use a prefab variant of the model packed prefab instead of an original prefab when making them
or just use scene files with model packed prefabs within them
I got some blendshapes for my avatar but itโs not working- it says itโs missing a script, which is confusing
screenshot where you're seeing that
also what avatar are you working with, and did you import it's dependencies into your project
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
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
here's the error message I'm seeing. I'm using a booth avatar, "Orion". I imported everything I got
look in your console for errors like the warning says
I imported it and there weren't any errors at all
shader tricks? wdym?
Either material swapping to an invisible material, or UDIM tile discards
I thought I found an error, but it was for something else
I cannot find a corresponding error
is an invisible material possible on quest?
Transparency on avatars isn't supported on standalone Quest
What are the best Physbones to remove from novabeast for quest?
project launched in safe mode how do i fix this?
always look at the first (at the top) errors, often the rest are side-effects of the first
yea those are the top ones
only 4 errors in total
oh! okay. Not sure what that is.
my mouth is open when i enter vrchat but nowhere else in unity
is there any reason for this?
(the avatar has no lipsync)
there was some errors for poiyomi but they were minor and not at the top so im stumped
but i fixed the poiyomi ones
unmap the jaw bone in the rig setup, if it's there and you don't use it.
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
Probably the faces are oriented backwards. Do you have this in Blender?
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.
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")
In Unity or Blender?
all blender
yup! there's your reason
oh right - the fronts aren't blue by default anymore, they changed it in Blender
Thank you ๐
It's probably from the way I extruded the faces when modeling.
All the red ones, right?
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)
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?
Yes - by default, back faces don't render, so they'll be transparent.
Gotcha. Alright, I'll see if I can try to fix it.
the skirt of the avatar clips through and i cant identify why
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
it has gravity fallback set to .5 right now and gravity set to one
yeah not surprised then
ill try setting it to 40 degrees
what should it be set to then?
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.
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
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
I usually go with if the gun is in my hand, then the gesture makes it fire, otherwise it just does the normal thing
would the root of a avatar be the armature?
it's the object above that
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
hey my gestures are broken the face changes but not hands
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
i accidently just figured out my problem by simply removing all the elements and adding them back im both happy and frustrated
can someone teach me how to bring a avatar in blender to unity and upload it in a vc
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
that seems like some sort of networking error
it seems to be, but that begs the question why it's project file specific
can someone help me rig an avatar in blender in a voice call
cause I litterally have no clue
cause its not a humanoid
im trying to upload an avi and it keeps giving me this error. Does anyone know how to fix it
That error is just telling you to look in the console, show all the other errors
that's just the details of the error, is there other errors that come with you upload being interrupted
is there an error stating "Assetbundle was not built"
yes
then please show your entire console instead of snippets
enable collapse if there's spammed errors to make it more digestible
what goes here
are these errors above "AssetBundle was not Built" also what SDK version are you on
no below
those don't detail as to why your build was interrupted, the console goes from oldest to latest
oh sorry lol
i reopened the project and tried uploading again and these are the only errors i get
your avatar's root object has a missing script, make sure you imported the scripts the avatar needs into the project
Hi
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?
Is your PC running windows or are you on another OS
Im on a mac
Why does his fallback shaders look like this evil thing?
What does your materials look like normally cause the fallback is just that material but set to a vrchat one
Vertex colors or emissions
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
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?
You are looking at shader file, instead you must look at material file.
According to the vrc fury options in the โtoggleโ 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 fileโs 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 itโs โnot on my avatarโ so the hue shift doesnโt work
Can you screenshot what you're talking about?
sure give me a sec
according to the origional its animated through poiyomi
Did you actually mark Animated when Locked in material?
you have overcomplicated the whole thing
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
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
Is that a question or are we just spamming now
i just reimported the original and that warning was there so looks like i do need to label it as animated
We have told you that twice
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 ๐
i can look it up tho, thanks for your help!
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
Anyone knows an asset thats like these coconut cocktail thingys ? im working on a summer avatar right now and want this as a prop
You mean the umbrellas?
No a drink thats like in the picture
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
If you edited in blender and export to replace fbx file, make sure you export with same settings as previous fbx file.
oooh
that fixed it
thanks didnt know that
on my second iteration i exported the scaling to "FBX all"
hey can someone help, my clothes clip thru the ereas tat have phys bones and i wanna know how to fix that
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
Im having the same problem, is there a way to tell what these settings were previously?
If objects in the model prefab has scale 1 then it's FBX all, otherwise if 100 then it's Local.
Thank you!
I noticed that the inside of the mouth isnt covered
Do i have to fix that in blender somehow ? and how?
Flip face normals.
how do i do that?
Select faces and use flip normals command.
In blender.
Are you sure it isn't shapekey that's hiding it?
im new to blender and stuff so i dont know alot of the things
If it doesn't have inside month then you have to make them. No other way around.
in the shape keys ?
Actually create the inside mouth part.
how do i make it so particles appear behind my avatar?
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...
MA animator merge has a button to set bone transform to match with the base avatar.
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
My answer is still the same as above.
i guess i'm confused because i don't know how to use that to fix anything
It's just a one-click button.
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
Sorry I meant "MA Merge Armature" the one that you used to merge your cloth armature.
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
See "Reset position".
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
The one that can reset position and rotation.
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
The solution was right under your nose.
How do I just put it in VRChat of what I brought for a Avatar?
Start with the instructions written in the page where you downloaded your avatar from.
Gunroad
That's just the whole market. You have to get to the page where you bought your avatar.
It doesn't tell me
Can you link the page?
Nvm
What is VCC?
VRChat Creator Companion
You can ask more specific question.
Talk a while to install
What do you mean by project location, made a new folder it doesn't like it.
The folder that will contain that project. You will have to elaborate what actually "it doesn't like it" is.
It won't let me click Create Project
You haven't select the project template.
Ops
How long does this usually take, ive been waiting for 30+ minutes
so erm, ive got no clue how to do this AT ALL
depends on your wifi
depends on how weak your hardware is
import lil toon or poiyomi to your avatar then click the mat ball twice and click standard then look up the name of whatever shader your using
Check console for more detail. Unity console.
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
Make sure that you're using latest sdk.
hmmm i havent used it in a while so i probably still have an old version, do you know where i can download the latest?
Didn't you use VCC?
Are you using it now? Or how did you actually add the sdk to your project?
i did create it through Creator Companion
Then use vcc to update the sdk.
Of course proceed.
with the update?
Obviously.
If you meant the Update to the the side, that is updating the vcc itself, not sdk.
You better update both anyway.
stupid question but how do i update the sdk?
See the "Latest Version" column?
no </3
It was in your previously deleted screenshot.
you mean the update button?
oh wait i see
what about it?
If you meant the Update to the the side, that is updating the vcc itself, not sdk.
See the green up arrow button?
oh i see!
aaah ok!
ive clicked them
should i install anything else?
If you need them sure.
You better understand what they are first before installing.
Does VRChats new toon shader take roughness maps?
It doesn't.
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
Alrighty thanks, just wanted to double check because I wasnt seeing anything
how do i make it so that i have an entrance animation upon spawning in?
if you must, animation that plays by default, in a layer by itself. But probably don't.
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
where exactly where i get these
Just look up poiyomi or lil toon on Google
Should find it
also also, would it be possible to include material changes in an animation?
definitely
how so, because there arent any properties i saw that could do that
just record in an animation changing a material slot's material
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?
sure
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
verify the animations are valid I guess? I might not use fury enough to know what causes this
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
might be the target in armature link or hwo the animation paths are rewritten
excuse me for asking again, but how could i display an animation upon spawn again
what
i wanna make it so an animation plays as soon as i spawn in
just have it be the default state?
depending on what said "animation" is
you might get blocked on the spot for having that
its just a material swap and particle thing
definitely
why isnt the materials you are using just the avatar by default
ehh i dont mind
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
i made it default but it doesnt play when i emulate a start
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?
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
followed your steps but i feel dumb, not figuring stuff out
I ran into an error.
I can fix it I think
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?
I think it's just bad naming lol
Wdym?
Armature and metarig
what is that object then?
Sorry, I'm a little confused what you're talking about. I don't exactly understand a lot of this yet
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.
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
you'd have to look at the UV map to see what parts of that go where
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
When I renamed the parts that it said were an issue, the error message changed. The names of the bones really were that.
Though, if I somehow do have a second armature, how would I fix that?
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
or for preformance should i just add a couple i like and not have all the diff ones?
also why in the world is there no good in depth vid about this type of stuff?
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
I fixed it I think.
So after I have all of the textures and rig done, is there anything else I need to do??
have you already assigned the avatar descriptor on the avatar's root object
someone help..
?
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
what shader are you using?
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
I have no idea what that means so probably not..
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
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
Question I want to add an dance animation to my avatar how do I go about doing this?
are you using vrcfury or modular avatar?
Vrcfury
anyreason this is getting stuck?
do you have an animation already
I downloaded one
add a toggle to your avatar your using vrcfury
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
drag the animation into the toggle
bam
done
forgot to mention
drag the animation file into the avatar
when done, it should look something like this (i just put a random emote i had saved into the slot, any name will work)
Okay now how do I test to see if it work
do you have gesture manager?
yes
add gesture manager to your avatar
click on gesture manager
press play mode
you can now test emotes and your toggles
okay did that but the model not show I am kinda getting this
click on scene
Can someone tell me how to do this?
double click on your avatar
does that have a descriptor?
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
no clue how to do that, iโve never used blender and kinda just followed a youtube video
I have a video you can follow
sometimes it doesnt work, it automatically selects your root
try rebooting unity
sometimes fixes it
anything would help honestly
https://www.youtube.com/watch?v=pKOlyzXFf4U&list=PLcaQc6eQjXCxWXmn5jxE_GTOft9ZxChu1&index=7
This is part of a tutorial I followed to make lpoly avatars, but the explanation of the UV unwrapping is the same. Basically you map out the 2d texture onto a 3d plane.
To make several material textures using more than one image, you just repeat the step of making a material and you just switch between them in the UV mapping area. Hope it kinda helps!!
It only lets me double click specific parts of the mesh
huh
dont know then
dont typically deal with multiple meshes with my avatars
Sigh. If anyone can show me how to do the description and root thing PLEASE lmk. I can't finish this avatar without help
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
What is the root avatar object-? I don't know these terms
Lemme check out that link rq
root as in the root of a tree. the highest element in your hierarchy that's an avatar
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?
look for errors in the console. share the first two if there are some
huh, something quite broken there
does this have any issue with it? like if it finishes loading it'll work?
nvm guess not :<
Thank you so much ๐
I just need to find out how to do 2d shapekeys now for the expressions and mouth movement-
Oh and physbones
Does anyone know why i suddenly cant drag and drop anything in unity anymore?
it just started and i dont know whats wrong
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 ;-;
Iโm 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?
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
You might have to double check transition condition again. Also Can Transition to Self has to be off if playing long running animation.
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.
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
well, make them smaller and/or stop cramming everything into one upload and do upload versions
this was for my fallback
so apparently, changing nothing, and waiting 5 mins worked? how? who knows
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
dont think transparent textures work on quest
ohhh, ya prob not
i tried using the knife tool and failed miserably ๐ญ
i will.. figure something out
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?
did you use correct export settings?
mesh likes to explode x100 if you use a different scaling factor than the original used
I didn't change anything while exporting, not sure if it did it by itself
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.
It worked!!!
Thank you so much!!!! ^^
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?
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?


