#avatar-help
1 messages · Page 171 of 1
Oki doki
Ill try thst when o get the chance
hi! i want to ask if there's any possible way to link an armature to an avatar model when the clothes' armature are not for that specific avatar in unity?
You mean putting a clothing peace on an avatar and having it bend with the avatars bones ?
That has to be done in Blender but its pretty easy
Pxinky made a tutorial on fitting clothes on an avatar in blender
Yes, because the clothes can't stick to my avatar🥲
Thank you!
Im gonna take you have made it so the clothes fit the avatar so i skipped forward in the video for you to get to the rigging part
https://youtu.be/fV2Dr5F445w?t=548
hey, I'm editing an avatar for someone, I made changes to the FBX and re-imported
everything working ok after resetting up references, but for some reason, when I go into play mode, some of the materials on my body mesh get shuffled around, resulting in the wrong materials applied to some parts of the mesh
I've gone through every single VRCFury component and active animator, and I cannot find anything that even touches the materials. I've been stumped trying to fix this for hours, and I just cannot figure out why my materials are getting shuffled at playtime
Tysm!!
This is what my material slots look like when in play mode.... only head ,body, and leg caps are in the right spots
Have you already checked by temporarily removing the fx layer from the descriptor
this is what it should look like
not yet, I'll try that
problem still occurs after setting FX layer to default
2 & 4 had issues doing material swaps on 2019 i remember , but thought that was fixed in 2022
rarely ever do matswaps anymore 
I havent had trouble with mat swaps, but the weird thing is there are no components swapping mats on the avatar. No components, and nothing in the FX layer causing it... seems to be something VRCFury is doing, since the textures get replaced by VRCFury optimized versions (I think?)
but I can't figure out how to correct it
Is it possible with Rotation constraints to have the leg in the back move in the other direction?
yes, you can set the global weight to -1 using the Free Edit option
you will need regular humanoid bones (not weight painted to anything) for the legs to move in the correct direction, then this leg will have its own bones that are constrained to the invisible ones
Do I add the constraint to the non weighted bones?
no. the constraints go on the leg that you want to move backwards.
- regular bones (invisible/not weight painted) move your legs like normal
- addtional bones use constraints to copy that movement in reverse
- the additional bones are weight painted to the leg so the leg moves in reverse
what about something with 3 legs?
same way?
yes, but they can be weight painted to the regular leg
okay
basically, you need to have the leg exist normally in order to be animated
then if you want anything else to move based on those animations, you give them their own bones and use constraints
make sense?
Yes I think
i just made a change to my model because of this weightpainting issue, i would like to reimport the mesh without having to reconfigure everything i've done so far with assigning bones and such, ive tried the remimport and refresh buttons on all of the related assets and they havent done anything
would someone be so kind as to help me with a physbones problem that im having in my avatar pls?
is this for a humanoid rig or generic rig
becuz im trying to do this on a humanoid rig
and my results are bad
yes, humanoid rig
you may need to adjust your constraint settings
when I build a VRCFury test copy, after deleting the VRCFury temp files, it still comes out with the wrong materials... I think VRCFury is causing the problem, but I'm still at a loss for how to fix this
I have d4rkpl4y3r doing some texture compression optimzations, but I tried disabling Optimize in play mode and the problem still happened, so I dont think thats it...
just ask the question, don't ask to ask.
material slot order is stored in the FBX, so maybe they got re-ordered when you re-exported from Blender. I do a lot of joining meshes right before exporting, and so have to be pretty careful which order I do joins in, lest the materials get re-ordered. It's annoying.
in theory you can re-order in Unity but I haven't had good luck with that.
that seems likely to be the cause of my issues, how would I go about fixing this??
you can try to re-order in Blender but I've not had the best luck doing that either, it doesn't seem to affect things somehow. In my case I join my parts in the right order, not sure what you have to I'm not sure the best suggestion.
Is there any way to have a rotation constraint work only in 1 direction. As in when the legs move forward but not backwards?
all the other clothing on my avatar is assigned to hips, but when i assign my jacket it just floats? how do i fix this
if it appears correctly in blender, check to make sure it doesn't have any un-applied scale, or position transforms
I tried reordering in blender, it made some difference, but it was still wrong
hmmm... wonder if I can edit the fbx file directly?? is this info contained in the FBX or the meta file perhaps?
i think i did this? i did apply all transforms (ctrl a) before exporting, it did do something because before the jacket was just laying on the ground before - now its just above
iirc it's in the file, not the meta
im rigging my first clothing to this avatar so uh i got weight painting down now i just need it to work
idk
hmm, fbx is not a readable format x_x
not sure how to fix this
the only notable thing i did different with my main is that i was tryna put the face tracking menu template, which did nothing but just, have the same menu that did the same thing (im aware now that the mayu has face tracking built in now)
i figured it out, i just forgot to attach it to its armature
So I'm just now getting started with Avi creation but I'm not sure why local testing is giving me the error as if I'm trying to upload
You'll need to show what error you're getting
yeah build and tests for some reason go through the trust rank check
Huh....
aah, I fixed it! I had to select my body mesh in blender, mesh > sort elements > materials, and then re-export
So how do I fix that? Just wait with it open?
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
definitely just an oversight, but people can't really tell you the workaround without it "breaking tos"
so, i have this particle and I'm having a hard time discerning what kind of settings I should be using, I mainly want to shorten the flame so the particles dont go upwards forever.
anybody know how to do this?
heya so, i got my fbx file from blender into unity anyone know how to apply the texture?
do you already have the textures exported into the Unity project's assets
how do i go about it
help?
you should install GoGoLoco with VRCFury or Modular Avatar instead then
revert what you did to put it on your avatar first (removing it from the avatar descriptor)
I just dragged it on
I’m trying to replace already existing gogo
How do I revert it
I can’t find it in vrcfury
it's a prefab that's within the gogoloco folder or a script in the toolbar under Tools
Model has a short skirt not long like a school skirt, My models skirt clips into the butt when doing emotes how do i fix it i have coliders also front doesnt clip
That’s what’s on it
I dropped it on my avatar and it gave me those warnings
It already had gogo and I’m trying to replace it
I couldn’t find the gogo that was already on it so I couldn’t delete it
these are errors from if you have GoGoLoco in the menu asset of the avatar
remove the already placed GoGoLoco submenu from the avatar's menu
VRCFury will add it non-destructively
How do I do that
go into your avatar descriptor, find the menu asset at the bottom, double click it, find the gogoloco submenu and remove it
So just delete the submenu
yes as VRCFury will add it on play mode or upload
That worked- thank you !!
Is anyone offering vc support
how do i apply these to my avatar?
those are animations, you'd make an animation controller or a layer in an existing controller and create some kind of logic to do what you want them to do
T-T
any way you could simplify that or how to do it
I'd suggest learning about how animation in Unity works, it's not really a thing that's easy to describe briefly.
Also you'd have to know in what cases you want which animation to run
could anyone help me with an error that i am having uploading an avatar
unless that is literally the only error, post the first 2-3 errors, from the top. This is likely a side-effect rather than the root cause.
cant rlly find anything else, im kinda new to this tho
Press Ctrl + Shift + C, and look in the console for the rest of the errors
does anyone know where i can download the mmd tool i need for blender
Thats incredibly vague
That would be CATS, there's an unofficial fork that extends what Blender version you can use to the latest
literally the first hit on google for "mmd tools blender":
https://extensions.blender.org/add-ons/mmd-tools/
specify which if it isn't one of these.
apologies for not explaining properly but to make it more understandable, i wanted to download a character model from a Hoyoverse game. so i downloaded the model file; however, it was a PMX file. so then i did some research and it was explained in one of the videos i needed an MMD tool addon (Mikumiku Dance) to views these models. the one i found said that it only supported 2.10.3, hence why i came here to see if anyone knew an updated version of that addon for 4.5
there are animations in your project somewhere
whichever folder was opened in the project tab when you made them
you'll have to rename them in project not animation
For the help section are we also allowed to ask questions about finding a specific asset(s)
there's #1138520828556890214 , probably better for that.
okay ty ❤️
-w-
How do I create textures for my avatar
-# blender btw
Blender has a texture painting section, it's not awesome but does work
Ah, oki doki!
some add-ons can make it better, such as ucuPaint and LayerPainter.
Anyone know how to switch to PC? My unity is on Android and I can'tt figure out where to switch?
Ctrl + Shift + B, select the PC platform and click switch platform
This one? It's already set to windows but unity still thinks its in android
the fix for that specific issue is to re-select windows here
even if it's the only option, it should make Unity remember that you're on the Windows target
i wanna add an outfit to my avatar but i don't know how
without making a new avatar
hello, I was wondering if anyone could help me on how to get purchased avatars into the game 😭
Hey, I'm back after a 7 years break and haven't been up to date with unity changes etc, I've made some avatars in the past, and see that they're now all unusable. I've still got a copy of my old Unity project folder containing all of those avatars, is there any quick way to reupload them?
maybe #creator-companion can help?
check pinned
I will thanks
how do you delete textures in blender?
do you mean textures or materials? textures are generally just files
maybe try the VRC Traders discord. Link is in #1204490664637890580
I have a skirt and its the length of a school skirt, Now I have my butt not clipping and when bending it doesnt clip but when i run it clips how do i fix that
angle limiters on the physbones
I have it on polar should i change it to angle?
polar can work, it depends on how you want things to move and how the bones are angled
I tend to have the bone roll for skirt bones all oriented around the center, so angle works fine
im trying recreate this shading around the hair i know its AO but i dnt know the proper settings anyone have any idea? ive never worked with AO before
What do u set urs to
So angle would be easier?
set my what, angle limit?
U said something about bone roll
And yea maybe angle limit
all of these settings are going to be different for your specific armature, anything I could tell you wouldn't really help
for bone roll I find a center point and have all the bone chains roll values set around that center point, so the angle limiters are all oriented outward from the center also. You can do it in blender pretty easily with the 3D cursor.
So explain me this whats the difference between - and positive numbers in roll yell and yaw
the documentation covers this
So - makes it move inwards or outwards?
What document
hmm it doesn't cover it very well, but it talks about it and there's a little video
VRChat's creators site which explains the physbone component. I assume you've read it 🙂
how do I get my inspector for animations (left) to look like the other one?
Hiyas, so im trying to set up a simple ball grab hip sender and receiver, it was working before, however i did an update to some of the components on it and now no matter what i do the receiver does not get a signal from the hands. Ive made sure the name is the exact same in the animator and in the param menu, copy pasted and such, but still nothing. any help would be greatly appreciated!
I tried using Jerry's Face Tracking Template on one of my avi's. but when i tested if it would work in unity, i couldn't move any part of my avi's face with AV3 emulator. im trying to figure out what happened with a video he posted on how to troubleshoot but my problem doesn't seem to be the ones listed.
upon further inspection, everything in the debug menu works from the OCS but not the blendshape
Is there a way to remove the collision on physbones for your hands but have collision checks for you selected physbone colliders?
skirt clips like this when running what do i do
have the legs cause some movement of the skirt, possibly via weight painting, possibly rotation constraints on the right skirt bones... this is a bit challenging 🙂
How do I make visemes for a character with 2d mouths? The blendshapes were already made in Blender, I just don't know what to do with them now.
set your lip sync to "viseme parameter only". Now you can use an int type parameter named Viseme which will give you values from 0-14, each corresponding to a specific viseme. You can now set up animation states and transitions using this parameter as a condition to animation however you'd like. For reference, these are the values:
This table can be found here: https://creators.vrchat.com/avatars/animator-parameters/#viseme-values
how do i import my blender model into unity without the texture for it disappearing? :C
you need to also import the texture image and then put it on the material
I need a little help!
I created a puppet to control the pose of my avatar's ears, and also an idle animation that includes intermittent ear twitches.
How do I make it so that when I use the ear poser, the animations don't break the idle animation? They move the same bone, I just want to make them mutually exclusive or something so they don't break.
@dusky walrus layer that is lower in controller, will take over when animating the same stuff
when i use pumkins to copy components to my modifed fbx the physbones are scuffed ;3;
Howdy so uh i have an avatr that the model is publicly avalible to download and i uploaded it alone with just a retexture but now it says i have to purchase it and it's greyed out note i have not updated it in a while with new sdk/vrchat creator compainoin
So if i make a avi is there a way to make it so they can only be found if given a link?
someone know how to fix this?? its my first time uploading an avatar
those are the only warnings i get
soo uhh.. how do you get lip sync working with texture faces? something i genuinely need to know
idk its a done avatar from VRCModels
the known page that host stolen avatars
wich noone here will help you with
im very new at this part
it was on vrcmodels as a download
how do i check if its stolen??? because i dont want any stolen stuff
yeah me still dont understand, i can find how to get it set up on blender
referring back to this
Why does unity keep deleting the inside part of my models eye? (comparison between unity and blender) there are no fbx warnings that say they deleted any polygons either
It is on viseme parameter only, but nothing else popped up. I might have to check the names of my shapekeys.
I might remember wrong, but as far as i know, the default colliders are HandR and HandL, i'm unsure if only Hand is a default collider. See if changing that fixes it
It's not deleted, it's probably a back face. Turn on face orientation and see if the face is red. If it's red, select them, go to mesh -> normals -> flip.
Unity by default doesn't show back faces from blender, so it's probably just viewable from the other side and you just need to flip it
Ive tried doing hand R and hand L settings and it still doesnt recognize it :<
I'm not sure what you mean by this. Nothing else is supposed to "pop up". Try looking up tutorials on 2D lip syncing, they should explain this process + show how they do it
how do i get my animation in the inspector to have the same menu as the one on the right
have actual animator keyframes
how would i go about doing that?
the menu on the right is if the animation is actually messing with the humanoid rig
thanks
I am following a tutorial. On his end, there are several different visemes that are assigned underneath the box where you select the parameter. I'm not sure how to assign which mouths are assigned to which sound.
That should not be there if you set the Lip Sync Type to "Viseme parameter only". What tutorial are you following?
The whole point of "Viseme Parameter Only" is that VRChat does NOT directly control your lip syncing, but instead just tells you what sound you are currently making so that you can animate your lip syncing however you want.
it's for full customizability
Please stop trying to add me or dm all i did was ask about it (already got a commision)
most of the people who are dming you to commission them are scammers
that's why kazin gave you the link to VRctraders cz it's the most trusted platform to commission an avatar
i have a question about an error im getting, that im not sure the autofix can actually fix, i recently made an outfit for my avatar, but it gives me the following error, and i cant for the life of me find out why, since by all means, the prefab armature matches, has the same hip bone and everything, but it somehow refuses to get recognised. i had to end the task in unity after 25 minutes of it doing seemingly nothing, or at least nothing noticable. Is there any way i can fix this? i checked the blender file aswell, and it also seems to be a match in terms of hierarchy...
should i just let the auto fix run for what might possibly be a few hours? would that be the most optimal fix?
i was trying to download blender this what was on the site
So after setting it to that, then what do I do with it?
again, you can add it as an Int parameter (Viseme) and you can use that for transition conditions between animation states
In the video, he has the Lip Sync Type temporarily set to Viseme Blend Shape just to keep a reference up for the order of Visemes, but I already sent you the reference, so you don't need this. Just set it to Viseme parameter only
The tutorial also explains everything that you need to do
If you follow it all the way through to the end, you should know what to do next
Although I don't like how he sets up the animator
this tutorial sets up their animator better imo
How many visemes do you need? The video said I needed 15, and I did not make 15
I'll check out that tutorial, tysm!! It's my first time making an avi
you need to transition to 15, but you don't actually have to have 15
so every sound needs to have a corresponding mouth shape
Oh, okay sweet
but you can use some of them multiple times
That would've killed me redoing
like for example, using the "EE" shape for "SS" and "RR"
getting this same error, hope you get an answer c:
how would i remove the front piece of hair (over the shoulder)
edit mode, select some of it, L, delete (X?)
anyone have clues on what would be a good laptop for avatar making so i can save up? preferably 800 or under!
im having problems with my objects on my avatar, i dont have the saber anymore but i cannot delete the submenu
i used avatar 3.0 manager for it
Im trying to prevent this coat from clipping, how should i go about this?
show us the menu
oh wait i think i solved it
i went to the menu and it was there
yep solved TYSMM
Yeah if you didn't remove it from the menu file, you didn't actually remove it
i found a roundabout solution after asking some friends i know, apparently you can use modular avatar's armature merge to fix it, the way you do it is to put it on the outfit's armature, set the target armature to the main avi's armature, once you do that, there is a button to adjust the bones to match, you just need to click that and its fixed, if you use vrcfury for armature merging, then you can delete the modular avatar armature merge thingy and use the vrc fury one, the issue should essentially be fixed
anybody have a fix for this?
angle limiters, maybe what you're trying with physbone colliders. there's no 'fix', there's just ideas that might work in your specific case.
Unity keeps telling me that i "Failed to agree to ownership agreement" on the quest side of my avi and the top portion of the SDK wont load properly when i attatch it to the pc side of my avi
dose anyone know how to alternate textures in Blender
In Blender, select your object, go to Shading, click the texture node, and load a new image to change the texture.
does anyone have a glasses model with like nothing on it?
i cant find any that dont have gimmiks or tasels or what every
feel like thats maybe whats making it so that my ava wont work
you can try searching in #1138520828556890214
could someone teach me how to make an animation that can be sped up? i wanna make a tail wag loop that i can make faster with a slider
also is it recommeded to use avatar 3.0 manager?
and does it clash with cloth utils?
ok i will try this!! thank you for replying 
helo did your alert go away after you did it or did you have to reopen unity?
sometimes i have to save n reopen my unity for my alerts to refresh 😭
im struggling to figure out an outfit . Any ideas?
Hey guys do you know what happened to the user Szeppelin he was a famous Team Fortress 2 avatar creator he in recently got banned I'm not sure if this is the right channel to ask about it in but all I wanna know is why he got banned
Went away once i clicke the button
hm am i doing sothing wrong with puting glasses on? i put the prefab in the main head area on the hierarchy and it all works fine until i try to build the ava. it gives me a error that im missing a script on it
witchy vibes
ooo i didnt think witch
:3
this is the error message i get
its been a long while since unpacking avis and modding shit lol
how do I add more properties to these animations
id assume they belong to an animator controller somewhere
a skater girl type of style maybe, that or i imagine big black cargo pants with the chains and a baggy shirt
that sounds fire asf tyyy
Hi I have an old asset I bought and I need to repair the skirt in front I think. How do I do that or can someone show me?
might to be something to do with this> i dont really know but i want to fix it.
Heyyy, I'm having a Unity issue. Already restarted it.
I can't right click in the scene view for that popup to appear for me to do things like create new objects and the animation tab etc. I don't know what it's called so apologies for my vague description
I sorta need that to finish my avatar it looks like.
Right clicking and dragging the mouse only moves my perspective around, not bring up any popups that I need it to
aw im still kind of having the issue :( i might just have to restart on a new prefab
THank you for answering nad i will try again though, sorry for the additional replies <3 im kind of new to unity so fixing things and stuff im still not used to it
need some reception, do the proportions look weird on this?
how exactly do I fix this?
It looks like you're using a shader not fit for VR, you need to change the material shade. There's a dropdown menu when you go to choose material types that will say "VRChat/Mobile", use one of those
The hands seem kinda small to me, but yea it looks nice
I checked all of the shaders, they all seem to be using VRChat/Mobile so I cannot locate it.
It tells you which shader is wrong. "UI/Unlit/Transparent". Can you show me all of your shaders/material tabs?
It could also maybe mean that one of your model pieces is untextured?
let me check
Double check and make sure every mesh part, especially the small ones or shrunken down bits for shapekeys are textured and have a material
does anyone know if avatar 3.0 manager works with cloth utility?
Hey, does anyone here have experience with clo3d? I could use some advice, trying to learn to do everything myself but it's hard haha.
tysm for the help, I went through absolutely everything & managed To Fix it
This is just the prototype, I'm gonna mess with it a lot more, but I'm having a ton of trouble specifically with where the sleeves attach. Don't know why I can't get it to fall correctly
i have another answer on this
if you have modular avatar, right click the outfit prefab, select modular avatar, and then setup outfit
Thats not it, i have culling off on the standard toon shader
What i usually do is i select all of the faces that the mouth is touching, shift d, drag it a tiny bit foward, right click, seperate, move the uvs around and if theres more than one talking mouth then i duplicate that mouth mesh thingy and continue to move the uvs, then when im done i move the mouths a little bit behind the head, each mouth piece being a bit behind eachother to make sure nothing overlapping so theres no problems in edit mode, join everything, make shapekeys, then move each mouth to the front with every shapekey. Then in unity use vrcfury talking state (if ur only using 1 talking mouth shapekeys) or vrcfury advanced visemes (if u have multiple) then when youre done selecting each viseme thingy , turn on instant mode
Just dont get anything off of vrcmodels 😭 best option is to look at websites like jinxxy (i believe), booth, or gumroad for models
I need help putting an avatar in VRChat
does someone have the answer to this issue?.
the weight paint swapped onto the opposite side, is there a way i could invert it back without having to restart?
just mirror the weight paint
I REALLY need help on this. I can't progress until I figure out how to fix this. I need to create an animation for my visemes, but the little popup I have to bring up on the scene view with right click to select create -> animation keeps moving my perspective rather than giving me the popup. Please help :(
hmm you mean just the popup from the right mouse button? weird. But for creating new objects you can do them from the main menu, under create.
I need to replace the main button on my mouse, it's been randomly releasing while I hold it, possibly you're also having a hardware issue.
i wish it was that easy but for whatever? reason the command isnt complying, just now tried to even reset blender 💔
could just rename the vertex groups then
like temporarily name left to something else and then name right as left and rename the original left as right
Im still having this problem if anyone could help
have you considered normals
Even then i still recalculated outside
can't really tell anything useful from your images, unfortunately
Everything is how it looks 😭 i could show more screenshots if thats needed
I'm sure it's not actually deleting polygons. Possibly a blendshape, maybe it's the material
No blendshapes are active on either unity or blender, i can try making it the same material as the outer which is gonna sadly limit some expressions i wanted to do but Ok
are you doing sprite sheet animation with the material on there?
No
Im not sure what that is
not sure what you mean about limiting expressions then?
I could material swap the innerpart of the eye to make a scared expression(how it looks now)
But joining the materials worked, thanks
heh, okay
blender is being so lame but i heavily appreciate you for taking the moment to lend a hand
you can rework that however you like, including re-unwrapping it
The thing is that I do not know anything about uv editing besides moving them
okay?
helppp all my animation just broke and i didnt do ANYTHING
I did not move anything
They broke after going into gesture manager
Like im just t posing now and Modular avatar says i dont have a hip bone
please help
@ornate stump ;-; if around
don't ping people for help, nobody is obligated in here
In no way does me pinging someone, asking them for assistance, mean they are obligated. Stop backseat modding. Its not against the rules.
it's just rude.
No, its not. Its a function of discord to get someones attention.
You're rude though, for randomly jumping me and demanding I don't ping someone, asking for help.
"jumping" sure, okay
I've pinged Ren before too, and he never said anything against it.
Go somewhere else with that douchy attitude.
I asked for help. You're rude as can be for no reason. You weren't even involved.
I saw when you select the uvs that I wanna change I can unwrap it again and it just looks like it transforms into a hand
it might have seams marked so it unwraps like that
but.. you don't want the hands to unwrap like hands?
Oh okay. I’ll try that, but what fixed it for me was that an entire outfit was fucking up the armature and broke stuff. So once I deleted the outfit it fixed it
Question, does anyone know where the is global checkbox in the parameters in vcc? Cause i have a toggle that works on my side but no one else can see it for some reason.
it's in Unity, in the avatar parameters list, named "Synced"
Update, apparently my avatar doesnt exist.
Error:
Yup, project is probably corrupted.
yup just isntant freeze loads.
I do but I want all the arm and hand as just one uv yk?
If you meant one UV island then it's impossible without severe distortion.
oh dang it
It's the same way as how the world map is created. It's also distorted.
hi ren :>
UPDATE:
This item caused the problem. https://booth.pm/en/items/3811798
There's parts of Selestia inside the prefab, so it thought there was another avatar inside. How cancerous. Also against the rules for Selestia's VN3.
Solution was to delete all the Selestia bones.
Fixed Armature:
For future note, I only come to answer when I wanted too. Ping to call me while I'm not here is just rude.
Is there a tool to copy physbones/shapekey settings from one avatar to another ?
Pumkin's tools.
Thank you!
any idea why this happens when I try to parent a mesh to a bone-
Does anyone know why this has happened to an avatar I'm working on? I like to use the realistic shading in poi and when I use that that happens to the body and even the bra and undies
This wasn’t the first time I uploaded an avatar and I don’t remember doing anything different, so what’s this error? How do I fix it?
Why wont my physbones work on quest? In unity they work fine but when i upload it to quest the physbones are not there. I have no build/upload warnings and i have only 3 physbone components on my entire avatar
Find more error above in the console.
What exactly is "this" and "that"? And which side is the correct one?
Screenshot the sdk build panel to confirm the number.
Is it the one that says ‘no asset bundle has been set for this build’? If so what does that mean
Is there more above that? Also take screenshot instead of typing out.
So the lighter side is using the flat shader and the other one is using the realistic shader I wanna use the realistic shading as I like that more
is this helpful?
OH I FOUND IT nvm Thanks i have 73 physbone transforms
These are the problem.
Ok I might have a guess what those mean? I’m going to try to fix it
And what had happened? You aren't testing in play mode so there isn't actually showing the result.
If you read them entirely it's telling what is happening.
One sec I'll put her in play mode using the realistic shader
This is in playmode can you see how the texture looks odd
I’m sorry I’m not really sure what I’m doing at all I don’t know what it means. I saw the word ‘belt’ and realized I did something different with a piece of clothing from last time so I’m seeing if I can jerryrig it into working. I’m sorry I don’t know what the errors mean they’re scary :(
What is written after this? If it cut off, you click on it and see more detail below.
It’s.. gone? Idk I went back to the console and it’s just gone. Most of what was in there is gone now?
If you build again it will show up.
Ok I’ll try again in a second thank you
I'm still not sure how it is "odd". What you did was only changing flat shading to realistic?
I got someone to help had to change the model blendshapes
So you have to enable legacy blendshape normals.
All I did was that and she's fixed
If you leave the option as calculate, the sdk will warn and prevent you from building until you change it to other option anyway.
Ooooh okay I'll change it back to calculated
You misread my message.
I had it on imported before so I've changed it back to calculated and then put on the legacy blendshape normals
So like that right
Calculate would be the default option for unity. If it's something else that means it's changed by the avatar author.
I think it was that but I just changed it to imported to see if that would work and it didn't but enabling the legacy one has also fixed it that's that first time I've ever encounter that
yall i need help im losing my mind when i go in game the avatar doesnt have gogoloco but when i go to add gogoloco in unity this happends
so it says i already have it in there
where can i find it to delete then add regular gogoloco
Have you checked in the avatar descriptor?
im very new to unity how would i do that
Avatar descriptor is a component of your avatar game object.
so would it be in here somewhere?
The topmost.
should be in inspector tab under playable layers, if its anything that starts with gogoloco in any of the layer the warning will pop up
found it and got it to work thanks
i think
its still loading but its gotten further than before
:))
i think it worked just gotta double check in app thanks
actually im here for with a question of my own too i need help with some toggles im doing , i have an avatar that can switch between genders, i got that toggle down but i need to havve the clothes be choosen after the genders are switched, is there a way to do that? right now i have it switch between genders in the menu, so when you click on the submenu it changes the gender bool from 0 to 1, but as you know if you click back on the menu it defaults back, so i want to know if theres a way i can do it in the animator layers so i dont have to do it in the main menu!
You shouldn't have put parameter to the submenu control to begin with.
im open to any ideas to make it work! what should i have done instead?
Just use put the parameter on regular toggle control instead.
ah yes but i have clothes that only the male can wear and only the female can wear, but also clothes that both genders could wear with the help of blendshapes. so when i click on the male toggle, i want the shirt for the female to turn off too seemlessly...
How did you made all the toggle?
right now i have 2 ints for all the tops and bottoms , gender is a bool , menu click into submenu for either male/female, the clothing available for male/ female available in each submenu
good morning folks, I hope the day is treating you well:scout_spin: But sorry for the random question, but has anyone's avatars gestures been acting up lately? Cause out of nowhere my hands keep locking up after i use an item on my avatar? 1: is before 2: is with item in hand. 3: is after when the hand is now locked up and won't do regular gestures.
Did you made toggle in FX layer manually?
yeap
Then you would have to put the gender parameter into each cloth transition along with the cloth pararameter itself to make it check for gender before enable/disable the cloth.
okay that sounds logical, but it wont over lap and break becuase its 2 ints powering them right >.<
ill try do it tho im running outta ideas haha
Do you know you can add 2 and more conditions in a transition? All condition as to be true to make transition run.
mhm i do but i get confused cause sometimes it breaks and then i dont know where to check for mistakes ill do the conditions thing for now tysm!!
isit okay if i ping you if i have more questions about the same problem?
What you're doing is quiet complex so you will have to carefully plan your system.
No. Other people can answer you as well.
no problem i appreciate your help!! :))
Hi! Add module does not appear in unity hub, does anyone know why?
That's because of unity is installed by standalone installer. Add module is only available when unity is install with hub link.
does anyone have the hub link to 2022.3.22
So like
When im tryna fix the fact that my shoulders arent a child of the chest
It stops the avi from being t-posed
But when i press enforce t-pose
Is resets all the bone placementa
are you changing the parent in unity or blender? because there shouldn't be any issues if you're just doing it in blender
Unity
then I'd just fix it in blender
is it possible to make it so when I make a punching motion, and effect on my avatar plays? and if so, how
K
Also @somber sequoia when you said this
What did you mean by transition condition?
you've got an fbx that doesn't have a working armature, fixing that would save you so much time and effort
How do i fix that...?
in the animation controller, the lines that go between states are transitions, and the conditions are how the animator decides if to use a given transition.
i.e. "if $var is true, go to that next state"
I'll record a little video explaining so i can show you, gimme 2 minutes :)
Uh..theres no animator on this
Its just a particle
I don't remember what this was about, sorry
It depends on what kind of effect you're going to make, so what is the effect?
Im tryna make it so i can toggle wether or not a particle will appear when i do a gesture cus rn it activates if i do the gesture no matter what
if you have a "toggle" then probably you have something in the animator to turn it on or off
find that and change the conditions to be whatever you want them to be
Again i dont have a animator
then you don't have a toggle
Thats my point..m
oh. So make one.
Ok i did
if theres any issues after just reset pose then enforce t-pose it in the configuration in unity
Now what?
I can't walk you through this, I'd suggest a basic tutorial on making toggles
K thx ill do thst later
Ik how to make toggles dude -_-
I have plenty on my avi already
I was really just answering that one question
hi sorry to bother , how do i fix this , i already checked the normals and it seems to be okay
I cant find any tutorials for what im tryna do
explain what "this" is
i did the video kinda quickly, if you need a longer, more indepth tutorial just lmk :)
Think on how like
A avi with a gun works
The particles wont appear unless you have the gun toggled
How do i do dat
a particle effect
i dont have the same thing TuT
Have you succeed on making the avatar play the punch animation?
I havent yet, but I wanna make it so when I punch in vr it does it, although I was planning in making that avatar soon I wanted to be sure if it would work
I wanna make it so that when I make a punching motion in vr it plays a particle effect, not an animation that punches
if that makes sense
wait I have an idea
Detecting motion is quiet complicated. You could simply detecting contact hit instead and toggle the effect based on contact parameter.
i might come back to this later but I saw a video that I could make it so I can grab a prop, I think if I make that sorta system then I can get the effect I want
There's a prefab that lets your avatar ragdoll when it gets punched, it uses contact receivers with a required velocity to achieve this.
wow pink
I gotcha, I think ive got another idea tho, ty tho!
https://extensions.blender.org/themes/pastel-pink-theme/
this is the blender theme i use incase anyone else wants to be blinded by pink :)
I made visemes for mmd but for some reason they don't work. yes, the names are written in japanese, there are no custom animation layers on the avatar so there's nothing that could be overwriting the visemes, there are no error warnings on unity. plz help
i also managed to make them work on another avatar but for some reason now they don't work anymore??
So I'm having some shader issues on the Quest version of this model I made
I had to separate the arms from the body and reattach them to the shirt mesh so that they wouldnt clip through the coat
But now the part of the arms that are attached to the shirt aren't showing the mobile toon shader
Even though the shirt seems to be working just fine?
How do I fix this up?
Anyone know why this is happening?
As Armature itself doesn't have any mesh on and tool is set to center point of object, so it's following something that's moving.
ah, thanks i think i know what's happening then
why are my clothes all off?
i cannot turn them on and i have em on by deafult
am using vrcfury
You need to use Gesture Manager to debug/preview an avatar within Unity
how?
Tools > Gesture Manager Emulator at the top within the unity toolbar
Then click the object it makes and click “enter play mode”
Seems like you didn’t drag it into the avatar’s root object
it is in the avatar root tho
Give a screenshot outside of play mode
That should work now with that position, earlier in your first screenshot it wasn’t
Do you want to move it somewhere else?
Go back into play mode and show the expression menu in gesture manager
this is new
i think so idk
You can easily fix it by importing the gogoloco package again, it’ll find any file different and replace them back to the original
It's not for creating new objects, I need to create an animation for my visemes.
Main menu under create? What do I have to do to get to that-? I sorta need a specific guide.
Found it nvm tysm
It was in assets
yeah, I just create my animation files first.
ah yes, I didn't have Unity open at the time, was working from vague memory.
truly terrefying what blendshapes can do
went from cute snuggly novabeast
to imma haunt ur nightmares novabeast
this is the reason u keep ur feet covered at night XD
anyone know why I'm getting these compilation errors? I'm just starting out with avatar creation and just installed plugins from a tutorial's recommendations
You don’t need every package imported. Remove av3 emulator, gesture manager handles the same purpose and is more lightweight
ohhh, thank you
I have both installed and they're fine - AV3 emulator with GM is nicer imo.
I'm curious why sometimes those things aren't compatible though.
You need their actual packages or creator’s repos imported if you want both
yep, definitely
Curated versions still aren’t up to date
er, that's what I'm using at the moment.
might be a dumb question but if im adding an outfit that is specifically designed for the character and the character already has togglable outfits will i have to create toggles for the outfit im adding or will it just automatically have toggles set up?
what's weird about it?
hello guys, I have user status and tried to load my 3rd private avatar. Did i got this error cause of my trust status?
the weird clipping on these lines
do you mean the jaggedy edges?
yes
probably those are because the edge doesn't line up with a texel boundary in the UV map. In many cases you won't be looking so closely in the game that you'll see that
there will always be some level of this unless your texture resolution is prohibitively high.
the uvs seem to line up, and the line change places seemingly
uh so i made a big mistake accidentally, so is there a way to enter an old automatic save on VCC (not backup) cuz i kinda lost all the progress on the avatar i made cuz i re-imported the base accidentally and when i tried to exit without saving it still auto saved after my mistake
VCC doesn't have automatic saves.
Unity also doesn't auto save to my knowledge, however importing packages replaces files in a folder on your computer, whatever was replaced is just gone.
great
TwT
The asset window is just a folder on your computer, you cannot undo from it because whatever you do, delete, rename or whatever is permanent, it is just windows file manager.
cant i pull the avatar out of vrc?
No
anyone know why im getting this message im not missing anything from the package i uploaded
Even back when it was possible you only got the exact things uploaded, in their compiled state.
So if you work with VRCFury it would be annoying to get back to a original state.
it's saying you are - maybe a missing face tracking prefab or the base VRCFT package?
im not sure how tho cause i uploaded a complete unity package for the avatar and it still gives me the same message when i add an enirely new facetracking package
like where would i find those
I'm assuming you need this: https://github.com/Adjerry91/VRCFaceTracking-Templates
how do i add it there isnt any unity package for me to drop in
read "Quick Setup Guide" on that page
any way to have my asset start on when using vrc fury? or do i have to just do it when its already uploaded?
since the parameters only get created when i upload
but i asume they might be saved somewhere before hand
What’re you trying to do? VRCFury is made to be non-destructive which is what you’re describing
that fixed it thanks
excellent
whenever my avi spawns in it dosent have clothes unless i turn them on, they will remember afterwards tho, was wondering if there was a way to make them be on by deafult, even after avatar resets
Are your toggles made through VRCFury
rq just doin this rn,i cant select more than one bone at a time
you don't need to select bones for this suggestion, it's in the rig setup window
they told me to select 3 at a time tho?
not sure why, the "enforce t-pose" option is not based on selecting bones
i, im blender rn
oh - that suggestion is about unity
in Blender go into pose mode, select all bones and in the menu under pose there should be a reset transforms
(I forget the wording, I don't have blender open)
so vrc fury fails to properly equip on of my clothes
this is the only error i could find
and i dont know how to fix that
or why all the bones to the spine dont work
this is what i end up with
does anyone know any tips to make the download smaller, i have only a few things on the avatar so im just confused on how this happened, but yea nay tips would be nice
use fewer textures or smaller textures. Which could mean have fewer assets included.
Am I doing something wrong?? In every tutorial I follow, their models look like this when they put their animations on the model. Mine doesn't. When I drag it, if anything, it has a 🚫 symbol on my mouse.
Example from the video vs mine
I'm not sure what to do, I've tried looking it up
whenever i try to upload my new avatar to vrchat it says avatar verification fail does anyone know how to fix it
I'm not sure what you mean. What are you dragging and where?
The animation triangle. That's what the video is telling me to do to apply an animation so I can animate 2d visemes.
That's what the video is telling me to do.
apply an animation?
If you're trying to create an animation clip for a viseme, just open the animation window and click the create new clip button. If there isn't already an animation controller in your animator (which there is, I can see it in the screenshot) then it will prompt you to make one first. If you already have animation clips in your controller, the "new clip" button won't appear, and instead you need to select the dropdown menu (it should say the name of the currently selected clip) and select "new clip" at the bottom of the list
to access the animation window, go to Window>Animation>Animation
to actually create the animtion in the clip, press the record buttom (red circle) in the Animation window, then do whatever action you want to happen on that keyframe (like changing a blendshape value), then press the record button again to stop recording.
this will add the property (if it's not already there) and set its value at the keyframe your playhead is currently on (by default, 0)
I was just confused if I was doing something wrong since what the person in the video did looks different from what I did. They dragged the animation asset triangle onto the model, and this sort of wireframe thing showed up on theirs.
I'll check out what you said in a sec, I'm still in school lol. Give me a moment rq
I didn't realize one could drag animation files onto a model
honestly I didn't know either
maybe one can't, and they're doing something else that just looks like this
I found it in the video
what they're doing is dragging the animation clip onto the gameobject with the animator
they might be trying to drag it onto the mesh through the scene window rather than the hierarchy?
oh that's interesting, I didn't realize that works
or maybe didn't have a controller in their animator at the time
yeah I imagine without one it'd fail
Does anyone know why this part is staying white? I've literally changed it to black in the texture.
If i move the texture over, it shows as being black. but once it's in place it turns white
Anyone know what this means? I'm very stupid and this is preventing me from uploading
are there any more errors above?
no
then look in the build console window for blocking errors
"spine hierarchy missing elements" is a blocker
How do I change the blendshape value in the animator?
so uh im trying to add it
Whatever they're doing in the video is confusing
how do I do that again? (Yet again, sorry for being an idiot this is my first real non-png avatar)
you make an animation
Uhhhh.
the same way you change the blendshape value normally
you just press the record button, do what you want the animation to do, then press the record button again
for example, say I wanted to make a character where my avatar has a tail and that tail goes to an up position. I would press the record button, find the tail, rotate it up, then press the record button again.
How do I change the blendshape value normally?? I don't know how to do that normally, I've never done it before at all
are you using blendshapes for your visemes?
okay, then select your mesh, and in the inspector there's a dropdown called "blendshapes". Click on that, then each blendshape will appear as a slider between 0-100. You can manually type in a value, or slide the slider yourself.
im assuming this means i have too much stuff on the avi is there a way i can get more space or do i just gotta delete some stuff
delete or optimize. It's your synced parameters that you have run out of space for
it's not just "stuff"
synced parameters are specifically the variables that are sent over the network to sync things
for example, if you have a hat you can toggle on and off, the synced parameter will send a true or false value over the network to other players so that they can see the toggle working
there are different kinds of parameters: bool, int, and float. bool takes up 1 bit (as it is just a single binary digit, or true/false) while the latter two take up 8, since they carry more information (floats are used for decimal and negative numbers, while ints are used for whole numbers and go up to 255). Sometimes you need multiple numbers in a parameter, but not the full 255 that ints give. Similarly, sometimes you don't need or can sacrifice the precision of floats, and by creating logic to convert multiple binary values back into an int or float, you can use booleans to sync them without using as many bits.
you can also sync them periodically, by having multiple local parameters share a single synced parameter to sync the data.
a good way to think of this is like a highway. In this example, you'd have 256 lanes, but that's a lot for a highway lol so for this example imagine you have 4 lanes. If you only have 4 cars, they can all go in their own lane and get to their destination at the same time. But if you have more than 4 lanes, you'll need to have some cars go behind others
you also have some kinds of cars that take up multiple lanes at once (this is where the analogy breaks down a little lol). If you have 2 cars that use 1 lane and 1 car that uses 3 lanes, they can't all fit. But maybe your 3 lane car only has two passengers, then you can use 2 separate cars and have them reconnect after they get off the highway.
basically though, right now you have 256 "lanes" and 291 "cars". You can remove some of these "cars", or if some of them take up multiple "lanes" and aren't "full" (eg: using an int with a max of 255 but only needing 3 values) you can have them take multiple "cars"
VRCFury has a tool that can do this for you called "parameter compressor"
well
afaik it does both optimizations
both having some "cars" travel behind (so switching what data is synced between multiple parameters) and splitting ints and floats into only the necessary bools needed to sync that data.
I've selected the whole mesh, specific parts, and the mouth itself just to see if I was selecting the wrong thing.. and it doesn't show up.
I know I have blendshapes, it was the last thing I did before I exported the file. It lets me mess with them in blender too, so they're definitely there.
I wonder if I'm just blind. Let me grab a screenshot
yeah its already compressed so i gotta delete
ill prolly just make a sepparate build for the stuff i couldnt put in this one
no, it's possible they aren't there
make sure in blender that you apply ALL modifiers EXCEPT for the "armature" modifier
if you don't do that then your blendshapes won't export
Ohhh.. apply them.
Sorry, thank you.
Will it update the model if I just save the file to the same file-? Or do I have to redo everything?
yes, it will update
So I just go to my modifiers tab and make sure they're all applied except any armature ones?
yes
It looks like I only have geometry node modifiers on the ones with shapekeys that won't let me apply to. I might just delete them, I don't think I need them
Okay, I exported it. Do I have to restart it for ut to update-?
no
if it's not updating, I found that switching to another application and the switching back will cause it to load
face piercings i added dont stay in place and move separately when in game am i attached to the right bone?
It doesn't seem to look like I have blendshapes still. I deleted all of the unnecessary modifiers- I triple checked
root bone is used as the center for the mesh bounds, not as the parent
just parent it to the correct bone
if you want it to be on the head, drag it onto the head
the head bone i mean
did you export to the file inside your unity project?
Yes. I name them all something different so I don't get confused, and I exported it to the same original FBX file of the one I'm currently using
"original FBX" as in?
where to i find the parent thing they are in the right place on the head in unity they just dont stay locked in place with it and move separately in game
where is it stored?
they just need to be under the head in the hierarchy
Does anyone know why this part is staying white? I've literally changed it to black in the texture. If i move the texture over, it shows as being black. but once it's in place it turns white
Uhh. It's not in a folder if that's what you're asking. Let me see if I can screenshot what I did
??
how is it "not in a folder"?
it's
on your computer, correct?
what is the filepath/directory that it is in?
im not seeing specifically head up there is it in armature section or avatar section
armature
you need to go through the hierarchy
it should be:
- Armature
- Hips
- Spine
- Chest
- Neck
- Head
this is all there is under the armature section so i just put it under like that?
oh it looks like that's meant to be used with like armature link or something
I'm not very familiar with VRCFury
Sorry, I didn't screenshot the right parts the first time. I just selected it and clicked export
"humanized tacoiifixed5.fbx" is the one I've been using in Unity
okay, so that's your download folder
Yes yes, sorry for the confusion
you need to export to the unity project folder
Ohh.
in that folder, find your assets folder
The XR?
then wherevre you imported the fbx, that's where you export it to
with the same name
no, assets
Thank you!! I did it. It took off a texture from an earring fr some reason when I did, but I just reapplied it. The blendshapes show up now :)
So I just hit record on the animator, put the blendshapes how I want, and then stop recording? And I do that with all of them individually?
yup that was exactly it got it solved
thanks
Does anyone know why this part is staying white? I've literally changed it to black in the texture. If i move the texture over, it shows as being black. but once it's in place it turns white
How were your textures made?
Idk, this was a premade I'm kitbashing
Like, to me it sounds like an issue with the texture and you'd need to remap it. Either that or you didn't upload the updated version correctly. Or you have a double texture asset
Idk much about Unity so that's all I can think of
Since the eye is white though and not the default grey, I can only think of a double texture or you didn't import your new texture right
If it's white, it has a texture
how would i do that?
Can I see your assets?
Like the hierarchy? the Assets folder directly? Or the Material that governs the textures?
Both assets and materials
Even if there is a double texture though, I feel like it'd still be able to go over so I'm not sure
assets and material
If it was made in Blender, it could be the way the textures were mapped.
Which one is the one for the eye?
Or all of them the eye
the eye does not govern it. the texture i showed you effects it
the eye is currently at 100% alpha cutoff
Gotcha
all of those images except for the very first one are the exact same shader, just all of it's stuff that has been enabled
I'm not sure. Sometimes people post about it on Unity forums, there might be an answer there
Anyone availiable to help someone who's learning to put assets together to make an avatar?
it's better if you explain exactly what your issue is
people don't usually respond unless you explain the problem, since they won't know if they can help
Sorry, I’m just having issues uploading the avatar. It’s my first time trying to figure this out. It’s failing to build the avatar in unity.
I can get more screenshots here soon
The vrchat sdk won’t even load up the info anymore
so lost
does the avatar have a descriptor in the inspector when you click it in the hierarchy?
How do I get this to work on vrchat, my mouth won't move or talk with me on vrchat. It only stays open
Its just a mouth sprite sheet
does vrchat toon standard outline work on quest/ios?
Yes but the outline doesn't show up in mobile platform.
im really only using it for the backface culling disablement
i dont use the outline
unless that is the outline ig
😆
Do you mean using outline to show backface?
Anyone available to help my dumb self get an avatar uploaded with addtional assets? I know the very basics of avatar uploading, but am completely bottom tier rookie in anything else.
i have a qick question, im uploeading some avis i made, and they work find on PC, but when i upload them for android they stop working and vrc wont let me load into them anymore. how can i fix this?
id be happy to help, what is it your wannting to add to your avi?
Mostly a collection of particle effects and props
props are pretty Ez to add, idk about particle Fxs fully
heres a fix to add props
and how to add toggles for them!
yes
but i doubt it works if outline doesnt show
since outline like flips the mesh or whatever iirc
ill just go do it in blender 😢
Westerns are funny.
shrug
why is it that when I try to make a particle thats supposed to be a straight line in front of my fist, it crosses instead,
hey y'all. so I've got an issue with particle systems on my avatar that I can't find any info about on google.
basically my avatar has a magic want, and an animation set up to shoot particles from the end. everything looks fine in unity, but in vrc, the particles always fire in a specific direction relative to the world. this happens with both world-type and local-type simulation space systems. I am completely at a loss and need someone with more knowledge about particle behavior to help me
follow the video, make sure you're in edit mode
sorry i was at work when you sent ur message </3
mate spend less time on reddit/4chan you're so incredibly entitled and that has nothing to do with where you're from T-T
Hello, I uploaded an avatar, but I can only use it on the computer. I can't use it with my VR headset either. How do I set this up?
hey, if you find the answer and I cant see it, could you tell me pls? im having the same problem...
will do!
VRCFury can do it non-destructively through full-controllers, Avatar 3.0 manager can do it destructively
? it does work. You can just use Toon Standard though if you're not planning on using the outline feature
Toon Standard is literally made for Quest/iOS. The ONLY feature that doesn't work on those platforms is the outline feature
which is made clear in the creator documentation afaik
I meant for achieving no backface culling
i was using outline one as a workaround since it reverses the mesh inside out to make the outline and it worked
but since outlines dont show on quest i doubt it will work for my purpose
aka just fix in blender is my option
is it schizo to put all of your clothing toggles in one layer using the INT param?
or just make separate layer for each clothes
not sure if this is the place to ask but my creator companion started doing this today, i have no idea why and i restarted the app and my pc and its still doing this,,
How to fix this ??
As it says: check the log for more details
describe the problem, of course.
I can't, no.
Who gonna teach me
thats probably a blender thing, look up a tutorial
#avatar-rigging has some pins, the armature layout diagrams would certainly help
I’m not good at turtiols
Gang
uh okay. doesn't really matter though.
how would calling work then
the blendshape on my avatar disappears whenever i use the gestrure manager in unity, does anyone know why?
What's the best way to go about finding hair and clothes that's already set to be compatible with this avatar base?
https://booth.pm/en/items/6813995
A blendshape dissappearing sounds like you are using VRCFury's blendshape optimizer or D4rk's avatar optimizer, both strip out blendshapes that aren't being animated, since there is no need to animate them, no way to adjust blendshapes outside of animations when in game.
is the vrcfury blendshape optimizer automatically turned on cuz i dont remember toggling that?
It is a component you have to add
oh i didnt which is weird
Could be something else baking the blendshapes, but those two are the ones I am aware of.
Does anyone know if this add-on can be applied to an avatar for use in warudo for vTubing?
https://booth.pm/en/items/6980867
i see i see, is there a way to check whats messing with the blendshapes
Hair is generally quite easy to add to any avatar, just need to scale it so it fits the head generally and slap a VRCFury armature link with the target being the head.
Clothing has to be made for that specific base, the best way to find what clothing is compatible is to just search for the same of the base or use https://boothplorer.com/ which probably catches most items made for a base, but probably not all.
It has UE blendshapes so I would say no.
Can convert from UE, since it is just a better format, to Apple ARKit, which I think is what they use, but that is a manual process.
I guess there's nothing stoping you from just VTubing using VRChat in a single player room?
Technically not, but it is clunky.
Does the tool require you to be wearing VR? or does it work via a camera?
I can tomorrow probably, I'll look at my schedule. Blender, right?
If you aren't going to be wearing a vr headset then try getting warudo to work as you will just be making a bigger problem for yourself getting vrchat to fit.
On a simple level you just have to rename the blendshapes to the names ARKit wants, some might work differently, but it will probably look good enough.
https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/compatibility/arkit
This table makes the translation trivial, just need to translate the left, what you have, to the right.
Ok bet
I am not aware of any tool for unity to change the name for a blendshape, but it is trivial to do in Blender if you've used it before.
Is anyone having trouble with avatar loading and culling all the sudden?
Ya'll are still harassing me? Not entitled at all. I asked for help, and claimed its not rude to ping someone. Ya'll are just crybabies.
I forgot how sad the terminally online are and how easily they're offended by something as simple as a ping when asking for help.
Yeesh.
Entitlement and asking for help, don't go hand in hand here. I asked, I didn't get a response, I didn't demand Ren help me in anyway. I requested that he help me. Ya'll are delusional, and mentally 9 year olds.
If you pinged me that means you are willing to interrupt me from doing my own business just to solve your own issue. And that's what I find rude.
And of course this would apply to everyone else and not just me. Interrupting others is just rude.
Bet your parents never told you no huh?
Anyone able to help me fix a raphael model from TMNT it's pretty low poly but it was made to be a action figure and i need it real bad i'm willing to pay for it, would like for it to be optimized (Under 70k polygons) with a clean topology i would also like for it to be rigged since i've tried every method of rigging i know and i can't seem to fix it
Does anyone know how to make contacts? Im trying over and over and I cannot figure it out for the life of me : ( I really dont understand, does every sender need a receiver?? and what about the cases where you want to have the sender, like a high five, and dont have anywhere to put the receiver?? Then im rewatching these videos over and over and I cannot figure where I am goin wrong im so confused 😮💨
What important is the receiver. The receiver just need tag to set and the tag could be anything. And if you see tag named as body part in the selection menu, that means those body parts had sender attached by default.
I have both the receiver and sender with the head and hand as the things and they wont interact :(( even with the radius and stuff being in the correct spot idk what im doing wrong
ty for the help
gon go cry brb
/jk
If you want to target head or hand then you don't need to add sender, because as I said before, head and hand have sender attached by default.
if you're trying to find someone to do the work for you go to VRCTraders (link in #1204490664637890580 ) its very likely you'll get bots/scammers in your DMs with a message like that here
Hey —
Im trying to make a hand puppet avatar. A model attached to the hand of a model with no mesh. But in game, its studdering alot. I dont want the bottom of the model to move away from the ground, but i want to be able to move the upper body with the hand. How do i achieve this? Any help would be amazing.
can anyone help im kinda stuck, im trying to get the materials to unity from this blender file of the materials baked into the model.
Things i've tried.
Tried Baking them all into an atlas but it just ends up creating a hot mess like so
i've tried exporting with the mode as copy and the materials embedded, still didnt work.
What you can do, is go to this image icon in texture paint, and save each texture by i believe pressing image - save as. Its annoying if you have alot of textures, but it works
thanks i was like theres gotta be a spot to save them seperately
Dude i get it, had me pissed till i found out you can save them.. good luck lol
ok its working just cant get the hair to show up right or eyes
You may have to manually add the textures yourself, if there isnt any, it probably runs off nodes — which in itself are a pain to export
yeah i think its a node, cause i do see it in the material list but not the texture list
anyone know how to make a radial puppet toggle to alter tail wag speed?
animate animation multiplier speed 0 = stop
only had a dance exsample so here is the tail (fx) multiplier
change material to cutout - not a quest thing 
Making an interaction where when you pull, the onesie opens, but for some reason it only works when you pull up, Im trying to get it to do the opposite, pull down and the onesie opens. Cant figure it out, and I used this tutorial:
https://www.youtube.com/watch?v=hn2H1GwzPkI&t=320s
I am using a physbone (with an animation of the onesie opening) to do this. I attached pictures of the physbone settings and the FX logic, and a video of it in action.
try immobile 1 and 0 pull/spring it will stay where you leave it ,otherwise no idea why it only work one way
can someone help me with a small texture edit i can pay nitro either basic or regular
you explain it here we we can try to help you
i dont know what to use to do texturing
you can watch a few tutorial videos on it
alrighty
and after you start working on it an stuck somewhere we can guide you
that def helped it stay where I put it but for some reason it still only works when I pull up 
I added nails to this avatar, but need to make the base's original nails transparent. I applied the alpha mask and turned the shader to TransClipping, but nothing happened. I'm at a loss
If the nails are their own mesh, I usually just shrink them down into the finger tip in blender using a shape key
They're meant to be added via Modular Avatar in Unity, and come with the alpha mask to make the nails under invisible, it's just not working
try adjusting the alpha cutoff
I tried that, but it just makes the entire body transparent
thats odd, it sounds like it could be an issue with the alpha map but honestly I'd just go into blender and give the nails their own material atp
Omg, wait, I got it. I needed to switch the alpha map blendmode from "off" to "replace"
mb
figured it out, I just flipped the physbone upside down and now it works haha
Do you have an issue that you need help with?
Okay. This channel is a channel for help with avatars, if you are looking to just chat about avatars in general try #avatar-general
But I should note this server is not for promoting your own creations or trying to get people to comission you so plz refrain from doing so
is there any variable tracked that can track if an avatar has been loaded with backup shaders?
if it's not here, nope: https://creators.vrchat.com/avatars/animator-parameters/#built-in-parameters
how do i avoid this effect with transparency models?
i already have backface culling
This effect?
is the hand intended to be transparent?
yeah
that seems correct then?
basically i'm inspiring myself in this slime model to make a ghost version of my avi
but i'm trying to achieve this effect
this is the intended result
see how the fingers don't have that effect?
with the transparency
The inner parts have higher rendering queue, so no need for a transparency
it's not about the inner parts, i'm talking about the fingers
ive hidden the bones to make it easier to see, see how they don't blend together
compared to this one
I dont get it
I think she need the transparent effect on the outside but visible effect in the inside
That just made no sense to me either
If I don't want my avatar to be affected by the world illumination, what do I need to in unity for that? (using poiyomi)
use one of the shading modes that takes into account the environment, such as Realistic:
https://www.poiyomi.com/shading/main
thanks, but I just want my avatar to keep the same illumination in any world.
so anything but realistic?
Honestly I only use realistic, but the documentation should detail this, and if not, the Poiyomi discord is a great resource
thank you
(my guess is indeed "flat" though)
having issues with my textures and colors in blender, I put the assets together but now my model is pink and the textures won't stick
I keep hitting this same wall
go to the shading tab and on the side bar check the materials list
it may not be applied to the mesh
this pink color is when there's textures or materials missing
Materials list. I'll keep an eye out, trying to teach myself all this has been quite a pain
I have an accessory on my avatar's face that can be pulled off but it gets in the way of my viewpoint because I put a headchop component on it. If I don't have headchop, it is totally invisible to me in viewpoint/when pulled away but I can still see it in mirrors/cameras. Is there like a middle ground where it wont be in my viewpoint but I can also see it when it's pulled away at a certain distance?
So im trying to get a layer to work in the animator, I want a animation to play when I mute myself. However when this is applied, the states go back and forth in a infinite loop as if its not respecting the status of the MuteSelf parameter. Any ideas?
also the layer weight is 1 and is set to override
hey arent you activley talking to a 11 year old romantically?
woah
Literally arent you tho
huh? I just want avatar help not a call out
@prime agate use empty object for headchop, use scale constraint tied to it on your prefab. now you can animate weight and thus scale of prefab
or just use headbone as scale source, no need for headchop
I already had it on an empty object but I'll try using a scale constraint instead
Appreciate the advice, hope it works!
well make sure your prefab is outside of empty's hierarchy
It's like Avatar Root > Accessory > Headchop nested into each other
I guess I could have just said the headchop empty is inside the accessory prefab
wonder how it even works then
That's how I bought it from Booth
It has uhhh I think a bone in the armature of the accessory
That then gets put into my head bone on build
Yeah, it has a RootBone empty with a physbone in the head armature
I think the physbone is unrelated to it but yeah
The headchop actually has a scale factor on it, can I not edit that maybe? Sounds pretty similar to scale constraint to me
never encountered this error b4, how do i fix it?
I need some help please
Go to the fbx and find the error 
Drop down import messages
I have this one asset on an avi, but am unable to pick it up or equip it from my back to my hand. Any idea how to fix it, as its able to be played, but i cant seem to find the hitbox to take it off my back
Running into this weird issue where one of my blend shapes isn't working in game when I toggled it on.
It is in the animation clip, the blendshape does work on it's own in the editor, the parameters and fx layer are set up properly.
I've been trying to fix this for half an hour and I can't find anything that could be causing it
Hello I'm running into this issue with importing a avatar I bought I can't seem to import it into VRchat it says to use the VRchat SDK but I can't find it anywhere and I have it downloaded
Did you properly install the SDK into your package via the Creator companion?
okay, so.. everytime i configure the avatar it doesn't give the animator and when i print the issue on the console, it shows this, im not sure what it means
I need help. I want to make it so that my drone follows my avatar with a bit of delay (as if it was flying). When I try to move the shoulder constraint, the srping joint seem to work fine in the editor. But when I go in-game, the spring joint does nothing, even when I move my head. The drone stay completly still. What can I do to fix it? (The drone is at a scale of 0 by default, thats why its not currently visible).
Here's how it's set up as well as it working fine in the editor btw.
can someone help me with upload
I've recently added a new piece called the "Jelly Jacket" to my model in Blender — including shape keys, sculpting, reparenting bones, and redoing the weight painting. It works well and I'm happy with the result.
However, when I export the full FBX file with my model, the Jelly Jacket doesn't update properly in the hierarchy inside Unity. It only updates correctly if I export the model’s armature along with it.
I need to integrate this Jelly Jacket mesh with my original model in Unity, keeping the Skinned Mesh Renderer intact so I can retain all the shape keys, RGB setup, and other settings.
The problem is, if I import the Jelly Jacket separately and then exit prefab mode, Unity says the Skinned Mesh Renderer is missing.
I really don’t want to rebuild the whole model from scratch. How can I properly add this Jelly Jacket mesh to my existing model in Unity without losing the rigging.
I may not know what i'm talking about but
as you can see it shows up as the fbx version but im also unable to parent it to the one in the hierarchy since its missing the mesh or something idk
it only works if i export it with my models armature and hook it up with the vrc fury armature link
im so close to being done if i could just have this part working all my problems will be solved
Does anyone in this chat get a single answer here??? I see more questions than actual answers and solutions
sometimes people that know dont see/burnt out or people dont know
- just have to be on at the right time
also nobody here gets paid for helping, so you really rely on someone who knows how to help being available
try asking specific questions
i maneged to fix this problem by rebuilding the entire thing
didnt know i could just copy the scripts
now i just have to figure out how to edit the animations so i can finally hook this sweater up to rgb

Hey, I’m having an issue with new projects in VCC and Post Processing.
Whenever I create a new VRChat avatar project with VCC + Unity 2022.3.22f1, I immediately get this error:
Library\PackageCache\com.unity.postprocessing@3.4.0\PostProcessing\Runtime\PostProcessLayer.cs(92,16): error CS0246: The type or namespace name 'TemporalAntialiasing' could not be found (are you missing a using directive or an assembly reference?)
What I’ve already tried:
1 Confirmed Unity version matches with a friend (no mismatch).
2 Checked manifest.json → VCC removes "com.unity.postprocessing": "3.4.0" automatically after project creation.
3 Deleted Library/PackageCache and let Unity redownload.
4 Force Reimport All.
5 Deleted the whole Library folder (temporarily fixes it, but error comes back).
6 Made a clean clone of the project.
7 Even tested in a brand-new Unity project → same error.
What I think is happening:
VCC is stripping Post Processing by default.
But Fury (or other avatar tools I use) still expect Post Processing, so TemporalAntialiasing is missing.
That’s why my friend’s older project works (created before this change), but all my new projects break.
Question:
Is there a way to keep Post Processing in a VCC avatar project without VCC removing it every time?
Today's Topic: Physbones enabled/disabled.
For Context, I have a bone that when stretched and then posed, it get's disabled (and later reenabled). When the physbone gets disabled, it is in the "IsPosed" animation state. It stays frozen whereever it was stretched and posed to. My question is if there is a way to have the physbone be updated(remotely) while it is disabled (locally)
There is "IsLocal" parameter to use for determining the avatar is on local side or not. You could disable physbone this way. But I don't know about its behavior when one side is disabled..
I was thinking of using that. I want to see if I could have the bone enabled remotely(hopefully it keeps the stretched position) and then disable it later a couple frames. I'm having a friend test this out with me later. I wanted to know if someone has ever had a similar issue. Thank You response though~ Greatly Appreciated
Is there anyone that's been having issues trying to get parameters to properly sync between people? I don't know if it's unity side or vrchat side but sometimes I'm not seeing what a friend sees (reloading a weapon for example) and they can't see what I see (summoning a magic circle).
i got this when uploading a retexture of an awtter?
while i redo the model, how come my glasses are bugged? its fine in unity but its not the same in vrchat!
Do you have any physbones affecting the transforms of the glasses' frames? It could even be wrong weightpainting? Check either
it's an overall complex topic, but vrchat doesn't sync everything properly by default.
Some things aren't synced, some are, and some are synced with issues. If you don't want to learn all the details, the best approach is something like what Liindy shared.
You make all the logic with IsLocal True, and sync everything remotely with drivers and IsLocal False
im not sure, its a model i bought, its got a ton of blendshapes i can adjust
maybe it has something to do with that?
Assuming you only imported the model and immediately uploaded it, you should probably contact the creator about this.
how are they bugged?
check the top of my glasses, its like, odd
I've never experienced something like nor knew this could even happen. I can't help with this <\3. I would just reupload and hope for the best personally lol
yeh, i had to open a new project cuz some script was mega broken? im assuming thats the issue
That was done and the only solution I had to show everything to my friend was just reuploading the avatar on my end, swapping off, then swapping back on.
...you think VRChat's gonna try fixing the sync issue?
My guess is that something didn't get synced properly, and no, because having animators being loaded 24/7 with constant updates would make people lag like crazy.
at least, that's my understanding of it. I've just learned how to work with it.
What i advise, is to use AV3 avatar emulator. It allows you to use a non-local clone to check for syncing, that's how i do it
Instead of just gesture manager?
Gesture manager doesn't have non-local clones as far as i know
Dammit, I need help with baking texture images on objects in blender. There's a bunch of tutorials, but they all assume I have a bunch of nodes in Shader, and I don't, I just have one image.
The process is still the same. When you have one image that's being used as the albedo, it will be in your shader tab in linked to "base colour"
create new uv before applying these settings , this is for a new image if you want to bake to a current one **dont **clear alpha and just move the uv on the current image you got where you want to bake something to it
If you want alpha however its abit more work, this wont do it 
havn't baked alpha in ages sooo this could be different now , emission+mix shader you get a black/white image for alpha
hello, i was wondering if there is a way to get in contact with some who could edit a booth avatar with some assets i plan to get. I dont know much about avatar editing, and hoped someone who knows booth avs could help me make it