#avatar-help

1 messages · Page 172 of 1

modern silo
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Hi, I imported fbx to unity but suddenly my right bodies became weird. How to fix this?

somber sequoia
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what exactly is weird? maybe show the blender one for comparison

modern silo
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Actually not black

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Can u solve this?

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I already Shift + N in Blender

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But still didnt work

still shuttle
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looks like a face issue, go into blender and turn on face orientation and see if anything is red

modern silo
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I also check that but its nothing happen

still shuttle
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What shader are you using?

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in unity

modern silo
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srry idk how to see that
can u teach me how?

still shuttle
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Locate the material you are using in unity by clicking on the body mesh and looking in your inspector window, it'll have a list of materials

somber sequoia
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likely just the default if the .fbx only just now got imported

modern silo
still shuttle
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Yeah, thats not a shader I have ever used so I cant really help you with that sorry. I was gonna recommend using somethin like the new toon standard shader and turning off culling to see if that would fix it.

modern silo
still shuttle
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yeah ik, i was wondering if its a culling problem

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and using a shader that has an option to turn it off would see if that is the issue

somber sequoia
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I'd hope you don't need backface culling off for just a basic mesh

still shuttle
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unfortunately I see that issue a lot with basic meshes

modern silo
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Here, this is standard material that only uses the texture

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I thought this is face direction issue but it isn't

ornate stump
modern silo
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Ok... I try to fix

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I tried to invert face direction at weird parts

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It little darker than left sides

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Oh wait it works

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Tx

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is this normal?

fickle bridge
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tw scars

the avatar looks fine in play mode but whenever i upload her mouth just does this when i speak into the mic

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and it stays like this until i reset the avatar

stable sluice
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i need help. i havent uploaded avis in month, so i dont know about new stuff. so this comes up in my console when i try to upload an avi, blueprint is btw constantly empty, i cant detach anything. what can i do?

somber sequoia
stable sluice
fickle bridge
somber sequoia
exotic quarry
fickle bridge
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it just grows bigger the more i talk

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i dont have anything messing with the lipsync but why did this even happen 😭

exotic quarry
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I don't know what that could even be but it sounds like you got a glitch that turns your avatar into an ARG 😭😭😭

fickle bridge
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lol true 😭

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i was making her a little closer to the horror theme but

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vrc wanted to take the matters into its hand

still jasper
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I'm having problem with the visemes. The video I'm following is asking me to change the conditions, but adding a condition doesn't work and I'm not sure what I have to do to make it work or what I missed. I see the error on the bottom, I just don't know what it means.

somber sequoia
stable sluice
somber sequoia
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... that is bizarre, but okay.

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not that re-using a blueprint ID means you'll overwrite that avatar with the new one

still jasper
stable sluice
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Oh wait

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I should read all the messages before I respond. Lmao

somber sequoia
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I find that really helps. You know, usually after I didn't do it and responded anyway.

strong zephyr
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So, this is what I've been doing, Making this object fit the edges of my image. Now, how do I apply this and export it?

somber sequoia
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file -> export -> export FBX

strong zephyr
# somber sequoia file -> export -> export FBX

Right, but how do I apply the uv unwrapped and adjusted to fit the image to the object? I exported it the way it is, but when I reimported the object and added the image to the base color, apparently the unwrapping didn't stick or apply.

somber sequoia
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apply? you don't apply a UV map

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you edit the object itself, altering/creating/etc UV maps

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maybe I'm not understanding what you're trying to do

balmy barn
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saving the uv for editing in something else like gimp?

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not sure

strong zephyr
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Sounds simple enough, if I knew how to do that. I'm trying to save the model's uv unwrapping so that when I carry over to Unity, and apply the image, it applys it to the object the way I had it when I unwrapped it in blender to fit the image. In blender, I made seams to unwrap it the way I wanted it to unwrap and I adjusted the vertices to fit the image. But, I don't know what I'm doing wrong. And yes @somber sequoia "Really" I'm not that knowledgeable apparently.

somber sequoia
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that's fine, just trying to understand what you're doing. It sounds reasonable so far though. if the texture works how you want in Blender, it ought to in Unity as well.

steep herald
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Sorry to jump in mid-troubleshooting. Those helping with Hinder can ignore this. - I have a brand new .fbx imported for a quest avi with only 2 material slots that are using VRChat/Mobile/Standard Light, no particles, no animations. The SDK is picking up the selected materials as other than just that. Mobile shaders. What would potentially cause the SDK to misread my current mobile shaders?

somber sequoia
steep herald
somber sequoia
strong zephyr
somber sequoia
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wait, exported from what?

strong zephyr
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Exported it from blender, and reimported it into blender.

somber sequoia
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I'm not sure why that would break anything

steep herald
somber sequoia
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obviously without your scene I can only suggest that you missed something somehow

steep herald
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Sure, but the sdk is pointing to my quest avatar, and the only thing toggle in my scene is the quest avatar with 2 material slots. So where could the sdk pull a material from if it only has one skinned mesh?

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This one might actually be an SDK Glitch.

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It twas, alas a re-import has magically fixed this crude error, how uncivilized

strong zephyr
steep herald
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I opened your model, what's the issue?

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3d Modeling is my bread and butter

strong zephyr
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The Sock.R-SpiderWeb-example isn't unwrapping the way I want it to. I mean it did, and then I exported it and it doesn't appear the way I had it before I exported it, when I reimport it back into blender.

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You see the one on the left is one that was done for me, the one on the right I did myself.

steep herald
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Ok so you're UV-Unwrapping, exporting < Re-importing and it's different?

strong zephyr
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It should look like the one on the left, the one that was done for me.

steep herald
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Let me take a look at the UV-Maps and what not. The only time I've had any sort of related issue with UVs being different was with naming issues on multiple UV-maps. Idk, let me take a look at this thing.

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Are you using all of these?

strong zephyr
steep herald
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UV-Maps have different uses for diff engines, for VRChat its most commonly used for UV-Tile discards or making Light maps if you're a world creator. This person who fixed it for you had an issue with a UV-Map and they removed one.

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Im going to test this now, im going to create a new UV-Map, unwrap it, and re-import it and well see what happens.

strong zephyr
strong zephyr
steep herald
strong zephyr
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Yeah, that's totally fine with me. Thank you so much for your help.

steep herald
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Yea sure thing, moving to dms now.

still jasper
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I have a lpoly 2d avatar
If I wanted to change the way the visemes look based on what expression my avatar has, how would I do that?
(Ex: If the gesture expression is set to an upset expression, the viseme mouths would no longer be the smiling ones.)
I've seen 2D avatars do it before, so I'd like to know if anyone knows how to accomplish that. I have the mouths I wanted for it already imported into Unity

graceful pasture
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Ok, i am either stupid, missed something or going crazy after my computer reinstall....
I am doing a new avatar and suddenly all my position numbers and stuffs needs to have two extra zeroes.

What i mean that in my old project i could do "0.14" in physbone collision radius. But in my new project i suddenly need to do "0.0014" in the radius to get the same result.
I even did a size check with a ruler asset to make sure my avatar is the same height as usual, and it is the same height.

Anyone smarter then me that knows why this is a thing?

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Old project avatar

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New project avatar

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Notice endpoint and radius difference.... If i dont add the two zeroes the cylinders gets large as heck on the new avatar

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same base and same size. just different clothing

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Welp. I feel stupid..... Forgot to do "apply scaling: FBX ALL" in blender when exporting -_-"

uneven whale
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Please tell me what is responsible for synchronizing the animations of pc and quest avatars? Some people add to their avatars that are only available on one platform. I wonder how I can find out what is responsible for this?

round comet
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And animations may get weird if items are deleted as well

uneven whale
# round comet paramaters and fx need to be identical between platforms

I understand, but I ran into a problem, I use the author's extension of poses "buddy works" and when using on quest my avatar blinks when I use the animation of the face with closed eyes from the action menu, while on pc everything is fine. in the descriptor everything is identical and in the animators of both versions everything is the same too

round comet
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I’d honestly consult the creator of the addon for that

uneven whale
civic cliff
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is there still a way to make a transparent clothing item like sunglasses on the quest side of an avatar?

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i tried using the particle shader that didnt work

lilac orbit
lilac orbit
civic cliff
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i figured it out

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i was using the wrong particle shader

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particles mutiply still works

wild needle
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Loaded data for an avatar we do not own, clearing blueprint ID
UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)
(wrapper dynamic-method) UnityEngine.Debug:UnityEngine.Debug.LogError_Patch1 (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,string,UnityEngine.Object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:ClearAvatarData (VRC.Core.PipelineManager) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1740)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleAvatarSwitch>d__100:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1603)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<GetAvatar>d__31:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:580) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception)
VRC.SDKBase.Editor.Api.VRCApi/<Get>d__171<VRC.SDKBase.Editor.Api.VRCAvatar>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:383) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception)
VRC.SDKBase.Editor.Api.VRCApi/<MakeRequest>d__162<object, VRC.SDKBase.Editor.Api.VRCAvatar>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:346) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<System.ValueTuple2<VRC.SDKBase.Editor.Api.VRCAvatar, System.Net.Http.HttpResponseMessage>>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<MakeRequestWithResponse>d__152<object, VRC.SDKBase.Editor.Api.VRCAvatar>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:337)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()

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what does this error mean?

somber meadow
wild needle
timber wharf
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well, 2nd error, blender time🤷‍♂️

wild needle
fresh rose
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Uhh what do i do when a bone says
'Spine transform waist has bone length of zero'

balmy barn
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throw av in blender and look at the bone, might be miniscule

fresh rose
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kk ill check it

fresh rose
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any issues?

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i fixed it

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but uh what shader is quest compatible for particles?

night ember
whole sigil
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is there any practical way to use the new* toon standard features in a fall back shader? Every time I swap away from the shader the toggle boxes for various features are forced off, and they can't be animated on. I also can't material swap to them because I only want that to be done if my avi's custon mats are blocked, which apparently isn't a thing an avi can tell has happened

night ember
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the fallback shader thing switches to the most optimized shader possible

whole sigil
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it feels a bit ridiculous that my quest version shaders get to look better than my PC fallback version

night ember
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typically the fallback shaders only exist if your shaders are disabled
not to look good

whole sigil
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saw my model with backup shaders on a stream and just like, got a powerful urge to FIX that

night ember
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even on quest side it also defaults to that

whole sigil
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I thought quest side it was basically all or nothing since you were already restricted to the shaders that were valid for fallback

night ember
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fallback shaders is a shader to fallback to
its not meant to be pretty

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cause otherwise youd be either solid white or solid error pink

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the fallback shader is default settings standard lite

whole sigil
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I've defintely had fallback shaders in poi set to things that weren't standard lite

night ember
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or well whatever can transfer like the first emission

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then do that

whole sigil
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I caaaan't with the new one

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that's what's bugging me

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IDK I don't think there's a satisfying answer here 🤷‍♀️

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(streamers don't set fallback on trusted users, that's lame)

inner perch
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Are overlaping uvs bad?

unreal crow
somber sequoia
inner perch
somber sequoia
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"if not"

inner perch
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Ok i understand now

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Thank you

tacit yoke
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how could i fix when i lock a decal it shows on the avi but when i unlock it to work on it, it goes away

limpid cargo
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for the heel shoe, better placing the feet under your origin or raise your feet above your origin?

somber sequoia
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you should not have parts of your avatar under the origin

limpid cargo
tacit yoke
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settings in the inspector are set to animate when locked and is preventing me to change the settings for those parts but its needed for what i want, any ideas how to fix it? tried resetting it and it didnt fix

somber sequoia
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you mean with poiyomi perhaps?

uneven cosmos
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does anyone have like a prefab for like a menu that as a shit ton of emotes built into it? i keep seeing avatars that have loads of the same folders and emotes on them i want to be able to put htose on my own avatar

tacit yoke
somber sequoia
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there's a weird bug I keep encountering with the latest Poiyomi and latest VRChat SDK, had to roll back to SDK 3.8.1 in order to do anything useful with poiyomi.
I detailed it in the shader-problems channel on their discord but I so far I've had basically no response at all.

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It may be what you're encountering also

tacit yoke
somber sequoia
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yep, that sounds familiar

tacit yoke
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how fun, also changing the sdk seemed to help thank you for that information

somber sequoia
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mind mentioning this in the poi discord also? I was assuming that since I'm one person I got ignored, but if more people say it's a problem maybe they'll take it seriously

uneven cosmos
somber sequoia
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I haven't had the time to try to debug it myself yet

tacit yoke
somber sequoia
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sure, DM in a sec

mild solar
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i’m confused, i’m getting this error but the armature is directly under the avatar name/root, and when i auto fix it has still been going for an hour now (‘: so i copied/pasted project and have that open but the same issue

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i have no idea how to fix

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because it looks like it’s correct

merry ermine
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So I have a question. I have a model that I'm trying to upload for my bf, but only the hair textures are actually working in unity, I've tried creating a new material, but that's wanting to give me issues. Any help would be awesome

uneven cosmos
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just put all of the textures onto one image

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that way you only need one material slot

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but then again that sort of needs to be odne before you uv map but you an just realign stuff easily

merry ermine
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I didn't do the UVWrap for this model, and it's like 6 different texture maps. He got the model from an FFXIV rip

uneven cosmos
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oh idk how to help you then

merry ermine
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I'm not really sure either. I think it's a problem with some objects having mutiple materials assigned, which, while I could change, that would mean weight painting it all again, but I might have to.

I really don't know what's going on with this model, usually I make my own stuff, and the first time I don't I get problems

somber sequoia
somber sequoia
merry ermine
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The problem is that there's parts of the body that have like 3 different materials, but are all 1 object, and if I might have to reweight paint if I seperate them. Hopefully not though

somber sequoia
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that shouldn't either - weights are stored in vertex groups

dry ibex
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Is this a bot

somber sequoia
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haha

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I wish you luck then

ornate moat
somber sequoia
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I don't use VCC or Windows, wasn't sure if that was the problem or something intentional

fiery crow
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Alcom >

autumn copper
hazy quest
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What's the best way to make Detachable and re-attachable limbs?
How should I go about it?
If it's detached, nothing should be left behind.

balmy barn
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arm : seperate arm mesh in blender - delete all the other bones not needed for the arm

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make an av without that arm keep its bones for rotation constraints,

modern silo
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How to enable this
I cannot

balmy barn
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download them

modern silo
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OOhhh

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Tq

lusty beacon
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For some reason my avatar is transparent, what should I do?

junior void
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hope you know youre in prefab edit mode

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you might have disabled the skinned mesh renderer or you just have a transparent material on

hazy quest
# balmy barn

1-Arm as a seperate mesh, and it's seperate bones (The avi still has its bones as a placeholder?).
Can you please show me your constraints?

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Please tag or reply to this message so I get the notification.

modern silo
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I doing with only following the tutorial

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Why cannot use this

junior void
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it doesnt support that shader as it states

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not for quest build target

modern silo
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But some time ago it didn't show this

junior void
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some time ago you probably had window build target selected

modern silo
junior void
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read what it says

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use the ones from VRCHAT->MOBILE

modern silo
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Hmmm

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Ok i try

inner perch
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Should i be worried about this?

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Its just a warning but i wanna be sure

timber wharf
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thats just unity warning and you cant have any lights on mobile avatars anyway

inner perch
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Ok good

reef bison
ornate stump
ornate stump
oblique rover
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Does anybody have any experience with TRISTA items?

ornate stump
oblique rover
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They have this cigarette thing and it floats and makes cool effects and stuff but I’m trying to implement it into mamehinata

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The constraints are fine but the cigarette box floats way too high for me to actually reach

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The normal mount is fine but it’s supposed to have an animation where it flies infront of you so you can touch it with the lighter

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Issue is it floats way too high

ornate stump
oblique rover
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The instructions show how to add the constraints

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Where I want it to be on my hips

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But it doesn’t mention anything about the height that it floats at

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I do apologize if I’m not explaining too well I’m extremely new to this

ornate stump
oblique rover
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Since mamehinata is pretty small

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I don’t know

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I’m just confused haha

ornate stump
compact kindle
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hello would someone be abel to help me with uploading avis
i would like if the person that helps me is respectfull and patient with me

floral nexus
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hi

compact kindle
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hey

somber sequoia
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feel free to ask (detailed) questions here

compact kindle
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okay i feel like i'm to subit and need a sep by step guide

somber sequoia
compact kindle
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i have watched many and ppl also helped me but i still get problems

ornate stump
compact kindle
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that's the thing idk where to see what the problem is and/or when i find the report idk how to find what the problem is

ornate stump
compact kindle
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i try to build and publish an avi doing everything thats in the instugtions and it won't work

ornate stump
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Also include screenshot will better explain your issue.

compact kindle
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i'll take some

ornate stump
compact kindle
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reacting in responding or?

somber sequoia
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yeah, please explain "won't work" in a way that we can actually understand what is happening.

ornate stump
compact kindle
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oh nothing for one sec and then i said unable to build

somber sequoia
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error messages like that usually have detail

compact kindle
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i'm starting the projekt rn

sour sparrow
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why do my particles that are supposed to go in a straight line show as sideways in vrc but are normal in unity?

ornate stump
sour sparrow
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wdym

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i made it so its coming straight from my fist in vrc, but it appears horizontally when its supposed to appear in a line in front of my fist

ornate stump
sour sparrow
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yeah

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i tried putting it into the world view but it doesnt work

somber sequoia
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"world view"?

ornate stump
sour sparrow
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i cant really show it in vrc because its a split second thing

somber sequoia
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Ah that, yep

ornate stump
sour sparrow
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yeah

compact kindle
ornate stump
somber sequoia
ornate stump
somber sequoia
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definitely don't do that

compact kindle
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it did that byitself. how do i fix that

ornate stump
compact kindle
ornate stump
compact kindle
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okay

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i did that should the reports now clear it if i press clear

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bc they don't

somber sequoia
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you may have to restart Unity for that to clean up

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after that let's see what new errors show

compact kindle
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okay

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i got this when i opened it again

ornate stump
compact kindle
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okay i got scared by it lol

ornate stump
compact kindle
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yea

ornate stump
compact kindle
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okay

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should i remove anything else

ornate stump
compact kindle
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okay

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everthing gone

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the reprts

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srry

somber sequoia
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yeah the VCC package probably didn't install the extras like Thry's editor because was already there.

compact kindle
somber sequoia
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ok good, this is progress.

ornate stump
compact kindle
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can i just add it over vcc

somber sequoia
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(but yes, you can)

compact kindle
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okay

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omg i think it works

round comet
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Woo :o

compact kindle
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it worked @ornate stump@somber sequoia thank you soooo much ily

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you guys saved my sanity

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and now how do i make it quest compatible

rotund charm
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Ive got this radio asset, I can hear it at full volume, but for others its SUPER quiet

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only when they are close to it too

void silo
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First time doing this (we all gotta start somewhere) but I've got the model in the editor but am unsure how to get the shaders working. I will be using the Poiyomi Toon shader due to assets I want to use with the model when I learn more. It's pink until I disable the lilToon section to the left and then the model vanishes. I have the Poiyomi Toon package but trying to import it didn't seem to do anything as the model is still invisible.

compact kindle
void silo
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god it's like learning Blender all over again lol, where is the materials tab? there's a lot going on with Unity

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just all materials?

compact kindle
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assets>novabeast>materials

compact kindle
void silo
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Yeah there's stuff there!

compact kindle
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show me

void silo
compact kindle
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okay idk whats wrong there

void silo
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I love 3D software :')

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hm

compact kindle
void silo
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Got it, there was a checkbox. Thank god I'm in the novabeast Discord lol

compact kindle
#

yea more dcs more help

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can you acually invite me to the server

void silo
#

yeah!

hazy quest
#

How to make Separable and re-attachable limbs?
How should I go about it?

static harbor
#

does anybody know how to fix this as I've tried copy and create from model and as you can see it likes to be Reed Richards against responsibility

void silo
#

got another thing, trying to test adding add stuff (coin toss) and the first is my set up and the second is the one from the coin toss' creator, I'm missing the avatar file in the left menu to drop the module to which has stumped me

tropic gyro
void silo
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ahhh

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let me try that

peak ingot
#

What do those green spheres and blue lines mean when Display Calibration Visuals is turned on

void silo
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Another thing, not sure if it's something to worry about but I'm following the video tutorial by the creator and I've done everything the same but for some reason my coin has it's axis markers offset from the model and I'm unsure if this is something to worry about

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found a new issue :)

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This avatar apparently has no armature

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So I have nowhere to attach this coin

somber sequoia
#

if it has no armature you have greater problems than attaching the coin

void silo
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It's just named oddly I found it

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lol

uneven whale
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I have a question. Why can the avatar weight differ by several kilobytes when using vrcfury, even if there were no changes. I uploaded an avatar, it weighed 8.31 mb, I did not change anything, and when I uploaded the avatar again, it weighed 8.44 mb. Why does this happen?

void silo
#

coin offset was indeed an issue

frigid hare
#

I was wanting to make a model but I’m not sure exactly where to start, does anyone have any recommendations or tips on starting? 😁

somber sequoia
#

open blender - there's a cube there. Reshape it 🙂

oblique rover
#

Anyone know how i can remove the models hair?

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ive looked through the BlendShapes

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cant seem to find a full on hair setting

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the rest is in koreon

somber sequoia
#

if there's no blendshape for this already, and it's not a separate object, bring it into Blender and delete the mesh

junior void
#

if there is no blendshape and the object is meged with the body, you cant remove the hair in unity unless you use an alpha mask

oblique rover
#

thats annoying

somber sequoia
#

you may want to ask in the fury discord, it's unfortunately a black box, not really easy to see inside at what it's doing

void silo
#

I can't get this coin to position right

lilac musk
#

As to what Kazin said, this is why using those systems is good for beginners, but it's recommended to learn to do it yourself eventually. As eventually they hold you back

balmy barn
supple needle
#

How do I make my blender not stretch things out ? When I open it the view is always weird

#

I’m so confused lmao

somber sequoia
#

what did you do to cause that?

untold ledge
#

So, I have a problem with a contact on my avatar which basically toggles a button on it to allow someone to basically trigger an effect on it, part of that is when their hand is inside that contact it then does the following on the button’s animation layer:

  • checks if the bool from that contact is true
  • if it is true, then turn off the button and the contact and do the effect, once done it turns them back on (the turn off is in a different animation state than the effect).

My issue is, when I turn that contact off instantly while their hand is within it’s bounds, will it’s param remain true while the effect plays even after they move their hand out of the bounds of the off contact until it turns itself back on?

somber sequoia
#

What I do for these is enable my effect when the contact is entered, but don't exit that animation state until the contact is exited, making it so you have to release the button before you're able to activate it again

oblique rover
#

any easy ways to lower Avatar download size?

zenith sparrow
# oblique rover any easy ways to lower Avatar download size?

Lower Tex Res, get rid of unused blendshapes (I know there are packages that do this for you during upload), if you have several different things on your avatar you can always split it into several version of the avatar. That's all that comes to mind for me

zenith sparrow
#

You can also use "Thry's Avatar Performance Tools" which shows you everything at once

zenith sparrow
somber sequoia
#

oh that is NOT what I would have thought to do, I never change that

zenith sparrow
#

I can't even think of a situation where that would happen without manually changing it lol

somber sequoia
#

yeah

supple needle
#

I’ve never even changed it lmao I just opened blender and it was like that

supple needle
void silo
#

Need some help. Trying to use several assets from Liindy, with currently his coin set up and I'm also trying to set up his zippo & cig set. Unfortunately when it comes time to add in the effects, the tab on his tutorial video has a 'merge animator mode' while mine is 'merge controller mode' and it's outright incompatible due to the coin being in the same place. idk what to do

somber sequoia
night token
#

Has anyone else been having an issue with vrchat SDK?

hazy quest
#

How to make Separable and re-attachable limbs?

somber sequoia
#

two sets of bones, one that moves the mesh, one that IK moves, rotation constraints from the IK ones to the mesh-moving ones, which when you remove the limb, all get disabled. Could enable a physbone in that case so it flops around limply

#

then the standard prop grabbing stuff that everyone does.

hazy quest
somber sequoia
#

yeah 'cause you can't really move the IK-driven bones around

hazy quest
somber sequoia
#

And yes, if you put a physbone on an IK bone it'll turn floppy and you can't move it, this is why you do two sets.

hazy quest
#

I also want other players to be able to grab it too.

somber sequoia
#

I don't know of any tutorial

#

Also I haven't actually done this, this is just how I'd tackle the problem.

#

hmm amusingly if you do it with local-orientation rotation constraints, you could probably have another person grab it and still be able to move the hand

#

I'm going to have to try that

hazy quest
somber sequoia
#

probably

hazy quest
#

Okay, thanks.
Let me know whenever you give it a try!

inland seal
#

How do I make so it wont go into Rest pose when Im deleting the armature, I want to keep all of its transforms as it is

somber sequoia
fiery crow
#

armpit arms

inland seal
#

oh wait

#

Ik what you mean

flat tulip
#

:3

manic burrow
#

what would i do if i had an avatar i made before i reset my pc but now cannot access the unity file. The avatar is already uploaded and all that i just cant access it

#

ive been trying to figure this out for a while

junior void
#

You cant download an avatar so you need the files. Redownload them from where you originally got (bought?) them?

night ember
#

there is no way to get them back from vrchat cause not even they have them

fringe belfry
#

im loosing my sanity, can someone help TwT

untold ledge
distant nimbus
#

everytime i upload this avatar, the shoes dont appear in game. i go back to unity and the material shader is missing. i set it back to poiyomi, and it does this.

mild solar
#

i have zero idea how to fix it

somber sequoia
#

did you click the auto fix button?

mild solar
fluid quest
#

Hey, just a little question, i'm trying do to phys bone, but they won't attach to my mesh, do someone know why ? ( i have done weight paint )

somber sequoia
somber sequoia
fluid quest
#

yeah

somber sequoia
#

it should be moving then

fluid quest
#

they don't want to move it 🥲

somber sequoia
#

does that bone move the mesh in pose mode in blender?

fluid quest
#

yes

mild solar
#

is this okay?

somber sequoia
mild solar
#

yes! the name i gave it after i attempted my first body/neck merge

#

i mean i assume it’s the avatar root, the fbx wasnt treated any different than any other edits/avis i make in terms of hierarchy or roots

#

and this is first time i’ve had this issue

somber sequoia
#

does it have the VRC Avatar Descriptor on it?

mild solar
#

yes

somber sequoia
#

then it's the root

void silo
#

Got most of the stuff, now trying to figure out a cyberarm and I'm not sure how I can make the normal arm vanish under the robot one? I'm still learning so lol

mild solar
#

everything ‘looks’ correct which is why i’m struggling so badly

void silo
#

I'm a noobie in Blender raaaaah

#

hm

fiery crow
#

hands

#

yeah unless u wanna swap between them, def just delete the mesh in edit mode

void silo
#

may test it out and see how it works just to know how far back I'd need to do that

nova olive
#

Umm, hello! Would anyone have any tips on why a premade avatar’s toggles and expressions wouldn’t be working? Sadly we haven’t exactly found any tutorials that say how to fix such issues.😅

orchid abyss
#

vrc says my avatar has 9 physbones, but I genuinely cannot find more than 6. is there a way to search for these hidden physbones?

#

nvm I found the little suckers, there was a bone with multiple components on it

untold ledge
#

had that happen before where I bought shoes for my avatar and the back faces were not entirely correct when culling is on.

#

(which is the default for Quest avis)

timber wharf
#

@orchid abyss just for future, typre 't:script' in search window on top of hierarchy

#

to find any vrc components like physbones, contacts, constraints

near ivy
#

tell me how to fix it

timber wharf
#

are those just the only two errors you got?

tiny grotto
#

can anyone help me with this!! im so stuck on how to fix this T_T

first: my avatar the way it looks in unity/is meant to look. this is a picture of the vrc avatar testing chamber hologram.

second: how i see the pants/anyone else sees the pants in game

third: weird interaction that only happens in some worlds where that bone/part of the pants stretches out and just completely freaks out. its driving me nuts 😭

idk why this issue happened or what could be causing it or how to fix it!!!
the clipping is nonexistent in unity, non existent when i use the gesture manager but when i bring it in game it appears. anyone have any idea how to fix this?!?!?! any help is super super appreciated

edit// checked out the weight painting in blender as well and the upper layer of the pants is painted to 'spine' but only a portion of it (the front) seems to be affected like this?? no other bone is painted to the area :( WHAT DO 🥀

spark walrus
#

need some help connecting this head to the body. There was a video on it but it was in a different version of blender so the setup is completely different and i cant figure out how to attach the skeletons :(

inland quarry
#

how do i fix this

night ember
inland quarry
#

oh ok

vocal prism
#

why arnt the fishnets bound to the avatar?

somber meadow
#

is this asset made for this avatar?

vocal prism
#

it should be a rindo prefab

#

@somber meadow

limpid cargo
#

i tried an OK picture, sorry!
when rotating, the underwear is moving faster than the body.
the tool used is "Robust Weight Transfer".

finite mango
#

Um I don’t see were I got to accept the terms

wide geode
#

Does anyone know how to give this guy a custom walk animation?

edgy karma
#

DOES anyone know who does Pokemon Trainers tryna find N avi

high rapids
#

So this may be a noob question but what is the most effective way to find clothes made for my particular base model on booth?

#

like what do I type in the search?

brave fiber
#

any idea why im getting this error?

#

it wont let me turn my model into Humanoid

left gull
left gull
high rapids
left gull
#

perhaps on booth but very unlikely for anything on boothplorer unless its part of the base model's setup package

#

though i also dont know what warudo's requirements are for face-tracking stuff there may be a chance that alot of base models can slightly support it, might just take a bit of work to properly look good/setup vrcBotThink

high rapids
#

I hand-made it in blender recently but I don't know if I did a good job lol

hearty vale
#

Help 😭

#

This grenade asset isn’t syncing for other people

#

When my friend added it, it synced on throw and I literally added everything the exact same and it desyncs and explodes at world spawn the second i let go

#

Dms open I don’t have notifications on here

hearty vale
ornate stump
high rapids
#

I'm trying to find cyberpunk or scifi style outfits for the 彼方 (Kanata) base avatar but I can't find anything T_T

hearty vale
hearty vale
#

Literally we went down the list and I’m completely lost on why it’s doing this

high rapids
#

I tried, there's not much for Kanata when it comes to what I'm looking for

hearty vale
#

Kitbash

ornate stump
ornate stump
vocal prism
ornate stump
near ivy
ornate stump
near ivy
ornate stump
near ivy
#

This is it?

ornate stump
near ivy
#

I'm going to try downloading it.

near ivy
ornate stump
ornate stump
near ivy
ornate stump
hazy quest
#

how to make Grabbable arms?

near ivy
ornate stump
near ivy
ornate stump
ornate stump
junior void
#

"avatar wont load" sounds like it is assumed that the right scene will open itself in the project

#

also, good morning i didnt read the context lol

near ivy
#

should I just add to the project now?

ornate stump
ornate stump
near ivy
ornate stump
violet latch
#

Hi! I'm very new to unity and creating avatars. Now, my question isn't really about creating one, but modifying an existing one. I'm trying to create a toggle for a blendshape in an avatar I have using Modular Avatar. However, I really don't know how to do that. I've already made toggles for clothing before, but not for a blendshape. How can I do this? Any help would be appreciated!

junior void
#

This is a question specifically to modular avatar. Did you not find it in their documentation?

violet latch
#

I've read the advanced toggles documentation, but I found it confusing and they aren't really explaining how to do what I want to do

junior void
#

Have you tried using the shape changer component?

violet latch
#

yes, but can I create a toggle for the shape changer?

#

for example, let's say I want to change my character's breast size, but there's no toggle for that, however, there is a blendshape for changing the breast size. Can I use shape changer to do that?

junior void
#

That I dont know. Generally I personally feel like MA is rather unintuitive. I have a way easier time understanding VRCFury, which has exactly everything that MA has and more. So I get why you're confused. With VRCF I could give you more guidance. I had to deal with MA only for a friend and I hated every second of it

near ivy
violet latch
junior void
#

Then you can just add a VRCFury Toggle Component and select Blendshape under the options as well as "use as radial" (or similar dont recall the text 100% rn), select the shape and be done

#

like this

#

You may also want to ass "saved between worlds" so it doesnt reset to default (in this case 0)

violet latch
junior void
#

The "action" determines what is done on activation. the "options" are literally options of behavior

#

Once you have that, you will get a blendshape slot to pick what shape to change

violet latch
#

ahhhhh I see

#

wow, this is actually way more intuitive and simple than with MA

#

lol

junior void
#

Yea, all you need is to know you can click options button and the actions one and youre good

#

Everything is in those two menus and it does not add extra objects like MA does

violet latch
#

and how do I add it to the expressions menu?

#

the toggle

junior void
#

You see at the very top, the menu path?

violet latch
#

ahhh

junior void
#

You just add the path in there

violet latch
#

and I just type expressions?

junior void
#

If the menu exists already, it will merge into it. If it doesnt, it will create it where specified

#

No, expressions is the root

#

So you type only the name

#

If you want it to be in expressions-> sliders-> "booba" you do "Sliders/Booba"

violet latch
#

and if I want it on a submenu of the expressions menu?

junior void
#

Never add "expressions" because then it will go into "expressions -> expressions"

#

Other than that its like a pc path

violet latch
#

what I mean is, adding the toggle to an existing submenu, like expressions/body options/boobs

junior void
#

Just define the path and make sure you write it exactly like the existing one

violet latch
#

ahhhh

#

okay okay

#

sorry

#

and thank you

#

you saved me

junior void
#

All good, it's a lot at once :P

ashen pelican
#

how do you reset to t-pose? my avatar is stuck in the preview pose

junior void
#

i suggest pumpkins avatar tools

#

it has a pose editor

ashen pelican
#

ty

#

Does anyone have any experience with shadermotion? I can't figure out how to make my recorded model inside my main avatar's hierarchy toggleable. It doesn't show up in the property list in the animation tab

Basically i'm trying to make my 2nd model toggleable with an animation

ornate stump
ashen pelican
fiery crow
#

pretend that embed worked

ashen pelican
#

Actually I think it's because the animator is prioritizing the second avatar, Is there a way to select which avatar i'm trying to make an animation for? My 2nd avatar doesn't even have a controller attached

ornate stump
ashen pelican
naive brook
gusty meteor
#

Hey ! 👋
Quick question : how do I reorder bones without unpacking the prefab in unity ?
Should I rename my bones in blender or is there an easy way of doing that ?

balmy barn
#

never unpack, do it in blender , if its about that error you get from wrong order in sdk, just name the bones Z_namehere they will be last (twist bone get that easy)

#

long as its not unpacked you can just overwrite any changes you do in blender to unity

gusty meteor
#

Yeah I'm asking because of this

fringe belfry
#

anyone knows why i get this error after trying to upload?, cuz the avi had a broken script and i was told to just delete it TwT

balmy barn
#

where is this av even from

fringe belfry
#

payhip

#

or r u asking them

balmy barn
gusty meteor
#

Okay I'll try that

balmy barn
gusty meteor
#

Oh should I rename the vertex groups too then ? Shouldn't the vertex group's name be the exact bone name ?

balmy barn
#

rename bone does it for you

gusty meteor
#

Oh okay great

fringe belfry
balmy barn
#

thats the cause for sure

fringe belfry
#

ig ill re-import the avi

gusty meteor
somber sequoia
#

I like to prefix my "helper bones" with a ~

dire heart
#

how to animate smth spinning?? I did it before but for some reason I cant figure out wtf im doing wrong

near ivy
#

It weighs so much and that's it

ornate stump
near ivy
#

my avatar doesn't load and it doesn't give me any errors. What should I do?

ornate stump
ornate stump
# near ivy

You're in prefab editing mode which can't build your avatar.

near ivy
ornate stump
near ivy
ornate stump
ornate stump
near ivy
#

Thx

#

it has started to be created but it cannot

#

@ornate stump

ornate stump
near ivy
ornate stump
near ivy
#

no

ornate stump
near ivy
#

they write in the comments that there is not enough scene

ornate stump
near ivy
#

yes

ornate stump
near ivy
#

Or maybe it's because I downloaded too much?

ornate stump
ornate stump
# near ivy

Then you could just simply delete that missing script component in your avatar.

ornate stump
near ivy
#

That's too bad.

ornate stump
near ivy
#

It's too bad that I can't load the avatar.

ornate stump
near ivy
#

I don't understand what script is missing.

near ivy
#

should I just delete it?

ornate stump
balmy barn
#

pretty obvious what page they used vrpill

#

pointless wasting time helping one that just download paid models

ornate stump
#

Let's hear the statements from them.

balmy barn
#

did vrchat ever use or test this cause the axies on is ontop of eachother and was hell to adjust ratl

#

documentation also lacking how to actually set those bones up

#

up/toward/cross/rotation?

frigid glade
#

So, I'm working on a toggle gesture for an avatar. This set up is exactly the same as some of my other avatars and they work perfectly however when I use the toggle the gesture gets stuck after it's turned off. Can anyone help??

strong smelt
#

i am scared I messed up

#

It failed to build

somber sequoia
#

(if not, post the first 2-3)

hazy quest
#

how to Set bool state using contacts?
First contact recived, Bool = True.
2nd contact recieved, Bool = False.

Right now the bool stays true as long as there's contact.

somber sequoia
hazy quest
wild hare
#

does anyone know how to do the blinding orb like thing that looks like a ui and supports quest and pc

#

I am trying to make a cool visual effect to look like a cool small little place and it have stars and stuff and the world not be seen in it basically it is weird and I am not sure how to do it but itll form off my avatar (as when enabled it stays in the location enabled in)

somber sequoia
#

not sure which effect you mean, but maybe a screen space shader? that wouldn't work on quest though

#

otherwise you could hide and show a mesh with some sort of effect on it

wild hare
#

might work ik I was trying to do one of those blinders with the special effects you see on dance avatars because I seen one where it make a small little area to mimic a new world little place thing

somber sequoia
#

IMO if someone else's avatar got me with a blinder I'd block them immediately.

wild hare
#

also is there anything to help with size sliders as I have tails in my avatar and trying to make it size easily

#

I used a plugin before that was like easy toggles and siders for size color and other stuff just dont remember it

true flower
#

Help, please! I need the right words to search for: I'm trying to add a flare gun to my avatar, and everything is going well so far. I've reached a point where I need to append the gun 's parameters and menu entries to the avatar's parameters and menu entries. I know there's a way to do that without copying each one by hand; I did it before, but that was months ago and I remember nothing of the process. Can anyone think of good words to use to look this up? Or is copying them-- by hand-- entry by entry-- my best choice?

somber sequoia
#

Where are those parameters now? Probably you want VRLabs' avatars 3.0 manager

true flower
#

There's Avatar parameters, and the Flare Gun's parameters (and respective menu files, too). The instructions assume there's no Param or Menu already installed, which is, of course, incorrect

#

Avatar Manager sounds familiar, but I rarely bother with it... I should be able to look up those instructions, though

mild solar
#

how do i adjust the eye tracking limits for ft? it looks like the eye movements are very extreme and easily roll back into the head

true flower
somber sequoia
#

excellent

late cairn
#

can anyone help me with a rig? im having alot of problems, i would prefer in vc so its easier

#

this is whats going on, i rly need help

void silo
#

Heya! Looking for some help again, day 2 of avi creation haha. I'm adding a cybernetic arm to my avi and need some help with the instructions. Since I'm learning and Google isn't helpful wanted to swing by here. I'll copy and paste the actual instructions for convenience of the arm I got:

'Go to your avatar's body material > find 'opaque' > drop down and change to 'cutout' or 'transparent' > find the alpha slot

Poi - Alpha slot will be underneath your body's normal texture

Lil Toon - Alpha slot will be a lil bit further under your body's main texture, labelled 'Alpha'

Find any of the Opacity/Alpha Masks that i have provided in the Unity Package and drag that into your 'alpha' slot'

I don't know where I need to look for the body materials to start with if anyone can help me lol

somber sequoia
#

oh I was scrolled, sorry.

void silo
#

It happens lol

somber sequoia
#

So find your body object, Click that, and materials will be listed in the inspector.

somber sequoia
void silo
#

I'm kinda stupid so I'm gonna post screenies and go step by step

#

this is the right body section (to the right)?

somber sequoia
#

see that dropdown that says "Transparent"? - that's correct already.

#

If you need to change the material you'll have to click "unlock shader" there first.

void silo
#

ahhhh

#

let me test that real quick and get back to ya

#

I don't wanna mess up lol

somber sequoia
#

make backups

void silo
#

Oh I do

#

I'm just on a time crunch atm

#

work day lol

#

okay found the alpha channel

#

Going to test the included textures for it and see what it does

late cairn
somber sequoia
#

bring it into Blender and rework the armature if necessary

void silo
#

Well I realized I do not know how to bring in the alpha sheet into VRC CC

#

Or maybe I am looking at the wrong one

#

Is it the Color & Alpha or should I enable the Alpha Map?

late cairn
somber sequoia
somber sequoia
void silo
#

Alpha mask

somber sequoia
#

put it in the "alpha map" slot then

void silo
#

I don't know how admittedly

#

It doesn't drag and drop

somber sequoia
#

is that the windows file thingy?

#

put the file into your unity project first.

void silo
#

yeah it's the files with the masks

#

ah

#

where would I put the file in my project?

somber sequoia
somber sequoia
mild solar
late cairn
void silo
#

just anywhere in the assets bar at the bottom then?

somber sequoia
void silo
#

hm

somber sequoia
late cairn
void silo
#

Put it in the Alpha Map slot, no change

#

It's meant to make the right arm invisible

somber sequoia
void silo
#

opened everything up in case it helps

late cairn
somber sequoia
#

ahh

late cairn
#

it looks really weird but ive made another avatar based of this guys model and it had zero issues, but the bones look really weird on this one

somber sequoia
# void silo opened everything up in case it helps

without knowing what the alpha mask file you have is intended to do, I'd say ask the vendor.
I'd not do it this way, I'd remove the arm in Blender, no need to have extra mesh there if it'll never be rendered.

void silo
#

I'm in their server to ask for help yeah, but I am also piss poor with experience in Blender and don't want to have to risk breaking the model with file reformatting

#

Their server seems very dead unfortunately

late cairn
celest jasper
#

okay guys, I am BEGINNER BEGINNER at making anything in blender, let alone an avatar. so please be patient with me if I mess something up or don't understand. All of my zyx plaines are really weird and I don't understand what's going on. Like, I'll go to move something on the y axis and it will move up. AND if I choose to move something, it will move or size everthing. sorry if this is a dumb question 😭

hot mica
#

Is there anyone who is experienced with world drops with parent constraints? I am losing my mind

somber sequoia
late cairn
somber sequoia
somber sequoia
cyan light
#

Does anyone know how i can make the tail stop buckling into itself when I'm standing and instead sit like how i want it to with the arrow?

celest jasper
somber sequoia
#

in the popup that comes up on the side when you hit 'n'

#

usually it's the top tab

celest jasper
#

got it

#

Do I set all of the xyz to 0?

somber sequoia
#

do you want to change the rotation, or make where it currently is be the default?

#

changing that as it is will rotate the object

#

applying the existing rotation makes the object's current rotation be the default

#

(similar for location and scale)

#

for an avatar you generally (but not always) want all of those to be 0, so apply all transforms.

celest jasper
#

how do I apply all transforms?

somber sequoia
celest jasper
#

Oh sorry

vocal prism
#

Anyone have any good free programs i can use to edit a texture rq, im js trying to edit rindo to have black eyebrows and nails, nothing crazy

somber sequoia
#

gimp? krita?

#

blender?

vocal prism
#

which one would you recommend?

#

out of those 3

celest jasper
#

You angel oh my gos

somber sequoia
wet pier
#

is there any reason the hair is translucent? the textures for everything else are normal

cyan light
#

Does anyone know how i can make the tail stop buckling into itself when I'm standing and instead sit like how i want it to with the arrow?

vocal prism
somber sequoia
cyan light
#

I shall look into it

wet pier
cyan light
wet pier
#

the opacity is different

cyan light
#

what does it look like in game?

somber sequoia
#

Material settings for sure.

wet pier
#

found the issue

#

it was set to standard instead of toon standard

mild solar
#

idk if this possibly affected it, but the avi i’m noticing this issue with was a merge i did, merged head into the body armature, not sure if that possibly affected the eyes or the bones

somber sequoia
#

there are no limiters in VRChat or Unity

mild solar
#

is there a reason why the eye tracking would go so extreme? everything with ft works even the eyes it’s just when i look up not too much i notice there’s only white in the eyes

#

it just seems more jarring than the face tracking i’m used to

#

when i use eye blendshapes they don’t go that extreme

mild solar
somber sequoia
#

My only experience is with the Babble software which has limiters built in

mild solar
#

there’s two sets of eye bones that affect the eyes, Eye_L/Eye_R and LeftEye/RightEye

#

could possibly switching the names so ft uses the other bones work?

somber sequoia
#

without knowing what those are in your specific armature, I couldn't take a guess really

mild solar
#

no worries i appreciate the responses, i’ll try fiddling around with it more. there might be something i’m missing, in gesture manager is there a way to test eye tracking without needing to go in game?

#

i want to try and troubleshoot/fix while i’m at work

somber sequoia
#

Lyuma's emulator has a way to test OSC stuff, but I haven't tried it yet

mild solar
#

thanks! i’ll look into it 🙂‍↕️

tardy bronze
#

hello! I've been working on trying to create my first avatar in blender and I'm wondering about with the shape keys for the zinpia egirl base, how can I make it so my clothes will resize with the shape key that will, for example, resize the bust without clipping through the clothes? I tried to see about the surface deform modifier as well as the mesh data transfer add on but nothing seems to be working unless I am missing a step 🥲 or is it something that might need to be done in unity instead of blender?

somber sequoia
#

Any tools you'll find will get you sorta close, usually you'll need to at least look at each shape key, and probably do some manually reshaping.

icy badger
#

Can anyone help me with riging and weightpainting in blender ?

tardy bronze
#

It didn’t seem like anything I was doing was making any difference so I feel like I was doing something wrong, for example when I was doing the surface deform modifier it was saying the target has edges with more than two polygons so I was trying to troubleshoot for that but it still isn’t working so I’m not sure what I’m messing up at

somber sequoia
icy badger
#

I was wondering if someone could call and walk me through it

pseudo mica
#

I need help. Im just trying to upload an avatar from vrmodel website, i took it as it is (its for the Quest)

cyan light
pseudo mica
#

I closed it cause I got frustrated, I remember having this issue, there was a lot of alerts just like this one, but I fixed it by enabling VCFury, but this one wont get fixed

limpid cargo
heavy zephyr
civic cliff
spark walrus
#

PLEASE HELP i cant get the transparent blendshapes to export as transparent when i put it into unity 😭 😭 🙏 💔

#

ive been trying to figure th is out for 3 days :'''((((

austere bay
somber sequoia
#

whats a "transparent blendshape"

spark walrus
#

the eyebrows and the chunky 7+++++++++++

#

sorry bird

somber sequoia
#

blendshapes are just vertex movements, they have nothing to do with transparency

spark walrus
#

oh idk wtf im doing :(

#

its the umekov2 head

somber sequoia
#

if you don't have things transparent but should, that's a problem with your material.

austere bay
spark walrus
#

ok so

#

in blender i changed the shader to make the chunky part on the eyelashes kind of transparent like u see there

#

um

#

so this is what the head is supposed to look like

#

but when i put it into unity its still chunky

#

let me show you what the eyelashes look like when the pink part isnt transparent

#

its also not applying textures correctly to hit

#

to it

somber sequoia
#

yeah blender material settings won't transfer to Unity, you'll need to set that up there

spark walrus
#

ok im loading up unity

austere bay
spark walrus
#

just struggling with stuff thats supposed to be either transparent or sheer coming up as solid objects 😭

#

this is what it looks like in unityy

somber sequoia
#

yeah looks like you just have the standard material settings, and for the pink stuff, some missing textures or maybe missing shader.

austere bay
low steeple
#

What could be causing the avatar's eyes to go askew on upload?

spark walrus
#

i did get this error though, how do i fix it?

hoary sun
#

does anyone know how to make your clothing grabbable by yourself and other players in specific parts Via blendshapes

austere bay
spark walrus
austere bay
#

is it stopping you from uploading? if so lmk, otherwise I'd just ignore it

spark walrus
#

havent tried it yet but if it does ill let you know :) trying to figure out how to apply these masks over the eyes

somber sequoia
hoary sun
#

thank you

limpid cargo
#

i love do this, it’s so fun 😄

low steeple
somber sequoia
#

argh 🙂

strong smelt
somber sequoia
#

when I said "first" I meant literally the first ones in the console, at the top. Everything past the first few might simply be side-effects of the actual root cause, and thus not as relevant.

void silo
#

Having trouble with GoGoLoco. I need to include Fly and Freeze in my radial menu like this but when I put all three prefabs into unity editor they're separate.

somber meadow
#

when you mean prefabs, are you referring to vrcfury or modular avatar

#

if that's the case, you only need the beyond prefab on the avatar, and that's it

#

beyond includes everything "all" does

void silo
#

VRCFury

#

ah

distant nimbus
#

If i edit blendshapes of an avatar (i want to edit how the face looks), how do i make them stay the way i put them after i upload to vrc?

small void
#

in blender it looks normal but in unity one arm is darker for some reason

arctic ginkgo
small void
hollow field
#

select the arm on blender with edit mode and press Shift N

small void
worldly whale
#

hey yall, every time i swap a material on this avi it swaps back to the orignal after like 3 seconds

#

any reason why?

vestal mountain
#

Hey could someone give me a walk through on how to add pre made animations to a tail. the animations are made for the tail but since I attached it to my avi in blender the animations, and controller are gone.

halcyon kayak
#

hope i understood your issue correctly

#

ctrl+d to duplicate also

vestal mountain
#

Too many words for my small brain ;-;

cyan onyx
#

I just recently started playing with face and eye-tracking however I am running into an issue with eye tracking.

The eye tracking works fine, however on my personal avatars right eye moves well beyond the limits that are set for it from left to right, and left to right on my Left eye just doesn't work period.

What I have looked at so far is the blender file, which shows everything is fine... and in unity the muscle mapping shows everything working right as well, I have also done a recalibration on the headset eye tracking.

halcyon kayak
distant nimbus
#

unity

halcyon kayak
#

hmm sry i know about blendshapes in Blender but i've never edited in unity

distant nimbus
#

blaaa its alright

halcyon kayak
#

you're using VRC Avatar Descriptor > LipSync > Viseme Blend Shape ?

distant nimbus
#

uhh no, i didnt know that i needed to use a package to save it

halcyon kayak
#

there's a few options

#

this is the way i know how to use them at least

distant nimbus
#

well i mean i can use the sliders to change what i want, i just want it to STAY where i slide them

halcyon kayak
#

which sliders are you using o-o

#

screenshot?

distant nimbus
halcyon kayak
#

i believe you need an animation for each one of those

somber sequoia
#

if you set one of those, it'll stay unless an animation overrides it.

halcyon kayak
#

while mine are 2D Visemes, the same concept applies, except i guess with blend trees instead of these solid transitions

#

each one of these V0 V1 V2 etc is another mouth shape

distant nimbus
#

i can right click on the blendshape slider and "apply to prefab," will that do anything?

somber sequoia
#

not really anything useful here, it'll make that set as default for when you drag a new avatar prefab into the scene.

halcyon kayak
#

each animation just turns on one of those mouth shapes with all the others off

distant nimbus
#

well.. ill pop her in gesture manager and see if her face stays the same.. if not, i just have to make an animation with all of my edits?? and then i have to make that a toggle? or how would i apply that animation

halcyon kayak
#

in your animator controller, you'd make a new layer (call it "lipsync" or something) and then make a blendtree with each animation (one per syllable)

#

i haven't done blendtrees for mouth shapes specifically

#

there MAY be an easier way but idk it currently

#

but basically unity needs some way of understanding to turn each syllable ON when it hears that sound in your mic

distant nimbus
#

ugh... thats a lot... i will do my ABSOLUTE best

strong smelt
cinder frost
#

Having a weird hand issue where two fingers just decide to bend the wrong direction

#

They bend the right way in the humanoid rig muscle settings and this appears to be entirely a VRC solving issue, how do I fix it?

hollow field
#

How can i be able to modify the animations in the animator controller?

#

I'm trying to change them but it doesn't seem to let me

#

Oh nvm, was at the wrong menu

#

I made an idle animation that changes the texture offset of my main texture, but it's not showing up in game

#

It shows up on the avatar preview but doesn't actually change the offset in game

#

This is how I did it

somber sequoia
#

of course, swap the animations in the animation layer that does the gestures

arctic ginkgo
cinder frost
#

Which I'm not

arctic ginkgo
cinder frost
#

Little

arctic ginkgo
#

hmm

#

it may just be the default animation

#

or your default pose

#

in the rig configure

tribal hatch
#

Are there any good guides on "rigging" 2d eyes? That is, making it so that texture swaps/UV shifting can be used for eye look? I get the impression that one would need to somehow measure the rotation of "weightless" eye bones and then use those rotations to trigger animations, but I'm not sure how to go about setting up such a measurement system.

arctic ginkgo
# tribal hatch Are there any good guides on "rigging" 2d eyes? That is, making it so that text...

yes exactly, I do this by adding an empty a set distance in front of the eye bone (say, 0.1 meters) and parented to it, then I have two proximity contacts with a radius twice that distance (0.2 m), as well as a contact sender of the same size.

These are aligned so that at rest, one receiver aligns on the X axis and one on the Y with the sender, while on the opposite axis, they are offset by 1/2 the radius (or the distance the empty is from the eye bone/ 0.1m).

These should all be parented to an empty which is parented to the head and has the headchop component with itself as a target and all weights set to 1 (this is so it doesn't cause weird issues for the local player due to being scaled to 0).

Then add a VRC position constraint to both receivers, and uncheck "freeze axes" for the two axes that each contact is not offset by respectively (so the one offset on the X axes unlocks Y and Z, while the Y offset one unlocks X and Z). Then just activate the constraints.

This should give you two values from 0-1 that give the 2D projected X and Y positions of the eye (i usually just do 1 eye since they almost always move together), where 0.5, 0.5 is the middle (which one is up/down and left/right depends on the direction you offset the contacts in, but 0 is away from the center and 1 is towards the center).

Then you can animate however you'd like; I prefer to use a 2D blendtree or a Direct Blendtree with 2 1D blendtrees.

If you are animating the texture offset value, make sure that all values not being animated are set to 0, and that you have one animation that is animating the tiling at all time (this can be separate animations controlling the tiling, or one set of animations, like the left/right animations)

#

The values for any given property will add on a DBT, which is why I suggest you do this, otherwise your tiling will be set to 2 (or added to by 2 if you have other animations affecting it), and if the unaffected offset axes are not set to 0 (like the Y axis for the X axis animations) they will be added to the total as well. Say the X axis animations have the Y axis set to 0.5, now instead of moving the Y axis between 0-1, it'll move between 0.5-1.5)

tribal hatch
soft sapphire
#

How do i fix this, the view is where it should be on the head but its still doing this and idk how to fix the tail

night ember
soft sapphire
#

Do i face the camera at the avatar

night ember
#

Dont have one on it to begin with

#

You dont need a camera

soft sapphire
#

How do i turn it of

night ember
#

You shouldnt have a camera on it in unity at all

soft sapphire
#

I fixed it now my screen is black

ornate stump
soft sapphire
#

Vrchat

#

Its with the avi only

ornate stump
soft sapphire
#

How do i do that?

ornate stump
soft sapphire
#

this is what i have

ornate stump
soft sapphire
#

How do i remove it

ornate stump
#

Don't you ever ponder a bit how to do something? That would also save my time to tell you such a trivial thing.

soft sapphire
#

I just started using unity not even a day ago

ornate stump
#

It's kinda universal that to delete something is to select it and hit Delete key.

soft sapphire
#

I deleted any camera there was and im still having the same issue

ornate stump
soft sapphire
ornate stump
#

And light should be remove.

urban current
#

how would i patch a hole in a jacket on an avatar, like the texture is missing a place

halcyon kayak
# soft sapphire

your view position may be inside your avatar's head, meaning it's pitch black because all you can see is mesh

soft sapphire
#

I fixed it!

halcyon kayak
#

oh nice :D was my theory correct or was it something else

ornate stump
halcyon kayak
#

i don't think so, they'd just have to add Head Chop no?

#

also i know it's a different point entirely, but i actually have a Main Camera object in my unity project for my avi because adding a third person camera doesn't seem to work without it

ornate stump
halcyon kayak
#

i mean, if this person didn't even know about deleting a camera object, i don't know if they'd know about using headchop in the first place, i assumed that they just weren't using it 😅

#

but it sounds like it was fixed so it's fine :D

halcyon kayak
ornate stump
halcyon kayak
#

all good, thanks anyways :D

#

most documentation covers humanoid models

#

i tried a fix i saw wherein i added an extra armature which wasn't weight painted to anything, then importing the fbx as humanoid... but i've already got custom animations and i was afraid to break everything X_X

#

it stinks bc i also have no IK "head" tracking

#

i'm sure there's a fix somehow, i'm just not that deep into Unity yet :P

frail badger
#

So I have some alt heads on a model i want to be able to swap between. How would I handle visemes on both? Do I need to join the heads as 1 mesh and find another way to hide one over the other?

fiery crow
#

kinda multiple ways to go about it

frail badger
#

I'm not worried about eye rotation, only viseme expressions

fiery crow
#

then yeah u can use a blendshape, UV discard, probably bone scaling even

#

whatever u prefer

frail badger
#

o7 ty

balmy barn
#

detect your current viseme , tell other to do it

fiery crow
#

theres also some components to help with visemes, like vrcfury's but i think it delays iirc

#

but base default viseme parameters are kinna choppy when used alone, not that ik from first hand experience. just what ive heard around

native path
oblique rover
#

What are the differences between these two files? what is PSD and QuadFBX?

fiery crow
oblique rover
fiery crow
#

either will work with quest

#

quads is easier to work with if u edit

oblique rover
#

ah so theyre both around the same size?

#

i struggle with size issues when uploading to quest alot haha

fiery crow
#

same size yes

oblique rover