#avatar-help
1 messages · Page 172 of 1
what exactly is weird? maybe show the blender one for comparison
Here
Actually not black
Can u solve this?
I already Shift + N in Blender
But still didnt work
looks like a face issue, go into blender and turn on face orientation and see if anything is red
I also check that but its nothing happen
srry idk how to see that
can u teach me how?
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
likely just the default if the .fbx only just now got imported
This?
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.
But I dont think the shader problem
in this image i dont use any shader but it still weird
yeah ik, i was wondering if its a culling problem
and using a shader that has an option to turn it off would see if that is the issue
I'd hope you don't need backface culling off for just a basic mesh
unfortunately I see that issue a lot with basic meshes
Here, this is standard material that only uses the texture
I thought this is face direction issue but it isn't
It is face direction issue.
Ok... I try to fix
I tried to invert face direction at weird parts
It little darker than left sides
Oh wait it works
Tx
🤔
is this normal?
tw scars
the avatar looks fine in play mode but whenever i upload her mouth just does this when i speak into the mic
and it stays like this until i reset the avatar
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?
look at the first few errors, not the last. This is probably just a side-effect of some other problem
these 4 are the only 'errors', and still i dont know what to do :') i dont understand it
i cant find anything about this online 😭 what could be the issue
Errors are red. But if that's all in the console, check in the SDK build window, you probably have a blocking error there.
my only guess would be some sort of controller issue for the buttons linking to the face emote, you said it stays like that permanently until you reset it? like it just breaks and stays?
yup
it just grows bigger the more i talk
i dont have anything messing with the lipsync but why did this even happen 😭
I don't know what that could even be but it sounds like you got a glitch that turns your avatar into an ARG 😭😭😭
lol true 😭
i was making her a little closer to the horror theme but
vrc wanted to take the matters into its hand
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.
"parameter does not exist" means the parameter you are trying to use is not in the animator. You'll have to add that.
alright, it was the blueprint that not existed. i needed to waste one of my older avis, copied their blueprint and attached it to the new one. worked. i still dont get why it is like that, but whatever. still thank you for trying to help
... that is bizarre, but okay.
not that re-using a blueprint ID means you'll overwrite that avatar with the new one
Ohhh. I made it incorrectly, I see it now. Thank you.
That's what I think.
Oh wait
I should read all the messages before I respond. Lmao
I find that really helps. You know, usually after I didn't do it and responded anyway.
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?
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.
apply? you don't apply a UV map
you edit the object itself, altering/creating/etc UV maps
maybe I'm not understanding what you're trying to do
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.
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.
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?
This looks perfectly fine to me.
then it's not those materials, it's some other one.
Right, but I exported the uv unwrapped object as a fpx, and reimported it into blender to make sure everything stuck the way it should, and it didn't.
wait, exported from what?
Exported it from blender, and reimported it into blender.
I'm not sure why that would break anything
Of course, but it has no prefabs. No animations. No VRCFury addons, no particles.
obviously without your scene I can only suggest that you missed something somehow
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?
This one might actually be an SDK Glitch.
It twas, alas a re-import has magically fixed this crude error, how uncivilized
This is the model I just did that won't keep the uv unwrap how I unwrapped it, here's the base image.... Also, I'll share with you one that was done by someone else for me.
This one is working just fine, and uses the same image I provided in the last reply.
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.
You see the one on the left is one that was done for me, the one on the right I did myself.
Ok so you're UV-Unwrapping, exporting < Re-importing and it's different?
yes
It should look like the one on the left, the one that was done for me.
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.
Are you using all of these?
Not sure what that is
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.
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.
Awesome
I'm going to send the blend file for my project to you, can you take a gander and inspect it?
I'm going to friend request you, then send it to you in a message.
Yea sure, im going to do this mini test first rq.
Yeah, that's totally fine with me. Thank you so much for your help.
Yea sure thing, moving to dms now.
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
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?
Old project avatar
New project avatar
Notice endpoint and radius difference.... If i dont add the two zeroes the cylinders gets large as heck on the new avatar
same base and same size. just different clothing
Welp. I feel stupid..... Forgot to do "apply scaling: FBX ALL" in blender when exporting -_-"
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?
paramaters and fx need to be identical between platforms
And animations may get weird if items are deleted as well
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
I’d honestly consult the creator of the addon for that
I already wrote to the author, even he doesn't know how to solve this problem...
is there still a way to make a transparent clothing item like sunglasses on the quest side of an avatar?
i tried using the particle shader that didnt work
Animations sync between PC and Quest because both avatar versions share the same blueprint ID and matching animation parameters/FX layers. If something only shows on one platform, it’s usually because Quest doesn’t support that feature.
yes you can but only with the Oculus/Standard shader set to Transparent or Fade and an alpha texture. Particle shader won’t work.
ah ok
did not work, just came out as purple in game
i figured it out
i was using the wrong particle shader
particles mutiply still works
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 ()
what does this error mean?
Screenshot your console instead of pasting error details. Your error is much farther up in the console
well, 2nd error, blender time🤷♂️
fixed it
Uhh what do i do when a bone says
'Spine transform waist has bone length of zero'
throw av in blender and look at the bone, might be miniscule
kk ill check it
looks like this
any issues?
i fixed it
but uh what shader is quest compatible for particles?
alpha blended is the only one that isnt
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
the fallback shader thing switches to the most optimized shader possible
it feels a bit ridiculous that my quest version shaders get to look better than my PC fallback version
typically the fallback shaders only exist if your shaders are disabled
not to look good
saw my model with backup shaders on a stream and just like, got a powerful urge to FIX that
even on quest side it also defaults to that
I thought quest side it was basically all or nothing since you were already restricted to the shaders that were valid for fallback
fallback shaders is a shader to fallback to
its not meant to be pretty
cause otherwise youd be either solid white or solid error pink
the fallback shader is default settings standard lite
I've defintely had fallback shaders in poi set to things that weren't standard lite
I caaaan't with the new one
that's what's bugging me
IDK I don't think there's a satisfying answer here 🤷♀️
(streamers don't set fallback on trusted users, that's lame)
Are overlaping uvs bad?
still having this issue ever since yestrday!!! please help!! yes i restarted my pc yes i reopened the app and yes i updated it
if you're making light maps, yeah. If not, not really, no.
How about on an avatar?
"if not"
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
for the heel shoe, better placing the feet under your origin or raise your feet above your origin?
you should not have parts of your avatar under the origin
i'm concerned about the foot bone's offset at this point. it's unavoidable...
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
you mean with poiyomi perhaps?
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
ya
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.
It may be what you're encountering also
trying now, but the issue that is occurring is that when i try to saturate a material it shows in the material circle but not on the avi until i lock it then you have to unlock it to change it and relock it to show it
yep, that sounds familiar
how fun, also changing the sdk seemed to help thank you for that information
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
does anyone have this? google is givingg me completely unrelated results
I haven't had the time to try to debug it myself yet
would you mind sending the invite for it?
sure, DM in a sec
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
i have no idea how to fix
because it looks like it’s correct
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
just put all of the textures onto one image
that way you only need one material slot
but then again that sort of needs to be odne before you uv map but you an just realign stuff easily
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
oh idk how to help you then
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
still need help!!
changing material slots doesn't affect weight paint
#creator-companion might be better, but also it'd help to explain what we should be looking for in this video
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
that shouldn't either - weights are stored in vertex groups
Is it not obvious whats happening in the video wtf 😭
Is this a bot
It is quite obvious that his creator companion is glitching and flashing white in the video Kazin
I don't use VCC or Windows, wasn't sure if that was the problem or something intentional
Alcom >
I can help you if you don't mind
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.
arm : seperate arm mesh in blender - delete all the other bones not needed for the arm
make an av without that arm keep its bones for rotation constraints,
How to enable this
I cannot
download them
For some reason my avatar is transparent, what should I do?
hope you know youre in prefab edit mode
you might have disabled the skinned mesh renderer or you just have a transparent material on
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?
Please tag or reply to this message so I get the notification.
But some time ago it didn't show this
some time ago you probably had window build target selected
Uh
thats just unity warning and you cant have any lights on mobile avatars anyway
Ok good
You have to change your project location.
And plus, you're using wrong unity version.
Does anybody have any experience with TRISTA items?
You should better elaborate your issue.
My bad I just got into making Avis like 2 days ago and I bought some cool items from a creator called TRISTA
They have this cigarette thing and it floats and makes cool effects and stuff but I’m trying to implement it into mamehinata
The constraints are fine but the cigarette box floats way too high for me to actually reach
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
Issue is it floats way too high
Does instruction tell you to adjust some object location to match with your own avatar?
The instructions show how to add the constraints
Where I want it to be on my hips
But it doesn’t mention anything about the height that it floats at
I do apologize if I’m not explaining too well I’m extremely new to this
When setting constraint, you might have to move object to the desire location before activating it.
The constraints are all set I’m pretty sure it’s just the animation of it floating is too high
Since mamehinata is pretty small
I don’t know
I’m just confused haha
Did you actually "move" your object first?
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
hi
hey
feel free to ask (detailed) questions here
okay i feel like i'm to subit and need a sep by step guide
have you watched any tutorial videos on this? There are many, such as this one: https://www.youtube.com/watch?v=dTlZXDJueks
i have watched many and ppl also helped me but i still get problems
It's better to also elaborate your specific problem.
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
You know you're having a problem so explain how you know you're having the problem, start providing information from there.
i try to build and publish an avi doing everything thats in the instugtions and it won't work
Also include screenshot will better explain your issue.
i'll take some
Do you see the sdk is reacting or anything? Also take screenshot if you're unable to explain.
reacting in responding or?
yeah, please explain "won't work" in a way that we can actually understand what is happening.
Just what it does after you hit build.
oh nothing for one sec and then i said unable to build
error messages like that usually have detail
i'm starting the projekt rn
why do my particles that are supposed to go in a straight line show as sideways in vrc but are normal in unity?
How did you make your particle?
wdym
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
Did you use gesture manager to test in unity?
"world view"?
You really have to provide how the particle is setup. Emission and shape and such.
in the renderer section i put it to world instead of local
i cant really show it in vrc because its a split second thing
Ah that, yep
Is it actually alignment?
yeah
i started the projekt and it said that it will add things that the projekt needs (i used vrc cc)
Can you screenshot the setting that you make it to go straight line?
that looks like you have two copies of Poiyomi in the project.
You imported poiyomi shader twice.
definitely don't do that
it did that byitself. how do i fix that
Delete one in Assets folder.
there is one in assets and one in packages
Delete one in Assets folder.
you may have to restart Unity for that to clean up
after that let's see what new errors show
Ignore then check error again.
Did you add poiyomi shader via vcc?
yea
Try removing in vcc and re-add again.
No.
yeah the VCC package probably didn't install the extras like Thry's editor because was already there.
oh
ok good, this is progress.
You haven't install vrcfury.
can i just add it over vcc
Woo :o
it worked @ornate stump@somber sequoia thank you soooo much ily
you guys saved my sanity
and now how do i make it quest compatible
Ive got this radio asset, I can hear it at full volume, but for others its SUPER quiet
only when they are close to it too
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.
go to the materials and look if you have the right shader
god it's like learning Blender all over again lol, where is the materials tab? there's a lot going on with Unity
just all materials?
assets>novabeast>materials
yea
Yeah there's stuff there!
show me
okay idk whats wrong there
same
Got it, there was a checkbox. Thank god I'm in the novabeast Discord lol
yeah!
How to make Separable and re-attachable limbs?
How should I go about it?
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
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
are you talking about the thing that says ‘avatar’ where they drag the prefab onto it? if so, you would just drag it onto your avatars root, which in this case seems to be named novabeast
What do those green spheres and blue lines mean when Display Calibration Visuals is turned on
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
found a new issue :)
This avatar apparently has no armature
So I have nowhere to attach this coin
if it has no armature you have greater problems than attaching the coin
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?
coin offset was indeed an issue
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? 😁
open blender - there's a cube there. Reshape it 🙂
Anyone know how i can remove the models hair?
ive looked through the BlendShapes
cant seem to find a full on hair setting
the rest is in koreon
if there's no blendshape for this already, and it's not a separate object, bring it into Blender and delete the mesh
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
thats annoying
Help, please...
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
I can't get this coin to position right
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
if it has a hair root you can shrink it to 0 , very rare i run into those avatars (might be painted to skull tho so dont really work)
How do I make my blender not stretch things out ? When I open it the view is always weird
I’m so confused lmao
what did you do to cause that?
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?
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
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
how would i lower tex res?
Press on your Material > press on texture (takes you to where it is in your project tab) > press the texture > scroll down and set the res to like 1k or lower
You can also use "Thry's Avatar Performance Tools" which shows you everything at once
Have your mouse over viewport and then press "n" this should pop up a little menu on the right. From there go to "View" and set focal length to 50mm (the default)
oh that is NOT what I would have thought to do, I never change that
I can't even think of a situation where that would happen without manually changing it lol
yeah
I’ve never even changed it lmao I just opened blender and it was like that
Nothing
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
it looks like you have a scene loaded so you at least did that much...
Has anyone else been having an issue with vrchat SDK?
How to make Separable and re-attachable limbs?
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.
I'll have to add rotation constraint on every single bone?
When I added physbones, and enabled it using a toggle the limb got stuck in it's default T-pose, with normal physbone physics.
yeah 'cause you can't really move the IK-driven bones around
Do you have a YT tut video you could share with me?
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.
I also want other players to be able to grab it too.
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
How would they grab it?
Using phybone?
probably
Okay, thanks.
Let me know whenever you give it a try!
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
E
apply the armature modifier
armpit arms
It already has one
oh wait
Ik what you mean
:3
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
You cant download an avatar so you need the files. Redownload them from where you originally got (bought?) them?
if you dont have the files then you dont have the files
there is no way to get them back from vrchat cause not even they have them
im loosing my sanity, can someone help TwT
I am guessing that multiple people can receive from the same contact sender at the same time, I guess for the vrcfury prop I am making I could optimize some of them out by unifying some of them that are duplicated for the left and right side of said system.

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.
still having this issue. i tried fix avatar in CATS and that temporarily fixed the problem but it’s popping up again
i have zero idea how to fix it
did you click the auto fix button?
when i did the process ran for about an hour and a half before i finally gave up and tried to do it manually
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 )
ok, probably we'd need to see your avatar hierarchy then
you mean you weight painted mesh to move with that specific bone?
yeah
it should be moving then
they don't want to move it 🥲
does that bone move the mesh in pose mode in blender?
yes
is this okay?
the avatar root is "merge" right?
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
does it have the VRC Avatar Descriptor on it?
yes
then it's the root
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
everything ‘looks’ correct which is why i’m struggling so badly
IMO remove it in Blender
may test it out and see how it works just to know how far back I'd need to do that
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.😅
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
Also another cause of issues is to double check the backfaces on shoes because if the red side is facing out and backface culling is on, then you may not see the shoes as well.
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)
@orchid abyss just for future, typre 't:script' in search window on top of hierarchy
to find any vrc components like physbones, contacts, constraints
tell me how to fix it
are those just the only two errors you got?
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 🥀
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 :(
how do i fix this
vrcfury has a discord
oh ok
why arnt the fishnets bound to the avatar?
is this asset made for this avatar?
i tried an OK picture, sorry!
when rotating, the underwear is moving faster than the body.
the tool used is "Robust Weight Transfer".
Um I don’t see were I got to accept the terms
Does anyone know how to give this guy a custom walk animation?
DOES anyone know who does Pokemon Trainers tryna find N avi
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?
suggest looking in #1138520828556890214 or making a post there
search the characters name or try sites like boothplorer (https://boothplorer.com/) find the base there and look through the items section at the bottom for assets made to work with said base
Thanks I'll take a look. I see these things of people selling face tracking setups for vrchat. Do people sell face-tracking setup for warudo for vTubing?
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 
I hand-made it in blender recently but I don't know if I did a good job lol
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
From my pov it’s good though
Might be because of vrcfury parameter compressor. So removing that and test again.
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
I have the same compressions on as my friend and his throwing is synced, mine isn’t
Try looking in boothplorer.com
Literally we went down the list and I’m completely lost on why it’s doing this
I tried, there's not much for Kanata when it comes to what I'm looking for
Kitbash
Then it might be better to contact the author first.
Real 😔
Boothplorer categorized item that's belong to an avatar. If it doesn't exist then it doesn't exist. You might have to mix item from others avatar instead which is more complicated.
try putting it on the part with the inspect menu and switch to it
like this
The recent sdk doesn't have agree checkbox.
There are many of them that are the same
Missing script means the avatar is using a script that doesn't exist in your project.
and how to understand which script is missing
Read the description in the page where you got your avatar from.
This is it?
Yes.
I'm going to try downloading it.
and which of these is exactly to download?
unitypackage file.
Also poiyomi has vcc repository so you better read the install instruction in the front page.
if it's not difficult for you, you can give me links to these scripts, otherwise I can't find them.
Google would yield first result. You usually just have to read instruction at the front page.
how to make Grabbable arms?
I opened the VRFCT instructions, but it's about using it, not the script.
You need Jerry's Template
I downloaded it, but the avatar still won't load.
What about VRCFury?
Also that you're just "adding repository" you haven't imported to your project.
"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
should I just add to the project now?
No. That's only "listing the shop" but you didn't get item from the shop. So in Manage Project button and add package.
Like this?
Yes.
is the download taking a very long time is it normal?
If your PC is underpowered then yes.
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!
This is a question specifically to modular avatar. Did you not find it in their documentation?
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
Have you tried using the shape changer component?
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?
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
Thank you my avatar
I have VRCFury installed as well
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)
how do I enter that menu?
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
ahhhhh I see
wow, this is actually way more intuitive and simple than with MA
lol
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
You see at the very top, the menu path?
ahhh
You just add the path in there
and I just type expressions?
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"
and if I want it on a submenu of the expressions menu?
this
Never add "expressions" because then it will go into "expressions -> expressions"
Other than that its like a pc path
what I mean is, adding the toggle to an existing submenu, like expressions/body options/boobs
Just define the path and make sure you write it exactly like the existing one
i covered that
All good, it's a lot at once :P
how do you reset to t-pose? my avatar is stuck in the preview pose
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
What actually is shadermotion?
It allows you to make a recording of your avatar's movements and play it back like motion capture
pretend that embed worked
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
Is the shadermotion an existing prefab or you're trying to invent a new thing?
it's a prefab, i think it's the same thing that like lolathon uses to make his whacky gimics
huh
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 ?
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
Yeah I'm asking because of this
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
where is this av even from
how i fix that order whenever it complains , twist get the Z_ treatment
Okay I'll try that
read the requirements on their page ? that script erroring is a very ancient thing
Oh should I rename the vertex groups too then ? Shouldn't the vertex group's name be the exact bone name ?
rename bone does it for you
Oh okay great
i read the reqs TwT people on the reviews also talked about it but they just said to delete the missing script and it should be good to upload, but ig ill take a second look just in case
thats the cause for sure
oh yea i got that cuz the first problem i had was having a missing script and i couldnt find it
ig ill re-import the avi
Thanks that was an easy fix, works perfectly
I like to prefix my "helper bones" with a ~
how to animate smth spinning?? I did it before but for some reason I cant figure out wtf im doing wrong
It weighs so much and that's it
It's pretty much the same as animating any object on avatar.
my avatar doesn't load and it doesn't give me any errors. What should I do?
Can you screenshot entire unity screen?
and how to get out of it?
The "Scenes" button at the top of scene panel.
and how to move the avatar from there
From where?
You drag the avatar prefab file into the scene.
The first red error is the problem.
What is there to choose?
Do you even know what is missing?
Go to read instruction in the page you got your avatar from.
yes
How did you install them?
Never been the case.
Then you could just simply delete that missing script component in your avatar.
Is Avatar package a script?
missing script component in your avatar
That's too bad.
Does that mean something?
It's too bad that I can't load the avatar.
I've told you the solution.
I don't understand what script is missing.
should I just delete it?
Yes
actualy page not the page you got it from https://cupkake.store/products/darling?ref=jinxxy
pretty obvious what page they used 
pointless wasting time helping one that just download paid models
Let's hear the statements from them.
did vrchat ever use or test this cause the axies on is ontop of eachother and was hell to adjust 
documentation also lacking how to actually set those bones up
up/toward/cross/rotation?
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??
is that top one the first error?
(if not, post the first 2-3)
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.
reply or @ me.
You need two variables, one that says "is contacted" and the other that's the value which gets toggled. First one toggles the second using VRC Avatar Parameter Driver
Okay, I'll look into it.
Thanks again.
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)
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
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
IMO if someone else's avatar got me with a blinder I'd block them immediately.
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
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?
Where are those parameters now? Probably you want VRLabs' avatars 3.0 manager
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
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
Avatar 3.0 Manager was what I was looking for! Thank you!
excellent
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
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
Which part are you stuck on?
oh I was scrolled, sorry.
It happens lol
So find your body object, Click that, and materials will be listed in the inspector.
Your shoulders (listed as "clavicle") should be a direct child of either Chest or Upper Chest, whichever is higher. You can't fix this in Unity if it's wrong.
I'm kinda stupid so I'm gonna post screenies and go step by step
this is the right body section (to the right)?
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.
make backups
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
awh so what do you reccomend i do? this was already rigged
bring it into Blender and rework the armature if necessary
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?
im not familliar with blender 🙁
depends on what you have, is it an alpha mask texture or is the alpha from your base color?
well if this is actually wrong, you can't fix it in Unity, so....
Alpha mask
put it in the "alpha map" slot then
FYI, I don't do 1-on-1 help in DMs for free
wherever you want
i notice when i look up i don’t have to look up that much for the eyes to roll back into the head. the ft in general works, it’s just the eye movements are a bit too extreme
if anyone has any advice or tips i appreciate it
how much do you charge?
just anywhere in the assets bar at the bottom then?
if you're wanting to commission someone, try at the VRC Traders discord, link is in #1204490664637890580
hm
wherever you want, project file management is up to you
i just need the hiarchy fixed thats all, is it worth i make a commision for that?
If you can't do it yourself and need someone else to, then yeah, that's generally how you get someone to do work for you.
Which avatar base is this?
opened everything up in case it helps
its a rig i got online from kyliestylishworkshop, its a spider man rig and i edited the hell out of it before realising its not working at all
ahh
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
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.
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
its REALLY weird
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 😭
Is there anyone who is experienced with world drops with parent constraints? I am losing my mind
yeah, lots of bones you don't need for vrchat
but cant i resolve this without having to do everything in blender?
go into object mode, and look in the "item" box of the 'n' popup - I bet you have rotation not zero. Ctrl+a and apply transforms, that should fix it.
You can't properly edit bone order or other things about the armature in unity so you'll need to do it in something like Blender.
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?
I'm in object mode, where should the item box be?
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.
how do I apply all transforms?
I said here: #avatar-help message
Oh sorry
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
OH IT WORKED!! thank youu 😭
You angel oh my gos
I use gimp for lots of 2D work but Substance for 3D. I'd suggest trying things to figure out what you like.
is there any reason the hair is translucent? the textures for everything else are normal
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?
will do, i see my friend on krita a lot so i might try that first
I'd use angle limiters on the physbone component.
thank you
I shall look into it
is there any known fix for this?
I don't see anything wrong with it?
the hairs translucent for the most part
the opacity is different
Its pretty opaque
what does it look like in game?
Material settings for sure.
small bump 🐾
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
there are no limiters in VRChat or Unity
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
in unity when i test it
My only experience is with the Babble software which has limiters built in
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?
without knowing what those are in your specific armature, I couldn't take a guess really
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
Lyuma's emulator has a way to test OSC stuff, but I haven't tried it yet
thanks! i’ll look into it 🙂↕️
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?
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.
Can anyone help me with riging and weightpainting in blender ?
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
#avatar-rigging but yes, just ask your questions, no need to ask to ask.
I was wondering if someone could call and walk me through it
I need help. Im just trying to upload an avatar from vrmodel website, i took it as it is (its for the Quest)
click review any alerts and show us
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
using Blender, shoulder bone and neck bone,
“Parent” at the chest bone.
Anything from that website has been ripped, do not use it.
if you're using VRCFT and not the little vtuber viseme thing that vrchat released, then the eyes are controlled by blendshapes and not bones i believe. im not very well versed in this either but i just wanted to let you know in case that affects the way you're troubleshooting
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 :'''((((
what do you mean "transparent blendshapes"? do you mean the textures?
whats a "transparent blendshape"
the blendshapes are supposed to be transparent like
the eyebrows and the chunky 7+++++++++++
sorry bird
blendshapes are just vertex movements, they have nothing to do with transparency
if you don't have things transparent but should, that's a problem with your material.
explain what you're trying to do as simply as possible :)
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
yeah blender material settings won't transfer to Unity, you'll need to set that up there
ok im loading up unity
I'll make a video explaining how to set up the material in unity for you :) do you have poiyomi?
yes i do!! omg thank yoiu
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
yeah looks like you just have the standard material settings, and for the pink stuff, some missing textures or maybe missing shader.
i hope this helped, im a little slow today so sorry if i didn't explain it great, just lmk and I'll make another video explaining it a bit differently :)
What could be causing the avatar's eyes to go askew on upload?
omg thank you this worked yess
i did get this error though, how do i fix it?
does anyone know how to make your clothing grabbable by yourself and other players in specific parts Via blendshapes
not sure, is there anything else in the console?
is it stopping you from uploading? if so lmk, otherwise I'd just ignore it
havent tried it yet but if it does ill let you know :) trying to figure out how to apply these masks over the eyes
possibly bone roll is not 0, or bones are not perfectly vertical?
i love do this, it’s so fun 😄
Figured out, unity needed to be restarted. Must be a bug somewhere.
argh 🙂
That is is as I restarted after this
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.
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.
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
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?
in blender it looks normal but in unity one arm is darker for some reason
may be vertex colors?
they both have the same color material and stuff
the normals may be flipped
select the arm on blender with edit mode and press Shift N
i recalculated them both inside and outside but its still darker
hey yall, every time i swap a material on this avi it swaps back to the orignal after like 3 seconds
any reason why?
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.
if you attached the animations to the FBX, you can import the FBX into unity, click the animation and duplicate it to make a version into your main asset folder which you can throw onto your model
hope i understood your issue correctly
ctrl+d to duplicate also
Too many words for my small brain ;-;
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.
bump
you edited the blendshapes in Unity? or another program
unity
hmm sry i know about blendshapes in Blender but i've never edited in unity
blaaa its alright
you're using VRC Avatar Descriptor > LipSync > Viseme Blend Shape ?
uhh no, i didnt know that i needed to use a package to save it
well i mean i can use the sliders to change what i want, i just want it to STAY where i slide them
i believe you need an animation for each one of those
if you set one of those, it'll stay unless an animation overrides it.
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
i can right click on the blendshape slider and "apply to prefab," will that do anything?
not really anything useful here, it'll make that set as default for when you drag a new avatar prefab into the scene.
each animation just turns on one of those mouth shapes with all the others off
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
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
ugh... thats a lot... i will do my ABSOLUTE best
Okay Gonna do then when I home from work, thanks for the help
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?
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
of course, swap the animations in the animation layer that does the gestures
if you are missing your middle finger bone then they are bending the right way
Which I'm not
what finger is missing then?
Little
hmm
it may just be the default animation
or your default pose
in the rig configure
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.
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)
Woah, this is fantastic information. Thank you so much!
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
Dont have a camera on the avatar
Do i face the camera at the avatar
How do i turn it of
You shouldnt have a camera on it in unity at all
I fixed it now my screen is black
What screen you said?
Show your avatar object hierachy in unity.
How do i do that?
Screenshot your avatar object hierachy in unity.
this is what i have
You haven't removed camera object inside of your avatar.
How do i remove it
Select and delete.
Don't you ever ponder a bit how to do something? That would also save my time to tell you such a trivial thing.
I just started using unity not even a day ago
It's kinda universal that to delete something is to select it and hit Delete key.
I deleted any camera there was and im still having the same issue
Screenshot unity again.
You still have a "Camera" in your avatar.
And light should be remove.
how would i patch a hole in a jacket on an avatar, like the texture is missing a place
Screenshot what you mean.
your view position may be inside your avatar's head, meaning it's pitch black because all you can see is mesh
I fixed it!
oh nice :D was my theory correct or was it something else
If it does that then they have an even bigger issue.
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
Everything attached to head bone will be scaled down to zero in first person view so that doesn't obstruct player view. If it doesn't do that, that mean it doesn't recognize head bone.
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
while i have you here, since you seem to know about it:
i have a generic rig which i'd like to apply a head-chop-like property to. my understanding is the proper component doesn't work with generic rigs, but i was hoping there would be a way to recreate the same effect on a generic rig. any ideas?
I have never tested head chop in generic rig so I don't have an anwser to that.
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
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?
yeah u can do it that way and use a blendshape to hide it, could even have 2nd head's eyes bones be used with rotation constraints as well
kinda multiple ways to go about it
I'm not worried about eye rotation, only viseme expressions
then yeah u can use a blendshape, UV discard, probably bone scaling even
whatever u prefer
o7 ty
detect your current viseme , tell other to do it
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
you might have better luck on BOOTHPLORER after I release 2.0 since currently you can only search by an item's name, not it's tags or other properties.
in the meantime a better way is to add the avatar's id (6813995) your search query on booth and using Japanese tags for cyberpunk/sci-fi in the tags field.
What are the differences between these two files? what is PSD and QuadFBX?
photoshop file format of textures and the mesh is in quads instead of triangulated i assume
should i jsut stick with the normal 1.3 if i want to upload it to quest?
ah so theyre both around the same size?
i struggle with size issues when uploading to quest alot haha
same size yes
gotcha