#avatar-help
1 messages · Page 173 of 1
its all triangulated anyway in unity, quads is just easier to work with in blender
if u struggle with size, reduce texture sizes and use vrcfury component to remove unused blendshapes (removes mesh memory bloat that contributes to total size)
oh my god
i didnt know vrcfury had that
thank you so much
Hey! Random question - This little ring around the thighs. It's kinda hard to see but is there anyway to fix that?
I'd assume it's just weird topology or something but I can't really get the lines to show within Blender. They show in unity, and substance painter though.
How to make detached Physbones?
When I try to grab and pull a physbone away from its parent, it just rotates around its parent, doesn't go out any further.
Oh, so, is this how I should be making my separable limbs grabbable?
Or is there a better way?
Just click on the eye button?
it wont let me
So i want to get into making avatars, however I seem to strugle with understanding blender, as i can't even seem to userstand how to use the 3d cursor.
Most Youtube Videos and Text guides don't work for me since I have adhd which makes it hard to understand things like that at times.
So i was wondering if there is anyone who wouldn't mind helping me learn and generaly give me advice.
i have a hand full of little fidget toys on one of my avatars and for some reason, even if i delete then re-import them, they have missing scripts and become completely unusable. This avatar is like, my third seperate project from the original, its complicated why i did that, but i think when i made the original avi into a prefab, maybe something broke? im confused either way
the original project still works, but the new one is uploaded as a seperate avatar but with a face tracking prefab, and i want to get both avi's to work the same but one just has FT
missing scripts usually means you didn't install some pre-requisite unitypackage or vcc package
that would make sense but looking at the other project, the missing scripts seem to be just constraints, like every time, and ive definitely got everything the original has and maybe a little bit more, ill double check that more thoroughly though
constraints? is the VRC SDK very old?
the shoes are not being linked properly
and fury armature link
like
doesnt attach properly
omg i forgot i downgraded my sdk so i could downgrade gesture manager and make sure my ft worked with av3 emulator 
yeah if it's too far down it won't have VRC constraints
it still has constraints ive manually put one back on there, but they look different, so still probably just doesnt translate
constraints and VRC constrants are not the same though
you should use the VRC ones
either way i dont need old sdk anymore since i know the ft works now
ahhhhhh
i was wondering why it didnt come up when i typed vrc
I can help, what don't you understand?
@hazy quest Well basically everything tbh i just started today and it is kinda alot to take in
i just put it back to the latest version since i dont need it to be old now, it works now 
Would you guys be able to help with this?
The armature link when attached to the hips doesn’t look right when doing animations
Thank you!! it worked!! I think i added some unnecessary SDKs at the start previously which made it mess-up
definitely not, here you will only get scammers or bots, the best place is to got at Vrc trade.
Oh glad you fixed it!
and it's better if you delete this message cz it can cz your Dm to be flooded
Well, you can dm me whenever you want.
Always happy to help if I can.
@hazy quest thanks that's nice
No problem.
Need to edit a material for my avi to make part of it transparent but I can't really be buying Substance Painter rn. Anyone have any advice?
Got a friend trying to help me. Need the actual eyeball to be translucent (second image) but removing the eye from the texture sheet results in it being black. What is happening here?
Rendering style is set to opaque.
ah whoops
Also, if there's geometry behind your eye, it's gonna show weirdly.
It's fully empty in there, thankfully
Thank you
Got them in, now according to the instructions I can set emissions for the color of these eyes with my Poiyomi shader but I do not know how, any ideas?
The instructions for this asset aren't very in-depth unfortunately but this is what I still need to do:
Pick the Pair you like and make sure to chose your favorite colors in the two emission slots of the Poiyomi Shader.
Parent the Eyes to the correct bones of the avatar.
Appreciated! Got some help elsewhere as well.
okay :) if you need anymore help just send a message in here :) I'll try to help if I'm not busy!
Go to the material for the eyes. Go to the Emissions, in Special FX.
Ooop, nvm you got it
sorry was in a meeting about explosion proof boxes.
hello, I have a slight issue with the idle pose of my avatar and don't really know where it comes from
when I'm in game I feel like the legs are scrunched up a little? not sure how to explain it better
when I raise my headset physically then it straightens the legs so they look normal. So I already tried readjusting height etc. but nothing helps, any idea what could cause this?
First picture is how it is and second is how I want it to be
if anyone could help me with something
for whatever reason after finishing weight paiting the model
the avatar isnt working anymore in playmode
i been testing it slowly
and it was working until this point
Usually if you just toggle between sit and stand in the launchpad it fixes this
Does anyone know why this happens?
It happens when i save and go into the sdk.
Why do I keep seeing this bug with everyone
SDK 3.8.2 bug, just downgrade to 3.8.1 for the time being
Good to know
dont have a controller in your animator
clicking builder it reads that and goes herpderp
omg thank you<33
please someone help me. . . i managed to fix the issue but now modular avatar broke someone my avatar. . . i removed modular avatar from the project to try and fix it but now this happened
and I dont know what to do
not set humanoid if its ment to it has errors / no animator added if its ment to be generic (humanoid get those auto)
the rig is set to humanoid and i have made an animator controller for it yet, and was working properly before I added Modular Avatar to the project
ive been trying to upload this avatar for 3 hours wtf does The VRCSDK build was aborted because the VRCSDKPreprocessAvatarCallback 'BuildFrameworkPreprocessHook' reported a failure. even mean and yes the blueprint has been deleted multiple times and yes i made 3 new unity projects
show the entire console instead of single errors
what preprocess scripts are you running other than VRCFury? examples being Modular Avatar or D4rk's avatar optimizer
thats it
i still got this issue where some body parts are darker than they should be and it happens after weight painting and assigning the parts to the armature left is the "rigged" one and the right is how its supposed to look like (ignore texture)
Hi, im having an issue where im being told that on quest end, my avatars hands are messing up, apparently doing full rotations at the wrist, when it uses the same gesture layer on pc side, and pc side has no issues. What could potentially be the issue here?
is it possible the left and right arm are using different materials somehow?
or, if you try rotataing the camera around the model, does the texture only appear darker at certain angles? it's possible messing around with specularity in texture could fix
the one on the left looks like it has a more metallic texture
it makes sense it would be darker at certain angles like metal is, whereas the one on right right is more flat, not quite cel-shaded but definitelly flatter and rougher
i know you said "ignore texture" but that might be the root of the issue
anyone knows if theres any music player prefabs where i can just drop a music playe in the middle of the world for a avi?
anyone konw how to fix this in blender?
i see it so regularly on peoples avis, i think a result of cats or something
the rig gets like totally f'd
importing with automatic bone rotations resolved
same materials
it appears darker on the whole model of that arm part
yall
i have a gun asset
how can i do it so that when i use point finger gesture the gun shoots
edit point finger gesture animation
(duplicate it, add gun animation, replace in the gesture controller)
howdy y'all so I am having an issue I'm trying to work around, if possible. I've ran out of physbone components on my quest avi and I've heard about a method to save components by using an empty container bone to act as a parent(and put the script on it instead of the symmetrical objects) for 2 symmetrical physbone objects(like ears or boobs for example) however my problem is that I need to skip the first bone on both ears in order for this to work, since that is the way the ears are set up when a script is on each ear independently.(basically, the ears will do funny stuff without it) So, if it's not possible I fully get that. But kinda hoping someone has a workaround. My gut kinda tells me this isn't possible because something is going to break. cause ya know bones can only have 1 parent and all.
Default settings already skip the first bone if it has multiple children
Okay, so here's how it looks now. [C(container)] -L1-L2-L3-L4 + [C]-R1-R2-R3-R4. The scripts as is sit on L2 and R2. if I put the script on the container, it behaves in an unwanted manner as expected because extra bones are moving that weren't before. Maybe I worded things wrong the first time but hopefully this helps. Anyway my thinking was to have a second container with L2 and R2 connected but I expect that to not work like I want it to, or just not be possible. Or an alternative is I need the script to sit on the existing container and skip the root bone and the first bones on each ear(which I also expect can't be done).
How do i edit tail physbones to be like the niko tail model it keeps doing this stuff, im not sure how to fix it
Odd question, Is it possible to fix my avatars posture in unity itself or do i have to do that in blender? Idk if i've asked this before but i've forgotten if i have a choice maybe?
Ok, so i fix the posture but now whenever i enter the gesture manager the avatar goes all over the place like it's got a form to fill out?!
Wrong scaling factor on export
i genuinely do not understand what is broken in unity, im working with a base model "moth-doll on gumroad", ive finished my retexturing, and have baught 2 assets to add on, the bas avatar works fine in vrc, an has no problems when running, however, whenever i add one of m extra assets, being the "pointless assets ghost package" it throws all of the above errors, despie the avatar itself working fine, ive placed it in every point of the hierarchy i can think of, used 3 different instances of packages, the only thing left it could be is that the moth doll base itself is poorly built and its built in vrcfury just flat is broken, any help would be apriecated, its been 2-3 days, i am at the point where i will send you the files i need if you can look at it in your unity because i might just be cursed, many thanks, please save me - rose
also just in case, it is infact on the avi within the hierachy
weight paint - some vertices weighted to the wrong leg.
what extra bones are moving? it should be the same
Do you need the first bone in the physbone?? Because what I usually do is I rearrange the armature so that the first bone that I don’t want is not a child of the physbone so that only the bones I want move. However if you need that bone to be connected to the rest for like animation purposes then I’m not too sure
Trying to set up Dextro Avi Protection, PC uploaded fine, but Quest is claiming my Visemes Mesh isn't there, when its the same as my PC version, anyone got an idea?
any other way to attach the shoes that isnt armature link?
it doesnt seem to be attaching to the feet correctly
Blender
How can I set an avatar for questies? But have my pc?
switch unity build target to android
not sure how to fix this 
which ones of these is preventing me from uploading
all i did was remove some outfit toggles and add a couple back
and now i cant upload
oh wait fixed it, it was the streaming mip map things, it just didnt show up until i selected a different avatar, then selected this one again
so, question about parameters
if i have, let’s say three shirts, and i only need one on at a time, would it be more optimized or use less synced bits to:
A. have three separate bools, one for each, using parameter drivers in the controller to disable the others when one is on
B. have one int, using an animator setup to connect x = 1 to shirt one, etc. to only have one on at a time
with respect, this is a horror movie 😭😭
its not that bad lol
its mainly the card trick prefab tbh lol
i only have a few toggles total
I need these glasses without the lense in the middle so I can use them on my Quest version avatar. How do I remove the lense in Blender?
X key
huh? I am noob at Blender, I don't know what you mean?
Literally X key on your keyboard.
yes and what will that do? I said I am noob at blender. I dont know anything
I did press it and and a menu poped up
You're asking to delete, so it delete it.
huh? I want the lense on the glasses to be removed and keep the frame. How do I do that?
Just select only the lens.
I can't to that, its one solid object.
the lenses are not separate from the frame
I can't just select the lense.
Just select only the faces that make out the lense.
you have to explane to me like I was a baby bease I am so noob at Blender
Top left the 3 symbols
face huh? I dont understand
They mean vertex, edge, face
Then you'd have better luck watching blender tutorial on youtube first.
I know a tiny bit but how dow I seperate the lense? and remove it. I just need somone to help me
I am not asking for much.
and how will a tutorial help me with what I want?
Honestly you don't even have to remove the lenses for the quest version, just make an invisible material with the vrchat mobile particle shaders and apply it to the lenses
Vertex, edge, face are the basic knowledge in blender so if you're lacking those basic topic then you aren't really knowing a little.
I tried to google my problem but didnt find anything so thats why I am here.
Dont be mad, youre literally asking the absolute basics about mesh editing. Its tedious to explain every click
I can try that and see what Happens.
Just make sure the glasses has 2 materials, one for the glasses itself and one for the lenses
It's so basic that it mostly get covered by every tutorial out there.
using the VRChat/Mobile/particles/multiply shader worked.

the simplest solution is mostly the one that works
Idk if this is the right place, but an Avi I have had like a display thing? I think? One of the toggles is for VR but it won't work (don't have pictures but could get them if needed)
You could just do a float param and probably make it a radial
Unless you really wanna do bool since its less taxxing
whats yalls way to do hair emissions? also does anyone know how to do glowing outlines like on the pic?
poiyomi outlines have an emission option 
emission + a mask with white to black gradient that follows the hair uv so its not affecting the entire thing
how exactly would i do that? im pretty new to making emissions
I can make you a simple one rq if you want, I just dunno if it’d follow the hair uv
Could be wonky without something to reference
ah thank you sm but i wanna learn myself haha did u learn from any tuts online or?
pretty rough exsample
you can always do this later
white will be affected by emissions and fade out to black will have nothing
handy to know ; your uv and direction mine was flipped 180 so white is top
It’s just a gradient like thulen said! ^^
ohhhh :0 thank you 🙏
what is a ‘paint weight’
weightpaint??
It just determines how much something is gonna move with whatever part of the avatar
how to fix the texture in blender?
i love you
cats plugin doesn't want to be added help
is it the correct version for the blender version you're using?
i'm on blender 4.4.0
latest version of cats is 0.19.0
this one didn't work
well, i was wondering what uses less synced bits, or which was more optimized. i would rather have three separate menu toggles, i’m just wondering if one int/float is less bits than three bools
I generally use 1 int for any set of props that won't likely be on at the same time, but bools are technically "better"
You likely won't have to param cram even if you have 4 int prop sets and ints are easier (for me, at least) to control.
But it really genuinely is user preference on that, the gains you get are -minimal-
Ints are better for sets of props with multiple states (firearms, as an example) and bools are technically better for individual items with only an on and off state. But being consistent in how you do things does itself have value, from an ease of design standpoint, and I tend to prefer being able to add feature sets more easily, so I just use Int.
that’s good to know, i think i like ints better too because the animator setup uses less layers and looks better to me
i was just wondering about the synced bytes part, because i’m already 3/4ths of the way to it being full, and i don’t know what happens if your synced bytes gets to the maximum
and i couldn’t find any documentation on that, or about how many bytes each parameter type uses
that makes sense
so i always wondered, what about VRCFury toggles? i don’t have many of them, but for example; if you had a nearly full parameter list, but enough VRCFury toggles to go over the limit, would those still work?
since they don’t contribute to the synced bytes count in-editor
They do in play mode
contribute to synced bytes?
Youll get a popup warning about parameter space being maxed out if you go over the limit but vrcf will still build the avi for play mode to test
oh okay, well that makes sense. i figured they might have a warning, since it’s such a polished tool
VRCFury is so cool
I really need to learn VRCF so I can make modular guns and stuff.
im trying to set up a rotation constraint for this gun to follow the hand rotation, but anytime i rotate the hand up, the guns go down for some reason. how do fix?
OK, here's one for the books: I recently bought an avatar, an elf sorceress-looking type. I decided she needed a magic system so I dug one out from a previous project. Adding it in per the instructions, everything went according to script
UNTIL
Upon upload, the system declared I was 30(+/-) Parameter thingamies over the limit. SO: Without committing to deleting anything, is there a simple way to reduce this number and still keep the magic gimmick? I'm happy to block out, for example, the color change menu items, but I'm not sure how without doing something irreversible (and I'm not sure it'd work if I just deleted those parameters, anyway).
I'm trying to think of why there's be so many params, but removing them will just prevent them from auto syncing over the net.
It won't break the animations for you
So remove some and see if the thing still works mostly for other people.
"Remove"... I can delete them, I even know which ones I think I can get away with without causing any real trouble, I just don't know if there's a way to... Mmmm, basically I'd like to "deactivate" them, like I might with a prop, without deleting it with no way to backtrack.
As for why there's so many, the original avatar comes with some spectacular effects, like flowers drifting through her hair and sparkles in her dress. It's a very effect-dense character, Quest users and people with low-power computers will probably hate me. 😅
Adding the magic system is gilding the lily and going well beyond the limits. (But without it she doesn't really do much besides looking pretty.)
Have you tried using the vrcfury parameter compressor component
I have no idea what that is. The magic system came with its installer, but from my very basic understanding of what's going on here, it shouldn't cause any trouble if I avoid the magic system parameters.
I will look that up. Even if it doesn't work, it will still be valuable information. 😅
Thank you!
Yeah just get vrcfury, add it to your project, select on your avatar and add the parameter compressor as a component under your avatar descriptior
Already had VRCFury, fortunately... And found the component, and added it...
And.....
Huh. Seems to have done exactly what I needed it to, without any arguments or obvious conflicts. I'm a little alarmed/suspicious that it was that easy. 😅
Thank you! That was exactly what I was looking for! 😁
does anybody know on how i can make the spider verse choppy effect in unity, i saw a post saying it can be done with physbone but im not sure and idk how the physbone settings work
You mean the low frame rate thing? I assumed that was a filter of some kind
yah
ive looked through everything man
💀
i cant seem to find it
is there any way to look for it?
t:renderer in your hierarchy search
goat
Very very minor issue, but confusing, and just a tad annoying. I've noticed on a few different avatars that the right and left hand have different 'default' animations/poses ( When holding the controller how you usually would when doing nothing, not pressing down on anything, thumb on the stick or buttons. ), any way to rectify that?
I'm quite sure it's not an issue of my controllers.
if you're sure that you're inputting the same gesture, then no, not without the avatar having an option to change it. You could always use finger/hand tracking if your headset/controllers have it (quest 2 and 3 have controller-free hand tracking, index controllers have finger tracking)
is anyone good with module avatar , that can help me make the sleeves toggle blendshapes that hide the arm when on, but when turned off show the arm like regular
When i try to upload any avatars this happens and gets stuck ive let it build for almost 4 hours and nothing, been making avis for almost 3 years and never had this problem any fixs?
Look into making the actual animation clips for that, it helps a lot with general knowledge and will help with your problem.
my need some help, my avatar mesh is in A pose but the bones are in T bose, i need to rig it in a pose since i dont think i can edit the mesh to stand in T pose i did already try to enforec tpose but it didnt do anything so i just need some help figureing out how to rig in A pose on unity
Can I get help with how to import my avatar into 3D substance painter? The way I thought it would work does not
completely lost on emotes, i can't get one to work and looking at a friend's emote that works fine the methods are like completely different (his vs mine)
That’s the main process to get it working. It can be a bit tricky the first time, but once it clicks it’s smooth.
I do this kind of workflow all the time for commissions, so if you ever want me to handle the full setup (import + custom textures + polish), I could do it for you 👍
It’s doable, just a bit of extra work. I handle this kind of rigging/fixing as part of my commissions—so if you’d rather skip the hassle, I could sort it out for you 👍
i dont have commission monedy 😭 do you have a tutorial on it?
CATS has a force t-pose option in blender you can use. It lets you save poses in the drop down I think :o
Also dont trust someone in here talking abt comms, its against server rules HAHA
ive never heard of that is it possible for you to give me the link?
and thank u lol i thought so...
What version of blender you using?
4.5
CATS is a bit older but Thulen sent an updated unofficial version
Yehh I’ll grab their link then
okie tysmm <3
Here ^^
tytytytytyyyy
I’ve used the pose save thing for clothes when I bring them into blender and they’re a-posing cuz annoying
Ofc!
Is there a guide on how to get a model working with MMD worlds for Facetracking or if someone can point me to the right direction? I'm a bit at a loss and there's barely any material that I can find on it so I'm hoping someone here will have a solution. VRCFury with MMD Compatiblity doesn't seem to be working either and I've added the layers to be disabled however, no luck.
so im still trying to make this cloak in the back. im not super sure how to go about it. Any ideas?? Im tired of it blowing up for some reason. i have collision settings set to the default and i tried to make the cloth a little dense
All you need to do is add the blendshapes. I use this Blender plugin: https://mmd-blender.fandom.com/wiki/MMD_Tools
I already have the blendshapes which makes this all the more odd. it was one of the first things I checked.
ahh. I don't use VRCFury for most stuff, so not sure if that messes with the first 2 animator layers
Honestly, that's where I think I messed up because my Facetracking is driven on the FX layer.
I never bothered seeing if it was wrong either because it always just worked for me and I don't really use other stuff on my avatar.
I want 2 avatars on my account but don't have a PC to do it or anyone I trust ;0; (I have the files)
seems you're kinda stuck
either the person who made the model can upload it
Yea ;-;
I bought it and they are sick so they can't be up for long (so no sadly)
Guess you will need to wait
Darn it
cause idk how the curator would feel about you sharing the files with people for it to be uploaded.
She was giving them to me because she had forgotten and she's closing her avatar store soon, she said she didn't care
whos the curator?
Yea I’ll try to find someone I know to do that thanks tho!
👍🏻
VRChat's default animation controllers don't show up in my projects when i make a new Unity project from Creator Companion. Does anyone know where they're stored and/or how to get them into my project file's assets so that i can edit them?
A tutorial I watched seemed to have the necessary controller already in the assets, I haven't been able to find it so far X_X
looks like they're in Packages/com.vrchat.avatars/Samples/AV3 Demo Assets/Animation/Controllers
OK, so I tried to follow these instructions, but I'm running into a weird problem. Both LookX and LookY params are defaulting to 1.0 at rest, instead of 0.5
ah, I'm sorry, I worded it slightly wrong. I meant to say that the edges are offset, not the centers. So the overlap between the contacts should be 1/2 the radius or 1/4 the diameter (vs right now, it's at 3/4 the diameter)
does any know how to fix this issue it would be much appreciated?
OK, setting the relevant offsets to 0.3 (resulting in 1/4 overlap) seems to have done the trick. Now to figure out how to effectively animate four distinct states with no in-betweens using these params
would anyone be willing to take some time to help me in vc i cannot figure this out.. it just keeps putting this giant voneb in whenever i try to attach the mesh to the bones
the bones wont stay attached to the mesh either no matter what i do :I
usually that means you have mismatched object scaling - apply transforms before doing whatever "attach" does
what do you mean by apply transofrms..
object > apply > apply transforms (?)
its cmaking the mesh a bone whenever it ry to attach them so idk
i think…
Ctrl+A in object mode, "apply all transforms"
basically tells the program, wherever this object is = 0, 0, 0
OK SO ive done this twice and had to rename it and forgot to capitalize but its making the Mesh into a bone but idk why
is that bc of the transforms thing?
ill give it a shot
i dunnow how to delete those bones from the armature tho :<
you can always use animations with motion time. If the property can be interpolated (ex. texture offset) then set the interpolation for all keyframes to constant (ctrl+a, right click, context menu > both tangents > constant)
also make sure loop time is disabled on the clip
Unfortunately in this case I'm swapping between face tiles, making interpolation not really work
(Far right col for the "look" faces)
yes, this is what i provided a solution for
i think i might have worded it in a confusing way. I mean that if the property has the ability to be interpolated (since you don't want it to), setting the interpolation to "constant" should remove it
Ah I see
some properties doesn't have data that can be interpolated (ex. material swaps), so you would not have to worry about it
yeah, object -> apply -> all transforms
(or ctrl + a)
oh that got answered later, good.
May I ask what your blendtrees look like for this technique? I'm having a hard time wrapping my head around how to arrange one for this.
this doesn't work with a blendtree, it needs to be in its own layer
?
you need to have the animation state in it's own layer for each parameter
motion time plays an animation, but instead of the frames being played by time, they're played based on the value of a float between 0-1 (the time value is normalized between 0-1 as well)
So if your paramater is 0, then you'll be at the beginning of the animation, 1, at the end, 0.5 in the middle, and so forth
if, in the animation, you set the interpolation of the keyframes to constant, you will get no interpolation
if you want to use a blendtree to animate it though, I would use an AAP (animated animator parameter) instead of directly animating the face in these motion time animations in order to quantize the value, then use that value in a blendtree
so a layer with an animation state with motion time enabled, that takes the X parameter as an input and animates the value of another X parameter discretely, and then do the same for Y. Then in your DBT you can use these output X and Y parameters to animated with and they will be in steps; as long as your thresholds in your blendtrees align with these stepped values, everything should work correctly
you can also use this to remap the values to whatever range you'd like, so instead of 0-1, you could do -1-1, or whatever you want really
Hiyas! so im not sure why it wont let me save this, it telling me that the script for the raycast aint working is weird. I have ik and what not but it just dont wanna work anymore, not sure how to make it into a mono script like its asking. any ideas whats going on?
my blender addiction, memory is useful now!!!
You'd have to edit the script to make it be a MonoBehavior. But this can't work on an avatar, maybe you mean #world-development
Hmm, this makes a lot of sense. I think I follow now. However, I just tried to set this up and it seems to stick on the first frame. I have thee frames:
"look left" => "look ahead" => "look right"
but she always looks left.
Even though debugging shows that the param is currently 0.5, which should mean frame 2, which would be looking ahead.
And her eyes occasionally do go to "look ahead" for a split second. I have interpolation set to constant for all frames, and Loop Time is unchecked
I feel dumb, my expressions aren't working, but they are hooked up properly i think, if you need more screenshots please tell me
Cons seems like the weight used to enable a child direct blendtree - if so, it should be 1
I think that might partially be the issue because this is like the fourth time I've said it back to 1
And it's still doesn't work because it gets set back to 0 as soon as I test it
And the parameter I made for it is gone
Trying again with the parameter remade
And that did nothing
Oh I think my animations are broken I'm going to remake them
Hey so i just spent like 3 hours just sitting here tryinf to figure out why my bones wont attach to my mesh and im burned out. I just figure it out. Could someone please rig this for me 😭 i can do EVERYTHING else, the rigging is the only thing that im defeated by…
what do you mean "attach to mesh"? Are you weight painting?
I need my model to be T posing so i can create animations in unity, the actual model came in A pose
I can position the bones in a tpose in blender
But the actualy mesh doesnt move with it
Quick question, I was reading some stuff on the VR chat documentation website
And if I make a parameter inside the animator called voice, am I able to get how loud the player is?
A pose can work, but yeah, you can rework it. Are you posing the armature, or just editing it?
Yes, that's how that works.
Thank you
I think im posing it idk.. the default pose is Apose thags how the model came
this is very specific.
Idk how to explain since im bew to this :( i just cant get the actual body to move only the bones
Click on the armature and in the mode dropdown at the top left, you can pick "Edit mode" or "pose mode"
which are you using?
Nono i mean im trying to rig my avatar not just put it in T pose.. like i need everything connected
Some bones are connected and others wont connect, also one of them keeps turning huge when i try to merge my armiture with the mesh if that makes sense
Yes, I understand that, I'm trying to get clarity on how exactly you are trying to rework the armature.
Also I have no idea what "merge my armature with mesh" means.
Uhh
also explain what "some bones are connected and others won't connect" means
Ok ill have yo take screenshots for u or show u
What is it that you are trying to do? Add clothes to a base?
switch the avatar from A to T pose I think?
So im just trying to make it so my physical avatar moves with the bones
I'm not entirely sure, I'd have though this was already rigged if they're doing this, so I'm not sure what "attaching" would be happening.
Like the model or “mesh”
right so you have the armature modifier on the mesh pointing at the armature, and you weight paint.
No im trying to rig it its not rigged 😭
Yes, so what I just said is "rigging"
This is one an avatar, its using the vrlabs raycast. It was working before, but now it's giving me this issue so a bit confused what changed lol
could i maybe invite one of you to my server to help me tomorrow? @tribal hatch@somber sequoia its ok if not
ah I've never used that, but if that's on an avatar that script must be editor only
i feel like itd be better to just show you what im talking about
I only help for free in here.
okay
Same here, sorry
Ah ok gotcha!
my model when i try to sit in a seat it doesnt sit it gets in the unity bike pose how do i fix it
do you have a custom seated animator?
i dont think so
here
So yes, you do
your GoGoLoco install might be incomplete
It is recommended nowadays to use VRCFury to install GoGoLoco
https://franadavrc.gumroad.com/l/gogoloco
Check the link under Video Tutorial
The VRCFury package automatically merges controllers, paramaters, etc for you.
is poiyomitoon and poiyomi the same thing i need the lastest one
thank you!
still does it
This bit was a goof on my part, but I'm still in the pickle of not being able to do both up/down and left/right. I think this is because I have to have a "neutral" frame in the middle of each animation.
Did you remove the controllers you manually added before?
only one is fx
What are the requirements for my avatar/asset to be Quest Compatible?
add those parameters to your avatar parameters list
i added them and now its saying im having problems, i lokey can not read that well so if someone could dumb it down for me
not sure what the corrupted one is, but the 4th one down I'm guessing where you clipped it (don't) it says "missing script" - you'll need to fix that.
Probably that object has a script on it that comes from a package you didn't install, but should.
okay thank you so much!
define "sit" - do you mean you're in a station?
tried gogoloco through vrc fury
when i hit the seat on the map it does this weird bike pose
but my other models dont do it
ok yes, in a station, I think in gogo loco that's in the sitting animation controller
Ive tried reimporting gogoloco same thing
Rn im uploading a test model without gogoloco to see
U think its a animation change causing it?
that's usually what animates your model, yep
I haven't used gogo loco in a long time though, not really familiar with what's in there
It was never changed which is wierd
Weird*
alr well im a bit stupid so i still need help( problem detected while importing the Prefab file: 'Assets/! AURELIA/SPECIAL/GoGo/GoLoco/Prefabs/Modular Avatar/GogoLoco All (Modular Avatar).prefab'.
The file might be corrupt or have a missing Variant parent or nested Prefabs. See details below.
Errors:
Nested Prefab problem. Missing Nested Prefab Asset: 'Beyond Prefab (Missing Prefab with guid: 632a90e6cfab39944a9bece7414983b0)'
i use fbt cant i jst delete gocologo or whatever and be on my way with no issues
what would be easier to install gogo or get rid of all of it😭
im sorry i havent bought a avatar in 2 years
I have no idea what you think is easy
I'd rip it all out personally, I don't use it.
alright could you help me figure out how to get gogo out?
again, I haven't used it in a while. And I don't know your avatar, not sure what the creator stuck in the animators.
oh yeah my bad.. i tried her server and she didnt answer ☹️
if you are using AAPs to quantize the value and animating with blendtrees, you can either use a 2D blendtree or create logic from nested 1D blendtrees
😭 tried installing
Why cant i hear the SFX play?
could someone pease dumb this down for me ima lose my minddd
Install whatever pre-requisite package you didn't install.
i dont know what that means:(
which part?
yeah I have no idea, check the avatar c.. yeah that.
this is the only thing she said
do you have those?
Nvm it works now but its weird that i cant have it working when done manually which ive used for the last model ive worked on
im back once moree
the creator doesnt know whats wrong n i think they fell asleep
i redid the project to see if that would worj
spoiler it didnt
You might have to screenshot the components in avatar root object.
what exactly does that mean im sorry
What specifically? Component is just anything that's show up in the inspector.
this?
Scroll down pass avatar descriptor.
There is no missing script. Did you actually click build and hat "MissingScript" error show up again?
what would be a good platform or app to create a (very first ) specific avatar built from scratch ?
what avi is this and who is it by?
So this might be a dumb question, but is there a good way to avoid/reduce instances of an avatar's legs snapping to their maximum straightened position and back to ever so slightly bent while using track/follow hip (I forgot the exact name of the setting)?
The legs are already slightly longer than my actual legs, but I'm aiming to make something that'll feel good/accurate with FBT so I'm trying to keep the length proportions as close to mine as possible
Height is set correctly and my avatar proportions are set to height
Is there a way to make only one friend see a toggle? I'm trying to make a toggle where only one friend ccan see it example if they have the right user id or something, is this possible in VRC?
no, you can do "is on my friends list" but not target a specific one.
however you can have your friend put a contact sender on their avatar which activates a receiver on yours
have nvr had this pooped up b4??? will this be an issue for my commissioners??? Is this new?
did you sign in with the wrong account?
Hi so I commissioned from a company. But the model I got is not quest available. And I didn't get the file of it. Does anyone know what to do. The avatar was directly put onto my account
you bought an avatar but didn't get the actual files? huh. Nothing you can do without those except ask the creator for them
I got te avi from a company, am I allowed to link them
doesn't matter where you got it
Hello, could someone help me with a problem involving an avatar inside a compressed folder that contains everything from “assets/library/logs” etc... as well as other types of files?
Inside the “assets” folder, there is a file called “unitypackage” where part of the avatar is located, but just uploading that doesn't work. I also tried importing the entire folder, but an error pops up and nothing happens.
If anyone knows anything and could reply to discuss my problem, I would appreciate it. (I don't mind if it's through this chat or privately, but privately would be preferable).
what is it you're trying to do?
trying to upload the avatar
to VRChat? You have to import that .unitypackage into your project. Move the file out of it, then in the menu, Assets -> Import Package -> Custom Package, and select that file.
oh I didn't think about that. I'll give it a try
It will take me a little while to see it and answer, my computer is running a bit slow.
This is the problem
The folder itself gives me an error even when I do what you told me. Do you think it's broken?
couldn't tell you without examining the package. You could try re-downloading it.
I already did that, but it doesn't change anything. Can I send you the file or where the avatar is from, so you can help me if you can
Is it free?
yeah
sure, feel free to link it then
okey
That was my backup plan, thanks heaps for the advice 🙂
i can send you on priv chat?
you can put links in here
yeah, thought so - that site is full of stolen content. I'll wish you luck.
Oh, I see. Well, thank you for your help anyway
Pay creators for their work.
you know a page?
a page?
I mean, if you know anywhere to buy
wherever you find the thing you want
em... 😅 I'm wondering if you know of any place where you can buy avatars?
booth? gumroad? jinxxy?
Would there be a way to attach where my voice comes from to like a drone? It's a Zekk's holographic shader and I thought it would be neat that if the drone is taken away, my voice follows.
Anyone know where/if I can get the base from KORN's raven avi?
:o thanks
Join korns server and go down to where you can see the bases and assets that was used
I have already, you can't see the bases for somereason
but I think i've found it now anyway
Good luck!im using korns Paisley and want my own version like paisley one day
hello everyone 1!!! sooo im new to avi making and i was wondering how to do eye shaders WITH face tracking ?? i can do eye shaders in unity and i tried to do them in blender but i couldnt figure it out :c i have NO idea how to do eye shaders with face tracking and it makes me sooo sad 
Eye shaders? Shaders have nothing to do with blender/face tracking, you create materials in unity and add a shader such as poiyomi to your project, set the material to use that shader and put settings so it looks the way you like. I think you might not actually mean "shader"...?
maybe ? everyone i know calls them eye shaders but its just like cool moving stuff in the eye ? idk hwo to explain it
Yes, the texture moving inside the eye and having effects like glow, scroll, blink etc are indeed shaders
But shaders are in no way limited by face tracking nor do you need blender for it
well we do need blender for it to edit a base like manuka like what i doing. the eye meshes are connected to the face mesh so i cant just drag a material onto the eyes. i use this thing called zekks eye shaders or smthn and it works but not with my face tracking. like the eye shaders wont move where my eyes move
Even if meshes are "connected" in blender (being one mesh object), you should still be able to only assign a material to the eyes (not on the face). I have not ever seen a booth model that has the eyes and skin of the face both on one material exactly for this reason
As for the part "the eye shaders wont move where my eyes move" - I really don't know what you mean by that.
mmmm im sorry dont know exactly how to explain it. first, manuka is only one material for the face. second, when i do have eye shaders on my avatar when i get in vr the eyes on my avatar wont move with my actual eyes. like ill look left and the eyes stay in the middle
everything ive heard about eye shaders is that you have to do them in blender
In this case, yes, you should separate the materials of your face and eyes (no need to separate meshes, just made a second material and assign eyes). That is also indeed done in blender. But the eye tracking is a separate issue
are they 2D meshes or something? 'cause otherwise the shader shouldn't have anything to do with eye movement
The shader (textures, material) will not prevent eyes from moving with face tracking
It's like saying a car will not start when it's painted blue
gahh im so confused im so sorry 
tackle one problem at a time
You have two issues: Eyes and face being in one material AND face tracking not working
Completely unrelated to each other. Do one at a time like kaz said :P
re: Zekk's eye shader, most eyes are round, but that requires a flat plane mesh to work. Once you do that, it'll work fine with eye tracking.
Zekk has a video showing how to set it up.
his video isn't the greatest, no offense
I haven't watched it.
I don't have the product, just was discussing it with someone who does
i used zekks stuff and the issue with it is that my eye dont move
they move in unity but not with my face tracking
doesnt have to be zekk's, like for instance temmie eye shaders too.
that still shouldn't have anything to do with the shader if you've got the required mesh setup right.
how to use psd files? got a darker skin tone for an avi but it aint a png which is what i usually work with,i wanna be able to switch between deafult(light skin) and the new dark skin
psd is a photoshop file
ahh i see
Can also open a psd file in gimp but I don't know if any other software supports it
Photopea
firealpaca
so uh,keep gettin this error:
Assets_PoiyomiShaders\ThryEditor\Editor\GradiantEditor.cs(194,22): warning CS0114: 'GradientEditor.DiscardChanges()' hides inherited member 'EditorWindow.DiscardChanges()'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword.
ive never had this issue before
poiyomi shader. make sure ur on the latest one or if you are, try downgrading a bit
you got poi installed how?
wtfs poi?
🙁
i added a particle pack then this started happening
um "combat magic vfx vol.1"
wait nvm
its somin else
idk what tho
idrk
poiyomi isnt a vrchat specific thing
its a shader
you download the unity package for it like anything else you want to add
i don't think this is specific to vrc but, is it just me or does the option to show/hide specific gizmos in the editor just... not work?
the gizmo on the camera in my scene doesn't disappear when toggling it off in this menu
i wanna try and make a png avatar with multiple picture toggles how do i do it?
because i wanna make one single png avatar not a bunch of them
i wanna put all my ideas into one avi
material swaps or making the images a sprite sheet
or making it multiple quads with a texture atlas in blender
are there tutorials perchance on youtube?
poiyomi have VCC package also
any idea what is happening here?
hello! im new to blender and have no clue what im doing, and im whacky dappy autistic who needs somone standing over me and telling me what to do.
im trying to kitbash together an outfit for my avatar but i have no clue how to do it and need somone to show me how to get clothes to work over call, if anyone can help that would be GREATLY APRECIATED!
Guys, one of my fav Avis got changed so now you have to buy it or sum, and before you say they moved it to be purchased, none of the others need to be purchased, and it hasn't needed it in the past. (The plushie N)
and?
Idk, I was hoping someone knew something about it
does any know how to fix this issue it would be much appreciated?
get a better computer
reopen unity
make a new project
look at the console
not a computer problem?
i have several times
i really need this project
and i have no errors besides fbx problems on a hat ive had in my project for 2 years
project could be too dense
if you had a project for that long could be because its been through multiple versions
only 1 time and the problem started after it disappered from my vcc and after i readded it
delete library folder , it rebuilds on next unity start - can be buggy
i tried that should i try again?
why do you need that project specifically?
you can just copy over the assets folder of the project to the new one
i could try ig i never thought of that
I don't think that one is purchasable, it seems to be deleted/private, the purchase button being shown is a UI bug iirc
Ok
Ello. Im trying to see if anyone can help me with something im trying to add clothing etc to my avatar but the colliders make it a pain and then after like 80 attempts with VRCFury and Dressing tool in unity creator companion i cant figure it out.
the kobold blush make the face darker how do i fix that unless it the creator problem to fix this model
Hmm
Artist you care if i hop in vc with you? I Might be able to help here.
Not a guarentee but still lol
@quasi crypt
Actually
First off
are you using Unity or Blender?
normals
i do unity and blender but for this model it came with its own unity and i uploaded how it was the version of this kobold is v1.1 made by VonVivianov
yeah i only use Unity
on the VRC Creator Companion
Can anyone VC By Chance and help me with something? im trying to put clothing on my Avatar in Unity but there is always the problem with it colliding and not staying on.
(Im new to this stuff)
;-;
Well im using currently uhhh
there are tools that can automatically constrain matching armatures
but otherwise you require blender
Nexyyy to find my assets filterd by Gumroad and Payhip but im not sure.
im going to get the project open and what you mean by normal is it something for poiyomi that is maybe messing up the blush
ngl
poiyomi doesnt mess with normals
thats a model thing
true
lol
anyway
uhhh
Diven would it be alr if i hop in a vc w you? to look at this stuff.
orrr
I have my own stuff I am dealing with
oh how i fix it then?
either change it from import to custom or whatever the second option is in unity
or fix them in blender
umm is there a video on how to do that so i can get a better understanding
im not sure if im doing this right i click on the avatar and my inspector showed this unless im doing it wrong
okay but which one do i go to
click on them and fuck around and find out
I mentioned it being a normals problem on the model
so find the normals settings
i found this and i see normals in there in the model tab
and a previous message I sent said to change it from import
well in normals its already been import when i went to the model tab
"change it from"
if you uncheck "legacy blendshape normals" you get another dropdown you can change from calculate to import, that's usually my preferred method.
vrchat yells at you if that isnt checked
like literally will not let you upload
I've not had that checked in like 2 years.
change it from what?
import
to calculate
cause the imported normals dont account for blendshapes
okay thank you im going to update it and see how the avatar turns out to be
you can check in unity by moving blendshapes and seeing it it still moves the normals
I find calculate looks wrong, you clearly see the edges when blendshapes are active. maybe it works for your model though.
custom normals usually account for visemes so you dont need to do it
default unity setting calculate is just default smoothing in blender
okay, glad it works for you, but it really never has for me
its doesnt work sadly its still making the face dark but thanks for trying to help me though i just wish sometime the creator of avatar would at least fix it themselves
Helloooo, would anyone be willing to help me a bit with Blender? I'm making a low-poly model of my fursona and I'm having some trouble getting my tail to attach to the rest of the model, and also I'm struggling with getting dynamic bones in a few places.
dynamic bones is outdated so i dont even think they'd work in the first place and are you sure you're weightpainting the tail to the body correctly?
im adding different outfits but whenever i add them they start stretching like this and i dont know how to get it to not stretch
Still looking for help on how to import my avatar into 3D substance painter
Prevent clipping on underwear panty?
Even with weight-painting it's VERY difficult to prevent clipping on tight Panty underwear.
new project, select the .fbx where it says to put it in the dialog that comes up - what else do you need?
You're saying in the substance painter? File to New?
I don't have it open right now but it's the new project thing, yeah
"file" at the top is your model file
I'd probably set document resolution to 2k or 4k also.
I can't find it in my files but its fine in unity/creator companion, thats strange
double click your avatar so it turns orange in Unity, and click the "mesh" module in the inspector, it'll highlight the main mesh file in your project's assets
know whats causing this line??
I reset the vectors and normals
also they are all facing the right way
Try:
Clear Custom Split normals
nope, sitll there
still*
i went into sculpt mode and flattened it. that showed up
im wondering if its something connected weird at the back
AO map?
ive never touched that so idk if it exists on it
i did notice for some reason solidify made one part of the cloth go through the mesh and into the other ide
side*
Go to shading tab, send ss of the material attached to this part.
nothing on it that would make the thing act up
i guess it was verts because now i dont see the issue after i deleted some inside
thanks for the help though
Also how do I move different children for some reason it’s stuck onto one outfit
if you don't already have custom normals, select faces, and mesh -> normals -> reset vectors
I did that
How do I turn this off?
Action Menu (R) > Options > Personal Mirror > Settings > Face Mirror > Face Mirror
Thanks.
How did it turn on automatically?
Is there a shortcut key I pressed?
Anyone know how I can stop cats plugin from doing this everytime I press fix model?
I did this, where do I go from here to get it into the substance painter?
I figured it out! sorry sorry
how would i make a particle explode midair? i want to make a grenade thats meant to be tossed above people, and it should explode above them, raining the frags down upon them.
You either time it, have another invisible particle offest downwards to detect the ground or use a trigger volume
Can anyone show me how to add customization to an avatar? Like adding clothes or removing clothes and hair changes
how do i move these to the top of the avatar
Generally you only "fix model" once if you have exactly the right conditions it's designed for, like a vroid avatar. What are you actually trying to do?
by "top" what do you mean?
you can drag objects around in the hierarchy, though sometimes that's destructive
I meant at the top of the hierarchy but it said I need to unpack the children and I don’t know how to do that
if that's your avatar you really don't want to be unpacking it, and so not rearranging it. Why would you want to do this though?
For some reason it only works for one of the outfits i added it as a toggle but it just won’t work with the other outfits its that specific one
I have no idea what this means
it means you have a mesh object named the same as a humanoid bone - rename one of them.
gotcha
do you mean the animation paths are wrong? you can redo the animation instead of screwing up your model
It's now giving me this error, which is strange because the bone position seemed fine?
do pose > reset then pose > enforce t-pose in the rig configurator
Thanks!
am i being special
idk why its all shiny
roughness is on, it has its map but when i turn up metallic and smoothness it just does the whole thing
i just need it on the metal parts and i stg i had this working yesterday
nvm it was poi being dumb
What's the difference between unity hub and unity exactly and do I really need both of them😭
hub lets you manage projects and editors
"unity" in our case here is the editor
oh - so yes, you do need both, you can't really get the editor without hub
aint it possible to make audio link trigger from your mic?
i remember someone sayingg thats how those visualizer masks work but i dont kow how ta do it. anyof yall know?
if i upload through creator companion to both windows and android that means its then quest compatible and quest players can see it right?
Quest is android, so yes
okay thanks
Any idea of what's happening? I've tried uploading this like 6 times now, reinstalled all packages, reloaded sdk etc
literally just can't upload ;w;
ME TOO
Cant upload anything right now
And i really NEED TO

Thats what i was gonna ask
I don't know how to rig this correctly at all nor how to connect the rig to the model
Ctrl+p > automatic weights (select the mesh then the bones)
But I've already tried the automatic weights thing and it didn't work
It just gives this
I'm trying to upload an avatar and getting these three errors preventing the upload, they aren't very descriptive so I'm not really sure what is wrong..? It says "attempted to load data for an avatar we do not own" at the bottom but like I do own this and also I've previously been able to upload a different version of the same thing in the past.. as for the other two validation errors they just seem super nondescript
any help would be greatly appreciated!
I need some help
So I heard about toon standard supporting hue shift
But for some odd reason, I can't seem to animate it :(
Sorry if quality isn't the best, but it's not adding a keyframe for when I change the hue
When animating material properties you need to select the mesh in the hierarchy and edit the properties there in the inspector. You’re trying to edit the material in your assets currently which the animation cannot work with
Animations are based off paths within your hierarchy
dang-
I have to select three different ones at once
Is there a way to do that using your method?
Are those 3 materials under one mesh
Yeah
Then you only have to animate one property on the mesh and it’ll change it for all the materials using the same shader
Oh
OHH
I see what you mean now
Thank you man :3
I thought I was going to be stressing on this whole night 😭
can someone help me figure out how to add multiple actions to one menu option using modular avatar. I got a gun asset that has a bunch of menu options like toggle, fire, etc that do matter to me, however when the gun isnt "toggled" it sits at my avatars hip.
I would like it if i could change it so the gun just disappears when its untoggled
i dont know how to do it using MA
i tried to use fury but then the gun wouldnt shoot
Now I'm having another problem >:(
This junk won't save its settings when I use it
It just reverts back to red
Nevermind I figured it out
Then You may want to look for a rigging tutorial
Also, check the topology
Blender's algorithm relies a Lot on it
Ok
Can I organize / tag / add searchable notes to specific objects or prefabs in unity?
Either natively somehow or with an additional tool.
I use a program called eagle that I use to organize my projects, It's kind of like a file explorer with a lot of filters to search and find what I need. Would love something like that for Unity.
Why? I'm the unfortunate psycho that loads a single unity project up with a few dozen different outfits for 1 base booth model and mix'n'match clothing items to make a full outfit.
Being able to search for specific items by way of tags like "boots" or "gloves" would be nice. Or having notes on specific outfits that don't support specific blendshapes.
Currently my sorting method is making empty objects and nesting them in each other like folders which works but isn't as elegent as I'd like. And also lacks the notes.
hey so im confused i retextured the body of my avatar but now the facial expressions arent all there and the sound interactions dont work does anyone know what would cause this?
i got audio files with the retexture but i have no idea where to actually put them
these
I tried third party notes as well as additional component but in the build tab itll complain that the component is not allowed and wont build. So we would need something like vrcfury that removes them on build so theyre there, just not on the built avi. I suggested it on the discord once and got either overlooked or ignored, dunno. Seems like this needs to be extra coded as addon then but f ... c sharp <.<
is your physbone on the chest , if so make a root for that and put physbone in there instead
chest/root_wing <<physbonehere /Topwinglet ect
does anyone know why i cant add images/textures into unity, like it just randomly did this mid session
How did it respond?
just shows the red cirlce with the line through it
this evil mf
Are the files contained inside of zip file?
wdym
Do you know what zip file is or any other archive file?
basically, ive been making textures and i was able to just drag it into unity then slap it on the material, if that helps any
Did you actually drag it into the Project panel?
yerp
Also taking screenshot of where you try to drag your file from would help.
thank you for at least attempting to help
good citizen

do you know how to use/make a slider work?
What slider?
like a radial slider in the menu? i believe its called
Radial puppet. You just have to make animation that react to a float parameter.
hiiii quick question, uhm anybody knows how do I fix these nails? https://cdn.discordapp.com/attachments/1415540699247542364/1415675143992115353/image.png?ex=68c411b8&is=68c2c038&hm=fbe59813b4caabcced35e0cd73a670a92171805e51811af9f61dbd7a42bae3ce&
They are supposed to fit that model
Perhaps the nails or your feet have a blendshape active?
Use Pumkin's tools to reset the avatar pose.
Okie dokie thank you
When ever I go to test it in the gesture manager it’s still in the floor?
Does the gesture manager actually run?
Yep every toggle works except the gestures I tried to make
If it does bike pose while testing that likely means your avatar doesn't have base layer applied.
How would I go about that?
Base layer assignment in playable layer in avatar descriptor.
How did you make it?
I made the face gestures, turned them into animations then attached them to the gesture controller, I followed this YouTube tutorial
Do you actually mean hand gesture or face expression controlled by gesture?
Facial expressions controlled by gestures
Face expression is blendshapes. Blendshape animations have to be in FX layer.
I’m very sorry for all the questions but how do I get the facial expressions to be controlled by hand gestures?
You followed the video but your mistake is you put the animation in gesture layer whilst it has to be in FX layer.
Are the hand layers supposed to show up in the fx layer?
No. What matter is what the animation is controlling, if it's controlling face then it must be in FX layer. Regardless of what is controlling it.
Okie dokie thanks
So like
How do i make a avi be able to go over 10 MB?
Cus i know ita deffos possible.
watch security check go , no
Compressed Size:5.3 mb | Complete build size:13.9 mb << my last quest av
Wait wha
Where do i find security check go??
compressed size vs uncompressed ( 10/40 is quest )
upload compresses things auto , security checks will strike your av if its above 10mb+ compressed and 40mb+ uncompressed , badly made av's slapped togeather in unity will easy be way over that
Is there a way to make an object invisible to all players but still visible to a camera and vice versa?
Is there anyway to stop the stretching when I add more than one outfit
I'm doing a space/diver inspired avatar and i wanted to make a tube that connecs the head to a tank and moves along the head. I tried just with casual weightpaint between the head bone and the tank bone and it kinda works but the tube deforms a bit while rotating. What would be the best way to achieve this?
id do a straight tube, weightpaint it to some bones, pose it after
then connect it to head (might not need bones after)
need sum advice on something but I gotta type a mini paragraph
I'm quest converting a model for someone and the pc version uses the uv tiling stuff with poiyomi instead of on/off stuff or blendshapes, so I'm going through the task of blendshaping everything at the moment
my problem comes where the avatar has 3 hairstyles and I can't differentiate between them to blendshape properly. For optimizations sake I'm planning to delete the two alternate styles and keep the main one
but I'm not sure if it would be easier to go through and select everything or just delete the hair and redo it (I own the primary hair style asset, so I'm just considering this)
just wanted an opinion first
I feel like making her bald for 2 seconds while I resculpt the hair to her head and all that would be easier
Question for y'all, I've seen a few avatars with pets that follow them,
Does anyone know how i do it
uses the among us follower system ^^
Do you have a link for that or should i just google it
People just swap it out for their own followers, which are easy to find on jinxxy
Its a good little system
is it hard to create normal maps? i want to add more depth to a hand drawn texture
Depends on what you have for tools and how you want to do it. For example, you could paint a height map in substance painter and use a filter to turn that into a normal map.
Or you could make a higher-poly model in Blender and bake that detail to the low poly model's normal map
hm okay so id either need photoshop or be able to create a model
hmm I think photoshop would be a bad choice, but maybe that works for you, I don't do a lot of 2D texture painting
oh is substance painter not a photoshop?
substance is for working in 3D, photoshop is for 2D
there is an ear puppet animation but I think I can live without that. I might try that. What I've done for now is used the immobile modifier to stop the first bones from moving. But I haven't tried it in game yet. Seems to work in the emulator though.
thanks for clearing that up!!
I was just working on an avatar and noticed something weird goinng on with the hand, anyone know what this is?
looks like a separate object for the nail varnish that isn't connected right - why not just paint that right on the main model instead?
I just figured it out actually
its tied to the blendshapes for the body for some reason..?
it does it for the toes too
could it be the skin material im using?
If i remember correctly, this happens when the FBX doesn't get exported with the right scaling from blender.
Or, legacy blend-shapes (test this 1st)
I noticed that an avatar that I purchased had alot of unecessary things turned on in the hierarchy and when I went into playmode with gesture manager they disappeared. I hid the things that were not showing in playmode and the toggles worked perfectly fine when I went back into playmode to check it. Does this depend on the toggle animations for this specific avatar, or is this true with all avatars?
@umbral sapphire stuff showed up or hidden initially will be overriden by animator, so it doesnt matter. but safety settings allow for animator to be disabled, same for impostor generstion, doesnt care for it. so just toggle stuff you want as default and toggle off the rest
Oh nice you can do that on any avatar as long as it's been animated first?
ugh all those times I didn't use imposter because there was nothing toggled on xD
It’s just the creator not caring to make the avatar look nice without an animator
sure, ie set it to some good looking default state ie not a mess and not naked. impostor is not smth you use, its generated automatically
Oh okay cool, thanks you two ❤️
legacy blendshapes wasn’t checked on the new fbx thank you
that fixed it
now is there a way for me to set up a toggle where i can switch between two skin materials?
say like one is a bodysuit and the other is just the skin one
sure, material swap. for just two record you dragging a material in apropriate slot
two of them ofc, then toggle between them
Hey peeps i need a little bit of help with something regarding the avatar models and morphs, more specifically, the FBX I've got currently has 9 different versions of itself and i just want 3 of them, they also are different texture wise but i don't seem to be able to change between them in game after i uploaded them. Anyone might be able to guide me trough the process? I'll try explainign things more clearly if needed too.
(Yeah i just joined to ask for help trough here since I'm a little bit desperate lol)
Uhhhhh...
whered you get the model? cause that one is backwards
whats it look like in tpose
Yep and i use preview and hit like that
that didnt answer my question
Wat?
"whats it look like in tpose"
Yeah?
it needs to be facing -y in blender
...It is facing -y
definitely not if its backwards
select your avi (descriptor containing object), a white line at its feet in unity should be going front
why is the right side bones on the left side
Wait wut
oof
recently i have a Da'vali avatar but i am not experienced with 3D modeling and stuff like that
I'll go fix it
i don't even know of anyone who can make one for me since i haven't touched the app in well over 4 years
as i am literally confused as heck
If you already have the model, you don't have to make the model.
Check some information here https://discord.com/channels/189511567539306508/1139228456090087495
Yep its was reverse cause the finger were clipping inside the model
Got it working thx
I have a dumb question.
I have chair model I would like to be able to toggle on and have it stay in place. That way when I'm sitting in full body it doesn't look like I'm sitting on air.
I tried placing the chair model on my avatar and animating the "enabled" and that works, but it doesn't stay put.
Would I use a constraint, or rigid body?
I have tried searching youtube but all I get are tutorials on avatar stations which is NOT what I want. I'm just trying to add a static prop
TIA
@open yarrow parent constraint+animate freeze to world
you want a world placed prop videos, not a chair lol
Oh good, thank you. the word "Chair" kept bringing up the avatar station setup lol
pft I have vrcfury but never used it outside of installing prefabs. Just found a 2min video that does exactly what I wanted lol Thanks again @timber wharf
Is there any way for an object to be visible to a game camera(for a render texture) But not be directly visible in the game?
I have been at this for HOURS
@weak heron not sure how usefull its for avatars tho https://creators.vrchat.com/worlds/udon/vrc-graphics/vrchat-shader-globals/
Poiyomi has this feature
What's it called exactly?
why is it doing that, the arm has a blue texture but for some reason shows up as black, ingame the textures are there but any lighting doesnt affect it or shadows are not able to be casted on the model
im trying to add a ft mesh render from the FT version of an avatar to the non ft version of it because i had the body sculpted and now it just floats there?
I still can't get the effect I want. Like I said, I want a Game Camera object to see the material, but I do NOT want the local player, the mirror or any other players to see it. How exactly do I achieve this?
uncheck Normal, and both mirror toggles then
make sure you enabled the category for mirror/visibility within the Special FX category of course
For some reason, unchecking normal makes the game camera also be unable to see it.
What poiyomi version are you using
9.2.41
That's 17 minor versions behind, id see if updating fixes that issue
How would I update it without breaking shit?
How do you have poiyomi installed? Through VCC/ALCOM or just a normal UnityPackage
Unity package
Delete the _PoiyomiShaders folder in your assets and import the newest package, materials will not break as their data is saved in the .mat file.
Just updated. Camera still can't see it.
how're you testing it
This plane is supposed to show a rendertexture of what the camera is seeing.
Neat thing that is/was just added to the SDK https://vrc-beta-docs.netlify.app/releases/release-3-9-0/ https://vrc-beta-docs.netlify.app/worlds/udon/vrc-graphics/vrc-camera-settings/
Setting what layers the screen camera can see, so you could set it so those objects are on the water layer, for example (don't use if using post processing on the same layer), then just have it cull those completely, way more optimized.
Does however only work on the main camera, so those objects would be visible for the handheld camera.
\
oh you're using a Unity camera
these effects are targetted to VRChat's cameras and can't easily be debugged/tested within Unity
Poiyomi is utilizing this https://creators.vrchat.com/worlds/udon/vrc-graphics/vrchat-shader-globals/
I had to add the FT face into blender and export it with the rest of the body. Idk if you've tried it but it worked for me ^^
For people who have the Steel Bloody knife prefab by [wont say name cos they are a bad person..]
Anyone have any idea how to make it quest compatable?
You can always try liindy’s assets. A lot of them are crossplatform
Since idk anyones gonna know who you’re talking about without mentioning the name
Lol! I legit JUST bought one of her assets! Way better than the one I had
Omg wild coincidence then!
I really like their butterfly knife asset + the finger skateboard is cute
Yesss
I'm using the VRC Build Viewer and the underlined thing is taking up a good chunk of space for my quest avatar, but the location doesn't exist in my unity project, so I cant delete it. Does anyone know what to do here?
That's a temporary file created by modular avatar
deleting it wouldn't do anything either way, same with deleting anything in the VRCF temp folder
Its basically just the avatar itself by the looks of it
But a clone
So you could probably optimize her meshes a bit
I'll probably have to, yeah
i need help i want to make a pose for my avi in game so i can take good pictures since im on keyboard and mouse so basically like a tpose that gogoloco has but my own personal pose that i can activate in game for my avi to get into for pictures
i tried to look up videos but i have no clue what to type to find the video i need
I'm going to be completely honest here. How the hell do avatar parameters work? I don't understand a lick of it. Because i got the assets and menus lined up how i want, but now I'm hit with " uses a parameter that is not defined" even though when i go into it, from what i can tell, there's nothing wrong.
im going to say this now so people stop asking how much im willing to pay i have no money and i want to learn how to do it my self
im trying to upload a model, i got through everything except unity, which version do i have to install thats compatible with vrchats latest sdk
if you use VCC it gets you the right one, but it's 2022.3.22f1
thank you so much < 3