#avatar-help
1 messages · Page 174 of 1
i would fix that up
ok why is there schmutz in the middle
it disappears when i zoom in but its there at any moderate distance
nvm i figured it out W me
thats not going to work how you think it will
Ok has any1 come across an issue where u can see your eyes' bones move in vr. its kinda hard to explain but its this weired issue where the eyes on your avatar are visible in first person and it obstructs vision
does anyone know why this happens, despite me merging the armature?, it just floats and bugs back n forth for context
Everything attached to head bone gets scaled to zero when in first person view to not obtruct view by default.
If you still can see it then possibly:
- Eye bones by isn't children of head bone.
- Head bone isn't recognized as head bone.
- Eye bone somehow has headchop component.
- Is generic rig.
Does it actually move with something?
i fixed it, it just didnt use modular avatar
but damn, thank you for being here again🫂
Is there a way to not scale something to 0 when it is attached to your head bone? Say you want to grab your hat with your hand, and make it visible in your hand for yourself once grabbed
Head chop component.
so why would it allow me to upload to android if i cant use it on android
- made some custom animations, used AV3 Manager to swap out as necessary
- animations aren't applying as expected, can't test in play mode (changing parameters like VelocityX doesn't seem to work)
- part of the armature gets way separated from rest of model upon uploading...
What do you mean you can't use it on android?
i hopped on and tried to put it on and it doesnt let me
What "doesn't let you" mean?
it previews as an error model and says "purchase" instead of apply or whatever its supposed to say idr off the top of my head
Is it marked as "Security check failed" somewhere?
those dont prevent you
to be fair it did give you about 500 errors and you uploaded anyways xD
because it LET ME :(
not that i see
lemme re-open unity and double check
just relaunch your vrc quest app, if ure trying to test it
Security check failed is reported in game and in the avatar page in website.
oh look at that it did
huh, how do i fix that
oh lmao? i had rotation constraints on the thing failed to warn me about, it seems
You seems to be using an old sdk. So update it.
Sweet, thanks!
i use a slightly outdated version for other bug-related reasons
but i got it to work so no worries
vrc constraint is permitted. Unity constraint isn't.
importing animations adds a whole lot of parameters and they're sending part of my arrmature into outer space... is there some info i'm missing about importing / converting animations?
if the answer is "sit there and delete everything that's not relevant," it's gonna take a while 😅
Set "Apply Scalings" in exporting to "FBX All".
i believe i did, but i'll try once again
oh new issue
can you not have 2 copies of the same avatar, one for PC one for quest, and upload them both to the same "spot" so one is android-compatible and the other is "normal"?
you can upload one to PC, rename it in Unity, then upload that one to Quest?
oh they have to have the exact same name?
If you want to upload as different avatars then you have to detach blueprint ID in pipeline manager component.
no i want to upload them as the same avatar
Then you have to attach blueprint ID to be the same for both version.
how do i. do that
Upload one first, check blueprint ID from content manager, copy then attach to another avatar and upload.
double-checked my FBX export and the issue persists
i'm fairly positive i've done something wrong in Unity in regards to applying my animations
i have the ID copied, i don't see where i put it in to make sure it's the same
So then you shouldn't extract the animation from the model file when in unity.
In pipeline manager component.
ohhhh thank you bless
oh, i think i see an issue now. the bones i'm animating mostly are not in the "humanoid" part of the armature (mostly un-weighted "dummy" armature, save for the skull weighted to head bone). something about extracting the animation is erasing the data from these extra bones that i mostly animated on. i'll look more into another way to preserve all animation data... X_X thank you
the way i learned to do it was just by duplicating the animations to force read-only off
i didn't realize it was kind of destructive... WEIRD!!
Uhh, so I'm trying to upload a pcvr/quest version of an optiimized avatar. But I'm getting this
Why?
whats the stats on that thing first thing id check, quest requirements much lower then pc and using a old sdk ? wont warn you if its above limits
my avatars looking off to her left for some reason, anyone know how i can fix this? :) she's fine in blender and she was fine when i imported her yesterday, all I've done so far is make materials, toggles and I've set up the avatar descriptor (as you can see in the video) but they're not on preview and you can see when I toggle preview for look ahead she looks ahead 🤷♀️
doesn't matter if I remove the transforms, they're still looking left :(
i want to learn how to create a avatar,but every time i see a tutorial,its totally diferent
or the tutorial its pretty old
avatar making isnt just a singular tutorial
you need to know how to use blender if you want to make a model
you need to know how to use unity if you want to upload it
im just want to know to use vroid and them usie blender
i have an animation i made for an avatar being triggered by a contact. in the debugger, the boolean is changing states properly, and in av3 emulator, the animation works. However when trying to put everything together, the animation doesn't happen
Is it possible to record a texture change for an animation? I know you can material swap, but what about texture swapping?
(with/without vrcfury)
no
What’s your issue with material swaps?
They don’t cause performance issues as all you’re doing is swapping an existing material slot with another material
I don't have a material, just a texture (png)
not sure I'm even saying this right, but yes it's just a png that works when i change the material's texture using the png
maybe I should make a COPY of the material that uses the png I want and make it so it changes to that material?
is that gonna even work?
ill be willing to pay anyone 5$ if they can help me with a unity problem
over call'
Yes, that is the normal way people do it
Usually not a very good idea to talk about money here. You're going to get a lot of DMS trying to scam you. However, most people here are willing to help. You just need to show us what is going wrong and we then can explain to you how to proceed
i usally have dms from people idk turned off i only have them on for help and it would be better explained over a call , plus i dont really like texting
If you're using Poiyomi, I think you can just use decals?
And animate its alpha value.
anyone know why visemes wouldnt be working despite being plugged into the avatar descriptor correctly
missing one viseme , wrong mesh
if you also animating any of the visemes somewhere in your controllers it doesnt like that
ITS THE HEAD RESET thank u bless
Is there a way to do something like GoGoLoco's boost without having to jump?
might be a stupid question but how do i merge armatures with a clothing piece that is already rigged and sculpted to it? (in blender)
Apply all transforms so that the poses are the same, apply the amrature modifier to the clothes, add a new armature modifier to the main rig.
As long as all the bones are named the EXACT same, this will work
If there's ANY bones wrong, poof, asplode.
Yeah i think something may have went wrong with the bonnes
because i tried doing it earlier and my ears like glued to my boots and stretched down my enntire body
explbonesions?
Top kek, make sure both armatures are as close to identical as possible
check the names and stuff
I'm getting these errors in the attached image, however these bones are all mapped (other image).
I've tried reimporting and reconfiguring the rig but I've had no luck. Any Ideas for common causes here?
okay so how do i do the transforms?
i just checked the bones and they seem the same names
Ctrl A, apply all transforms to the bones AND THEN the mesh
IIRC
I'm at my work desk like 30 miles away from my art rig so I'm guessing from heuristic memory
Actually wait i think i ddid it
I did this and clicked apply transforms
it seems fine in pose mode
Oh Lord CATS
is that bad?
CATS is a chainsaw.
Not a clue, 😐
it still has all the vertex groups
base of ears probably not weightpainted to anything or not connected bones, just move head and if they that dont follow it need weightpaint
i just checked in blender annd they are weightpainted
posemode and move head
Is anyone else having this issue, where any avatar I been trying to upload for quest, I just get security check errors and it is unusable. I can upload the PC just fine but then if I try Quest it breaks and becomes unusable from checks?
whats the stats on this quest avatar
windows,android,ios
but i dont make very poor avatars

So umm, I did a quick mesh edit to this avatar (I added a few verts and faces) and the avatar did this.. stickfigure thing.
https://i.imgur.com/QfzjqHg.png
aw man
discord won't let me send images directly so it has be though imgur (will just stay on the first part)
I have an avatar in unity and I can't seem to find the viewpoint, can someone help?
anyone know any known avi creators that do conversions and uploads
?
screenshot the other errors, not the details of one
Whiskers 5 (5) has a missing script, you probably have a script needed for the avatar not imported
you can also just remove the script entirely
ok will try
I will keep you updated
okay where is the script
Whiskers 5 (5)
Hierarchy has a search
Why from the front it looks normal but dissapear from the back?
probably because you colored only one side
or you object is in 2D
Weird, I just dragged a basematerial unto it on substance painter
Hmm. understood
when exporting from blender set transform to fbx all and apply transform, your armature got scaled to 100 because it wasnt set to this
not sure why it happens
thank you
The avatar Im working on disappears from certain angles but its bounding box is gigantic... what am I missing. im trying to compare it to avatars without this issue but I cant tell what is differant.
apply scaling > FBX ALL in the blender fbx export?
I have, no change. I have a suspiction
The center of it is way to the side and changing the origin is flat out ignoring me when I click it
No matter what I do, it rips itself to the side.
I move it and reset its origin but on export it, despite my not clicking to do so, it wrenches itself back
hello, im currently tring to add a simple premade taggle with vrcfury and i really need some help on how to make sure im doing this right.
pleas dm me if you can help
Howdy y'all I'm trying to figure out what's wrong with my avi, hopefully without starting over. So what happens is the mouth just kinda hangs open a little. Visemes work, but it's like the mouth stays open during speech. I did modify the FBX, but I went back and replaced it with an unmodified one and it still does it. I also examined the blendshapes and that looks ok. Another note is that it looks fine in the unity scene until I go into play mode. I am thinking maybe I deleted something in the animator that could have messed things up? Well, I tried reverting back to the unmodified animator and that did nothing~~~
Remove the jaw from the rig mapping in Unity
hum well it's staying closed when I press play now... yeah that makes sense now if the jaw isn't supposed to be mapped, I think I had to do something with the fbx at one point that might have caused it to be mapped but I can't remember for sure
Unity will automap it frequently
but fail to get the chest bone most of the time, it's confusing
that fixed it, thanks! 😄
hey i dont know if theres anyone that would know this or not but if i copy over an avatar file to a new project is there a way to upload it without it affecting the previously uploaded version?
detach blueprint id, upload it wont be on the old one - no need for another project
okay thank you so much!!!
i am currently trying to make a png avatar with multiple material swaps/images using vrcfury, have i done something wrong?
its made in unity for one , you have no mesh in your animator
you will run into this where animator have no clue where to send parameters to
Does vrc expose the parameter for earmuff mode?
i want a toggle to turn on everytime i use it
@sick tusk
(Pinged him just so he knows about this)
nothing appears
ill take a picture on my phone
thank you
Do I have to add animator components to my planes?
need to make it in blender or it will not have a mesh to talk to easy , just a plane moved slightly up so origin is at bottom ( red dot )
am i able to transfer my avatar to blender?
so i dont have to fiddle with it for an hour
because im more used to unity
nope, you can copy things over to it in unity tho
the line is there is that bad?
So how would i maoe it that my avi switched models btw?
So it like rn im tryna makw a senator armstrong
And i want it to change from shirt to shirtless but their 1 seperate models
How do i do that?
It's avatar origin and orientation indicator.
how on earth do i stop my fingers from doing this?
Can anybody help?
I kinda need this cua im currently doin a commission
It's quiet bold of you for accepting commission without knowing the topic through out.
I dont usually have this problem
Plus its just my friends so they know that im still learning
Im not taking large public commissions
You will have to fixed the bone orientation in blender.
It doesn't.
Yeah those have to be facing inside the fingers
That's why
like this
Yes
Still bugged?
Check with the other hand
i havent did the other hand yet
Ok then you might wanna check the bones and how you placed them
You should do mirror editing so it'd just do both side at time.
theres only a x for me
Because armature can be mirror only in X axis.
Once you change bone asymetrically it would no longer be mirrored.
ah
can somebody help me with making a hue shifter on the body? i cant find any helpful tutorials online
i have poiyomi installed, but i'd prefer to not use it if possible, so i can add it to quest.
Then use Toon Standard instead.
i have poiyomi toon, does that work on quest?
No. Didn't you just answer that yourself?
im sorry im new to poiyomi😭😭
i looked up toon standard online and i cant find anything😪
Quest Avatars are only allowed to use VRChat/Mobile shaders
They come with the SDK
i know, i just want to make a hue shifter😔
i wont port it to quest if it isnt possible i suppose
just animate any of these , first one is everything , others could do with a mask
hello, im currently tring to add a simple premade taggle with vrcfury and i really need some help on how to make sure im doing this right.
pleas dm me if you can help
what poiyome version is this?
VRChat/Mobile/Toon Standard
update your SDK
ok
lmfao idk how😭😞✌️
If you use VCC then via VCC.
open creator companion, click manage project on your project, and click the update button on the SDK packages
ty
so how do i animate these
i made 2 animations but idrk what to do with them😭
I'm using a vrm avatar and I don't how to fix the hierarchy
i gochu in dms dw
K
do i need to have thumb bones mapped? im trying to have my model have arms without fingers like this
but if i leave the thumb there it will move the mesh on the surface when i parent it to the mesh
or would i just weight paint it to make sure it doesn't move the mesh
You rather mean "don't weight paint".
yes thats what i meant but i just do automatic so id have to go and remove whatever it does paint
Auto weight always not accurate and you will have to do touch up after anyway.
how do i assign these to eachother
Assign what to what?
the bones i removed their vetex groups or weights but i want all the fingers to control the red area
The red area is painted to hand bone so it's controlling by the hand.
The weight group it's showing is written at the top left of the view port so you have to screenshot to include that corner too.
Principlle of weight paint is to tell a vertex which bone it has to follow, simple as that. if a vertex is painted to 2 or more bone then all the bone movement will be applied the the same vertex.
thats what i want to do, i dont think your understanding
its a mitten type of hand without the thumb
I don't understand what problem you're trying to solve.
Because having a vertex group without matching bone for weightpainting doesn't really make sense.
Each finger has different movement so that also doesn't make sense to have them all controlling the same part.
It will conflicting each other.
Hi, i need some help on how to properly add a menu for my jon arbuckle png avatar
ive used vrcfury to add toggles and such, but when i upload it to vrchat, none of my menus show up aside from the quick settings, i assume this has something to do with the rig being non-humanoid... but thats all i can figure out atm
any help would be appriciated
My menu on unity (gesture manager)
Menu in-game
#avatar-help message - you have no avatar in your animator , dont make these av's in unity, blender plane first
i would honestly just have one finger bone if it were me and just map to index
or one finger's worth of bones 😅
no avatar in my animator?
you have no 'avatar' mesh in your animator, controllers will have no idea what mesh to talk to
see the one missing = no menu
so i gotta make a few blender planes and import then into unity to replace unity's planes?
are you able to reshape blender planes in unity? @balmy barn
if so, could i just download one as i really prefer not touching blender with all my might
can also use a empty skeleton with a mesh, then drop things inside that, since it will know about it and stuff under it
yeah but then youll get that weird jitter with png avatars
as it does the idle animation
not if its in root
which one do you think is easier, im not exactly familiar with either of these methods
just make the plane in blender for the 'avatar' slot to be filled 
only reason id use a empty skeleton if something need constraints
(or beeing lazy testing)
fbx
alr, thanks man
so i did the plane animator
but in unity my plane just has a mesh
'create from this model' or there wont be anything
fbx import settings
been awhile since ive looked at my generic plane av (years) 
One bone can be weighted to one vertex group on a given object. You can of course weight paint one vertex to move with up to 4 bones though. So your answer for this is really just weight painting.
Make sure you have enough geometry to make it look sorta smooth though.
how to fix
Trying to get my avatar to work with MMD, its an MMD model, but the mouth isnt working with the VRCFury addon thing
this addon thing
look in the console for clues
this doesnt do anything if you dont have the shapekeys on mesh already
exsample from a script that generates them in blender
It has them on it...
I'll see if I can re-make them somehow though
if they exist you don't need to remake them
Mesh must be named Body , never seen a animation that doesnt have that as base
It is.. its literally an mmd model </3
there is absolutely no reason to be using vrcfury for mmd
its whenever you use the blendshape optimizer it eats them
The eyes work, but the mouth wont
Is there a way to have the avatar display correctly during FBT calibration? When I wear my jacket, I hide my arm via blendshape. When I take my jacket off and calibrate, my arm are shrunk. If there are reading materials for this I'd definitely appreciate it. Trying to stick closely to using VRCFury for most toggles if possible to test out a fully modular workflow.
this is only happening cause its the default state of the avatar
Then what should I do...
whatever the default state is
thats what you are in tpose
just dont use fury
have the mmd blendshapes named that
and DONT use the same said blendshapes in the avatar descriptor
its either you use it for mmd or you use it for the avatar
never both
really helpful...cause its got both for blendshapes... </3
Both the Visemes and MMD shapekeys
just sounds like incorrect names or you are trying to use them for both
since its only the mouth not working
Well, I've never tried doing MMD stuff with models before, so I don't know. I dont know how to tell. Which is why im asking for help.
screenshot your blendshape list
Not if you use the MMD Compatibility component as well, which also does some extra fixes to make sure the model and animator works in MMD worlds
guys anyone know this avatar?
i have used vrcfury mmd compability it will not keep them all , like i stated earlier - ' ウインク2 ' is one of them that goes poof
not that id ever recommend using vrcfury
it does some annoying things like removing states that it think does nothing
this 'animation' does nothing imma remove it
Then you should report that it removes that
And if it removes an animation it shouldn't, report that as well
Not reporting anything and not using the tool won't magically make it better
Does anyone at least know how GoGoLoco does flying on Quest? I want to try using a similar technique for something else, but it's for an avatar for someone who's stuck on Quest, so it has to work on Quest
its literally just a station since thats the only way you can have colliders on quest
just place it at the feet
I've never used stations before, no clue how they work
question, should the "face bone" from blender be the Head bone? its connected to everything in the head like eye mouth etc
i put the avatar into unity and the quest textures are pink, how do i fix
Is there a solution to it then given default state hides the arm? The default state seems required for previews too so the states are in a bit of conflict
hellooo is there anybody here that knows how to mess with booth models? add toggles and change hairstyles and outfits into the toggles and can teach me :D
i have the base kipfel model and would like to customize it with toggles with different outfits hairstyles etc and i can’t figure out how to do it
so i had some issues with my fbx when bringing it from blender to unity and decided to use modular avatar to join it instead, its already rigged to the armature and sculpted, how would i go about merging it here?
Why does my Unity say I need an Avatar Descriptor when the Project is a World? It's suppose to say add a Scene Descriptor not Avatar Descriptor. Also I know this channel is called avatar help but there's no channel called world help so I'm putting this here and I need an answer.
simply make the merge target your avatars armature
and youre done
do i put it on the game object?
or prefab
because it kinda broke when i went to launch gesture manager
or the objects armature,,
i typically put the script on the clothings armature
okay let me try that
hows it broken?
the game object was detached and was behaving weird. this seemed to work though
is there any way for modular avatar to do some blendshape stuff?
in specific i need a blendshape to toggle when i turn on some stockings
can you tell me about this way then?
okayy thank you
Why can I not upload this avatar In anything but windows even if it's performance estimate is good? It says I can upload it as a fallback if i upload it to all available platforms, which is what I am trying to do
You need to install Android Build Support from UnityHub
Ohh alright thank you
Another tricky thing i encountered in blender was trying to get these accesories rigged to my main armature. the tricky part is i need to keep all the bones for the chains and such while im rerigging but im not really sure how to go about doing this
armature A is the one i dont need while armature B is my main armature i need to have the accessories rigged too
could use an aim constraint or parent constraint for the legs
how would i go about that?
the unity component i mean
but idk, ive never tried something like this before or used quadraped final IK
i removed the underwear on an avi im making for somebody else, realized that was a mistake, then tried to add it back on by just dragging it from the base model onto my customized one, and now it isnt moving with the model at all, so if i want to get that to work, how would i go about that?
also hello didnt think id see you here
hi redd
I thought I'd throw a model into vrchat for the hell of it, but the view is not at all coming from where I put the view position
what program are you in here, Unity? Blender?
Unity
is the asset rigged? how are you attaching it?
the underwear isnt rigged, i just used blendshape link and dragged it under the hip armature, which i figured wouldnt work, but it works fine on the base so i dont know how they managed that
either way, i think ill just move the clothes from the edited version onto a fresh version
yeah that's not going to attach it to the armautre
i figured, i just tried it anyway
anyone know this avi?
@serene hemlock #1138520828556890214
i did no one answered
heres a channel to make/upload avatars, not name them. so ye
sorry mb
sus
just ask your questions
how do i connect these 2 bone spheres? i had to add an extra bone and this one is kinda just floating but its connected at the bottom sphere
the spheres are either heads or tails
new to doing armature stuff
you can "connect" a bone's head to another's tail by making it a child of that bone
you can't "connect" a bone's head to another bone's head
its not
I'm not sure what this diagram indicates - you want to move that where?
the top one that is circled, is pared with the head bone under the highlighted bone
i want to connect the head of the highlighted to the tail of the circled one
but its already parented
okay so make the hilighted one a child of the circled one
ohhh ok
the in the bone properties box near where it shows the parent is a checkbox called "connected"
enable that and the head will snap to its parent's tail
yep!
letssay i have another armature like a coat and i didnt want to use blender to merge would i parent constraint in unity?
you could use VRCFury's armature link
thats a thing?
can i still have it be a toggle after
do u know
ok
so as someone who understands the basics of phys bones ive had a hard time making this cloth work especilly with full body id love some suggestions on how to treat something like this
Looks like it's material properties, so look in the inspector when you have a material selected
that's the dropdown to choose a shader.
getting this error constantly on my avatar, and uploading works, but adding "extra assets" causes it to fail uploading
I got it to work!
how do i add end bones to the boobs? in unity it just doesnt pop up with the radius thing for phys bones when i apply them and they dont work
Without end bone, you have to set end position in physbone.
how do i do that?
ok
so that lowk told me nothing, idk if you mean in unity or blender or even what menu to do that from
physbone is a component only in unity. all the settings exist in the component itself.
why does my unity infinitly load when i made a expression menu?? 😭
so i wanna change the fbx in a prefab with a copy that i edited on blender to fit my avi, is that possible?
i only wanna change the fbx/mesh and nothing else
Given you don't unpack prefab in the scene and keep export settings the same then sure.
how?
Just overwrite to replace the fbx file.
Yes that's the definition.
thx
i was trying something probably dum XD
copying over all the diffrences from the prefb and my fbx to mke a new prefab xD
should i export with leafbones?
If your model already has _end bone then you shouldn't.
so this only happens to the blender edited versoion
idk why
since i just eddit mesh shape suing sculpt
did you perhaps sculpt on a blendshape
does anyone have a good tutorial for importing animations from a set of bones which are part of the armature, but NOT parented/attached to the main humanoid bones? most tutorials i can find are things like tails or ears.
my issue is that trying to import / extract the animation from the FBX into Unity's humanoid rig erases the data from bones which aren't parented to the top layer of humanoid bones.
is there any other way to import animations to preserve this data?
picture for reference. maybe something about the way it's set up is causing issues. the two sets of bones are part of the same armature, but their own independent heirarchies.
skull = weighted to head bone, cube = weighted to the back set
I'm a known user and have spent a lot of hours on vrchat is it a bug or not?
Temporary issue. Try again in a few hours.
Ok thx
Does anyone know why all my avatars look like they have dinosaur arms
Basically the arms are positioned weirdly on vr
They're fine on desktop tho
Please help!!!!
Screenshot also helps explaining your issue.
Can I draw how it looks??
If you're good at drawing and it contains enough information then sure.
The arms like this, I can raise them, and gestures still work, but when I lower them completely they just look like this
Does it happen to the avatar you uploaded or any public avatar at all?
Only the ones I upload
Is it proportionally correct?
Yes, the avatar bases I used that both had the issues were manuka and rindo
hey im new on unity ect ect and its hard for me to upload my Booth avatar i cant understand anything even with a tutorial can sm1 help me
I can help!! What exactly is the issue?
Does it happen to both bases?
Yes!!! I assume it's an issue with me and not the bases I think
everything i cant even find where is my avatar on the files
But I'm not sure what could've caused it
It should be in downloads assuming you downloaded it
Have you tried other people using your avatar?
my ex use to use alot unity but yk , its a Booth avatar so there is like 10k files and i cant understant shit
Whenever someone has a second, does anyone know why this is happening? It's happening cross-platform. the lower legs seem to be linked correctly but everything else is broken
Nope, but I've used it on desktop and pcvf it's a PC only avi
Avatar from gumroad usually has 50x the files more than booth avatar, just so you know.
The file you want should be a unity package file
Unzip the rar files
yeahhh... but what if there is like ALOT of that
What's the models name?
Jumpy
The file u likely wnt is ym jumpy ver 4
Try having other people use your avatar as well to identify whether it's your game settings or the base itself.
Got it.
Do any of y'all have PC VR?
The base itself should work fine unless you did some change to it.
Also try testing with only the base avatar without customization.
That's a vrm file, you likely want to convert it to fbx in unity using a plugin
HOLDON, I'll send a plugin
ok ty
Doesn't unity have a built in fbx converter?
no
what in the world have I been using this whole time
dont convert vrm in unity with plugins. it causes more issues than it does good even though ti sometimes works
thanks and i have to put this on unity ?
Yep
Is it possible for anyone to help me with this 
go into the advanced settings and play with the 3 alignment options.
its likely a rotated hip bone. old rex had the hip upside down and some assets didnt update it
"advanced link target mode"?
ohhh
tysm :)
how do I change my avatar's default height? can I just scale it down in unity?
You scale it in unity. Also you have to adjust eye height in avatar descriptor after.
thank you. is there, like, a math formula i can use to figure out what to put the scale at
Create a Cube object and use it as reference. Defautl cube size is 1x1x1 meter.
oh i was trying to math through it lmao
Scaling is relative so if there aren't any reference, any math wouldn't work either.
oh. fair. I was trying to convert to a percentage and then back, if that makes sense. like, 100/(default height)x(target height)
Yes. But you don't know what the original height is to begin with so that doesn't work.
so some bones wont get closer to the avi
What "some bones"?
But I do? in vrc when you go to scale it it says it's default height. plus, the original eye height. not the exact same as true height but I was accounting for that
Since you know the actual height so the math should work.
ok cool
Why is it there to begin with? Did you edit avatar in blender?
i edited teh mesh in blender but i dont know why that break the bones or whatever this is, it happens only when i try out the character otherwise looks fine
Did you do unpack prefab object in the scene?
possibly you didn't export from blender with the same settings as previous? Or yeah, you unpacked the avatar?
no trying to get it in with vrc fury
... fury has nothing to do with this though
Does it do that if you drag a new model file into the scene?
the avatar is unpacked the asset of the pice of clothing is not since i am using vrc fury to put it on the avi and it only hapens when i check with gesture manager in play mode otherwise looks fine
One thing is avatar model must not be unpacked.
yeah don't unpack.
It's also confusing when I asked and got "no" as an answer first time.
How do I fix this i don't have any pc shaders on this avatar
you definitely do somewhere. You'll have to find it.
Given that it's an error, it'll probably be on an object that's currently pink
Might be a material used in a swap animation though
maybe you changed the number of materials somewhere to get rid of it. often done on the cornea. that wont delete it tho, just make it unaccessible
I found the shader and took it off my avi and it's still there
how did you take it off
I switched the shader for matcap lit on my quest harness
removing the shader will just result in a broken material exactly like this, you have to change which shader that material is using.
I fixed it anyway
anyone know how ti fix this
show your rig setup, probably you have the wrong bone in that slot, or none
make sure your rig has a chest mapped in the humanoid rig vrchat requires a chest bone
this may be a dumb question but does anyone know if its normal for toon standard to be so.. bright under certain lighting conditions?? i dont know if somethings messed up or not but ive heard that this has happened to other people in multiple occasions
toon shaders generally work with a set of shades per color. i don't know how they work in unity, but in other programs their upper value can be manually set. it's probably a pain but there's almost definitely a way to set it not to go over a certain value, or to change the threshold at which the shader becomes that value, though at the expense of more nuanced highlights perhaps
i would imagine for pre-set shaders, it would be created for "general purpose" use, but i'm sure there are plenty of VR Worlds out there with unique lighting setups which may not interact as expected with some shaders
darker than normal, lighter than normal; this is one "con" of toon shaders compared to other types, with the "pro" being that they look REALLY REALLY GOOD under the ideal lighting conditions
Dose anyone know how to fix this glitch I keep having.
I get no blueprint id when I try to upload an avatar
The top error is the problem.
It's written there.
Do you read it whole though?
Kinda I just deleted the armature itself
Sorry I've only been using unity for a few days now
That creates a much bigger problem.
Didn’t see it in orphan data
Can you take screenshot of what it's showing?
Also use snipping tool with Window+Shift+S key to properly take screenshot.
you either install the missing package that the script requires, or you remove the script component. Don't remove the armature 🙂
just click purge
and if you're on blender 4.x it'll have a recursive function, make sure that's enabled. If you're below version 4.x keep purging till it stops you and says it finds nothing else
Then it isn't orphan. You could track it down with Blender File view in the same outliner.
need some help and advice trying to put a hair material that is animated on a new hair fbx that i have added onto the avatar but the animations dont work on the material on the new hair fbx how can i fix this
if it is relevant in the poiyomi shader they are marked as rename and animate when locked
there are several animations for this hair material and i dont want to have to reanimate everything
It's usually because the object path name doesn't match with how it's record.
anyway to resolve this? or am i stuck in a bad spot?
you can change the path name if you click twice on it, or hfcRed has a really great animation repathing tool
Can you just rename the object to be the same as previous?
or that
wait that works? ok ill try
Animations are entirely just path based from the point of an animator
issue is its a child in the fbx so the path wont work i dont think
ill look into this
Mesh object is just a single level child so there is no reason for something to break after rename.
Or did you think you can't rename the child object? That isn't the case either.
ok ill try it out just making sure cause i have seen some animations break when i make a mesh or fbx a child of something
That's because when you moved object, its path changed.
If you moved in to different path that can't rename then you will have to use some tool to move it back to original location or use animation repathing tool.
Ok it worked thx
ok i see so in this case here there are a few hairs in the fbx fitted to the avatar, would i need to change their names?
Did the path within hierarchy change too?
no i just added the fbx in then i tried putting the materials on the hairs
So you still have the original hair, and the new hair which animation doesn't work added later?
if you load the animation as if you were going to edit it, you'd see the paths yellow if they don't match your hierarchy
yes
they all work but only for the original hair on the avatar and not for the new hair i have added
Do you still want to keep the original hair?
This matters if you want to keep the original hair working so you shouldn't touch the original animation and just record new animation into there.
yes i want to keep the original hair and the main issue is i would re animate it buuuut
there is
color change
hue shift
greyscale
emmission
saturation
all these are things i would need to reanimate not to mention for both hair material so i would need to do ti twice
You will have to record for both object separately.

bruh is there really no other way?
wait so what happens if i get rid of the og hair?
It still won't work until you repath them.
ok got it, can you give me the step by step to repath the animations
I can't give step by step.
Manually you would just select the property in animation, hit F2, and rename to the new path.
There is a tool Kazin mentioned but I have never used it.
You could copy animations and repath just one, rather than re-record.
but if it's only like 2-3 paths I'd just edit them manually, otherwise I use hfcRed's tool.
you can also edit the files (they're just .yaml) and find/replace in a text editor, I used to do that before the Red made the tool
Hi
can you link the tool?
Does someone know how to port a model's textures and materials from blender to the unity hub for an avatar
save the textures as image files, put them into your Unity project, make new materials there.
how can i make new materials
I don't have unity open, but it's in the menu, assets -> create -> material
I think that's right
can anyone give me a physbone script for chains?
drag the textures into the appropriate slots on the material
Or does anyone have a way i could find one?
there are lots of videos which show this
it's not like there's one way to do this. I'd suggest playing with it until it works how you want it to. The defaults are a decent place to start.
Alright ill trial and error it i guess
i figured there could be a basis for the physics and all that on a script
yep. don't forget limiters, they're really useful.
is there anyway i could add collision to the floor?
preferably i need the path to go something like this for the bottom 2
put a plane-shaped physbone collider on an empty game object and drop it onto your avatar somewhere
Position it at the floor
then drag it into that chain physbone's collider list
like this?
sure. I'd name the object something useful so you don't forget what it is 🙂
alright
so would i add a physbone collider script below my chains physbone scripts?
and just drag my floor collider to the transfform
for what purpose?
wait ok holdon
colliders are things that physbones will collide with
im getting the wording messed up
how do i do this part?
drag the game object you just created into the physbone's collider slot
Ohhh
like this?
I dont see a slot for colliders
b) that is not the "collider slot", that is the "root transform" slot
Look in the physbone component, not the physbone collider
here?
That is the physbone script, see where it says "colliders"
(this is all in the documentation too)
unity 101: increase the size number to get a slot
My unity just crashed while trying to submit a avatar after finishing setting it up 🥲😭😭😭
Bro now my phybones don’t wanna work im actually crying
Can anyone show me how to export a substance painter material to put it in unity?
I personally use an export template I made based on Poiyomi's, the docs and template files are here:
https://www.poiyomi.com/general/substance-painter
er, "preset" is what I meant.
and no, it doesn't mean you must use the Poiyomi shader.
im getting these errors and idk how to fix
Oh I didnt know poiyomi has their own thing for the substance painter I am using
ill look into it thank you
yeah it's a good guideline. I based my own presets on that, but do different ones depending on if it's an avatar or world project, or if I'm outputting masks vs. the whole PBR texture set.
That's also the thing, I'm trying to make an avatar and all I've found from the materials in here is like dirt
Gravel, coarse sand
yep, there's some great ones in there
What template should I be using for an avatar? Metallic roughness doesn't sound like that's the one
why not?
I use the substance shader pbr-metal-rough-with-alpha-blending for most things
I've been uploading avatars for long time and never had to deal with this
why now is the sdk giving me problems
I really wish I could just paint this guy and ship it somehow, I don't even understand what the shader is doing 😭
you can?
paint, export albedo, normals, metallic & roughness. drag those into the right slots in the material in Unity, with the shader of your choice. Ship it.
just a little curious if anyone knows why milltina hands are spread on default..? i can never use stockings/glove ect on milltina because of this goober stuffs
I assume that's just the way the creator built it
sadly is
bring it into blender and pose it how you want, then apply the armature modifier
Even then, assets made for the avatar should already account for it
if you use assets not made for an avatar, you get clipping/weight issues anyway
yeah I was assuming they ment assets for something else, but I don't really know these avatars
the booth model is milltina, and the asset is made for milltina
oh, strange that wouldn't fit then
just pain remains
did the avatar creator update the rig for the finger positions to change?
or is it some weird blendshape
isnt a blendshape, ill check for updated avi rn
Do you mean just export textures? Sorry im lost at "export albedo, normals, metallic & roughness" I'm sort of new to substance painter
Yes, you export only textures from substance painter.
a decent primer on PBR, which is probably what you'll be using if you want realistic lighting and shading in VRChat:
https://www.adobe.com/products/substance3d/discover/pbr.html
ah that's more brief than I expected. probably a good intro either way
So I finish painting, export textures, output is PBR metallic roughness, what would be the file type and bits? The substance painter extension for unity says sbsar but default is png
sbsar is not useful for vrchat, you want PNGs.
bits, up to you, I usually output 4k but decrease sizes in Unity to whatever is appropriate.
this part of the docs tells you what files you'll get out of that template:
https://www.poiyomi.com/general/substance-painter#textures
you may not have all of them, it depends on what your project uses.
ive been stuck on an issue for hours, im not really sure whats going on, my avatar is so so close to being done but my top toggle isnt working, the shirt has a physbone TopLift_Angle paramter and I belive it something in the fx thats triggering my top to just spam go up and down
im looking at a side by side of when it was working and im just confused as ever
if anyone is around to maybe help with this id be so incredibly greatful i just wanna be done :hehehehe:
if it says _Angle it's probably driven by a physbone
ye
I've exported all the colors on my guy, where do I drag it from in unity? Where can I find it?
in your material
(materials applied to mesh objects, so look at the inspector for a mesh object like the body)
Hello, I am still fairly fresh into making avi's and I still don't understand how to read the console especially if it's avatar validation failed. Been trying to add gogo via modular avatar
are those the only two errors?
yup
unfortunate
how so?
I've no idea what that means
the avatar works without the gogo, as soon as I add the modular one it fails to validate, if I use VRCfury it compiles all the parameters and refuses to upload anyway
need help with the harness, I dont see too many users use them so should I even texture it?
You talking about here? That just opens all the poiyomi stuff
Yes, "the poiyomi stuff" is where you do this
Unfortunately the poiyomi stuff is like pandora's box and I just opened it
No idea where i'd import the colors here
I refer you again to the documentation I linked, which tells you exactly this.
ah ok ill read up
Is anyone here proficient with substance painter or making avatar textures?
we are literally talking about using Substance 🙂
I take that as a yes then?
Yes, some people here are proficient at those things.
best way to go about adding physbones to these arms? (so the "strings" are softbody and move with the force of gravity)
that's going to be fun to rig, you'd need two sets of bones, one that IK drives and the other with the physbone sections
Good, I need some advice from someone who is since I'm having trouble making good looking textures, using the mirror mode on sp. Every time i try to use it, the opposite side of my painting comes out terrible looking and often times, even if im in UV mode, the strokes will bleed onto other UV tiles.
yeah, substance's mirror mode is not so great
ill probably see what i can do when i actually get to the rigging process.. im still trying to think of how to structure that anyway
I often find myself painting in 2D when mirroring
Exactly, and i want to know how other people who do make good looking textures so it because this is so frustrating 😫
practice 🙁
True , but I'd like to digure out a way around crappy software...
Like maybe ppl use something else, which I doubt, but I want to know if im the only who can't figure out a way to master using the mirror mode
Usually if you're careful about how you setup the model used in substance, it can be better. or use masks well to prevent painting on the wrong things
I'm not sure what advice to give really
Yeah, I think at this point, I'll just have to start using masks more often to compensate for the awful accuracy from the mirror tool
Which im definitely not opposed to
It seems to be the only option i have atm
absolutely use a lot of masks
not sure what you're painting but I often split up my model so it's easier to paint in 3D. like the parts of a suit of clothes
Ah well I'm currently texturing a Nightbeast avatar base, which has all the meshes for the clothing included with the fbx.
My main issue is trying to do the textures around the mouth and fluff area's, as that's usually where I run into the issue of UV bleeding
you can bring it into blender and split it up into parts, if you want to go this route
technically I don't split things into separate objects, but more move parts away from each other, like say the shirt x+1 and the pants x-1, etc.
Well the problem I'm having is that there's not enough space between the parts of the body mesh itself. Example: trying to texture the lips using the uv mode, the color always bleeds onto the upper or lower lip, depending on which side im doing
So I read up and got more confused 😭 there is no option to place anything
then paint it in the actual uv window itself
Yeah exactly
Or doing the ears, the color always bleeds onto the fluff inside the ears, despite the fluff being a different tile
Thats exactly what im doing
you have to unlock the material, if it's locked
well of course it would when your brush is also hovering over that part of the mesh
paint the edge on the UV tile instead of in 3D then
or use a mask
in the 3D mode, it ignores tile borders, that's the whole point
Yeah I'm saying thats what im doing, it just always messes up on the mirrored side
then its not actually mirrored
or the mirror point isn't in the right place
Exactly, the issue is with the mirror tool, nothing else.
then dont use it?
you can move the mirror point, did you try that?
Not yet
Well I'd prefer to not have to individually do each side of a texture that's supposed to be symmetrical, considering im not good at doing such things
if its going to be exactly symmetrical then why didnt you just have them share identical uvs
I just exported it, I assume it's unlocked? No? Where would I do that?
I again refer you to the Poiyomi documentation
Wdym? I didn't make the base im using, if that's what you're referring to.
if its going to be symmetrical with absolutely no differences then just have them share the identical uvs
also you exported textures, a material is the thing that combines textures and applies them via a shader to the faces of a mesh object.
material contains textures
shader tells how the material should render
I would if i knew how to do that. I'm by no means experienced with editing models sadly.
yes, that's a better way to say it.
you can just select ear
copy uvs
select other ear
paste uvs
Would that be a blender thing?
K
would be more specifically
textures are the flat images for the model
materials contain the data of which verts are affected by it
shaders tell how the material renders
Okay I put something in there and nothing about this guy changed
I put one of the "fur" things in there
well did you put the material on the actual mesh
now i did and he looks terrifying but thats okay
um
I just dragged it onto him I don't think I was supposed to do it like that
you drag the material not the texture
dragging the texture just makes every material slot a generated default material with that texture
its hard to be specific as to which part you're dragging the material onto if you do it to the 3D model, I usually drag them into the slots on the mesh renderers.
Okay he's looking slightly less scary now that its a material thank you
Still not sure where what I painted in substance painter is
I've read that document now
did you export the image
you say you exported them but did you actually get an image
(textures are image files)
Oh yeah I have a Body_Base_color.png here
did you import it into unity
Yeah it's here in "Assets"
drag that onto the material
I did it! He looks like an analog horror monster right now but I can make it look better I think
I assume you'd go into the poiyomi things to really fine tune it
I mean if you are using poi sure
hi guys i wanted to try fixing the top half of these ears because the mesh looked a bit squished?(1st image) but im worried because they kindof move with physbones, and im wondering if doing this will affect the way they move? just wanted to know if i rearranged the vertices correctly (in the 2nd image)
Removing/merging vertices shouldnt cause issues. Making new ones is the problem as theyll not have any weights
tysm!
how does one add arm colliders to an avatar because ive been here for a solid hour now trying to figure this out and ive added pretty much every collider that is in unity and or vrcfury 😭
What is the purpose of arm collider?
just so my arms move my body/hair/chest
It's physbone collider. But moving the body doesn't make sense.
Also are you sure you want it to be on arms and not just hands?
yes im sure, and i have tried physbones collider but that didnt seem to work
You will have to assign those component in the physbone component too. Telling that physbone must collide with the collider.
i will try that again and ill tell you if that works
that didnt seem to work, do you know if the physbone collider works with marshmallow pb?
You will have to assign the colliders in the marshmallow pb settings.
a i found it thank you 😭 i didnt see the collider tab in marshmallow
I need a free avatar
theres the entirety of publicly uploaded avatars to pick from
would anyone know why my second outfit for my kipfel model is suddenly invisible it was working fine earlier and now even if i turn it on i don’t see it
There are tons of reasons and you have to provide more information how you did it and how you test it.
i’m honestly not sure how to word it this is my first time trying to customize a booth model 😭
her other outfit works fine when i check it on and off but the second one doesn’t show anymore and im not sure why
Why did you even have to screenshot diagonally? Also use snipping tool by Window+Shift+S key.
LMAO
i took a pic for a friend
sorry
i didn’t know how to screenshot with this keyboard lol
Which object is the cloth?
i know the second outfit is named black for some reason
Expand its object tree and see how the children objects are doing.
i’m not sure what you mean but the drop down menu or the little right arrow?
The > arrow.
i can see the outfit when i do that
As in seeing the list of object in hierarchy or visually seeing in the scene?
i can see the hierarchy just the pieces of clothing as well as the outfit on my model in the scene
i tried taking a screenshot but it’s not saving to my pc 🥲
It saved into clipboard and you just have to paste in discord.
You are in prefab editing mode. Get out from there.
< button
now i’m back to not seeing the outfit
I'm asking again "Expand its object tree and see how the children objects are doing."
I mean the solid arrow button, not the line one.
what does children objects mean
It's object relation. Children objects are part of parent object.
i feel so lost T-T
you have the object
anything that is under that object in the hierarchy is the child object
Ok. Don't ever feel to tell what went wrong?
there was something hiding it lol
i just had to click on it
all the way to the left it’s like an eyeball xd
i think i might’ve accidentally clicked it and hid the entire outfit
That's a button for hiding in the scene editor.
i’ve never known about that
all i knew how to do prior to this was uploading avatars i’ve never edited one
You will get to know some day anyway.
likely a world-only shader
yep, 'tis
i only have 6 materials in unity but for sum reason it shows 12 material slots once i upload it to vrchat why's that
its how many material slots you have, not materials.
you can have 100 materials if you only use 1 at a time, and you can have 100 slots used if its a complex model and you just replaced everything with the same black material without merging meshes
that makes sense thx
okay so just a quick question i bought a tail ribbon for my model i would drag it into my avatar and then do i put it anywhere specifically or is that it
Yo guys its my first time enountering this issue but my physbones do not working during play mode, i have no errors and my avi's hair is movable and has working bones
does anyone know any common issues that does this?
u only need to parent it to the bone responsible for wherever u did put it
i dragged this onto an object and it just looks like this, is there a way to make it more visible
i’m not sure what that means 😭
is there a way to turn off vismes even in mmd worlds?
just dont have the mmd visemes
"parenting" is a concept about bone hierarchies. wherever the "parent" goes, the "child" follows. for example, the head is "parented" to the neck so that they stay attached.
you can make your ribbon the child of the hips, or whichever area you want it to stay attached to.
anyone know why this is happening ?
its likely an animation (possibly part of the model's base layers) that's activating a blendshape for the body mesh to shrink the arms on activation
what should i do then ?
remove the layer causing it in the FX if you're not using the original outfit toggles anymore or if you are then you'd need to swap it's setup so it doesnt set the arm shrink to 100 on load-in and only when wearing the specific outfit its doing it on
how do i add animations to my custom avatar?
Any experts on liltoon? Why's my outfit lit up compared to my avatar 😭
How the heck do I add these
Assuming your avatar actually has the bones, go check the rig setup to see if it's done properly, with the right bones in the right slots.
If your armature does not have those bones, you'll need to add them in something like Blender.
(rig setup: find the model file in the project, not the avatar, then click the "rig" tab in the inspector and "configure")
Okay I fixed that but it's giving me avatar validation failed
I'm not really that good at unity yet so I have no idea what it means or how to fix it
you'd need to provide detail, such as the first (at the top) 2-3 error messages in the console
"auto fix"
used that on a previous project and it ruined evrything but ill give it a go
the alternative is you can find all the textures which don't have that option checked and check them individually.
i did something and it fixed thank you for your help
